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Rémi Verschelde cd6afc05d1
Revert "nanosvg: Sync with upstream cc6c08d"
This reverts commit f697e7879b.

Part of the update introduced a regression:
https://github.com/memononen/nanosvg/issues/188.

We could include a local revert of the problematic commit but let's just do a
full revert to our previous version, and I'll re-update once the regression
is fixed upstream.

Fixes #43641.
2020-11-18 13:23:17 +01:00
.github CI: Build with warnings=extra to catch 'em all 2020-11-09 15:01:43 +01:00
core Merge pull request #43612 from akien-mga/variant-utils-doc 2020-11-17 13:50:08 +01:00
doc Describe ImageTexture, Image creation and usage 2020-11-17 16:00:41 +02:00
drivers Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
editor glTF: Workaround import failure with invalid embedded images 2020-11-18 11:34:01 +01:00
main Fix CLI export when export_path is in preset. 2020-11-17 18:26:03 +01:00
misc Add missing javascript semi-colons. 2020-11-17 18:18:46 +00:00
modules Fix godot_js_websocket_send function unused assignment. 2020-11-17 18:28:39 +00:00
platform Add missing javascript semi-colons. 2020-11-17 18:18:46 +00:00
scene Describe ImageTexture, Image creation and usage 2020-11-17 16:00:41 +02:00
servers Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
tests Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
thirdparty Revert "nanosvg: Sync with upstream cc6c08d" 2020-11-18 13:23:17 +01:00
.clang-format Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2020-05-14 16:54:55 +02:00
.clang-tidy Style: Enforce braces around if blocks and loops 2020-05-14 21:57:34 +02:00
.editorconfig C#: Switch games to MSBuild Sdks and .NET Standard 2020-07-25 19:22:01 +02:00
.gitattributes Mark *.tza files as binary in .gitattributes for old Git versions 2020-05-12 09:49:19 +02:00
.gitignore Add a separate nativeSrcsConfigs module to handle Android Studio constraints for native code editor support. 2020-10-29 00:01:14 -07:00
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AUTHORS.md Update AUTHORS and DONORS list 2020-10-28 14:06:22 +01:00
CHANGELOG.md Mention compatibility-breaking Camera2D offset change in the changelog 2020-09-15 15:56:36 +02:00
CONTRIBUTING.md Document contributing tests to Godot's C++ codebase 2020-09-30 16:29:23 +02:00
COPYRIGHT.txt vulkan: Sync loader, headers and glslang to sdk-1.2.154.0 2020-10-15 12:29:42 +02:00
DONORS.md Update AUTHORS and DONORS list 2020-10-28 14:06:22 +01:00
glsl_builders.py Remove unused Python local variables. 2020-09-11 11:39:15 +01:00
icon.png
icon.svg
LICENSE.txt Update copyright statements to 2020 2020-01-01 11:16:22 +01:00
logo.png
logo.svg Commit only the SVG files changed by file_format.sh 2020-07-13 14:08:55 -04:00
LOGO_LICENSE.md
methods.py Add all headers to VS Project 2020-09-27 18:03:51 +02:00
platform_methods.py Merge python EnvironmentError, IOError and WindowsError into OSError. 2020-09-02 15:58:07 +01:00
README.md Remove GitHub actions badge. 2020-09-01 23:07:35 +05:30
SConstruct SCons: Refactor and cleanup warnings definition 2020-10-08 10:58:05 +02:00
version.py Bump version to 4.0-dev 2020-01-29 13:37:17 +01:00

Godot Engine

Godot Engine logo

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, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms (HTML5) and consoles.

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 engine developers, the best way is to join the #godotengine-devel 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 the Godot editor.

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 information.

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