da2bcda7be
Allow access more informations from remote debugger. Refector more debugger related code to allow full access to variables. Array Property Editor now can edit with more objects including remote objects. Implements `GDInstance::debug_get_globals` to query all gloabl constants avaliable in GDScriptLanguage. Show globals in debug stack variable panel. Disabe capitalize property name for remote object. Add DictionaryPropertyEdit to edit with Dictionaries. The serialization/unserialization workflow use binary data instead of dictionary to avoid send too large data. Do not stop debugger if curent break point stack has error fix #9034. Don't send all content of strings but first 80 characters from remote debugger. Add constants into the break point stack tree and remote object instance edit inspector. Remote GDScript resource object instance list constants in the property inspector. Add `self` to the local in the break point stack as a remote object. Move some functions for GDScript related to thier base classes so debugger don't rely on the gdscript module any more. The slef in the debugger tree now expanded as the instance of script instead of the script resource. |
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core | ||
doc | ||
drivers | ||
editor | ||
main | ||
misc | ||
modules | ||
platform | ||
scene | ||
servers | ||
thirdparty | ||
.clang-format | ||
.editorconfig | ||
.gitattributes | ||
.gitignore | ||
.travis.yml | ||
AUTHORS.md | ||
CONTRIBUTING.md | ||
COPYRIGHT.txt | ||
icon.png | ||
icon.svg | ||
ISSUE_TEMPLATE | ||
LICENSE.txt | ||
logo.png | ||
logo.svg | ||
LOGO_LICENSE.md | ||
methods.py | ||
README.md | ||
SConstruct | ||
version.py |
Godot Engine
Homepage: https://godotengine.org
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, Mac OSX, Windows) as well as mobile (Android, iOS) and web-based (HTML5) platforms.
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
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 developers, the best way is to join the #godotengine IRC channel on Freenode.
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 within the engine.
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 info.