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⚠️ Important: Starting with dev 5, all resource types will generate .uid files, making references path-agnostic. These files are editor-only but should be added to version control for proper data sync. We’d love your feedback on this change! #godot #godotengine godotengine.org/article/dev-...

godotengine.orgDev snapshot: Godot 4.4 dev 5With GodotCon behind us and our developers recuperated, we're thrilled to return to a more frequent release-cycle.

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Having a bunch of small files can be bad for partitions that use NTFS as a filesystem, as they round up in size; even if their data is less than a kilobyte. This causes project sizes to be inflated the more you have these tiny files lying around, and it gets worse the bigger your project is.

I am just learning to use Godot. The biggest hurdle I have found is that one minor version upgrade breaks so much of the code in previous versions. 4.3 broke most youtube tutorials and this makes learning very difficult. Please don't do this with 4.4

It will continue to happen. The engine is currently in a state of rapid iteration and will likely continue to rip the bandaids off with every single update. It's for the good of the engine to not keep vestigial parts just for compatibility. That's why lTS exists.

I can understand with major updates, such as 4 -> 5. That is to be expected, but to break 4.2 ->4.3 isn't professional. I can see bug fixes and added features, but major changes should be reserved for major version upgrades.

Slight syntax changes don't exactly constitute 'major changes', though. I do agree they could do better at auto-updating things in these cases, but most of the time the IDE will identify deprecated versions of commands/syntax and let you know how to upgrade it.