Virtualx Game Engine. Forked from Godot 3.6
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Hein-Pieter van Braam 38e86c8c24 Remove bounds check when resuming from yield.
The code would get a pointer to the beginning of the call_args by using
operator[] at the stack Vector. This does bound checking. When there are
no call_args this bound check fails and the error mentioned in #7796
gets triggered.

This bound check is actually not necessary as call_args just gets set to
NULL and never dereferenced. This new code will just unconditionally set
the pointer to the place where the call_args are if there are any. There
is no NULL check for call_args anywhere so this is safe.

Fixes #7796

(cherry picked from commit e8611966de)
2017-03-18 20:09:45 +01:00
core Add ClassDB binding for File.get_modified_time 2017-03-18 19:46:36 +01:00
doc grammar fixes, it's -> its 2017-03-18 19:55:34 +01:00
drivers Add a simple signal handler for SIGCHLD on Unix 2017-03-18 20:05:57 +01:00
main Core motion for Godot 2.x (based on PR 7127) 2017-03-09 21:46:38 +11:00
modules Remove bounds check when resuming from yield. 2017-03-18 20:09:45 +01:00
platform Fix for issue #7766 2017-03-18 20:09:45 +01:00
scene Particles2D: implement texture flip parameters. 2017-03-18 20:06:11 +01:00
servers Fixed property setter in G6DOF joint 2017-03-18 19:58:23 +01:00
thirdparty Update libwebp to 0.6.0 2017-02-18 00:05:06 +09:00
tools ProjectSettings: InputMap dialog fixes 2017-03-18 20:08:25 +01:00
.editorconfig Add .editorconfig 2015-06-22 14:07:26 -03:00
.gitattributes GH linguist: properly detect .inc files as C++ 2016-07-03 15:17:25 +02:00
.gitignore added KDevelop project files to gitignore 2016-07-14 13:28:39 +02:00
.travis.yml Travis: Disable Android builds for now 2017-03-05 13:40:45 +01:00
CONTRIBUTING.md Enhance instructions for contributors 2016-02-12 14:12:04 +01:00
icon.png Fixed iCCp chunk in pngs 2016-06-22 21:13:29 +02:00
icon.svg Remove grey capsule on official logo 2016-02-28 16:52:45 +01:00
ISSUE_TEMPLATE Issue template: ask for Godot version 2016-05-06 13:31:59 +02:00
LICENSE.md Welcome in 2017, dear changelog reader! 2017-01-12 19:15:30 +01:00
logo.png Fixed iCCp chunk in pngs 2016-06-22 21:13:29 +02:00
logo.svg Remove grey capsule on official logo 2016-02-28 16:52:45 +01:00
LOGO_LICENSE.md logo in svg curves & license 2015-06-08 01:33:46 -03:00
methods.py style: Various other PEP8 fixes in Python files 2016-11-02 22:30:34 +01:00
README.md Rewrite the README to be more descriptive 2016-11-15 08:29:23 +01:00
SConstruct Move core engine tests to main 2017-01-12 19:15:30 +01:00
version.py Release 2.1.2-stable 2017-01-21 14:43:37 +01:00

GODOT

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.

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

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.

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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