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Releases: Calinou/godot-debug-builds

Debug builds of Godot 4.3

22 Aug 22:39
v4.3
1c5a406
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Godot editor builds with full debugging information. All Windows and Linux builds below are for the x86_64 architecture. macOS builds are Universal 2 (Apple Silicon and x86_64).

These builds are slower than official releases. Don't use them in production unless absolutely needed.

Note

Since Godot 4.0, headless binaries are no longer provided. Instead, run any engine binary with the --headless command line argument – this works on any platform.

Debug builds of Godot 4.2.2

22 Aug 21:12
v4.2.2
1aebe1c
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Godot editor builds with full debugging information. All Windows and Linux builds below are for the x86_64 architecture. macOS builds are Universal 2 (Apple Silicon and x86_64).

These builds are slower than official releases. Don't use them in production unless absolutely needed.

Note

Since Godot 4.0, headless binaries are no longer provided. Instead, run any engine binary with the --headless command line argument – this works on any platform.

Debug builds of Godot 4.1

22 Aug 19:22
v4.1
cc5997b
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Godot editor builds with full debugging information. All Windows and Linux builds below are for the x86_64 architecture. macOS builds are Universal 2 (Apple Silicon and x86_64).

These builds are slower than official releases. Don't use them in production unless absolutely needed.

Note

Since Godot 4.0, headless binaries are no longer provided. Instead, run any engine binary with the --headless command line argument – this works on any platform.

Debug builds of Godot 4.0.3

09 Jun 21:54
v4.0.3
f1ecff8
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Godot editor builds with full debugging information. All Windows and Linux builds below are for the x86_64 architecture. macOS builds are Universal 2 (Apple Silicon and x86_64).

These builds are slower than official releases. Don't use them in production unless absolutely needed.

Note

Since Godot 4.0, headless binaries are no longer provided. Instead, run any engine binary with the --headless command line argument – this works on any platform.

Debug builds of Godot 4.0.2

09 Jun 19:39
v4.0.2
cdbe69e
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Godot editor builds with full debugging information. All builds below are for the x86_64 architecture.

These builds are slower than official releases. Don't use them in production unless absolutely needed.

Note

Since Godot 4.0, headless binaries are no longer provided. Instead, run any engine binary with the --headless command line argument – this works on any platform.

Debug builds of Godot 4.0.1

09 Jun 18:20
v4.0.1
2de46c4
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Godot editor builds with full debugging information. All builds below are for the x86_64 architecture.

These builds are slower than official releases. Don't use them in production unless absolutely needed.

Note

Since Godot 4.0, headless binaries are no longer provided. Instead, run any engine binary with the --headless command line argument – this works on any platform.

Debug builds of Godot 4.0

07 Mar 02:31
v4.0
303d5db
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Godot editor builds with full debugging information. All builds below are for the x86_64 architecture.

These builds are slower than official releases. Don't use them in production unless absolutely needed.

Note

Since Godot 4.0, headless binaries are no longer provided. Instead, run any engine binary with the --headless command line argument – this works on any platform.

Debug builds of Godot 3.5.1

05 Nov 17:57
v3.5.1
5c1bea0
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Godot editor builds with full debugging information. All builds below are for the x86_64 architecture.

These builds are slower than official releases. Don't use them in production unless absolutely needed.

Debug builds of Godot 3.5

14 Aug 18:29
v3.5
8800450
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Godot editor builds with full debugging information. All builds below are for the x86_64 architecture.

These builds are slower than official releases. Don't use them in production unless absolutely needed.

Debug builds of Godot 3.4.5

11 Aug 21:50
v3.4.5
3d4d754
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Godot editor builds with full debugging information. All builds below are for the x86_64 architecture.

These builds are slower than official releases. Don't use them in production unless absolutely needed.