
✅ 3.x branch | ➡️ 4.x branch [WIP]
GDX is a custom Godot Engine 3.x branch. it aims to incorporate changes, additions, or merged features that may not be merged into the official branch.

refer to this Changelog for list of notable changes.
Caution
These builds are considered bleeding-edge. It is strongly recommended to back up your projects or use version control systems like Git.
- Releases Builds: Available on the Releases page.
- Latest Builds: Check Artifacts in GitHub Actions.
- Source Code: Get the archive Here.
Automated builds compiled with the following encryption key:
FEE1ADDC0FFEEDEC0DEDEFDEADC0DEDECADEDEC0DEC0FFEEC0DEC0FFEEC0FFEE
Note
The Releases also utilize GitHub Actions artifacts, you can use the encryption key on both Release or Latest Build.
Important
This encryption key is publicly accessible. If you prefer to use a more secure key for encryption, refer to the compiling with script encryption key.
We use the following flags for all builds: debug_symbols=no lto=full production=yes optimize=size deprecated=no
with BUILD_NAME
for versioning using format YYMMDDHH, e.g., 25033000
.
To optimize build times and minimize binaries size, GDX provides pre-built versions only for selected set of architectures below:
Platform | Editor | Template |
---|---|---|
Android | armv7 | armv7 |
iOS | - | arm64v8 |
Linux | x64 | x64 |
macOS | universal (x64, arm64) | universal |
Windows | x64 | x64 |
Web | - | Default, Threads |
Server | Linux Headless x64 | Linux Server x64 |
To add more platforms/architectures, follow the compilation guide.
We appreciate contributions!
- If you encounter any bugs or specific issues, please open an Issue.
- For questions, ideas, or general suggestions, feel free to start a Discussion.
- Pull Request
- Please provide a clear explanation of the changes, as this can help resolving potential merge conflicts in the future.
- For substantial changes or new features, its recommended to include relevant documentation directly within the PR description.