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48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
70 lines
5.2 KiB
Markdown
70 lines
5.2 KiB
Markdown
# Godot — Breaking Changes
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Last verified: 2026-02-12
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Changes between Godot versions, focused on post-LLM-cutoff changes (4.4+).
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## 4.5 → 4.6 (Jan 2026 — POST-CUTOFF, HIGH RISK)
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| Subsystem | Change | Details |
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|-----------|--------|---------|
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| Physics | Jolt is now the DEFAULT 3D physics engine | New projects use Jolt automatically. Existing projects keep their setting. Some HingeJoint3D properties (like `damp`) only work with GodotPhysics. |
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| Rendering | Glow processes BEFORE tonemapping | Was after tonemapping. Scenes with glow will look different. Adjust intensity/blend in WorldEnvironment. |
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| Rendering | D3D12 default on Windows | Was Vulkan. For better driver compatibility. |
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| Rendering | AgX tonemapper new controls | White point and contrast parameters added. |
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| Core | Quaternion initializes to identity | Was zero. Unlikely to affect most code but technically breaking. |
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| UI | Dual-focus system | Mouse/touch focus now separate from keyboard/gamepad focus. Visual feedback differs by input method. |
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| Animation | IK system fully restored | CCDIK, FABRIK, Jacobian IK, Spline IK, TwoBoneIK via SkeletonModifier3D nodes. |
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| Editor | New "Modern" theme default | Grayscale replaces blue-tint. Restore: Editor Settings → Interface → Theme → Style: Classic |
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| Editor | "Select Mode" keybind changed | New "Select Mode" (v key) prevents accidental transforms. Old mode renamed "Transform Mode" (q key). |
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| 2D | TileMapLayer scene tile rotation | Scene tiles can now be rotated like atlas tiles. |
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| Localization | CSV plural form support | No longer requires Gettext for plurals. Context columns added. |
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| C# | Automatic string extraction | Translation strings auto-extracted from C# code. |
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| Plugins | New EditorDock class | Specialized container for plugin docks with layout control. |
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## 4.4 → 4.5 (Late 2025 — POST-CUTOFF, HIGH RISK)
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| Subsystem | Change | Details |
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|-----------|--------|---------|
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| GDScript | Variadic arguments added | Functions can accept `...` arbitrary params — new language feature |
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| GDScript | `@abstract` decorator | Abstract classes and methods now enforceable |
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| GDScript | Script backtracing | Detailed call stacks available even in Release builds |
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| Rendering | Stencil buffer support | New capability for advanced visual effects |
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| Rendering | SMAA 1x antialiasing | New post-processing AA option |
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| Rendering | Shader Baker | Pre-compiles shaders — reportedly 20x faster startup on some demos |
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| Rendering | Bent normal maps, specular occlusion | New material features |
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| Accessibility | Screen reader support | Control nodes work with accessibility tools via AccessKit |
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| Editor | Live translation preview | Test GUI layouts in different languages in-editor |
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| Physics | 3D interpolation rearchitected | Moved from RenderingServer to SceneTree. API unchanged but internals differ. |
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| Animation | BoneConstraint3D | New: AimModifier3D, CopyTransformModifier3D, ConvertTransformModifier3D |
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| Resources | `duplicate_deep()` added | New explicit method for deep duplication of nested resources |
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| Navigation | Dedicated 2D navigation server | No longer a proxy to 3D navigation; smaller export for 2D games |
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| UI | FoldableContainer node | New accordion-style container for collapsible UI sections |
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| UI | Recursive Control behavior | Disable mouse/focus interactions across entire node hierarchies |
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| Platform | visionOS export support | New platform target |
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| Platform | SDL3 gamepad driver | Delegated gamepad handling to SDL library |
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| Platform | Android 16KB page support | Required for Google Play targeting Android 15+ |
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## 4.3 → 4.4 (Mid 2025 — NEAR CUTOFF, VERIFY)
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| Subsystem | Change | Details |
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|-----------|--------|---------|
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| Core | `FileAccess.store_*` return `bool` | Was `void`. Methods: `store_8`, `store_16`, `store_32`, `store_64`, `store_buffer`, `store_csv_line`, `store_double`, `store_float`, `store_half`, `store_line`, `store_pascal_string`, `store_real`, `store_string`, `store_var` |
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| Core | `OS.execute_with_pipe` | Added optional `blocking` parameter |
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| Core | `RegEx.compile/create_from_string` | Added optional `show_error` parameter |
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| Rendering | `RenderingDevice.draw_list_begin` | Many parameters removed; `breadcrumb` parameter added |
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| Rendering | Shader texture types | Parameter/return types changed from `Texture2D` to `Texture` |
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| Particles | `.restart()` method | Added optional `keep_seed` parameter (CPU/GPU 2D/3D) |
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| GUI | `RichTextLabel.push_meta` | Added optional `tooltip` parameter |
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| GUI | `GraphEdit.connect_node` | Added optional `keep_alive` parameter |
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## 4.2 → 4.3 (In Training Data — LOW RISK)
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| Subsystem | Change | Details |
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|-----------|--------|---------|
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| Animation | `Skeleton3D.add_bone` returns `int32` | Was `void` |
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| Animation | `bone_pose_updated` signal | Replaced by `skeleton_updated` |
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| TileMap | `TileMapLayer` replaces `TileMap` | One node per layer instead of multi-layer single node |
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| Navigation | `NavigationRegion2D` | Removed `avoidance_layers`, `constrain_avoidance` properties |
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| Editor | `EditorSceneFormatImporterFBX` | Renamed to `EditorSceneFormatImporterFBX2GLTF` |
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| Animation | AnimationMixer base class | AnimationPlayer and AnimationTree now extend AnimationMixer |
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