Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin.
Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin.
Changed platform code so it's not affected by the move.
Modified Xcode project file to remove parameters that doesn't make any effect.
Added basic '.gdip' plugin config file.
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
The previously used tool, `jarsigner` has been deprecated in favor of `apksigner` which is bundled with the Android SDK.
The logic is refactored accordingly and a few editor settings have been deprecated in the process as they're no longer necessary.
Note: As a side effect, specifying the Android SDK path is now required. The docs will be updated to reflect that change.
Otherwise we can get situations where platform-specific opts with the same name
can override each other depending on the order at which platforms are parsed,
as was the case with `use_static_cpp` in Linux/Windows.
Fixes#44304.
This also has the added benefit that the `scons --help` output will now only
include the options which are relevant for the selected (or detected) platform.
(cherry picked from commit 0f84d8dc49)
Fixes#42232.
And fixes memory leak with use of DirAccess, and harmonize the use of
the sanitized pkg name.
(cherry picked from commits 707a62783b
and 02d228554b)
Working, with emscripten > 2.0.9
Yes, the unreleased version. 2.0.9 works, but throws and error due to a
bug in emscripten with the thirdparty ENet library.
The issue is fixed upstream so newer releases will work.
This was caused by the devicePixelRatio being applied twice, once by the
HTML code, once by the OS code.
More specifically, OS.get_window_size() would return the canvas element
size, while OS.set_window_size() would set the element size to the
specified value times the devicePixelRatio.
Calling OS.set_window_size(OS.get_window_size()) would reapply the
devicePixelRatio every time.
This commit changes the behaviour so that OS.set_window_size() do not
apply the devicePixelRatio to the canvas element size, by it divides the
CSS size instead.
Applies to javascript files inside the platform library folder, the
exposed Engine code, and any javascript files in modules.
Files ending with ".externs.js" will be ignored, you can create a
".eslintignore" file to specify extra files to be ignored.
Initial work to make liniting easier.
This includes:
- Rename http_request.js to library_godot_http_request.js.
- Rename externs.js to engine.externs.js.
- New library_godot_runtime.js (GodotRuntime) wraps around emscripten
functions.
- Refactor of XMLHttpRequest handler in engine/preloader.js.
- Few fixes to bugs spotted by early stage linting.
For some reason the `-target` option on the `LINKFLAGS` was causing a weird
issue where osxcross' clang wrapper would attempt using the system `/bin/ld`
instead of the osxcross version (which is Apple's `ld64`).
The error message would be:
```
/bin/ld: unrecognized option '-dynamic'
```
Also removed from `CCFLAGS` for consistency, it seems to work fine with only
`-mmacosx-version-min`.
(cherry picked from commit dbbbb53927)
This makes these platform behave as MacOS in that regard and also fixes the editor window appearing in some cases even when --no-window has been passed.
Some controllers (notably those made by 8bitdo) do not always emit an event to zero out a D-pad axis before flipping direction. For example, when rolling around aggressively the D-pad of an 8bitdo SN30 Pro/Pro+, the following may be observed:
```
ABS_HAT0X : -1
ABS_HAT0Y : -1
ABS_HAT0Y : 0
ABS_HAT0Y : 1
ABS_HAT0X : 1
```
Notable here is that no event for `ABS_HAT0X: 0` is emitted between the events for `ABS_HAT0X: -1` and `ABS_HAT0X: 1`. Consequently, the game engine believes that both the negative _and_ positive x-axis directions of the D-pad are activated simultaneously (i.e `is_joy_button_pressed()` returns `true` for both `JOY_BUTTON_DPAD_LEFT` and `JOY_BUTTON_DPAD_RIGHT`), which should be impossible.
This issue is _not_ reproducible on all controllers. The Xbox One controller in particular will not exhibit this problem (it always emits zeroing out events for an axis before flipping direction).
The fix is to always zero out the opposite direction on the D-pad axis in question when processing an event with a nonzero value. This unfortunately wastes a small number of CPU cycles on controllers that behave nicely.
**I have verified this issue is also reproducible in the stable 3.2 branch**
(cherry picked from commit dd021099ff)
`debug_symbols=yes` will now behave like `debug_symbols=full` did
before. The difference in compressed file sizes is not that large,
which means there isn't much point in having two different values.
