Godot Daily: Animation Fixes and Build System Updates

Thirteen pull requests were merged addressing animation system bugs, OpenXR editor issues, and build toolchain improvements. Notable changes include dropping Visual Studio 2017 support and fixing volumetric fog rendering problems.

Duration: PT2M12S

Episode overview

This episode is a short developer briefing from Godot Daily.

It explains recent repository work in plain language.

  • Show: Godot Daily
  • Published: 2026-04-30T00:00:00Z
  • Audio duration: PT2M12S

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 Godot Daily for April 30th, 2026.

We had significant activity overnight with thirteen merged pull requests and seventeen additional commits addressing key stability issues.

Ryan-000 merged two animation system fixes - one resolving an undo crash when the animation editor isn't active, and another fixing property erasure to only affect specific nodes rather than matching too broadly. Uno1982 addressed a regression in BlendSpace1D and BlendSpace2D where negative time scales were…

Repiteo merged a substantial build system update dropping Visual Studio 2017 support and standardizing on C17 across all platforms. This removes nearly a decade-old toolchain and eliminates build logic complications around C standard specification.

CookieBadger fixed GPU validation errors in area light lookup tables by switching to RGBAF format to ensure linear filtering support across different graphics hardware. Viksl addressed a persistent volumetric fog issue where invalid values were causing black pixels through temporal reprojection, adding comprehensive…

MattiaZir resolved an OpenXR action map bug where profile bindings weren't refreshing when actions were renamed in the action…

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  6. UI Material Inheritance and Animation Fixes
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