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Ignacio Etcheverry c9befa63d2 Mono: Don't try to update project assemblies from project manager
Previously, when running the project manager, we would try to load the API assemblies from the project and fail because we were not editing any project. This would make us try to copy the prebuilt API assemblies to the project. Since there is no project, it would try to copy them to the executable location. This would fail if Godot doesn't have permissions to write to that location.
This commit fixes that by instead trying to load the prebuilt API assemblies in the first place, if running the project manager.
2019-07-25 17:52:45 +02:00
.github Move CODEOWNERS and ISSUE_TEMPLATE.md to .github folder 2019-06-27 17:22:48 +02:00
core Merge pull request #25090 from Chaosus/string_count 2019-07-24 08:32:42 +02:00
doc Added count method to String 2019-07-23 18:55:54 +03:00
drivers Merge pull request #30764 from clayjohn/contact-shadow 2019-07-23 07:02:38 +02:00
editor Merge pull request #30778 from YeldhamDev/anim_multi_key_edit 2019-07-24 08:39:30 +02:00
main Added count method to String 2019-07-23 18:55:54 +03:00
misc Add microphone privilege settings support back into export and add privilege exist check to camera server for iOS 2019-07-06 15:48:51 +10:00
modules Mono: Don't try to update project assemblies from project manager 2019-07-25 17:52:45 +02:00
platform Merge pull request #30716 from qarmin/fixed_static_analiser_code 2019-07-23 15:08:44 +02:00
scene Merge pull request #30716 from qarmin/fixed_static_analiser_code 2019-07-23 15:08:44 +02:00
servers Update some dead links in the codebase 2019-07-23 21:06:12 -03:00
thirdparty zstd: Update to upstream version 1.4.1 2019-07-20 20:47:07 +02:00
.appveyor.yml AppVeyor: Skip saving cache on non-master branches 2019-07-02 18:30:27 +02:00
.clang-format clang-format: Set standard for ObjC++ 2019-02-09 12:20:24 +01:00
.editorconfig Include SConstruct in .editorconfig 2019-05-26 18:49:55 +02:00
.gitattributes Git: Explicitly list binary files as such to avoid EOL change 2019-05-25 10:43:48 +02:00
.gitignore Fixes minor issues found by static analyzer 2019-07-07 23:08:51 +02:00
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AUTHORS.md Update AUTHORS and DONORS list 2019-07-02 08:37:32 +02:00
CHANGELOG.md Bump version to 3.1-stable \o/ 2019-03-13 17:16:00 +01:00
compat.py fixed building using scons with python3 2018-05-28 18:41:16 +01:00
CONTRIBUTING.md Minor English fix 2019-04-06 18:45:02 -04:00
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gles_builders.py Remove trailing whitespace 2018-11-20 11:15:02 +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 2019 2019-01-01 12:58:10 +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 Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
methods.py SCons: Fix uses of [].append instead of env.add_source_files() 2019-07-22 15:08:32 +02:00
platform_methods.py Fixed short circuiting on non-Windows platforms 2018-07-30 23:55:15 +02:00
README.md Add Weblate badge to README.md 2019-07-06 00:22:31 -03:00
SConstruct SCons: Enable C++11 on the whole codebase 2019-07-22 17:17:30 +02:00
version.py Print engine version to stdout when starting Godot 2019-05-28 11:19:21 +02:00

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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