Claude-Code-Game-Studios/docs/engine-reference/godot/breaking-changes.md
Donchitos ad540fe75d Game Studio Agent Architecture — complete setup (Phases 1-7)
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>
2026-02-13 21:04:24 +11:00

5.2 KiB

Godot — Breaking Changes

Last verified: 2026-02-12

Changes between Godot versions, focused on post-LLM-cutoff changes (4.4+).

4.5 → 4.6 (Jan 2026 — POST-CUTOFF, HIGH RISK)

Subsystem Change Details
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.
Rendering Glow processes BEFORE tonemapping Was after tonemapping. Scenes with glow will look different. Adjust intensity/blend in WorldEnvironment.
Rendering D3D12 default on Windows Was Vulkan. For better driver compatibility.
Rendering AgX tonemapper new controls White point and contrast parameters added.
Core Quaternion initializes to identity Was zero. Unlikely to affect most code but technically breaking.
UI Dual-focus system Mouse/touch focus now separate from keyboard/gamepad focus. Visual feedback differs by input method.
Animation IK system fully restored CCDIK, FABRIK, Jacobian IK, Spline IK, TwoBoneIK via SkeletonModifier3D nodes.
Editor New "Modern" theme default Grayscale replaces blue-tint. Restore: Editor Settings → Interface → Theme → Style: Classic
Editor "Select Mode" keybind changed New "Select Mode" (v key) prevents accidental transforms. Old mode renamed "Transform Mode" (q key).
2D TileMapLayer scene tile rotation Scene tiles can now be rotated like atlas tiles.
Localization CSV plural form support No longer requires Gettext for plurals. Context columns added.
C# Automatic string extraction Translation strings auto-extracted from C# code.
Plugins New EditorDock class Specialized container for plugin docks with layout control.

4.4 → 4.5 (Late 2025 — POST-CUTOFF, HIGH RISK)

Subsystem Change Details
GDScript Variadic arguments added Functions can accept ... arbitrary params — new language feature
GDScript @abstract decorator Abstract classes and methods now enforceable
GDScript Script backtracing Detailed call stacks available even in Release builds
Rendering Stencil buffer support New capability for advanced visual effects
Rendering SMAA 1x antialiasing New post-processing AA option
Rendering Shader Baker Pre-compiles shaders — reportedly 20x faster startup on some demos
Rendering Bent normal maps, specular occlusion New material features
Accessibility Screen reader support Control nodes work with accessibility tools via AccessKit
Editor Live translation preview Test GUI layouts in different languages in-editor
Physics 3D interpolation rearchitected Moved from RenderingServer to SceneTree. API unchanged but internals differ.
Animation BoneConstraint3D New: AimModifier3D, CopyTransformModifier3D, ConvertTransformModifier3D
Resources duplicate_deep() added New explicit method for deep duplication of nested resources
Navigation Dedicated 2D navigation server No longer a proxy to 3D navigation; smaller export for 2D games
UI FoldableContainer node New accordion-style container for collapsible UI sections
UI Recursive Control behavior Disable mouse/focus interactions across entire node hierarchies
Platform visionOS export support New platform target
Platform SDL3 gamepad driver Delegated gamepad handling to SDL library
Platform Android 16KB page support Required for Google Play targeting Android 15+

4.3 → 4.4 (Mid 2025 — NEAR CUTOFF, VERIFY)

Subsystem Change Details
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
Core OS.execute_with_pipe Added optional blocking parameter
Core RegEx.compile/create_from_string Added optional show_error parameter
Rendering RenderingDevice.draw_list_begin Many parameters removed; breadcrumb parameter added
Rendering Shader texture types Parameter/return types changed from Texture2D to Texture
Particles .restart() method Added optional keep_seed parameter (CPU/GPU 2D/3D)
GUI RichTextLabel.push_meta Added optional tooltip parameter
GUI GraphEdit.connect_node Added optional keep_alive parameter

4.2 → 4.3 (In Training Data — LOW RISK)

Subsystem Change Details
Animation Skeleton3D.add_bone returns int32 Was void
Animation bone_pose_updated signal Replaced by skeleton_updated
TileMap TileMapLayer replaces TileMap One node per layer instead of multi-layer single node
Navigation NavigationRegion2D Removed avoidance_layers, constrain_avoidance properties
Editor EditorSceneFormatImporterFBX Renamed to EditorSceneFormatImporterFBX2GLTF
Animation AnimationMixer base class AnimationPlayer and AnimationTree now extend AnimationMixer