Godot Daily

Godot Daily: Weekly Recap - Editor Improvements & Bug Fixes

This week brought 20 merged pull requests and 30 additional commits, focusing heavily on editor stability and user experience improvements. Major fixes addressed export plugin paths, popup menu scaling issues, and various editor state regressions.

Duration: PT2M38S

https://podlog.io/listen/godot-daily-33eb1ffe/episode/godot-daily-weekly-recap-editor-improvements-bug-fixes-5613fd77

Transcript

Good morning, I'm your host with the Godot Daily weekly recap for May 10th through 17th, 2026.

Twenty pull requests merged with thirty additional commits this week, delivering significant editor improvements and critical bug fixes.

Starting with editor enhancements, YeldhamDev resolved a problematic issue where EditorExportPlugin._export_begin() received incorrect temporary folder paths instead of actual preset paths when exporting ZIP files. The shader editing experience also saw major improvements, with vaner-org delivering enhanced inline shader preview layouts featuring better perspective connections and resizable panels.

Several critical fixes dominated this week's activity. Multiple PopupMenu issues were addressed - mihe fixed input handling problems when scaled or padded, and resolved submenu positioning that wasn't accounting for margins properly. KoBeWi tackled various editor state regressions, fixing dummy scene state overwrites and scene tab update issues stemming from recent changes.

Platform-specific fixes included m4gr3d addressing reported Android crashes from the Play Store, and buresu correcting an incorrect fallback height value in Wayland's popup configuration. The engine also received accessibility improvements, with bruvzg removing duplicate values for editor inspector elements.

Graphics and rendering saw attention with clayjohn adding a project setting to disable new volumetric fog blending behavior, providing backward compatibility for projects that relied on the previous appearance. Chaosus fixed shader crashes when parameter names matched uniform names.

Infrastructure updates included Bromeon phasing out RefCounted singletons to eliminate undefined behavior pitfalls, and DeeJayLSP suppressing GCC 16's new sfinae-incomplete warning that was producing false positives.

Additional notable fixes covered BoneAttachment3D tree entry issues, timeline indicator misalignment in the Bezier editor, and compute barrier problems on Intel Iris Xe Graphics. The fourth batch of cherry-picks for the upcoming 4.6.3 release was also merged.

Documentation improvements included better search keywords for Color methods and corrected ordering in RandomNumberGenerator descriptions.

Next week expect continued focus on stability as the team addresses remaining issues from recent major changes and prepares for the 4.6.3 release.

That's your Godot Daily weekly recap. Stay tuned for tomorrow's development updates.