The Godot project has issued a second release candidate, 4.5.1-rc2, aiming to deliver a highly stable hotfix. This new build incorporates a wave of critical bugfixes that emerged following the first RC snapshot last week.
The community-driven effort saw 31 contributors submit 45 distinct improvements. With stability as the top priority, developers are encouraging users to test this build and report any issues not present in the 4.5-stable release.
Developers will find significant refinements within the editor and core systems. The update addresses issues with editor autocompletion, Quick Open history, and keyboard-based selection of the remote tree.
The developer experience is further improved by a more verbose core error message for mismatched capacity reservations and an updated description for the Node2D.move_local_{x,y}() methods in the documentation. GUI fixes also prevent unintentionally draggable panels and correct placeholder text selection in LineEdit nodes.
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This release delivers key corrections to gameplay, rendering, and asset pipeline subsystems. For input, it resolves bugs related to invalid joypad presses and an issue where weak and strong joypad vibration were swapped.
The asset pipeline sees an enhancement to the OBJ importer, which now supports bump multipliers for normal scaling. In the compatibility renderer, a fix restores proper glow intensity, while another ensures LightmapGI is correctly applied. The Jolt physics integration is also more robust, patching a crash and correcting how Generic6DOFJoint3D respects angular limits.
Platform-specific porting received attention, with improvements for Wayland, Unix, and macOS, including an update to the RECORD_SCREEN permission version check. Windows exports with modified resources now have a corrected application manifest. This entire release is built from commit 69796bf7d.


