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Rémi Verschelde b0f782a0e3 Disable driver fallback to GLES2 by default
GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.

By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.

When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.

Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).

Fixes #26569.
2019-03-05 16:36:46 +01:00
core Merge pull request #26629 from bojidar-bg/18386-object-callv-errors 2019-03-05 12:44:01 +01:00
doc Disable driver fallback to GLES2 by default 2019-03-05 16:36:46 +01:00
drivers Fix and restore text, material and mesh previewers. 2019-03-04 15:53:18 -03:00
editor Disable driver fallback to GLES2 by default 2019-03-05 16:36:46 +01:00
main Disable driver fallback to GLES2 by default 2019-03-05 16:36:46 +01:00
misc Remove microphone from export options and distribution plist 2019-03-04 18:01:02 -08:00
modules Merge pull request #26608 from dragmz/fix22231 2019-03-04 21:52:47 +01:00
platform Disable driver fallback to GLES2 by default 2019-03-05 16:36:46 +01:00
scene TileSet/TileMap: Decompose solid non-convex polygons into convexes. Real fix for #24003 2019-03-04 21:03:10 -03:00
servers Merge pull request #26532 from aqnuep/texture_array_fixes 2019-03-04 15:09:11 +01:00
thirdparty Merge pull request #26586 from akien-mga/tinyexr-65f9859 2019-03-04 16:41:04 +01:00
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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 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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