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Rémi Verschelde 9b8f66a825 Travis: Fix clang-format on non-master branches
`git diff-tree` used to fail on the `3.2` branch (and other non-master
branches) as Travis doesn't actually check that branch from the remote:
```
fatal: ambiguous argument '3.2': unknown revision or path not in the
working tree.
```

The exit code would still be 0 so we'd miss badly formatted commits
targeting stable branches.

We do it manually to ensure that it's going to work as we want it.

(cherry picked from commit e479231b21)
2020-03-06 11:50:09 +01:00
core Fixed bug caused by a copy/paste error in Face3::get_closest_point_to 2019-11-29 16:04:41 +01:00
doc Range: Properly bind value emitted by 'changed' signal 2020-01-21 09:25:08 +01:00
drivers SCons: Add 'split_libmodules' option to workaround linker issue 2020-01-06 12:52:07 +01:00
editor Add a tooltip to explain what marking a preset as "runnable" does 2019-11-29 15:58:28 +01:00
main Sync controller mappings DB with SDL2 community repo 2019-11-29 16:05:32 +01:00
misc Travis: Fix clang-format on non-master branches 2020-03-06 11:50:09 +01:00
modules SCons: Add 'split_libmodules' option to workaround linker issue 2020-01-06 12:52:07 +01:00
platform Replace IOHIDDeviceRegisterRemovalCallback with IOHIDManagerRegisterDeviceRemovalCallback to fix gamepad disconnection callback on macOS Catalina. 2020-03-06 11:39:37 +01:00
scene Range: Properly bind value emitted by 'changed' signal 2020-01-21 09:25:08 +01:00
servers Fix mismatch between RigidBody(2D) and Body(2D)SW can_sleep defaults. 2019-11-12 14:28:14 +01:00
thirdparty mbedtls: Update to upstream version 2.16.5 2020-03-06 11:38:39 +01:00
.appveyor.yml AppVeyor: Skip saving cache on non-master branches 2019-07-03 07:45:24 +02:00
.clang-format clang-format: Set standard for ObjC++ 2019-02-09 12:20:24 +01:00
.editorconfig Update zstd to 1.3.8 2019-01-03 22:35:20 -02:00
.gitattributes Initial version of VS natvis file 2018-09-17 03:57:25 -04:00
.gitignore Ignore default ccls cache folder and compile commands jso 2019-04-20 23:38:00 +02:00
.mailmap Update AUTHORS list 2019-11-12 15:46:03 +01:00
.travis.yml Travis: Make scons cache branch-specific 2019-11-08 13:08:24 +01:00
AUTHORS.md Update AUTHORS list 2019-11-12 15:46:03 +01:00
CHANGELOG.md Bump version to 3.1-stable \o/ 2019-03-13 17:16:00 +01:00
CODEOWNERS Drop RtAudio driver on Windows 2019-02-20 13:47:01 +01:00
compat.py fixed building using scons with python3 2018-05-28 18:41:16 +01:00
CONTRIBUTING.md Add some links to CONTRIBUTING.md 2018-11-20 14:27:35 +01:00
COPYRIGHT.txt tinyexr: Sync with upstream a685e33 2019-11-12 08:07:59 +01:00
DONORS.md Update AUTHORS and DONORS list 2019-11-08 15:48:38 +01:00
gles_builders.py Remove trailing whitespace 2018-11-20 11:15:02 +01:00
icon.png Optimize images losslessly using oxipng -o6 --strip all --zopfli 2018-06-28 19:17:41 +02:00
icon.svg
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 2019-01-01 12:58:10 +01:00
logo.png Optimize images losslessly using oxipng -o6 --strip all --zopfli 2018-06-28 19:17:41 +02:00
logo.svg
LOGO_LICENSE.md
methods.py SCons: Add 'split_libmodules' option to workaround linker issue 2020-01-06 12:52:07 +01:00
platform_methods.py Fixed short circuiting on non-Windows platforms 2018-07-30 23:55:15 +02:00
README.md doc: Use HTTPS for docs.godotengine.org and point to latest branch 2018-11-05 08:46:27 +01:00
SConstruct SCons: Add 'split_libmodules' option to workaround linker issue 2020-01-06 12:52:07 +01:00
version.py Bump version to 3.1.2-stable 2019-11-29 16:23:51 +01:00

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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