This helps make the buildsystem easier to understand.
(cherry picked from commit ff1f0d2cb5)
Rewrote AudioDriverJavaScript to support multiple processor nodes.
The old (and deprecated) ScriptProcessorNode when threads are not
available, and the new AudioWorklet API when threads are enabled.
The new implementation uses two ring buffers and a shared state to
communicated with the AudioWorklet thread.
The audio.worklet.js JavaScript file is always added to the export
template, but only really used (and download) in the thread build.
The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
The size of the audio buffer was incorrectly doubled when creating the
script processor.
latencyHint is expressed in seconds, not milliseconds.
Additionally, on some browsers it actually affect the performance and
stability of the audio driver.
For this reason it has been completely disabled (interactive) and a not
has been left for future reference.
minizip documentation describes tm_mon as expecting the number of months
since January - [0, 11], but the month returned by OS.get_date() is in
the range of [1, 12].
(cherry picked from commit 5fe902244a)
Batching is mostly separated into a common template which can be used with multiple backends (GLES2 and GLES3 here). Only necessary specifics are in the backend files.
Batching is extended to cover more primitives.
A new editor plugin, specific to HTML5, that provide some extra features
needed to make the editor usable on that platform.
For now, it adds a "Download project sources" option in the "Tool" menu,
so the user can download the work done as a zip file (from the browser
storage).
This should be made available in emscripten in a decent way.
Possibly after unmount, to free the database lock and allow performing
operations on it from javascript after the Emscripten Runtime has
exited.
This fixes a "random" deadlock when quitting the editor.
I still haven't figure out the root cause, but having a bigger seems to
greatly mitigate the issue.
The new pool size (pre-allocated threads) is now 8.
Backport for X11 Display Server fixes on 3.2 branch.
1. Implement SAVE_TARGETS mechanism
Allows sending the clipboard content to the clipboard manager on exit to
keep the content when using a clipboard manager that doesn't
automatically makes a backup when copying.
MULTIPLE selection mechanism also had to be implemented, because in this
case, the clipboard manager might request multiple selection targets at
once.
Known use case: Ubuntu with XFCE4
2. Implement INCR mechanism
Allows pasting from x11 clipboard to receive data incrementally, which
is required when handling data size > 256KB.
No longer parse emscripten/emsdk config to detect emcc/node paths.
Use WhereIs to find "emcc" and "node", look for "node_modules" in "emcc"
path.
(cherry picked from commit 7998745237)
This should fix some of the audio stuttering issues when the HTML5
export is compiled with threads support.
The API should be ported to AudioWorklet to (hopefully) be perfect.
That though, cannot be backported to 3.2 due to extra restriction of
AudioWorklet (which only runs in SecureContext, and needs a polyfill for
Safari).
This allow the page to be considered a SecureContext if the address is
localhost (127.0.0.1/::1) and let Firefox (and future Chrome versions)
enable extra features needed for the HTML5 threaded export.
Fixes: #28683, #28621, #28596 and maybe others
For iOS we enable pvrtc feature by default for both GLES2/GLES3
Etc1 for iOS doesn't have any sense, so it disabled.
Fixed checks in export editor.
Fixed pvrtc ability detection in GLES2 driver.
Fixed pvrtc encoding procedure.
The engine now expects to emscripten FS to be setup and sync-ed before
main is called. This is exposed via `Module["initFS"]` which also allows
to setup multiple persistence paths (internal use only for now).
Additionally, FS syncing is done **once** for every loop if at least one
file in a persistent path was open for writing and closed, and if the FS
is not syncing already.
This should potentially fix issues reported by users where "autosave"
would not work on the web (never calling `syncfs` because of too many
writes).
All Linux distros, and FreeBSD and OpenBSD seem to have libXrandr.so.2,
but for some reason recent NetBSD versions seem to have libXrandr.so.3 now.
(cherry picked from commit 413ff7938d)
Add __NetBSD__ to `platform_config.h` so that it can find `alloca`
and use the proper `pthread_setname_np` format.
Rename RANDOM_MAX to avoid conflict with NetBSD stdlib.
Fixes#42145.
