Virtualx Game Engine. Forked from Godot 3.6
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Eric M 83cb48e69e Fixes for multi-node editing interactions.
1. When having 2 nodes selected, deselecting one in the ScemeTreeDock would keep the inspector in MultiNodeEdit rather than editing the one remaining node directly. This is now fixed. Closes #49451
2. In the Node3D editor, Shift-Selecting a region (drag selecting) would *deselect* nodes which were already selected, and select ones which were not, essentially inverting the selection. This is now fixed - shift-drag-selecting will only add nodes to the selection. To deselect, individual nodes can be clicked on. I am not sure if there is an issue open for this - it was a bug I found while testing other changes.
3. Other minor code cleanup.
2021-06-19 13:07:42 +10:00
.github
core Merge pull request #49659 from LightningAA/string-valid-integer-to-int 2021-06-18 16:14:14 +02:00
doc Make LineShape2D normal point upwards by default 2021-06-18 09:14:06 -07:00
drivers
editor Fixes for multi-node editing interactions. 2021-06-19 13:07:42 +10:00
main Main: Fixup bogus fallback to project manager with more bolognese 2021-06-16 19:11:08 +02:00
misc Add LSApplicationCategoryType to the template and export dialog. 2021-06-14 14:28:34 +03:00
modules Merge pull request #49449 from SpectralDragon/fix-enum-equal-operation 2021-06-18 17:18:44 -03:00
platform [HTML5] JS callback functions now returns passed value. 2021-06-18 17:47:48 +02:00
scene Make LineShape2D normal point upwards by default 2021-06-18 09:14:06 -07:00
servers Fix "Ignore Occlusion Culling" flag. 2021-06-18 21:42:03 +02:00
tests Merge pull request #49659 from LightningAA/string-valid-integer-to-int 2021-06-18 16:14:14 +02:00
thirdparty
.clang-format
.clang-tidy
.editorconfig
.gitattributes
.gitignore
.lgtm.yml
.mailmap
AUTHORS.md
CHANGELOG.md
CONTRIBUTING.md
COPYRIGHT.txt
DONORS.md Style fix in DONORS.md (trailing space) 2021-06-16 13:49:39 +02:00
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 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.

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 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.

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