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Rémi Verschelde 2e99d0b26f
glTF: Fix parsing image data with mimeType undefined
The glTF 2.0 spec only makes `mimeType` mandatory for `bufferView` image data,
so the previous logic to handle URIs with base64-encoded images could fail if
`mimeType` is undefined.

The logic was documented and refactored to better handle the spec, notably:

- `uri` and `bufferView` are now mutually exclusive, and only the latter fails
  if `mimeType` is undefined.
- `uri` with a file path will now respect the `mimeType` if defined, and thus
  attempt loading the file with the specified format (even if its extension is
  not the one expected for this format). So we can support bad extensions (PNG
  data with `.jpg` extension) or custom ones (PNG data in `.img` file for
  example).
- `uri` with base64 encoded data will infer MIME type from `data:image/png` or
  `data:image/jpeg` if it was not documented in `mimeType` initially.
- `uri` with base64 encoded data, no `mimeType` and `application/octet-stream`
  or `application/gltf-buffer` will fall back to trying both PNG and JPEG
  loaders.

Fully fixes #33796 (and fixes up #42501).
2020-10-05 13:06:50 +02:00
.github Style: Fix black formatting after #42332 2020-09-25 15:49:37 +02:00
core Don't write global script class information if there is none 2020-10-03 04:36:07 -04:00
doc Merge pull request #42439 from Xrayez/doc-gdscript-load-and-resloader-xref 2020-10-04 20:48:07 +02:00
drivers Hides special folders in FileDialog for macOS 2020-09-28 14:36:21 +08:00
editor glTF: Fix parsing image data with mimeType undefined 2020-10-05 13:06:50 +02:00
main iOS: move touch delay to settings 2020-10-01 12:36:11 +03:00
misc iOS: Refactoring 2020-10-02 15:04:51 +03:00
modules Merge pull request #42439 from Xrayez/doc-gdscript-load-and-resloader-xref 2020-10-04 20:48:07 +02:00
platform [HTML5] Scons now expects "emcc" to be in PATH. 2020-10-04 14:26:44 +02:00
scene glTF: Fix parsing image data with mimeType undefined 2020-10-05 13:06:50 +02:00
servers Return proper texture view format for decals 2020-10-03 22:56:00 -07:00
tests Fix typos with codespell 2020-09-18 13:44:25 +02:00
thirdparty zstd: Update to upstream version 1.4.5 2020-09-18 21:47:12 +02:00
.clang-format
.clang-tidy
.editorconfig
.gitattributes
.gitignore
.lgtm.yml
.mailmap
AUTHORS.md
CHANGELOG.md
CONTRIBUTING.md Document contributing tests to Godot's C++ codebase 2020-09-30 16:29:23 +02:00
COPYRIGHT.txt zstd: Update to upstream version 1.4.5 2020-09-18 21:47:12 +02:00
DONORS.md
glsl_builders.py
icon.png
icon.svg
LICENSE.txt
logo.png
logo.svg
LOGO_LICENSE.md
methods.py Add all headers to VS Project 2020-09-27 18:03:51 +02:00
platform_methods.py
README.md
SConstruct Add all headers to VS Project 2020-09-27 18:03:51 +02:00
version.py

Godot Engine

Godot Engine logo

2D and 3D cross-platform game engine

Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported in one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms (HTML5) and consoles.

Free, open source and community-driven

Godot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. The users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the Software Freedom Conservancy not-for-profit.

Before being open sourced in February 2014, Godot had been developed by Juan Linietsky and Ariel Manzur (both still maintaining the project) for several years as an in-house engine, used to publish several work-for-hire titles.

Screenshot of a 3D scene in Godot Engine

Getting the engine

Binary downloads

Official binaries for the Godot editor and the export templates can be found on the homepage.

Compiling from source

See the official docs for compilation instructions for every supported platform.

Community and contributing

Godot is not only an engine but an ever-growing community of users and engine developers. The main community channels are listed on the homepage.

To get in touch with the engine developers, the best way is to join the #godotengine-devel IRC channel on Freenode.

To get started contributing to the project, see the contributing guide.

Documentation and demos

The official documentation is hosted on ReadTheDocs. It is maintained by the Godot community in its own GitHub repository.

The class reference is also accessible from the Godot editor.

The official demos are maintained in their own GitHub repository as well.

There are also a number of other learning resources provided by the community, such as text and video tutorials, demos, etc. Consult the community channels for more information.

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