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Rémi Verschelde c320a82213 SCons: Add 'split_libmodules' option to workaround linker issue
The new 'split_libmodules=yes' option is useful to work around linker
command line size limitations when linking a huge number of objects.
We're currently over 64k chars when linking libmodules.a on Windows
with MinGW, which triggers issues as seen in #30892.

Even on Linux, we can also reach linker command line size limitations
by adding more custom modules.

We force this option to True for MinGW on Windows, which fixes #30892.

Additional changes to lib splitting:

- Fix linking of the split module libs with interdependent symbols,
  hacking our way into LINKCOM and SHLINKCOM to set the `--start-group`
  and `--end-group` flags.
- Fix Python 3 compatibility in `methods.split_lib()`.
- Drop seemingly obsolete condition for 'msys' on 'posix'.
- Drop the unnecessary 'split_drivers' as the drivers lib is no longer
  too big since we moved all thirdparty builds to modules.

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2019-12-11 15:40:28 +01:00
.github
core Merge pull request #34040 from qarmin/unused_variable_more_precise_numbers 2019-12-10 08:25:31 +01:00
doc Merge pull request #34222 from Calinou/doc-collisionshapes 2019-12-10 10:44:36 +01:00
drivers SCons: Add 'split_libmodules' option to workaround linker issue 2019-12-11 15:40:28 +01:00
editor Fixes infinite loop when switching editor 2019-12-11 13:27:21 +08:00
main Added support for vertical syncing via the Windows OS compositor (DWM.) 2019-12-04 11:14:21 +01:00
misc Add a pre-commit hook to check the class reference syntax 2019-12-06 23:40:19 +01:00
modules SCons: Add 'split_libmodules' option to workaround linker issue 2019-12-11 15:40:28 +01:00
platform SCons: Add 'split_libmodules' option to workaround linker issue 2019-12-11 15:40:28 +01:00
scene Merge pull request #34259 from timothyqiu/validate-texture-32982 2019-12-11 08:41:29 +01:00
servers Merge pull request #34040 from qarmin/unused_variable_more_precise_numbers 2019-12-10 08:25:31 +01:00
thirdparty Fix build on musl-based systems 2019-12-10 15:54:32 -06:00
.appveyor.yml
.clang-format
.editorconfig
.gitattributes
.gitignore
.mailmap Update AUTHORS list 2019-11-12 15:44:25 +01:00
.travis.yml Travis CI: Run makerst.py to check for documentation errors 2019-12-04 08:51:32 +01:00
AUTHORS.md Update AUTHORS list 2019-11-12 15:44:25 +01:00
CHANGELOG.md
compat.py
CONTRIBUTING.md
COPYRIGHT.txt
DONORS.md New contributors added to AUTHORS: 2019-11-07 10:22:04 +01:00
gles_builders.py
icon.png
icon.svg
LICENSE.txt
logo.png
logo.svg
LOGO_LICENSE.md
methods.py SCons: Add 'split_libmodules' option to workaround linker issue 2019-12-11 15:40:28 +01:00
platform_methods.py
README.md
SConstruct SCons: Add 'split_libmodules' option to workaround linker issue 2019-12-11 15:40:28 +01:00
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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