{"id":155487,"date":"2026-01-27T17:11:54","date_gmt":"2026-01-27T15:11:57","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-6"},"modified":"2026-02-14T22:41:30","modified_gmt":"2026-02-14T20:41:30","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-6","status":"publish","type":"post","link":"https:\/\/prohoster.info\/et\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-6","title":{"rendered":"Avatud m\u00e4ngumootori Godot 4.6 v\u00e4ljalase","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Esitletud on tasuta m\u00e4ngumootori Godot 4.6 v\u00e4ljaanne, mis sobib 2D- ja 3D-m\u00e4ngude loomiseks. Mootor toetab m\u00e4nguloogika kirjutamiseks lihtsasti \u00f5pitavat keelt, m\u00e4ngude kavandamise graafilist keskkonda, \u00fches kl\u00f5psuga m\u00e4ngude juurutamise s\u00fcsteemi, animatsiooni ja f\u00fc\u00fcsiliste protsesside simuleerimise v\u00f5imalusi, sisseehitatud siluri ja j\u00f5udluse kitsaskohtade tuvastamise s\u00fcsteemi. M\u00e4ngumootori, m\u00e4ngude kavandamise keskkonna ja seotud arendusvahendite (f\u00fc\u00fcsikamootor, heliserver, 2D\/3D renderdamise tagaplaanid jne) kood on litsentseeritud MIT litsentsi alusel.     <\/p>\n<p>Mootori l\u00e4htekood avati 2014. aastal OKAM stuudio poolt p\u00e4rast k\u00fcmneaastast arendust tasuliste professionaalsete toodete jaoks, mida kasutati paljude m\u00e4ngude loomisel ja avaldamisel PC, m\u00e4ngukonsoolide ja mobiilsete seadmete jaoks. Mootor toetab k\u00f5iki populaarseid staatilisi ja mobiilseid platvorme (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), samuti m\u00e4ngude arendamist veebis. K\u00e4ivitamiseks valmis binaarsed kogumikud on koostatud Linuxi, Androidi, Windowsi ja macOS-i jaoks.       <\/p>\n<p>Peamised muudatused Godot 4.6-s (1, 2, 3):    <\/p>\n<ul>\n<li class=\"l\"> Toimetajas on vaikimisi uuendatud teema nimega \u201eModern\u201c, millel on kaasaegne v\u00e4limus, suurem kontrastsus teabe esitlemisel lugemise lihtsustamiseks, elementide vaheline t\u00fchikute optimeerimine ja halltooni v\u00e4rvipalett. Kasutajad, kes on harjunud vana kujundusega, saavad valida klassikalise teema tagasi.    <center><img decoding=\"async\" alt=\"Avatud m\u00e4ngumootori Godot 4.6 v\u00e4ljalase\" src=\"\/wp-content\/uploads\/2026\/01\/067155ac4d2fdc1f64bf466fdc59f946.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Toimetajas on standardiseeritud paneelide kasutamine. Alumised paneelid ja enamik dokkpaneele on n\u00fc\u00fcd ujuvad ja neid saab kinnitamiseks lahti \u00fchendada. Paneele saab drag &amp; drop re\u017eiimis erinevatesse kohtadesse liigutada.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/dock.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Uute 3D-projektide jaoks on vaikimisi aktiveeritud JoltPhysics f\u00fc\u00fcsikaprotsesside simulatsioonimootor, mida kasutatakse juba AAA-m\u00e4ngudes, nagu Death Stranding 2.\n<li class=\"l\"> Lisatud on uus tagasiside kineetika (IK, inverse kinematic) s\u00fcsteem, mis v\u00f5imaldab luua realistlikumat animatsiooni. Lisatud uued modifikaatorid ja piirangud (constraint), mis v\u00f5imaldavad kontrollida liigeste p\u00f6\u00f6rlemist ja nurkkiirus, et v\u00e4ltida soovimatuid liikumisi. Seatud piiranguid saab siduda 3D-s\u00f5lmedega, n\u00e4iteks et tegelase k\u00e4si ulatuks ja haaraks relva. Lisatud on uus modifikaator IKModifier3D, mis on loodudSkeletonModifier3D p\u00f5hjal. Kasutamiseks on saadaval deterministlikud lahendajad (solver) TwoBoneIK3D ja SplineIK3D, samuti iteratiivsed lahendajad FABRIK3D, CCDIK3D ja JacobianIK3D. IK-raamistiku modulaarne arhitektuur v\u00f5imaldab seda kombineerida teiste modifikaatorite ja piirangutega, et t\u00e4pselt kohandada protseduurilist animatsiooni otse mootori sees.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/skeleton_modifier.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> SSR (ekraanipinnal peegeldus) s\u00fcsteem on t\u00e4ielikult \u00fcmber t\u00f6\u00f6tatud, mis vastutab peegeldavate pindade, n\u00e4iteks metalli, vee ja klaasi visualiseerimise eest. Uus teostus saavutab suurema realistlikkuse, suurendab j\u00f5udlust ja lisab kaks re\u017eiimi \u2014 full-resolution (maksimaalne kvaliteet) ja half-resolution (madalam kvaliteet). <a href=\"https:\/\/prohoster.info\/et\/server\/dts-geneva\/\"  data-wpil-monitor-id=\"3295\">k\u00f5rget j\u00f5udlust.