Virtualx Game Engine. Forked from Godot 3.6
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Hein-Pieter van Braam 3e5743ca36 Allow preload to accept a const string.
In preload() parsing this code will lookup the identifier in the local
constant database. If the identifier corresponds to a string constant
it is used as the path for preload().

Currently this does not work for global constants, only constants
declared in the same class as the preload is happening. We can implement
a full fix too. Maybe we can use this PR to discuss the possibilities.

This (partially) fixes #6798
2017-02-16 14:29:18 +01:00
core Revert "Make nan==nan true for GDScript" 2017-02-14 17:05:16 -03:00
doc Merge pull request #7581 from Faless/v6_wild_bind 2017-02-12 23:31:40 +01:00
drivers Merge pull request #7581 from Faless/v6_wild_bind 2017-02-12 23:31:40 +01:00
main Rename the _MD macro to D_METHOD 2017-02-13 12:50:02 +01:00
misc Reorder the folders in tools to prepare moving tools/editor 2017-02-09 00:08:27 +01:00
modules Allow preload to accept a const string. 2017-02-16 14:29:18 +01:00
platform Fix missing semicolon in previous commit 2017-02-13 23:46:25 +01:00
scene Spinbox: don't ignore double clicks. 2017-02-14 00:57:49 +01:00
servers Rename the _MD macro to D_METHOD 2017-02-13 12:50:02 +01:00
thirdparty Reorder the folders in tools to prepare moving tools/editor 2017-02-09 00:08:27 +01:00
tools/editor Merge pull request #7792 from Hinsbart/inputmap_fixes 2017-02-14 07:46:31 +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 VC++ cache database and temporary storage folder when running 2017-01-15 10:47:50 +01:00
.travis.yml Working on compile issues for iOS 2017-01-16 23:14:13 +11:00
CONTRIBUTING.md Add information about dev communication channels 2017-01-11 14:27:12 +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.md Use Markdown comments in the issue template 2017-01-19 11:04:59 +01:00
LICENSE.md Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +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 fix code generation so it generates Transform2D instead of Matrix32 2017-01-11 09:15:57 -03:00
prop_renames.txt Rename collision layer as suggested in #5696 2017-01-13 11:01:19 -03:00
README.md Rewrite the README to be more descriptive 2016-11-03 19:29:31 +01:00
SConstruct Reorder the folders in tools to prepare moving tools/editor 2017-02-09 00:08:27 +01:00
signal_renames.txt Added a list of signals to rename, this should become a header eventually 2017-01-12 00:54:21 -03:00
version.py Bump version to 3.0-alpha 2017-01-02 23:02:25 +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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