(cherry picked from commit 5f4d64f4f3)
By default 'add_ios_framework' would not embed a framework to save previous behavior.
New 'add_ios_embedded_framework' would embed framework on export.
Previously `joypad_count` was used as the index into the d_joypads array when initializing a new gamepad.
This caused the accidental override of an already connected device when a gamepad with a lower id was disconnected and connected again.
fixes#17566
(cherry picked from commit 802a0316c5)
It's too hard to get compatibility between GNU and BSD sed,
so let's just use perl oneliners.
And improve it to also remove trailing tabs, not just spaces.
(cherry picked from commit c71e189efd)
This gesture recognizer will prevent GLView from processing unwanted gestures.
Emulates UIScrollView behavior
Fires delayed touches on significant movement
1. Disable virtual keyboard focus adjustment on Android
The default adjustment setting was causing the view to pan down in order
to adjust the focus on the text content.
We don't need any focus adjustment since we're using a fixed size window
for our application.
Documentation:
https://developer.android.com/reference/android/view/WindowManager.LayoutParams#SOFT_INPUT_ADJUST_NOTHING
2. Fix virtual keyboard height regression
Disabling virtual keyboard focus adjustement caused get_keyboard_height
to always return 0 because it was calculated when the view is resized.
In order to fix it, a PopupWindow is now created on top of the main view
and is set for focus adjustments so the keyboard size can be calculated
based on this popup without affecting the main view.
Its last use was removed in Godot 3.0, so it no longer makes sense to define.
Also removed `D3D_DEBUG_INFO` for Windows as it's likely a left over from a
long time ago pre-opensourcing when Godot had some form of Direct3D 9 support?
(cherry picked from commit dcf902df85)
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.
Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.
Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.
Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
This reverts commit 920639511d.
The changes are good, this revert is only done for release management reasons
as we want this feature to get more testing before making it in a stable build,
but a 3.2.3 release is imminent to handle some regressions in 3.2.2.
This will be re-committed in a 3.2-based feature branch, and we'll merge it
again once we're confident about it (probably for 3.2.4).
The Online Tutorials section of InputMap in the editor's built-in
documentation viewer contains this link:
docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap
The macOS implementation for opening a link percent-encodes it before
sending it to the browser, resulting in a 404. This is to fix#13422
where filenames with special characters could not be opened in Finder.
However, this breaks URLS so I added a check to see if the resource
scheme is file:// and if so, only then is it escaped. This allows other
schemes like `http`, `ftp`, and `mailto` to be used.
(cherry picked from commit b8e6ff9a7f)
Fixes a small memory leak reported by lsan:
```
Direct leak of 73 byte(s) in 1 object(s) allocated from:
#0 0x7f29825f3e70 in malloc (/lib64/liblsan.so.0+0xee70)
#1 0x7f29824a5729 in XGetWindowProperty (/lib64/libX11.so.6+0x29729)
```
The Haiku port now resides at:
https://github.com/godotengine/godot-haiku-platform
While we're happy to support as many Free and Open Source platforms as we can,
we need to put the main focus on the platforms that we can reasonably maintain,
and for Haiku we have been lacking maintainers ever since the port was first
merged in 2015.
The Haiku code has not been compiling and much less working at least since the
release of Godot 3.0, and while some attempts have been made at fixing things,
it's still not functional today in the `3.2` branch (and much less in `master`,
understandably).
Having it in an external repository should hopefully enable Haiku contributors
to fix issues in their own time, and possibly tag versions compatible with
past Godot releases once they are ready.
(cherry picked from commit efcc508ee5)
The missing file type in file attributes was causing the file to lose
executable permissions when unzipped with some softwares.
(cherry picked from commit 4501771fd8)
- Refactored the Engine code, splitted across files.
- Use MODULARIZE option to build emscripten code into it's own closure.
- Optional closure compiler run for JS and generated code.
- Enable lto support (saves ~2MiB in release).
- Can now build with tools=yes (not much to see yet).
- Dropped some deprecated code for older toolchains.
- Add onExit, and onExecute JS function.
- Add files drag and drop support.
- Add support for low precessor usage mode (via offscreen render, swap).
Make the first iteration as soon as the canvas is setup, avoiding a
black screen before the next animation frame is requested.
