5f77f38573
This is meant for testing the GDScript implementation, not for testing user scripts nor testing the engine using scripts. Tests consists in a GDScript file and a .out file with the expected output. The .out file format is: expected status (based on the enum GDScriptTest::TestStatus) on the first line, followed by either an error message or the resulting output. Warnings are added after the first line, before the output (or compiler errors) if the parser pass without any error. The test script must have a function called `test()` which takes no argument. Such function will be called by the test runner. The test should not have any dependency unless it's part of the test too. Global classes (using `class_name`) are registered before the runner starts, so those should work if needed. Use the command `godot --gdscript-generate-tests godot-source/modules/gdscript/tests/scripts` to update the .out files with the current output (make sure the output are the expected values before committing). The tests themselves are part of the doctest suite so those can be executed with `godot --test`. Co-authored-by: Andrii Doroshenko (Xrayez) <xrayez@gmail.com> |
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.github | ||
core | ||
doc | ||
drivers | ||
editor | ||
main | ||
misc | ||
modules | ||
platform | ||
scene | ||
servers | ||
tests | ||
thirdparty | ||
.clang-format | ||
.clang-tidy | ||
.editorconfig | ||
.gitattributes | ||
.gitignore | ||
.lgtm.yml | ||
.mailmap | ||
AUTHORS.md | ||
CHANGELOG.md | ||
CONTRIBUTING.md | ||
COPYRIGHT.txt | ||
DONORS.md | ||
glsl_builders.py | ||
icon.png | ||
icon.svg | ||
LICENSE.txt | ||
logo.png | ||
logo.svg | ||
LOGO_LICENSE.md | ||
methods.py | ||
platform_methods.py | ||
README.md | ||
SConstruct | ||
version.py |
Godot Engine
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, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms (HTML5) and consoles.
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 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 engine developers, the best way is to join the Godot Contributors Chat.
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 the Godot editor.
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 information.