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Rémi Verschelde 6dc20adadd Fix loading and exporting of Theora and WebM video streams
Theora and WebM video streams were mistakenly imported with a ResourceImporter,
but those imported ogvstr and webmstr were simply links to the local resource.
While that works fine in the editor, it no longer works when exporting a game
as the "source" ogv and webm files are ommitted and only the ogvstr and webmstr
references were exported.

As discussed with @reduz, it doesn't make sense to import videos, as we only
intend to play them back and not modify them/access their raw data. As such we
use a ResourceFormatLoader instead of an importer, to load the file on the fly.
ogv and webm files linked to this loader are now considered as resources, and
thus exported.

Note: The Theora and WebM loaders lack any kind of validity check beyond the
existence of the target file, but it was already the case with the importer.
Better checks and error reports could be added, but those loaders will eventually
be obsoleted by GDNative plugins anyway.

Fixes #14954.
2018-07-03 20:21:46 +02:00
core Merge pull request #19919 from marcelofg55/notif_crash 2018-07-03 18:42:49 +02:00
doc Merge pull request #19244 from Chaosus/settingsperformance_and_colordeferred 2018-07-03 17:01:23 +02:00
drivers Merge pull request #19682 from dragmz/particles_redraw_fix 2018-07-03 16:13:33 +02:00
editor Merge pull request #19938 from Chaosus/fix_regression 2018-07-03 20:07:07 +02:00
main Optimize images losslessly using oxipng -o6 --strip all --zopfli 2018-06-28 19:17:41 +02:00
misc Optimize images losslessly using oxipng -o6 --strip all --zopfli 2018-06-28 19:17:41 +02:00
modules Fix loading and exporting of Theora and WebM video streams 2018-07-03 20:21:46 +02:00
platform Merge pull request #19799 from kosz78/android-payment-fix 2018-07-03 18:52:10 +02:00
scene Merge pull request #19853 from khairul169/duplicate_bug 2018-07-03 18:48:45 +02:00
servers Ensure, if a texture meant for a normal map is imported and size limit exists, that it's renormalized after resize. 2018-07-03 10:56:31 -03:00
thirdparty Merge pull request #19138 from firefly2442/pcre2-10.31 2018-07-03 17:43:22 +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.

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

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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