Also create OS and do setup before syncing FS to avoid crash when IDBFS
access is denied.
The previous code for OS_Windows::get_ticks_usec() multiplied the tick count by 1000000 before dividing by ticks_per_second. The ticks is counted in a 64 bit integer and is susceptible to overflow when a machine has been running for a long period of time (days) with a high frequency timer.
This PR separates the overall calculation into one for seconds and one for the remainder, removing the possibility of overflow due to the multiplier.
(cherry picked from commit db9fa88160)
Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65)
The value of this, does not include the layout.
The code has extra logic to map the unicode value to our keylist,
supporting ASCII and Latin-1.
(cherry picked from commit 0a35b97b62
with help of https://github.com/Faless/godot/tree/js/keyCode)
Each driver used to define the (same) project settings value, but the
setting names are not driver specific. Ovverriding is still possible via
platform tags.
(cherry picked from commit 90c7102b51)
Affects per-pixel transparency
The current method renders to the screen by copying the GLES output to a
DIB for transparency using the CPU instead of rendering directly to the
window via the GPU. This is slower and also forces the window to be borderless
as WS_EX_LAYERED affects the non-client region as well.
This change uses DWMEnableBlurBehindWindow which allows using the standard
glClearColor() background alpha and is also performed through the GPU,
eliminating CPU bottlenecks
Similar to https://github.com/godotengine/godot/pull/36557
At least in chrome, the following error is printed for each mouse wheel
rotation:
[Intervention] Unable to preventDefault inside passive event listener due to target being treated as passive. See https://www.chromestatus.com/features/6662647093133312
This PR moves the handler to the canvas and thereby fixes the error.
Tested on: Chrome and Firefox (MacOS), Firefox, Chrome(Android), Safari (IPad + MacOS)
(cherry picked from commit b1e8ac7b08)
The previous logic used the 'tools' directory within the Android sdk to validate it. That directory was recently deprecated and removed from the Android sdk folder (https://developer.android.com/studio/releases/sdk-tools)
(cherry picked from commit 328354f878)
The issue was caused by PR #36906 which changes prevented the generated shared libraries from being stripped.
Since the change is only needed for development (debugging) purposes, it's commented out by default.
(cherry picked from commit 2f38cfd9ab)
This is the only location in the codebase where it's being used, so no need to make the main lib have a dependency on it.
(cherry picked from commit c591cb8fda)
Right now, games only work on devices when exported with FullAOT+Interpreter.
There are some issues left that need to addressed for FullAOT alone. Right now,
it's giving issues with the Godot.NativeCalls static constructor.
With the NDK installed locally, gradle plugin 3.6.0 seems to enforce
a specific older NDK version, and will fail building if you don't have
it installed with:
```
No version of NDK matched the requested version 20.0.5594570.
Versions available locally: 21.0.6113669
```
Upstream issue: https://github.com/gradle/gradle/issues/12440
(cherry picked from commit ba2ec53a26)
This reverts commit 2e152b945f.
SCons `FRAMEWORKS` is, according to their latest docs, only supported
"On Mac OS X with gcc". While the "with gcc" part seems bogus, #36795
did introduce a link failure for our osxcross toolchain for compiling
macOS binaries from Linux. SCons probably fails to detect this as a
macOS target and does not use its `FRAMEWORKS` logic properly.
So using `LINKFLAGS` as we used to is the more portable solution.
- Improve the SCsub to allow unbundling and remove unnecessary code.
- Move files around to match upstream source.
- Re-sync with upstream commit 308db73d0b3c2d1870cd3e465eaa283692a4cf23
to ensure we don't have local modifications.
- Doesn't actually build against current version 5.0.1 due to the lack
of the new ArmaturePopulate API that Gordon authored. We'll have to
wait for a public release with that API (5.1?) to enable unbundling.
