Virtualx Game Engine. Forked from Godot 3.6
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Matthias Hoelzl 4c76c6892c Add placement deletes to avoid warnings on VC++
When compiling with VC++ 2017, Godot generates huge numbers of
C4291 warnings about missing placement delete.

I have not found a way to disable these warnings using compiler
options: AFAICT there is no equivalent to `-f-no-exceptions` for
VC++ (there is only /EH to change the exception-handling model,
/GX is deprecated) and adding /wd4291  to the
`disable_nonessential_warnings` list in the `SConstruct` file
or even compiling with `warnings=no` does not disable the
messages.

Placement delete is only called when placement new throws an
exception, since Godot doesn't use exceptions this change should
have no runtime effect.

Fixes #12654 (probably, difficult to say without log)
2017-11-19 21:25:18 +01:00
core Add placement deletes to avoid warnings on VC++ 2017-11-19 21:25:18 +01:00
doc Merge pull request #12982 from tagcup/aabb_rename 2017-11-17 20:04:29 +01:00
drivers Merge pull request #12982 from tagcup/aabb_rename 2017-11-17 20:04:29 +01:00
editor Merge pull request #12998 from djrm/pr_fixes 2017-11-18 02:24:24 +01:00
main change low cpu delay to 1 usec, should make editor smoother and not really use 2017-11-17 21:22:37 -03:00
misc change matrix and enable caching for Android, iOS and macOS (cross-compile) 2017-11-13 15:05:26 -04:00
modules Merge pull request #12930 from vnen/gdscrit-output-print 2017-11-17 16:05:44 -03:00
platform Merge pull request #12606 from rraallvv/window_position 2017-11-17 00:36:16 +01:00
scene Merge pull request #12982 from tagcup/aabb_rename 2017-11-17 20:04:29 +01:00
servers Rename Rect3 to AABB. 2017-11-17 11:01:41 -05:00
thirdparty Merge pull request #12014 from hi-ogawa/fix-video-playback 2017-11-13 19:57:18 +01:00
.appveyor.yml CI: Disable MinGW build on Travis and add AppVeyor badge 2017-09-26 19:34:17 +02:00
.clang-format Style: Add .clang-format based on LLVM style 2017-02-11 23:48:56 +01:00
.editorconfig Add trim_trailing_whitespace to .editorconfig 2017-05-16 14:04:26 +03:00
.gitattributes Add .xml to .gitattributes 2017-10-13 21:29:26 +11:00
.gitignore Added logs to .gitignore 2017-10-02 21:38:32 -05:00
.travis.yml change matrix and enable caching for Android, iOS and macOS (cross-compile) 2017-11-13 15:05:26 -04:00
AUTHORS.md Update AUTHORS and DONORS with current data 2017-10-23 08:40:59 +02:00
compat.py Fix build with Python 3 on Windows 2017-10-29 19:27:12 +01:00
CONTRIBUTING.md Formatting an unformatted hyperlink (#12226) 2017-10-19 12:53:11 +02:00
COPYRIGHT.txt Changed Mononoki font to Hack font 2017-09-17 13:55:48 -05:00
DONORS.md Update AUTHORS and DONORS with current data 2017-10-23 08:40:59 +02:00
icon.png Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
icon.svg Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
ISSUE_TEMPLATE.md Update ISSUE_TEMPLATE.md 2017-08-21 22:34:57 -03:00
LICENSE.txt Fixed GitHub detection of license in LICENSE.txt file. 2017-10-31 11:42:31 +01:00
logo.png Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
logo.svg Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
LOGO_LICENSE.md Improve documentation of thirdparty code snippets 2017-05-07 11:42:37 +02:00
methods.py Improve code style of generated headers 2017-11-15 21:29:34 +01:00
README.md Add screenshot to the README 2017-10-31 10:15:36 +01:00
SConstruct Cleanup of Visual Studio project generation (#12929) 2017-11-16 16:37:02 +01:00
version.py -Modules can now add custom version info (added it for Mono) 2017-11-01 23:13:27 -03:00

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

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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