Virtualx Game Engine. Forked from Godot 3.6
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Arman Elgudzhyan 7bcc849143 Use depth pass mode with normals if required even if Environment is null
If using normal buffer debugging or if the normal texture was used, we should use PASS_MODE_DEPTH_NORMAL_ROUGHNESS regardless of whether there is a valid Environment or not. Otherwise, shaders reading the normal texture will not work without a valid Environment (and possibly other problems).
2023-06-03 07:56:47 -07:00
.github Explain in GitHub issue template how to copy exact Godot version 2023-05-30 14:44:39 +02:00
core Merge pull request #76348 from warriormaster12/pipeline-cache 2023-06-01 00:40:33 +02:00
doc Merge pull request #74688 from Calinou/doc-camera3d-visualinstance3d-layers-gi 2023-06-02 17:26:09 +02:00
drivers Merge pull request #76348 from warriormaster12/pipeline-cache 2023-06-01 00:40:33 +02:00
editor Merge pull request #77782 from RandomShaper/fix_hc_bind_type 2023-06-03 01:41:34 +02:00
main Merge pull request #75666 from ronyeh/main.cpp-2 2023-06-02 17:26:18 +02:00
misc
modules Fix buffer over-read and memory leaks when using long filepaths in a zip archive and improved robustness of long filepaths and reading files. 2023-05-31 13:11:59 +00:00
platform Merge pull request #75666 from ronyeh/main.cpp-2 2023-06-02 17:26:18 +02:00
scene Gradient: Check if interpolation mode and color space are different before firing notifications. 2023-06-02 10:40:13 -03:00
servers Use depth pass mode with normals if required even if Environment is null 2023-06-03 07:56:47 -07:00
tests Merge pull request #77595 from Sauermann/fix-double-inputevent 2023-05-30 15:25:36 +02:00
thirdparty
.clang-format
.clang-tidy
.editorconfig
.git-blame-ignore-revs
.gitattributes
.gitignore
.lgtm.yml
.mailmap
AUTHORS.md
CHANGELOG.md
CONTRIBUTING.md
COPYRIGHT.txt
DONORS.md
gles3_builders.py
glsl_builders.py
icon.png
icon.svg
icon_outlined.png
icon_outlined.svg
LICENSE.txt
logo.png
logo.svg
LOGO_LICENSE.md
logo_outlined.png
logo_outlined.svg
methods.py
platform_methods.py
README.md
SConstruct
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 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 the Godot Engine editor

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.

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.

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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