Virtualx Game Engine. Forked from Godot 3.6
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Markus Sauermann 60aaa017ff Enable Drag and Drop for SubViewports and Windows
Make Drag and Drop an application-wide operation.
This allows do drop on Controls in other Viewports/Windows.

In order to achieve this, `Viewport::_update_mouse_over` is adjusted to
remember the Control, that the mouse is over (possibly within nested
viewports). This Control is used as a basis for the Drop-operation, which
replaces the previous algorithm, which was only aware of the topmost
Viewport.

Also now all nodes in the SceneTree are notified about the Drag and Drop
operation, with the exception of SubViewports that are not children of
SubViewportContainers.
2024-09-15 01:06:02 +02:00
.github [Core] Optionally delete Ref nullptr comparisons 2024-09-12 11:26:49 +02:00
core Merge pull request #96592 from bruvzg/alt_u 2024-09-13 11:21:51 +02:00
doc Enable Drag and Drop for SubViewports and Windows 2024-09-15 01:06:02 +02:00
drivers Merge pull request #96860 from kroketio/from-ext-alloc-check 2024-09-13 11:21:58 +02:00
editor Merge pull request #96934 from smix8/planemesh_gizmo 2024-09-13 11:22:08 +02:00
main Fix launching XR apps from the Android editor 2024-09-11 14:31:54 -05:00
misc Add support for non-blocking IO mode to OS.execute_with_pipe. 2024-09-06 14:16:39 +03:00
modules Merge pull request #96759 from Geometror/implement-autostart-profilers 2024-09-13 11:21:54 +02:00
platform Enable Drag and Drop for SubViewports and Windows 2024-09-15 01:06:02 +02:00
scene Enable Drag and Drop for SubViewports and Windows 2024-09-15 01:06:02 +02:00
servers 2D: Fix use-after-free in batch rendering 2024-09-14 07:50:39 +10:00
tests Enable Drag and Drop for SubViewports and Windows 2024-09-15 01:06:02 +02:00
thirdparty thorvg: Update to 0.14.9 2024-09-06 22:08:02 +02:00
.clang-format
.clang-tidy
.editorconfig
.git-blame-ignore-revs
.gitattributes
.gitignore
.mailmap
.pre-commit-config.yaml
AUTHORS.md
CHANGELOG.md
CONTRIBUTING.md
COPYRIGHT.txt
DONORS.md
gles3_builders.py
glsl_builders.py
godot.manifest [Windows] Always use absolute UNC paths and long path aware APIs, add "long path aware" flag to the application manifest. 2024-08-28 11:15:57 +03:00
icon.png
icon.svg
icon_outlined.png
icon_outlined.svg
LICENSE.txt
logo.png
logo.svg
LOGO_LICENSE.txt
logo_outlined.png
logo_outlined.svg
methods.py [Buildsystem] Improve cache handling 2024-09-09 16:36:56 +02:00
platform_methods.py
pyproject.toml
README.md
SConstruct [Core] Optionally delete Ref nullptr comparisons 2024-09-12 11:26:49 +02:00
scu_builders.py
version.py

Godot Engine

Godot Engine logo

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 with 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 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 Godot Foundation 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 the Godot Engine editor

Getting the engine

Binary downloads

Official binaries for the Godot editor and the export templates can be found on the Godot website.

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.

The best way to get in touch with the core engine developers is to join the Godot Contributors Chat.

To get started contributing to the project, see the contributing guide. This document also includes guidelines for reporting bugs.

Documentation and demos

The official documentation is hosted on Read the Docs. It is maintained by the Godot community in its own GitHub repository.

The class reference is also accessible from the Godot editor.

We also maintain official demos in their own GitHub repository as well as a list of awesome Godot community resources.

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.

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