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aaronp64 6ecccd6085 Fix RichTextLabel table overlapping with next line
When calculating table height, RichTextLabel::_shape_line would increase the height when it reached the end of a complete row, or the final cell of the table.  RichTextLabel::_resize_line would only increase the height at the end of a complete row, causing the height to ignore the final row if not all cells were populated.  This would cause the final row to overlap with the following line in the RichTextLabel if it was the last visible line in the RichTextLabel, as _resize_line is called when updating scrolling properties.

This change moves the common table size calculations to a separate function to reuse the code between _shape_line and _resize_line, keeping the final cell check that was used in _shape_line.

Fixes #92603
2024-05-31 16:21:17 -04:00
.github
core Merge pull request #92201 from bruvzg/input_flush 2024-05-30 15:41:56 +02:00
doc Rename FBX2glTF binary path setting back to 4.2 name 2024-05-30 23:42:11 +02:00
drivers Merge pull request #92474 from Rudolph-B/fix-collided-particles-jittering 2024-05-31 14:16:46 +02:00
editor Merge pull request #91953 from AThousandShips/use_normal_sname 2024-05-31 14:16:05 +02:00
main Merge pull request #92336 from van800/DAP 2024-05-30 22:13:42 +02:00
misc Make displayed Web errors more meaningful 2024-05-30 12:38:08 -04:00
modules Merge pull request #91950 from AThousandShips/panel_sname 2024-05-31 14:16:02 +02:00
platform Merge pull request #92415 from bruvzg/win_mod_keys 2024-05-31 14:16:13 +02:00
scene Fix RichTextLabel table overlapping with next line 2024-05-31 16:21:17 -04:00
servers Merge pull request #92587 from RandomShaper/validate_tex_usage 2024-05-31 14:16:55 +02:00
tests
thirdparty thorvg: Update to 0.13.5 2024-05-30 22:07:51 +02:00
.clang-format
.clang-tidy
.editorconfig
.git-blame-ignore-revs
.gitattributes
.gitignore
.mailmap
.pre-commit-config.yaml
AUTHORS.md
CHANGELOG.md
CONTRIBUTING.md
COPYRIGHT.txt
DONORS.md
gles3_builders.py
glsl_builders.py
godot.manifest
icon.png
icon.svg
icon_outlined.png
icon_outlined.svg
LICENSE.txt
logo.png
logo.svg
LOGO_LICENSE.txt
logo_outlined.png
logo_outlined.svg
methods.py
platform_methods.py
pyproject.toml
README.md
SConstruct SCons: Process platform-specific flags earlier 2024-05-30 16:01:43 +02:00
scu_builders.py
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.

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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 Godot Foundation 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.

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Getting the engine

Binary downloads

Official binaries for the Godot editor and the export templates can be found on the Godot website.

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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. This document also includes guidelines for reporting bugs.

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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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