Virtualx Game Engine. Forked from Godot 3.6
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Ryan Roden-Corrent b296ad23b4
Don't handle property_editor shortcuts on release.
Fixes #52336.

EditorProperty::unhandled_key_input was handling both press and release.
This means that if you press `ctrl+v` on an EditorProperty line input,
it will paste as expected on pressing `ctrl+v`, and accept the event so
EditorProperty will not see it. However, on release, LineEdit ignores
the event and EditorProperty still catches and handles it, using its own
paste implementation.
2021-09-03 08:33:02 -04:00
.github Fix CI after concurrency 2021-08-25 15:04:05 +02:00
core Fix _send_default_spawn_default function sending zero length 2021-09-02 21:36:54 +01:00
doc Merge pull request #38722 from KoBeWi/proposition 2021-09-01 16:20:05 +02:00
drivers Rename String::is_rel_path to String::is_relative_path 2021-08-29 20:41:29 -04:00
editor Don't handle property_editor shortcuts on release. 2021-09-03 08:33:02 -04:00
main Rename String::is_rel_path to String::is_relative_path 2021-08-29 20:41:29 -04:00
misc Print colored diffs when there are formatting failures in CI 2021-08-25 17:17:29 +02:00
modules Merge pull request #52342 from Faless/enet/4.x_no_close_error 2021-09-03 10:20:26 +02:00
platform Merge pull request #52159 from m4gr3d/addoculus_openxr_ 2021-09-01 21:09:28 -07:00
scene Merge pull request #38722 from KoBeWi/proposition 2021-09-01 16:20:05 +02:00
servers Merge pull request #51873 from Chaosus/fix_uniform_error_spam 2021-08-31 11:28:48 -07:00
tests Rename String::is_rel_path to String::is_relative_path 2021-08-29 20:41:29 -04:00
thirdparty Makes FontData importable resource. 2021-08-27 15:43:18 +03:00
.clang-format Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2020-05-14 16:54:55 +02:00
.clang-tidy Style: Enforce braces around if blocks and loops 2020-05-14 21:57:34 +02:00
.editorconfig Add a simple C# .editorconfig 2021-07-23 17:04:53 -04:00
.gitattributes Mark *.tza files as binary in .gitattributes for old Git versions 2020-05-12 09:49:19 +02:00
.gitignore Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
.lgtm.yml Create a basic .lgtm.yml file. 2020-09-03 14:49:14 +01:00
.mailmap Update AUTHORS and DONORS list 2021-08-13 11:45:08 +02:00
AUTHORS.md Update AUTHORS and DONORS list 2021-08-13 11:45:08 +02:00
CHANGELOG.md Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
CONTRIBUTING.md Link to Godot Contributors Chat instead of IRC 2021-03-05 22:32:48 +01:00
COPYRIGHT.txt Makes FontData importable resource. 2021-08-27 15:43:18 +03:00
DONORS.md Update AUTHORS and DONORS list 2021-08-13 11:45:08 +02:00
glsl_builders.py RenderingServer reorganization 2020-12-04 18:39:46 -03:00
icon.png Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
icon.svg Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
icon_outlined.png Add an outlined version of logo.png and icon.png and put it in README.md 2020-12-14 06:42:51 +01:00
icon_outlined.svg Add an outlined version of logo.png and icon.png and put it in README.md 2020-12-14 06:42:51 +01:00
LICENSE.txt Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
logo.png Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
logo.svg Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
LOGO_LICENSE.md Relicense Godot logo from CC-BY-3.0 to CC-BY-4.0 2020-12-03 14:30:06 +01:00
logo_outlined.png Add an outlined version of logo.png and icon.png and put it in README.md 2020-12-14 06:42:51 +01:00
logo_outlined.svg Add an outlined version of logo.png and icon.png and put it in README.md 2020-12-14 06:42:51 +01:00
methods.py Makes FontData importable resource. 2021-08-27 15:43:18 +03:00
platform_methods.py Merge python EnvironmentError, IOError and WindowsError into OSError. 2020-09-02 15:58:07 +01:00
README.md Merge pull request #44359 from Riteo/logo-outline 2021-05-09 14:01:05 +02:00
SConstruct Makes FontData importable resource. 2021-08-27 15:43:18 +03:00
version.py Update copyright statements to 2021 2021-01-01 20:19:21 +01:00

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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