Belzecue 🃏
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belzecue.bsky.social
Belzecue 🃏
@belzecue.bsky.social
Story structuralist, Godot Engine enthusiast, chasing that One Good Thing.
Banner art by josephharrold.com
August 5, 2025 at 3:45 PM
What profile was used in your build? 🤷
July 18, 2025 at 5:13 AM
By breaking the shader code at the end, you still get the benefit of auto-complete for all code before that while editing. So you can make a bunch of changes and only re-enable the shader compilation when you're ready by deleting the 'stop' line. Other option is switch to Compat for shader editing.
July 13, 2025 at 5:56 PM
June 16, 2025 at 6:27 AM
Create your FREE account and get building! Remember to delete your cache artifacts often to free up your 1-gig storage limit. And pester @w4games.com to change the default sorting order for Artifacts list to sort:created_at-desc so that newest is always at top, like any sane time-related list. 🙏👍
June 7, 2025 at 4:42 AM
Windows Release:
Git Repo
github.com/godotengine/...
Git Ref
3.x
Platform
windows
CPU Architecture
x86_64
Build Target
editor
Scons Params
platform=windows tools=no target=release bits=64 optimize=size use_static_cpp=yes debug_symbols=no lto=none
June 7, 2025 at 4:42 AM
Windows Editor:
Git Repo
github.com/godotengine/...
Git Ref
3.x
Platform
windows
CPU Architecture
x86_64
Build Target
editor
Scons Params
platform=windows target=release_debug optimize=size use_static_cpp=yes lto=full debug_symbols=no
June 7, 2025 at 4:42 AM
Linux Release:
Git Repo
github.com/godotengine/...
Git Ref
3.x
Platform
linux
CPU Architecture
x86_64
Build Target
template_release
Scons Params
platform=x11 target=release optimize=size use_static_cpp=yes lto=full debug_symbols=no tools=no
June 7, 2025 at 4:42 AM
Turns out this is a known issue with Vulkan and Intel integrated graphics. Nearest Mipmap Anisotropic filtering likely only reliable on NVIDIA cards. github.com/godotengine/... If you want it on Intel, might have to roll your own custom shader.
Two minor issues with anisotropic filtering in the Vulkan renderers · Issue #105530 · godotengine/godot
Tested versions Reproducible in Godot 4.0.4.stable and Godot 4.4.1.stable System information Godot v4.4.1.stable unknown - Arch Linux #1 ZEN SMP PREEMPT_DYNAMIC Thu, 10 Apr 2025 18:43:47 +0000 on X...
github.com
June 3, 2025 at 4:37 AM
Switching to Compatibility renderer fixes it: no more blurriness on a texture set to use anisotropic filtering.
June 2, 2025 at 9:32 AM
Could be a recent commit broke Windows release build for 3.x.

Final takeaways from my first time with W4Games Build:
- Some UI improvements would make it dummy(me) proof
- Takes the pain of of the process
- 1 gig on free tier is tight (delete your cache artifacts for more builds!)
- 👊W4Games🔥
May 31, 2025 at 6:02 PM
Seems a good idea to default that log list to time descending order, keeping the lastest log at the top. Looking at the correct log now (!), I see the ACTUAL error failing my Windows Release template build on 3.x. It's happening after the compile at the linking stage -- a legit build failure.
May 31, 2025 at 6:02 PM
Other thing that tripped me up was the lack of chronological ordering on the Build Artifacts page, where I was checking logs. Turns out I was clicking on the top one, so I was associating an old build failure log with the current different failure, which is why I thought it was repeating an error.
May 31, 2025 at 6:02 PM
A better message would be something like:
"No logs found for this stage.
Other stages with logs:
Clone Repository [OK]
Environment - Dependencies [OK]
Compilation - Windows [FAILED]"
then the user knows to go find the failure log in the dropdown.
May 31, 2025 at 6:02 PM