Godot Daily: Weekly Recap - Editor Fixes and VR Improvements
This week brought 19 merged pull requests and 30 additional commits focused primarily on editor stability fixes and OpenXR improvements. Notable fixes addressed animation editor crashes, volumetric fog rendering issues, and improved VR action mapping.
Duration: PT2M46S
Episode overview
This episode is a short developer briefing from Godot Daily.
It explains recent repository work in plain language.
- Show: Godot Daily
- Published: 2026-05-04T00:00:00Z
- Audio duration: PT2M46S
Transcript excerpt
This excerpt keeps the crawler page concise. Listen to the episode or use the RSS feed for the full update.
Good morning. This is your Godot Daily weekly recap for April 27th through May 4th, 2026.
19 pull requests merged and 30 additional commits landed this week.
Starting with editor fixes, several critical stability issues were resolved. YeldhamDev fixed a property setting bug that occurred when undoing node removals, ensuring configuration warnings update correctly. Ryan-000 addressed an undo crash in the animation editor when the editor wasn't active, and improved…
User interface improvements included better positioning for the Clear Output button in the editor log, and proper tag overrun behavior in the project manager. The TileMap editor now correctly updates its layer selector when layers are modified through the inspector.
For VR development, MattiaZir resolved OpenXR action map binding refresh issues, ensuring profile awareness when actions are renamed in action sets. This fix involved connecting several signals across eight files in the OpenXR module.
Rendering fixes were substantial this week. CookieBadger addressed GPU validation errors in area light lookup tables by switching to RGBAF format for broader hardware compatibility. A significant volumetric fog fix from viksl added…