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Andreas Haas 8c06da0d49
Better handling of joypad device IDs.
Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself.
This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code).
For now, it's implemented for the main desktop platforms.
Possible targets for future work: android, uwp, javascript
2017-03-26 00:12:11 +01:00
core Use atan2 rather than acos in Vector3.angle_to. 2017-03-24 23:19:30 +01:00
doc Update docs reference for TCP_Server::listen and UDPPacketPeer::listen 2017-03-22 21:05:02 +01:00
drivers Fix buffer size check in UDP socket. 2017-03-22 21:11:49 +01:00
editor Merge pull request #8114 from RandomShaper/improve-snapping-2.1 2017-03-24 22:51:09 +01:00
main Better handling of joypad device IDs. 2017-03-26 00:12:11 +01:00
misc Travis: Run clang-format static check 2017-03-19 16:14:53 +01:00
modules Make inline blocks in GDScript more pythonic 2017-03-24 23:19:14 +01:00
platform Better handling of joypad device IDs. 2017-03-26 00:12:11 +01:00
scene Remove set_ip_type from network classes (no longer needed) 2017-03-22 21:00:23 +01:00
servers Bring that Whole New World to the Old Continent too 2017-03-19 00:36:26 +01:00
thirdparty Reorder the folders in tools to prepare moving tools/editor 2017-03-18 23:29:43 +01:00
.clang-format Style: Add .clang-format based on LLVM style 2017-03-18 23:29:45 +01:00
.editorconfig Add .editorconfig 2015-06-22 14:07:26 -03:00
.gitattributes GH linguist: properly detect .inc files as C++ 2016-07-03 15:17:25 +02:00
.gitignore Refactoring: rename tools/editor/ to editor/ 2017-03-18 23:45:45 +01:00
.travis.yml Travis: Run clang-format static check 2017-03-19 16:14:53 +01:00
CONTRIBUTING.md Enhance instructions for contributors 2016-02-12 14:12:04 +01:00
icon.png Fixed iCCp chunk in pngs 2016-06-22 21:13:29 +02:00
icon.svg Remove grey capsule on official logo 2016-02-28 16:52:45 +01:00
ISSUE_TEMPLATE Issue template: ask for Godot version 2016-05-06 13:31:59 +02:00
LICENSE.md Welcome in 2017, dear changelog reader! 2017-01-12 19:15:30 +01:00
logo.png Fixed iCCp chunk in pngs 2016-06-22 21:13:29 +02:00
logo.svg Remove grey capsule on official logo 2016-02-28 16:52:45 +01:00
LOGO_LICENSE.md logo in svg curves & license 2015-06-08 01:33:46 -03:00
methods.py android: adding classpath and gradle plugins 2017-03-19 00:44:13 +01:00
README.md Rewrite the README to be more descriptive 2016-11-15 08:29:23 +01:00
SConstruct android: adding classpath and gradle plugins 2017-03-19 00:44:13 +01:00
version.py Release 2.1.2-stable 2017-01-21 14:43:37 +01:00

GODOT

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.

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

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.

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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