Free and open source 2D and 3D game engine for Windows PC

Godot Engine (32-bit)

Godot Engine 4.0.1 (32-bit)

  -  45.1 MB  -  Open Source

Sometimes latest versions of the software can cause issues when installed on older devices or devices running an older version of the operating system.

Software makers usually fix these issues but it can take them some time. What you can do in the meantime is to download and install an older version of Godot Engine 4.0.1 (32-bit).


For those interested in downloading the most recent release of Godot Engine (32-bit) or reading our review, simply click here.


All old versions distributed on our website are completely virus-free and available for download at no cost.


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  • Godot Engine 4.0.1 (32-bit) Screenshots

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    Godot Engine 4.0.1 (32-bit) Screenshot 1
  • Godot Engine 4.0.1 (32-bit) Screenshot 2
  • Godot Engine 4.0.1 (32-bit) Screenshot 3

What's new in this version:

Changed:
- Android: Fix null-pointer dereference when using gl_compatibility renderer
- Animation: Check for type mismatch in PropertyTweener.from()
- Audio: Improve logic related to editing audio buses and prevent crashes
- Buildsystem: Safeguard Makefile commands for documentation
- C#: Always show “Create C# solution” option
- C#: Fix crash when errors occur before language initialization
- C#: Get singleton instances using the Core name
- C#: Ensure that script names (and therefore class names) are valid identifiers
- C#: Ignore explicit interface implementations
- Core: Set properties of ImageTexture3D when creating
- Core: Fix buffer overrun in CPUParticles3D in precision=double builds
- Core: Propagate errors when creating an OpenGL context fails in X11
- This prevents crashes on Linux machines when obtaining an OpenGL context and OpenGL 3.3 is not supported.
- Core: Prevent crashing on startup if project has scripted theme types
- Editor: Disable local space for Blender-style transforms
- Editor: Automatically reparent editor message dialogs to avoid error spam
- This addresses several cases of getting spammed with “Transient parent has another exclusive child.” during the normal use of the editor.
- Editor: Stop toaster notification circle flickering
- Editor: Fix dock name lost translation after layout change
- Editor: Translate strings which were previously missed
- Editor: Fix crash when showing file in FileSystem dock
- Editor: Prevent cache corruption when saving resources in the editor
- Editor: Ensure that editor color map is initialized in the project manager
- Editor: Fix MultiNodeEdit not cleared after deleting nodes
- Editor: Disallow creating a project in the Home or Documents folder
- Editor: Fix error when opening Inspector’s dots menu
- Export: Fix various issues related to remote deploy and remote execute on Windows
- GDExtension: Fix crash when dumping extension API in a non-writable directory
- GDExtension: Fix extension bindings for motion collision/result structs
- GDScript: Fix error spam when naming a func at the end of the script
- GDScript: Fix checking if a call is awaited in compiler
- GDScript: Don’t autocomplete numbers
- GDScript: Fix autocomplete inside a block with a type test condition
- GUI: Fix RichTextLabel crash with out of bound exception
- GUI: Assume outline size is 1 if it’s not set, but channel for outline is defined in a BitMap font
- GUI: Fix justification on punctuation characters
- GUI: Do not draw virtual spaces (word break / justification points)
- GUI: Add missing handler for removing font sizes in the theme editor
- GUI: Generate empty textures for theme icons if the SVG module is disabled
- GUI: Add invalid font scaling check, restrict Linux/BSD system fonts lookup to TrueType/CFF only
- This fixes crashes related to the ItemList control, including the one in the “About” window in the editor.
- Import: Fix glTF mesh importer not freeing nodes correctly on import
- Import: Set the unlit / unshaded extension when importing / exporting glTF
- Import: Prevent infinite loop by disabling importer when canceling FBX2glTF setup
- Import: Fix blend-file import when using custom color management in blender
- Input: Update modifier key status during IME input on Windows
- Input: Fix InputEventConfigurationDialog modifies original event
- Linux/X11: Check if required xkb functions exist before using it
- Linux/X11: Fix broken shortcut key input
- Navigation: Allow negative NavigationAgent2D path debug line_width for thin lines
- Navigation: Fix NavigationAgent3D debug path duplicated points
- Project converter: Do not convert lines that start with a comment
- Project converter: Don’t strip whitespace when converting
- Project converter: Add keycode project conversion
- Project converter: Correct superclass constructors
- Project converter: Move tool declarations to top
- Project converter: Add conversion for common Theme Overrides
- Project converter: Add parentheses around arguments when converting xform
- Rendering: Use MSAA 2D texture in multipass tonemapper
- Rendering: Add proper default texture filter and repeat modes for Canvas shaders in the OpenGL3 renderer
- Rendering: Fix instance uniforms breaking when setting a new mesh
- Rendering: Fix AABB calculation for meshes using Skeleton2D
- Rendering: Avoid overflow when calculating ptr address for 3D textures in RenderingDevice texture update
- Rendering: Fixes a canvas item set to clip children being drawn as black if no children are visible
- Rendering: Avoid copying CanvasTexture when updating proxy
- Rendering: Use linear filtering without mipmaps for ProceduralSkyMaterial and PhysicalSkyMaterial
- Tilemaps: Fix TileSetEditor painting texture_origin Vector2i
- Tilemaps: Remember previously selected TileMap tile
- API documentation updates.