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Ignacio Etcheverry a6105c8ea0 Fix ClassDB API portability with some android and editor classes
- `EditorNavigationMeshGenerator` was being registered as part of the Core API,
even after d3f48f88bb. We must make sure to
set Editor as the current ClassDB API type before creating an instance.

- The `VisualScriptEngineSingleton.constant` property has a property hint string
that's different between tools and non-tools builds. This commit makes the
hint string to no longer be set in `_bind_methods`, and to instead set it in
`_validate_property`. This way it's ignored when calculating the API hash.

- `JavaClassWrapper` is now registered in ClassDB on all platforms,
using a dummy implementation on platforms other than Android.
This fixes API portability between Android and other platforms.

- Updated `--class-db-json` command to ignore non-virtual methods that start
with an underscore (see: 4be87c6016).
2020-01-19 20:15:13 +01:00
.github Delete ISSUE_TEMPLATE.md 2019-09-04 15:29:49 -03:00
core PacketPeer use heap buffer for var encoding. 2020-01-19 11:49:10 +01:00
doc doc: Timer.autostart resets to false on start 2020-01-19 10:18:11 +01:00
drivers Merge pull request #35302 from clayjohn/GLES3-env-map 2020-01-19 12:39:36 +01:00
editor Merge pull request #35303 from timothyqiu/hidpi-anitreeplayer 2020-01-19 10:21:20 +01:00
main Sync pending VisualServer commands after ScriptServer finalization 2020-01-13 21:46:44 +01:00
misc Add a zsh completion file for the Godot editor 2020-01-10 14:54:04 +01:00
modules Fix ClassDB API portability with some android and editor classes 2020-01-19 20:15:13 +01:00
platform Fix ClassDB API portability with some android and editor classes 2020-01-19 20:15:13 +01:00
scene Fix crash when confirming dialogs with Return key 2020-01-17 12:47:23 +01:00
servers Added missing form of array constructor in shaders 2020-01-18 11:41:55 +03:00
thirdparty Update libwebp to 1.1.0 2020-01-17 03:49:31 +09:00
.appveyor.yml Use current versions of software in Appveyor. 2019-12-31 16:38:23 +01:00
.clang-format clang-format: Set standard for ObjC++ 2019-02-09 12:20:24 +01:00
.editorconfig Include SConstruct in .editorconfig 2019-05-26 18:49:55 +02:00
.gitattributes Git: Explicitly list binary files as such to avoid EOL change 2019-05-25 10:43:48 +02:00
.gitignore Added support to allow to compile Godot from the same directory while using different versions of python 2020-01-01 11:52:11 +01:00
.mailmap Update AUTHORS and DONORS list 2019-12-13 13:50:33 +01:00
.travis.yml Travis: Disable -Wstrict-aliasing warning on GCC 5 test build 2020-01-16 12:38:06 +01:00
AUTHORS.md Update AUTHORS and DONORS list 2020-01-16 23:13:21 +01:00
CHANGELOG.md Bump version to 3.1-stable \o/ 2019-03-13 17:16:00 +01:00
CODE_OF_CONDUCT.md Add a link to the code of conduct in the repository 2019-12-22 18:05:24 +01:00
compat.py fixed building using scons with python3 2018-05-28 18:41:16 +01:00
CONTRIBUTING.md Minor English fix 2019-04-06 18:45:02 -04:00
COPYRIGHT.txt Update copyright statements to 2020 2020-01-01 11:16:22 +01:00
DONORS.md Update AUTHORS and DONORS list 2020-01-16 23:13:21 +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 Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
LICENSE.txt Update copyright statements to 2020 2020-01-01 11:16:22 +01:00
logo.png Optimize images losslessly using oxipng -o6 --strip all --zopfli 2018-06-28 19:17:41 +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 PCK: Set VERSION_PATCH in header, factor out header magic 2020-01-06 13:13:17 +01:00
platform_methods.py Fixed short circuiting on non-Windows platforms 2018-07-30 23:55:15 +02:00
README.md Add Weblate badge to README.md 2019-07-06 00:22:31 -03:00
SConstruct Added support to allow to compile Godot from the same directory while using different versions of python 2020-01-01 11:52:11 +01:00
version.py Bump version to 3.2-rc 2020-01-16 23:16:17 +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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