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George Marques 2e528ef382
GDScript: Fix mishandling of stack pointers
- Replace the for loop temporaries by locals. They cause conflicts with
  the stack when being popped, while locals are properly handled in the
  scope.
- Change the interface for the codegen so the for loop list doesn't live
  through the whole block if it's a temporary.
- Keep track of the actual amount of local variables in the stack. Using
  the size of the map is misleading in cases where multiple locals have
  the same name (which is allowed when there's no shadowing).
- Added a few debug checks for temporaries, to avoid them being wrongly
  manipulated in the future. They should not live more than a line of
  code.
- Rearrange some of compiler code to make sure the temporaries don't
  live across blocks.
2020-11-25 11:24:13 -03:00
.github [HTML5] Enforce JavaScript style with eslint. 2020-11-23 12:15:18 +01:00
core Fix DebuggerMarshalls errors while profiling 2020-11-23 07:59:56 -07:00
doc Improve the AudioStreamPlayer3D class documentation 2020-11-23 16:56:05 +01:00
drivers doc: Warn about using Node internal processing 2020-11-20 09:52:37 +01:00
editor Merge pull request #43627 from aaronfranke/pixelvi 2020-11-23 10:04:49 +01:00
main Merge pull request #43661 from EricEzaM/PR/INP2-rename_load_from_globals 2020-11-19 07:40:21 +01:00
misc Add missing javascript semi-colons. 2020-11-17 18:18:46 +00:00
modules GDScript: Fix mishandling of stack pointers 2020-11-25 11:24:13 -03:00
platform [HTML5] Run eslint --fix. 2020-11-23 12:15:18 +01:00
scene doc: Warn about using Node internal processing 2020-11-20 09:52:37 +01:00
servers fix for two incorrectly bound texture formats 2020-11-19 14:20:29 -06:00
tests Merge pull request #43781 from MaxMutantMayer/regex_unit_tests 2020-11-23 10:07:07 +01:00
thirdparty Merge pull request #43719 from akien-mga/nanosvg-3e403ec 2020-11-20 18:42:43 +01:00
.clang-format Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2020-05-14 16:54:55 +02:00
.clang-tidy Style: Enforce braces around if blocks and loops 2020-05-14 21:57:34 +02:00
.editorconfig C#: Switch games to MSBuild Sdks and .NET Standard 2020-07-25 19:22:01 +02:00
.gitattributes Mark *.tza files as binary in .gitattributes for old Git versions 2020-05-12 09:49:19 +02:00
.gitignore Add a separate nativeSrcsConfigs module to handle Android Studio constraints for native code editor support. 2020-10-29 00:01:14 -07:00
.lgtm.yml Create a basic .lgtm.yml file. 2020-09-03 14:49:14 +01:00
.mailmap Update AUTHORS and DONORS list 2020-09-08 17:22:50 +02:00
AUTHORS.md Update AUTHORS and DONORS list 2020-10-28 14:06:22 +01:00
CHANGELOG.md Mention compatibility-breaking Camera2D offset change in the changelog 2020-09-15 15:56:36 +02:00
CONTRIBUTING.md Document contributing tests to Godot's C++ codebase 2020-09-30 16:29:23 +02:00
COPYRIGHT.txt doctest: Update to 2.4.1 2020-11-20 13:50:07 +02:00
DONORS.md Update AUTHORS and DONORS list 2020-10-28 14:06:22 +01:00
glsl_builders.py Remove unused Python local variables. 2020-09-11 11:39:15 +01:00
icon.png Optimize images losslessly using oxipng -o6 --strip all --zopfli 2018-06-28 19:17:41 +02:00
icon.svg Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
LICENSE.txt Update copyright statements to 2020 2020-01-01 11:16:22 +01:00
LOGO_LICENSE.md Improve documentation of thirdparty code snippets 2017-05-07 11:42:37 +02:00
logo.png Optimize images losslessly using oxipng -o6 --strip all --zopfli 2018-06-28 19:17:41 +02:00
logo.svg Commit only the SVG files changed by file_format.sh 2020-07-13 14:08:55 -04:00
methods.py Add all headers to VS Project 2020-09-27 18:03:51 +02:00
platform_methods.py Merge python EnvironmentError, IOError and WindowsError into OSError. 2020-09-02 15:58:07 +01:00
README.md Remove GitHub actions badge. 2020-09-01 23:07:35 +05:30
SConstruct SCons: Refactor and cleanup warnings definition 2020-10-08 10:58:05 +02:00
version.py Bump version to 4.0-dev 2020-01-29 13:37:17 +01:00

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 in 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 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 engine developers, the best way is to join the #godotengine-devel 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 the Godot editor.

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 information.

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