Godot Daily: Editor Fixes and Export Improvements

Eleven pull requests merged addressing critical editor functionality, export path handling, and platform-specific bugs. Key fixes include export plugin path corrections, editor state regressions, and Android crash resolution.

Duration: PT2M

Episode overview

This episode is a short developer briefing from Godot Daily.

It explains recent repository work in plain language.

  • Show: Godot Daily
  • Published: 2026-05-16T10:01:58Z
  • Audio duration: PT2M

Transcript excerpt

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Good morning. This is Godot Daily for May 16th, 2026.

YeldhamDev merged a fix for wrong path handling in EditorExportPlugin export_begin when zipping. The editor was incorrectly passing temporary folder paths instead of actual preset paths during ZIP exports. This required changes across 21 files in the export platform system.

KoBeWi merged fixes for various editor state regressions, resolving issues with dummy scene states overwriting first scenes and scene tabs not updating properly during navigation. The fix also renamed the selected_nodes state key to avoid upgrade errors.

Vaner-org merged improvements to inline shader preview layout, enhancing information density and adding resizable panels with improved visual connections between code lines and preview elements.

YeldhamDev merged a fix for misaligned timeline indicators in the Bezier editor and resolved error spam when resizing controls in zero-size parents with anchors mode enabled.

L3GiaBao merged a fix preventing BoneAttachment3D from throwing is_inside_tree errors by ensuring the skeleton enters the tree before pose calculations.

Nearby episodes from Godot Daily

  1. Android Updates and Editor Fixes
  2. Editor Polish and Performance Fixes
  3. Platform Fixes and Editor Improvements
  4. Weekly Recap - Editor Improvements & Bug Fixes
  5. UI Fixes and Stability Updates
  6. Accessibility and Android Fixes
  7. Accessibility and Editor Improvements
  8. UI Polish and Rendering Fixes