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Rémi Verschelde f38bfccf42 Object: Remove error on disconnect of locked signals
According to 22637beb2e (commitcomment-36651823)
and as confirmed by @reduz, this seems not to be necessary now that we
copy-on-write.

This triggered freeze scenarios in cases where a node would be deleted
while being used as a target in a signal emission.

Fixes #34650.
Fixes #34769.

Now those two errors go back to reporting:
```
ERROR: emit_signal: Condition ' !target ' is true. Continuing..:
   At: core/object.cpp:1191.
```
2020-01-13 17:03:02 +01:00
.github Delete ISSUE_TEMPLATE.md 2019-09-04 15:29:49 -03:00
core Object: Remove error on disconnect of locked signals 2020-01-13 17:03:02 +01:00
doc Revert "Enable Vsync via Compositor by default" 2020-01-13 09:33:27 +01:00
drivers Merge pull request #35064 from clayjohn/rendering_crashes 2020-01-13 09:13:18 +01:00
editor Animation editor: Set resource name when duplicating 2020-01-13 13:22:06 +01:00
main Ignore command line --build-solutions when not editing project 2020-01-13 14:00:47 +01:00
misc Add a zsh completion file for the Godot editor 2020-01-10 14:54:04 +01:00
modules Image: Include S3TC compression via Squish in non-tools build 2020-01-13 15:58:49 +01:00
platform Image: Include S3TC compression via Squish in non-tools build 2020-01-13 15:58:49 +01:00
scene Merge pull request #35080 from malbach/scrollbars_overlap 2020-01-13 16:10:12 +01:00
servers Make texture_debug_usage thread safe 2020-01-12 15:22:54 -08:00
thirdparty bullet: Sync with upstream 2.89 2020-01-08 18:05:43 +01:00
.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: Fix reporting clang-format errors after #34097 2019-12-16 08:46:36 +01:00
AUTHORS.md Update AUTHORS and DONORS list 2019-12-13 13:50:33 +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
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
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LOGO_LICENSE.md
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 PCK: Set VERSION_PATCH in header, factor out header magic 2020-01-06 13:13:17 +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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