Godot Daily: HDR Revolution and Physics Polish
Eight pull requests merged today, headlined by major HDR output improvements across Windows, Apple, and Wayland platforms that eliminate the need for inefficient polling. The ThorVG library got a massive 1.0.3 update, physics transforms received performance optimizations, and several quality-of-life fixes landed including better error messages and build improvements.
Duration: PT3M57S
Episode overview
This episode is a short developer briefing from Godot Daily.
It explains recent repository work in plain language.
- Show: Godot Daily
- Published: 2026-04-04T10:01:38Z
- Audio duration: PT3M57S
Transcript excerpt
This excerpt keeps the crawler page concise. Listen to the episode or use the RSS feed for the full update.
Good morning, fellow Godot developers! Welcome back to Godot Daily. I'm your host, and wow, do we have an exciting episode for you today. We've got eight merged pull requests that are going to make your development life significantly better, especially if you're working with HDR displays or physics-heavy scenes.
Let's dive right into today's headline story - the HDR revolution that's been brewing in the Godot codebase. We've got not one, but two fantastic pull requests from DarkKilauea and allenwp that are completely changing how HDR output works across platforms. Here's the thing - up until now, if you wanted to respond to…
DarkKilauea kicked things off with PR 115666, adding proper window events for HDR state changes on Windows. Then allenwp swooped in with PR 118076 to bring that same love to Apple and Wayland platforms. Now, instead of polling, your games can simply listen for events when the user adjusts their screen brightness or…
Speaking of massive improvements, Chubercik just landed an absolutely enormous update - ThorVG 1.0.3. This is the library that handles SVG rendering in Godot, and we're talking about changes to 100 files with nearly 10,000 lines added. Now,…
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