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reduz cd2a499084 Add path to functions that return iporter options
-Allows displaying custom options for specific file format variants
-Added support for scene format import to retrieve custom options

This PR is necessary for #54886 to be implemented properly.
2021-11-14 14:06:10 -03:00
.github Add a minimal template build to CI 2021-11-12 09:30:50 -06:00
core Add path to functions that return iporter options 2021-11-14 14:06:10 -03:00
doc Add path to functions that return iporter options 2021-11-14 14:06:10 -03:00
drivers Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
editor Add path to functions that return iporter options 2021-11-14 14:06:10 -03:00
main Modules: Make sure to include modules_enabled.gen.h where needed 2021-11-12 13:42:58 +01:00
misc Merge pull request #52945 from bruvzg/macos_editor_translation 2021-11-09 00:09:32 +01:00
modules Add path to functions that return iporter options 2021-11-14 14:06:10 -03:00
platform Fix typo in architecture name for x86_64 macOS 2021-11-12 20:46:08 -06:00
scene Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
servers Fix broken light_compute in mobile renderer 2021-11-13 17:24:31 +03:00
tests Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
thirdparty HarfBuzz: Update to version 3.1.1 2021-11-08 13:26:21 +02:00
.clang-format clang-format: Enable BreakBeforeTernaryOperators 2021-10-28 15:57:41 +02:00
.clang-tidy
.editorconfig
.gitattributes Upgrade Android Gradle to version 7.2 2021-10-14 16:19:00 +01:00
.gitignore Main: Fixup --dump-extension-api after #54017 2021-10-21 09:43:39 +02:00
.lgtm.yml
.mailmap Update AUTHORS and DONORS list 2021-11-03 16:14:39 +01:00
AUTHORS.md Update my name on author file 2021-11-03 14:32:54 -04:00
CHANGELOG.md
CONTRIBUTING.md
COPYRIGHT.txt Remove WebM support (and deps libvpx and opus) 2021-10-15 12:09:11 +02:00
DONORS.md Sync controller mappings DB with SDL2 community repo 2021-11-03 19:55:52 +01:00
gles3_builders.py Use OpenGL 3.3 core profile instead of compatibility profile 2021-10-31 15:56:45 +01:00
glsl_builders.py
icon.png
icon.svg
icon_outlined.png
icon_outlined.svg
LICENSE.txt
logo.png
logo.svg
LOGO_LICENSE.md
logo_outlined.png
logo_outlined.svg
methods.py Fix import for collections Mapping 2021-10-25 00:20:28 +03:00
platform_methods.py
README.md README updates and improvements, link license page 2021-11-02 02:28:25 +01:00
SConstruct [macOS] Add support for OpenGLES3 video driver. 2021-11-02 13:11:55 +02:00
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 (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 the Godot Engine editor

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.

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.

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.

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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