Godot Engine – Multi-platform 2D and 3D game engine
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Robbie Cooper 907ba0d8f2 Have the Rename Node action use the targeted Node to determine the current undo/redo context
Formerly, we deduced context implicitly, but this failed and always used the global context instead of the context of the scene containing the Node.

This happened because the first argument to `add_do_method`, the SceneTreeEditor, is a descendant of Node and outside the current game scene's tree (it's part of the editor instead). This led the code in `EditorUndoRedoManager::get_history_id_for_object` to choose global context.

My solution is to explicitly use the renamed Node to deduce our context because it will always be in the current scene in this situation.

Fixes #67276
2023-03-15 16:03:30 +01:00
.github CI: Pin SCons to 4.4.0, the new 4.5.0 is broken 2023-03-06 08:42:51 +01:00
core Merge pull request #74909 from AThousandShips/array_slice 2023-03-15 14:25:16 +01:00
doc Merge pull request #74838 from dsnopek/quaternion-constructor-3 2023-03-15 14:51:38 +01:00
drivers Merge duplicate rd_texture functions 2023-03-10 21:37:01 +11:00
editor Have the Rename Node action use the targeted Node to determine the current undo/redo context 2023-03-15 16:03:30 +01:00
main Merge pull request #73144 from chutchinson/bug/openxr-init-alert-dialog 2023-03-15 14:07:05 +01:00
misc Corrected capitalisation of macOS 2023-03-12 16:48:52 +00:00
modules Merge pull request #74556 from AThousandShips/text_adv_svg_freetype 2023-03-15 15:04:01 +01:00
platform [macOS] Remove unnecessary debug prints. 2023-03-14 20:04:58 +02:00
scene Merge pull request #74667 from YuriSizov/core-too-many-orphans 2023-03-15 14:59:42 +01:00
servers Merge pull request #74708 from BastiaanOlij/fix_rd_texture 2023-03-10 22:48:19 +01:00
tests Fix Array.slice() rounding for abs(step) != 1 2023-03-14 15:46:45 +01:00
thirdparty Vulkan: Fix VMA build with GCC 13 2023-03-09 10:46:35 +01:00
.clang-format Style: Workaround clang-format 14 bug with Inline oneliner functions 2022-08-03 12:20:23 +02:00
.clang-tidy Style: Partially apply clang-tidy's cppcoreguidelines-pro-type-member-init 2022-05-02 16:28:25 +02:00
.editorconfig Add GDScript .editorconfig rules 2023-01-10 12:25:35 -05:00
.git-blame-ignore-revs Add Git blame ignore revisions file (used by GitHub's blame view) 2022-03-24 21:50:47 +01:00
.gitattributes File: Re-add support to skip CR (\r) in File::get_as_text 2022-08-01 00:40:35 +02:00
.gitignore Fix .gitignore ignores part of the committed repo. 2023-02-17 13:48:16 +01:00
.lgtm.yml Create a basic .lgtm.yml file. 2020-09-03 14:49:14 +01:00
.mailmap Update AUTHORS and DONORS list 2023-02-24 14:46:21 +01:00
AUTHORS.md Update AUTHORS and DONORS list 2023-02-24 14:46:21 +01:00
CHANGELOG.md Fix "Convert Full Project" button not translated 2023-03-02 16:19:30 +08:00
CONTRIBUTING.md Update all outdated online documentation links 2023-01-14 19:38:00 +03:00
COPYRIGHT.txt meshoptimizer: Sync with upstream commit 4a287848f 2023-01-31 22:27:49 -08:00
DONORS.md Update AUTHORS and DONORS list 2023-02-24 14:46:21 +01:00
gles3_builders.py Add GPUParticles to the OpenGL3 renderer. 2022-11-14 23:28:25 -08:00
glsl_builders.py ci: add Python static analysis check via mypy 2022-09-30 19:03:17 +07:00
icon_outlined.png Add an outlined version of logo.png and icon.png and put it in README.md 2020-12-14 06:42:51 +01:00
icon_outlined.svg Add an outlined version of logo.png and icon.png and put it in README.md 2020-12-14 06:42:51 +01:00
icon.png Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
icon.svg Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
LICENSE.txt One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
LOGO_LICENSE.md Relicense Godot logo from CC-BY-3.0 to CC-BY-4.0 2020-12-03 14:30:06 +01:00
logo_outlined.png Add an outlined version of logo.png and icon.png and put it in README.md 2020-12-14 06:42:51 +01:00
logo_outlined.svg Add an outlined version of logo.png and icon.png and put it in README.md 2020-12-14 06:42:51 +01:00
logo.png Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
logo.svg Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
methods.py Let VS solution name be overridden 2023-02-16 20:08:26 +01:00
platform_methods.py Unify bits, arch, and android_arch into env["arch"] 2022-08-25 11:19:20 +02:00
README.md Minor typo and docs URL fixes 2023-02-28 13:38:01 +01:00
SConstruct Windows: Workaround missing DWRITE_FONT_WEIGHT value in old MinGW 2023-03-05 18:18:04 +01:00
version.py Bump version to 4.1-dev 2023-03-01 01:44:37 +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 with 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 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 the Godot Engine editor

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.

The best way to get in touch with the core engine developers is to join the Godot Contributors Chat.

To get started contributing to the project, see the contributing guide.

Documentation and demos

The official documentation is hosted on Read the Docs. It is maintained by the Godot community in its own GitHub repository.

The class reference is also accessible from the Godot editor.

We also maintain official demos in their own GitHub repository as well as a list of awesome Godot community resources.

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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