Virtualx Game Engine. Forked from Godot 3.6
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Fabio Alessandrelli 5262d1bbcc Fix marshalls size checks.
Yesterday, when playing around with my network code, I realized there is
a security issue in decode_variant, at least when decoding PoolArrays.
Basically, the size of the PoolArray is encoded in a uint32_t, when
decoding it, that value is cast to int when comparing if the packet is
actually that size causing numbers with MSB=1 to be interpreted as
negative thus always passing the check. That same value though, is used
as uint32_t again to resize the output vector.  For this reason, sending
a malformed packet with declared type PoolByteArray and size of 2^31(+x)
causes the engine to try to allocate 2+GB of pool memory, causing the
engine to crash.
2018-07-28 21:21:19 +02:00
core Fix marshalls size checks. 2018-07-28 21:21:19 +02:00
doc Bump to 3.0.6-devel 2018-07-09 14:32:35 +02:00
drivers Fix scene import when platform=server 2018-07-28 16:06:30 +02:00
editor Fix crash on editor startup when running with platform=server 2018-07-28 16:06:30 +02:00
main The build-solutions flag now forces editor mode. 2018-07-28 16:06:30 +02:00
misc Travis: Update clang-format version in shell script 2018-07-18 17:49:27 +02:00
modules Fix continuous attempt to reload domain with API assemblies out of sync 2018-07-28 16:06:30 +02:00
platform Fix possible NullPointerException crash on cancel payment 2018-07-28 16:06:30 +02:00
scene fix can't set AudioStreamPlayer stream to null 2018-07-28 16:06:30 +02:00
servers Workaround for clang 6 bug. 2018-07-26 16:09:42 +02:00
thirdparty openssl: Update to pristine 1.0.2o (security update) 2018-07-27 16:17:27 +02:00
.appveyor.yml Fix scons installation on AppVeyor 2018-06-01 17:35:29 +02:00
.clang-format Style: Format code with clang-format 6.0.1 2018-07-18 16:37:23 +02:00
.editorconfig Enforce insert_final_newline in the editorconfig. 2018-02-22 13:06:25 +01:00
.gitattributes Add .xml to .gitattributes 2017-10-13 21:29:26 +11:00
.gitignore Add more IDE created files into .gitignore 2018-06-01 18:01:21 +02:00
.mailmap Disable colored output and progress bar when building outside of a TTY 2018-01-13 17:56:41 +01:00
.travis.yml Travis: Build Mono module in linux tools job 2018-07-28 16:06:30 +02:00
AUTHORS.md Update AUTHORS and DONORS list 2018-07-18 10:31:45 +02:00
CHANGELOG.md Version 3.0.5-stable 2018-07-08 16:03:43 +02:00
compat.py Fix build with Python 3 on Windows 2017-10-29 19:27:12 +01:00
CONTRIBUTING.md fix some typos 2017-11-28 16:18:22 +01:00
COPYRIGHT.txt openssl: Update to pristine 1.0.2o (security update) 2018-07-27 16:17:27 +02:00
DONORS.md Update AUTHORS and DONORS list 2018-07-18 10:31:45 +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 Issue template: Remove checkbox and reword some comments 2018-01-05 10:58:04 +01:00
LICENSE.txt Update copyright statements to 2018 2018-01-01 14:40:47 +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 added 'android_add_asset_dir('...') method to Android module gradle build config 2018-07-04 23:04:14 +02:00
README.md Add screenshot to the README 2017-10-31 10:15:36 +01:00
SConstruct added 'android_add_asset_dir('...') method to Android module gradle build config 2018-07-04 23:04:14 +02:00
version.py Bump to 3.0.6-devel 2018-07-09 14:32:35 +02:00

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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