<\/a>).        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/new_ssr.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Rakendatud unikaalsed sisemised s\u00f5lme identifikaatorid (Node ID), mis salvestatakse stseenifailides ja ei muutu stseeni reorganiseerimisel, elementide hierarhia muutmisel, s\u00f5lmede liigutamisel v\u00f5i nimetamise muutmisel.\n<li class=\"l\"> Lisatud on libgodot raamatukogu, mis v\u00f5imaldab Godot Engine'i integreerida oma rakendustesse, selle asemel et k\u00e4ivitada seda eraldi protsessina, mis v\u00f5ib olla kasulik n\u00e4iteks oma m\u00e4ngude redigeerijate arendamisel. Tugi on olemas Linuxis, Windowsis ja macOS-is.\n<li class=\"l\"> 2D-stseene, mida paigutatakse TileMap'i nagu plaatide (n\u00e4iteks animeeritud rahakotid, lambid ja t\u00f5rvikud), saab n\u00fc\u00fcd p\u00f6\u00f6rata 90 kraadi sammudega.    <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/turn_2d_tiles.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> T\u00f6\u00f6suund on modernsete 3D-redaktorite l\u00e4hedale viimiseks eraldatud valimise ja transformatsiooni re\u017eiimid. Eelmine valimise re\u017eiim on \u00fcmber nimetatud \u201eTransformatsiooniks\u201c ja lisatud on uus ainult valimiseks m\u00f5eldud re\u017eiim, kus saab valida s\u00f5lmi ilma transformatsioonigizmo kuvamiseta, mis takistab tahtmatuid liikumise, p\u00f6\u00f6ramise ja suurendamise toiminguid.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/select_mode.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> 3D-joonistamis- ja eemaldamisriist on parendatud GridMap'is, mis on viidud Brezehami algoritmi, et interpoleerida punktide vahel, pakkudes sujuvamaid jooni ja kiirendades uute tasemetega ja voxeli kaartide loomist, v\u00e4hendades k\u00e4sitsi kohandamisi.        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/grid_map_bresenham.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> 3D-gizmosse on lisatud objektide p\u00f6\u00f6ramise v\u00f5imalus kaamera suuna j\u00e4rgi.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/rotation_gizmo.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Graafilises kasutajaliideses on p\u00f6\u00f6ramispunkti keskendamise protsess lihtsustatud.        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/control_pivot.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Hiire\/puuteplaadi ja klaviatuuri fookuse t\u00f6\u00f6tlemine on eraldatud \u2014 hiirekl\u00f5ps ei muuda enam sisestusfookust klaviatuurilt.\n<li class=\"l\"> Kui valitakse MarginContainer s\u00f5lm toimetajas, tagatakse m\u00f5\u00f5tude visualiseerimine vaatealal.      <center><img decoding=\"async\" alt=\"Avatud m\u00e4ngumootori Godot 4.6 v\u00e4ljalase\" src=\"\/wp-content\/uploads\/2026\/01\/3505ddd18a59bde264105d31687cadb1.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Vahelehtede navigeerimist on parendatud: vedades ressursse drag &amp; drop re\u017eiimis, saab n\u00fc\u00fcd kursori viia soovitud vahelehe peale ja automaatselt sellele \u00fcle minna ilma kl\u00f5psamata.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/hover_tabbar.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Output pane now allows you to click on the file name in the error or warning message to open it in the editor.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/error_click.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> The object tracking tool has been enhanced to create snapshots of ObjectDB and compare state snapshots with existing object lists at specific points in time.      <center><img decoding=\"async\" alt=\"Avatud m\u00e4ngumootori Godot 4.6 v\u00e4ljalase\" src=\"\/wp-content\/uploads\/2026\/01\/248dc457b41e74c6ad54317c87152356.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> The Quick Open dialog now supports previewing the selected resource in the context of the existing scene.        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/resource_preview.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> The animation editor now allows changing the length of animations by stretching or compressing clips on the timeline. The B\u00e9zier curve adjustment interface has added buttons for showing, locking, and deleting node groups.          <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/animation_editor_goodies.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Support for delta patch coding in PCK has been added, allowing only the modified parts of resources to be included in patches.\n<li class=\"l\"> You can now customize the color of game controller LED indicators. Future support for motion sensors, touch panels, haptic feedback, adaptive triggers, and controller information retrieval is expected.\n<li class=\"l\"> By optimizing the processing of RGB textures, which are now converted to RGBA on the GPU and used directly, operations for importing compressed textures have been accelerated by up to two times.\n<li class=\"l\"> Vaikimisi on renderdamisel aktiveeritud segamisre\u017eiim \u201eScreen\u201c ja tagatud on s\u00e4raefekti (Glow) rakendamine enne toonimist (tonemapping). On lisatud v\u00f5imalus kohandada AgX toonimise parameetreid.\n<li class=\"l\"> The Godot XR editor now supports Android XR devices for easier testing and debugging of augmented and virtual reality projects. Support for OpenXR 1.1 specification has been added.        <center><img decoding=\"async\" alt=\"Avatud m\u00e4ngumootori Godot 4.6 v\u00e4ljalase\" src=\"\/wp-content\/uploads\/2026\/01\/b6d884397a6eecd74fe6f3b38f3960e7.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Support for running exported applications on Android devices via scrcpy to mirror smartphone screen content onto a PC screen has been added.          <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/scrcpy_support.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Windowsi projektide koostamisel on vaikimisi kaasatud Direct3D 12.    <\/ul>\n<p>Lisaks v\u00f5ib m\u00e4rkida projekti Redot arendamise j\u00e4tku, mis on Godoti forkk, loodud vastuseks ametlike suht channel'ite rangele modereerimispoliitikale ja Godoti arendajate soovimatusele aktsepteerida arvamusi, mis eri nende vaadetega. Redoti asutajad soovisid luua kaasava kogukonna, kus aktsepteeritakse arendajate isiklikke veendumusi, poliitikat arendamisprotsessis ei sallita ja peamine fookus on suunatud ainult m\u00e4ngude loomisele. M\u00f5ni p\u00e4ev tagasi avaldati Redot 26.1 kandidaatvabastamine, kuhu on sisse viidud palju parandusi Godot 4.6-st.<br \/>\n<br \/>Allikas: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=64682\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u043b\u0435\u043d \u0440\u0435\u043b\u0438\u0437 \u0441\u0432\u043e\u0431\u043e\u0434\u043d\u043e\u0433\u043e \u0438\u0433\u0440\u043e\u0432\u043e\u0433\u043e \u0434\u0432\u0438\u0436\u043a\u0430 Godot 4.6, \u043f\u043e\u0434\u0445\u043e\u0434\u044f\u0449\u0435\u0433\u043e \u0434\u043b\u044f \u0441\u043e\u0437\u0434\u0430\u043d\u0438\u044f 2D- \u0438 3D-\u0438\u0433\u0440. \u0414\u0432\u0438\u0436\u043e\u043a \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u0435\u0442 \u043f\u0440\u043e\u0441\u0442\u043e\u0439 \u0434\u043b\u044f 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\u043e\u0442\u043b\u0430\u0434\u0447\u0438\u043a \u0438 \u0441\u0438\u0441\u0442\u0435\u043c\u0443 \u0432\u044b\u044f\u0432\u043b\u0435\u043d\u0438\u044f \u0443\u0437\u043a\u0438\u0445 \u043c\u0435\u0441\u0442 \u0432 \u043f\u0440\u043e\u0438\u0437\u0432\u043e\u0434\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0441\u0442\u0438. \u041a\u043e\u0434 \u0438\u0433\u0440\u043e\u0432\u043e\u0433\u043e \u0434\u0432\u0438\u0436\u043a\u0430, \u0441\u0440\u0435\u0434\u044b \u043f\u0440\u043e\u0435\u043a\u0442\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f \u0438\u0433\u0440 \u0438 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":8,"featured_media":155488,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-155487","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.1.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u043b\u0435\u043d \u0440\u0435\u043b\u0438\u0437 \u0441\u0432\u043e\u0431\u043e\u0434\u043d\u043e\u0433\u043e \u0438\u0433\u0440\u043e\u0432\u043e\u0433\u043e \u0434\u0432\u0438\u0436\u043a\u0430 Godot 4.6, \u043f\u043e\u0434\u0445\u043e\u0434\u044f\u0449\u0435\u0433\u043e \u0434\u043b\u044f \u0441\u043e\u0437\u0434\u0430\u043d\u0438\u044f 2D- \u0438 3D-\u0438\u0433\u0440.\" \/>\n\t<meta name=\"robots\" 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