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Nathan 55ac818d9a [DOCS] Write member, signals and constants in the Control class
I left the following properties and constants out:

- rect_clip_content, I think it should let me resize the node below the content's size, but even with the minimum size set to (0,0) Godot won't let me
- mouse_filter, grow_horizontal and grow_vertical, same issue, after testing I don't know when they're necessary, so can't document them.
- GROW_DIRECTION_BEGIN, GROW_DIRECTION_END, MOUSE_FILTER_STOP, MOUSE_FILTER_PASS, MOUSE_FILTER_IGNORE, constants that correspond to the member variables above

For the mouse_filter, I couldn't see what it does in 3.0 alpha 1. For the grow_direction, I can see they might change the size calculation when the node's size changes, but in practice, with containers, I couldn't see a difference. If you know when to use it, please tell me and I'll add them to the PR.
2017-10-02 08:34:11 +02:00
core Build MSVC safe_refcount in a separate compilation unit 2017-09-27 00:01:02 +02:00
doc [DOCS] Write member, signals and constants in the Control class 2017-10-02 08:34:11 +02:00
drivers near and far are reserved for near and far pointers in MSVR 2017-09-30 10:43:34 +10:00
editor Merge pull request #11668 from scayze/open_empty_script_fix 2017-09-30 12:52:36 +02:00
main Fixed typo: 'texure' to 'texture' 2017-09-29 04:40:01 +07:00
misc Change OSX version from 2.2-dev to 3.0-dev 2017-09-26 22:45:02 +10:00
modules Properly allow completion on variable initializer arguments, closes #9359 2017-09-29 19:43:31 -03:00
platform Reduce gcc lto build time by telling the linker to 2017-09-26 17:04:04 +02:00
scene Merge pull request #11684 from toger5/tab_container_menu_button_center 2017-09-30 12:43:49 +02:00
servers Ability to set a custom FOV makes it possible to use sky on orthogonal view. Closes #9186 2017-09-29 18:56:52 -03:00
thirdparty Enable building against system zstd. 2017-09-23 23:46:47 -04:00
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AUTHORS.md Update AUTHORS with recent contributors 2017-09-02 14:35:59 +02:00
compat.py Make build scripts Python3 compatible 2017-08-27 23:05:39 +02:00
CONTRIBUTING.md Formatting CONTRIBUTING.md to 80 colums 2017-05-30 11:28:58 +02:00
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methods.py Fix unused variable warnings 2017-09-08 15:03:53 +02:00
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SConstruct Use BoolVariable for module options. 2017-09-25 14:36:30 -04:00
version.py Bump version to 3.0-alpha 2017-01-02 23:02:25 +01:00

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Godot Engine

Homepage: https://godotengine.org

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, Mac OSX, Windows) as well as mobile (Android, iOS) and web-based (HTML5) platforms.

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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.

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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.

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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 developers, the best way is to join the #godotengine IRC channel on Freenode.

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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 within the engine.

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 info.

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