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John Wigg 4a82390aaf Limit undo stack size
The stack size of the undo history of a TextEdit was not limited leading
to potential memory leaks when doing lots of operations on a TextEdit.

This commit adds the option gui/common/text_edit_undo_stack_max_size
to the project settings. The first element of the undo stack is popped
if the stack's size exceeds this value ensuring limited memory usage.

The default stack size setting is 1024.

Fixes #37838.
2020-04-29 11:31:01 +02:00
.github
core Merge pull request #37450 from SkyLucilfer/profilerBug 2020-04-10 17:56:28 +02:00
doc Merge pull request #37749 from clayjohn/Vulkan-improved-ss 2020-04-13 00:39:37 +02:00
drivers Implement MSAA 2020-04-12 15:33:57 -03:00
editor Merge pull request #37843 from qarmin/unitialized_crash 2020-04-13 13:53:44 +02:00
main Ignore process serial number (-psn_...) command line argument passed by macOS Gatekeeper. 2020-04-10 10:32:19 +03:00
misc Travis: Re-enable Android builds 2020-04-09 22:50:18 +02:00
modules Merge pull request #37817 from ThakeeNathees/disconnect-autocomplete 2020-04-13 12:07:25 +02:00
platform Validate supported architectures when exporting to Android 2020-04-13 12:16:08 +02:00
scene Limit undo stack size 2020-04-29 11:31:01 +02:00
servers Fixes leak with CopyToFbShaderRD 2020-04-13 11:39:44 +02:00
thirdparty Fix extra warnings in Android build 2020-04-10 11:06:11 +02:00
.appveyor.yml
.clang-format
.editorconfig
.gitattributes
.gitignore Vulkan rendering for Android 2020-04-03 11:18:59 +02:00
.mailmap
.travis.yml Fix extra warnings in Android build 2020-04-10 11:06:11 +02:00
AUTHORS.md
CHANGELOG.md
CODE_OF_CONDUCT.md
CONTRIBUTING.md
COPYRIGHT.txt
DONORS.md
gles_builders.py Replace more occurrences of NULL with nullptr 2020-04-02 14:56:01 +02:00
icon.png
icon.svg
LICENSE.txt
logo.png
logo.svg
LOGO_LICENSE.md
methods.py SCons: Expand CXX in check for vanilla Clang 2020-04-04 12:12:57 +02:00
platform_methods.py
README.md
SConstruct
version.py

Godot Engine logo

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.

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 developers, the best way is to join the #godotengine IRC channel on Freenode.

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 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.

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