Godot Engine 4.7.2 with Flux's module and patches, in a standard and a .NET edition, with the Windows export templates built beside them.
- Flux 4.7.2-flux-1.1.20 is the editor and the Windows export templates, debug and release, always built and shipped together. A game exports with templates that have every Flux module in them, and a stock Godot template can never be picked up by mistake.
- Every build comes in two editions side by side: the standard editor, and a .NET edition that runs C# beside GDScript, each calling the other. Every Flux addon carries a C# class for each of its classes, so saves, settings, multiplayer and Steam read as C#: a signal is an event, a wait is a Task.
- Each build carries its own C# packages, so a build copied to another PC builds C# with nothing to fetch; it needs the .NET SDK 8 or later. A new C# game locks its NuGet packages from its first build, and the release check restores them as locked and fails a release on a High or Critical security advisory.
- The C# a game uses to reach its own GDScript is written again the moment one of those scripts is saved, so the next Play builds against what the GDScript has now. A game's GDScript can name a class from a C or C++ library, and its C# still builds.
- A guide sets out when an object goes in GDScript, C#, C++ and C, how each language keeps one it did not make, and what is copied as it crosses between them. The Flux addons' C# holds nothing behind the game's back: an object goes the moment the game disposes it.
- Every build comes with flux-c, Flux's C SDK. C can make classes the game uses like any node and call every engine method, 17,000 of them, made from the build's own engine. No C++ needed, and the same headers work from C++.
- The title bar, the splash, the window and exe icons and the About dialog carry Flux's logo and say Flux, based on Godot Engine. Godot's MIT licence, its copyright lines and its contributors' credits stay in every build.
- The editor opens in the logo's blues, with its cyan for focus, the open tab and Run, and Flux Night for scripts. They are only where a build starts, so a developer's own theme stays theirs. A game opens on the Flux splash unless it sets its own.
- Each build is labelled with its Godot version and platform version, and carries a record of the Godot commit, the platform commit, the patches and the modules behind it. It keeps its settings and export templates beside it, so it never mixes with any other Godot on the machine.
- When a game crashes, Flux writes the kind of crash and where, the engine's backtrace and the backtrace of the game's own scripts to its log. Godot does this only in debug builds and only for the main thread; Flux does it on every thread, release builds included.
- Every build keeps the debug symbols of the release template its games are made from, never inside a game, so its editor names the engine function and file behind each line of a released game's crash.
- A game's exe holds no folder or user name from the PC Flux was built on, and the tests check every build for it.
- Godot counts its memory only in debug builds. A Flux game reads what it has taken from Windows in any build, which is what its memory budget is held to.
- Upstream Godot plus twelve small patches and one module. The patches carry the branding, put ray-traced reflections, shadows and bounced light in place of Godot's own, build a moving scene's ray tracing twenty times faster, and fix what Godot 4.7 gets wrong, from a texture leaked for every reflection probe to a C# game crashing as it quits. Moving to a newer Godot is a quick job instead of a big merge.
- One command fetches Godot at the pinned release, applies the patches and builds both editions' editors, templates and C# packages, in about an hour and a quarter from scratch. It never deletes a build an editor or game is still running from.