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lawnjelly e8da16b032 Batching - prevent applying final modulate on CPU when it is sent in FVF
When using modulate_fvf, final_modulate was still being applied on CPU in some circumstances, AS WELL as in the shader. This double application resulted in the wrong color.

This PR prevents CPU multiplication of final_modulate when modulate_fvf is in use.

It also applies an OR to the joined item flags with each item joined. This fixes a bug where a smaller FVF is used than required, resulting in incorrect colors.
2021-04-12 17:41:48 +01:00
.github Use unique test projects for each branch 2021-03-22 18:26:18 +01:00
core fix crash on null class in ClassDB.get_property() and set_property() 2021-04-05 12:02:32 +02:00
doc Improve Ambiguous StreamPeerTCP set_no_delay Documentation 2021-04-07 11:55:11 +02:00
drivers Batching - prevent applying final modulate on CPU when it is sent in FVF 2021-04-12 17:41:48 +01:00
editor Expose editor scale to the plugin API 2021-04-06 10:18:20 +02:00
main Sync controller mappings DB with SDL2 community repo 2021-04-06 22:53:20 +02:00
misc HTML5: Fix link to documentation on editor template 2021-03-30 11:47:43 +02:00
modules Fix crash on importing empty .fbx file for 3.x 2021-04-08 02:52:15 -07:00
platform Fix issue causing the response callback to be invoked with the invalid requestCode. 2021-04-09 13:38:36 -07:00
scene Godot 3.x backport: Fix for SkeletonIK not working correctly with 0 interpolation and incorrectly rotating with animation. Now the root bone rotates differently to ensure it always rotates correctly and works with BoneAttachment nodes. 2021-04-08 18:45:54 -04:00
servers Ensure ConvexPolygonShape support count variable is initialised 2021-04-06 22:37:03 +02:00
thirdparty [Net] Fix miniupnpc UWP build. 2021-03-24 13:13:59 +01:00
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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 Godot Contributors Chat.

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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