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Karroffel 40bb90fabd fixed ptrcall cast for const Ref<T>
Some methods require a const Ref<T> argument,
the ptrcall method wrappers cast `void *` to the
apropriate types. The problem is that there is no `Ref(const T *)`
constructor, but since Ref modifies the refcount of a Reference
anyway there's no point in a const version.

The problem is that with a `const T *` constructor call, the
argument gets converted to Variant first and loses all the
reference information, resulting in a null reference as the
argument to the constructor.
2017-06-20 21:38:21 +02:00
core fixed ptrcall cast for const Ref<T> 2017-06-20 21:38:21 +02:00
doc Merge pull request #8407 from Jylhis/popup_item_select_hide 2017-06-20 00:20:21 +02:00
drivers Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. 2017-06-18 22:55:02 -03:00
editor Merge pull request #8407 from Jylhis/popup_item_select_hide 2017-06-20 00:20:21 +02:00
main Godot 3.0 primitives as resources for use with MeshInstance 2017-06-16 21:40:23 +10:00
misc
modules [GDNative] added GDN_EXPORT macro for libraries 2017-06-18 01:16:10 +02:00
platform Update HTML5 platform for new InputEvents 2017-06-19 15:43:46 +02:00
scene Merge pull request #9257 from Shockblast/patch-1 2017-06-20 10:58:00 +02:00
servers Merge pull request #8629 from hikari-no-yume/Sprite3D_double_sided_flag_master 2017-06-19 23:46:54 +02:00
thirdparty glad: Sync with upstream 0.1.14a0 2017-06-14 20:15:37 +02:00
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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.

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

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.

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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