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Rémi Verschelde 816366ba05 Fix loading and exporting of Theora and WebM video streams
Theora and WebM video streams were mistakenly imported with a ResourceImporter,
but those imported ogvstr and webmstr were simply links to the local resource.
While that works fine in the editor, it no longer works when exporting a game
as the "source" ogv and webm files are ommitted and only the ogvstr and webmstr
references were exported.

As discussed with @reduz, it doesn't make sense to import videos, as we only
intend to play them back and not modify them/access their raw data. As such we
use a ResourceFormatLoader instead of an importer, to load the file on the fly.
ogv and webm files linked to this loader are now considered as resources, and
thus exported.

Note: The Theora and WebM loaders lack any kind of validity check beyond the
existence of the target file, but it was already the case with the importer.
Better checks and error reports could be added, but those loaders will eventually
be obsoleted by GDNative plugins anyway.

Fixes #14954.

(cherry picked from commit 6dc20adadd)
2019-07-03 17:02:13 +02:00
core Object::script may not be a valid Ref<Script> 2019-07-03 17:02:13 +02:00
doc Prevent upscaled SVG from exceeding Image bounds 2019-07-03 16:05:39 +02:00
drivers Fix polygon drawing on WebGL1 2019-07-03 16:03:06 +02:00
editor Object::script may not be a valid Ref<Script> 2019-07-03 17:02:13 +02:00
main Fix many errors found by PVS-Studio 2019-07-03 15:39:12 +02:00
misc Update copyright statements to 2019 2019-01-03 11:41:35 +01:00
modules Fix loading and exporting of Theora and WebM video streams 2019-07-03 17:02:13 +02:00
platform Check project settings live before lookup in crash handler 2019-07-03 17:02:13 +02:00
scene Object::script may not be a valid Ref<Script> 2019-07-03 17:02:13 +02:00
servers Don't try to statically allocate 2x 8193 pointers 2019-07-03 17:02:13 +02:00
thirdparty openssl: Update to pristine 1.0.2s (security update) 2019-06-04 12:21:32 +02:00
.appveyor.yml AppVeyor: Skip saving cache on non-master branches 2019-07-03 07:46:13 +02:00
.clang-format Style: Format code with clang-format 6.0.1 2018-07-18 16:37:23 +02:00
.editorconfig Enforce insert_final_newline in the editorconfig. 2018-02-22 13:06:25 +01:00
.gitattributes Add .xml to .gitattributes 2017-10-13 21:29:26 +11:00
.gitignore fixed issue with PrismMesh size, ignore for VS code .code-workspace 2018-11-28 10:27:42 +01:00
.mailmap Disable colored output and progress bar when building outside of a TTY 2018-01-13 17:56:41 +01:00
.travis.yml Travis: Install libstdc++ >= 4.9 for clang-format-6.0 2018-11-28 10:27:42 +01:00
AUTHORS.md Update AUTHORS and DONORS list 2019-06-04 10:36:41 +02:00
CHANGELOG.md 3.0.6 changelog 2018-07-31 20:03:50 +02:00
compat.py Fix build with Python 3 on Windows 2017-10-29 19:27:12 +01:00
CONTRIBUTING.md Add useful links for contributors to CONTRIBUTING and README docs. 2018-11-01 11:39:27 +01:00
COPYRIGHT.txt openssl: Update to pristine 1.0.2s (security update) 2019-06-04 12:21:32 +02:00
DONORS.md Update sponsors 2019-06-04 12:58:34 +02:00
icon.png Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
icon.svg Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
ISSUE_TEMPLATE.md Issue template: Remove checkbox and reword some comments 2018-01-05 10:58:04 +01:00
LICENSE.txt Update copyright statements to 2019 2019-01-03 11:41:35 +01:00
logo.png Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
logo.svg Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
LOGO_LICENSE.md Improve documentation of thirdparty code snippets 2017-05-07 11:42:37 +02:00
methods.py added 'android_add_asset_dir('...') method to Android module gradle build config 2018-07-04 23:04:14 +02:00
README.md Add useful links for contributors to CONTRIBUTING and README docs. 2018-11-01 11:39:27 +01:00
SConstruct SCons: Fix import clash between Godot and system modules 2019-02-27 09:20:15 +01:00
version.py 3.0.7-devel 2018-07-31 20:13:10 +02:00

Godot Engine logo

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.

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 developers, the best way is to join the #godotengine 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 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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