Godot Daily: Weekly Recap - Editor Polish, XR Fixes, and 4.7 Stabilization
50 pull request items and 30 commits centered on editor consistency, OpenXR and WebXR corrections, and platform and rendering stability, including the first batch of cherry-picks for 4.7.3.
Duration: PT3M45S
Episode overview
This episode is a short developer briefing from Godot Daily.
It explains recent repository work in plain language.
- Show: Godot Daily
- Published: 2026-09-21T09:41:56Z
- Audio duration: PT3M45S
Transcript excerpt
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Good morning, this is Godot Daily for the week of September 14th through the 21st.
50 pull request activity items, 30 additional commits this week.
The lead pattern: less new functionality, more predictability. The editor got steadier, XR rendering got corrected, and maintenance branches moved toward release.
First, editor workflow and interface consistency. You can now drop a script file into the 2D or 3D view to create a node, similar to instancing a packed scene, in PR 115819. Multi-selection in the scene tree dock supports more actions, including make local, editable children, and placeholder loading, in PR 119347.…
Second, XR across desktop and web. PR 123418 fixes a spatial container camera offset that doubled the head transform. PR 122512 avoids recreating the main OpenXR swap chain unless the recommended size grows, preserving performance and supporting Android resolution extensions. PR 123522 ensures composition layers…
Third, platforms, graphics, and core stabilization. SDL moves to version 3.4.16 in 120373. For Android, PR 123585 fixes debug keystore creation after Java SDK setup, PR 123234 adds an export option for R8 minification and obfuscation in Gradle builds, and PR…
Nearby episodes from Godot Daily
- Stabilization Push With Texture Streaming and Editor Fixes
- WebXR Drops Layers Requirement, GI and Physics Fixes
- Editor Polish and the 4.7.3 Cherry-Pick Wave
- One Editor Steward, Many Fixes
- Web Platform Cleanup and LibGodot's Next Steps
- Cleaning Up Core Architecture and Container Performance
- SDL Upgrade Fallout and the SDFGI Lighting Cleanup
- Weekly Recap - XR Expansion and Renderer Precision