(cherry picked from commit 9d8a9ea826)
Fixes the link errors below
clang: error: no such file or directory: 'Carbon'
clang: error: no such file or directory: 'AudioUnit'
clang: error: no such file or directory: 'CoreAudio'
clang: error: no such file or directory: 'CoreMIDI'
clang: error: no such file or directory: 'IOKit'
clang: error: no such file or directory: 'ForceFeedback'
clang: error: no such file or directory: 'CoreVideo'
clang: error: no such file or directory: 'AVFoundation'
clang: error: no such file or directory: 'CoreMedia'
clang: error: no such file or directory: 'Metal'
clang: error: no such file or directory: 'QuartzCore'
Tested on
System Version: macOS 10.15.3 (19D76)
SCons by Steven Knight et al.:
script: v3.1.2.bee7caf9defd6e108fc2998a2520ddb36a967691, 2019-12-17 02:07:09, by bdeegan on octodog
engine: v3.1.2.bee7caf9defd6e108fc2998a2520ddb36a967691, 2019-12-17 02:07:09, by bdeegan on octodog
engine path: ['/usr/local/Cellar/scons/3.1.2_1/libexec/scons-local/SCons']
Xcode 11.3.1
Build version 11C504
Apple clang version 11.0.0 (clang-1100.0.33.17)
Target: x86_64-apple-darwin19.3.0
Closes#36720
(cherry picked from commit c924e83a64)
Otherwise comparisons would fail for compiler versions above 10.
Also simplified code somewhat to avoid using subprocess too much
needlessly.
(cherry picked from commits c7dc5142b5
and df7ecfc4a7)
On GCC and Clang, we use C11 and C++14 with GNU extensions (`std=gnu11`
and `std=gnu++14`). Those are the defaults for current GCC and Clang,
and also match the feature sets we want to use in Godot.
On MSVC, we require C++14 support explicitly with `/std:c++14`, and
make it strict with the use of `/permissive-` (so features of C++17 or
later can't be used).
Moves the definition before querying environment flags and platform
config so that it can be overridden when necessary.
(cherry picked from commit 342f127362)
Without this patch, the following exception is thrown when the touch
screen is used: TypeError: e.getBoundingClientRect is not a function.
No touch events arrive in the engine.
From my testing, this PR fixes the issue and behaves as expected.
Tested with godot-demo-projects/misc/multitouch_view/, emscripten 1.39.8
and Firefox mobile emulator as well as FF on Android
(cherry picked from commit 5134317afc)
This makes the project icon display immediately as a favicon when
opening the page, without having to wait for the project to finish
loading.
(cherry picked from commit 4492cf856b)
Calling `step()` on EditorProgress too often will slow down the
rest of the editor, so it's best avoided. This is also more consistent
with other exporters, as most of them don't report per-file progress
either.
Exporting a 2D project with ~1,100 files to Android now takes
about 10 seconds from a debug editor build instead of 65 seconds.
This closes#30850.
(cherry picked from commit 2dd3a01d11)
Changed the condition to add a length filter to make it consistent with the documentation (0 means no character limit). Otherwise the default value in LineEdit causes the virtual keyboard to be non-fonctional on Android.
(cherry picked from commit 196860508a)
Reverts the following commits:
- c81ec6f26d40b70283958a4ef3e216fb32cbaf14:
"Exposes capture methods to AudioServer, variable renames for
consistency, added documentation."
- 47c558b98abf842910c780294314326662410cdf:
"Expose audio callbacks as signals."
- dabaa11b3c451e9b8f2cca7e563bd9ec51edb169:
"Fix to make sure the capture buffers are deallocated at shutdown.
Silences warnings."
Some documentation improvements were kept for pre-existing methods.
See rationale for reverting these changes in #30468.
- `EditorNavigationMeshGenerator` was being registered as part of the Core API,
even after d3f48f88bb. We must make sure to
set Editor as the current ClassDB API type before creating an instance.
- The `VisualScriptEngineSingleton.constant` property has a property hint string
that's different between tools and non-tools builds. This commit makes the
hint string to no longer be set in `_bind_methods`, and to instead set it in
`_validate_property`. This way it's ignored when calculating the API hash.
- `JavaClassWrapper` is now registered in ClassDB on all platforms,
using a dummy implementation on platforms other than Android.
This fixes API portability between Android and other platforms.
- Updated `--class-db-json` command to ignore non-virtual methods that start
with an underscore (see: 4be87c6016).
Fixes compatibility with emscripten 1.39.5+ .
Most input callbacks now require a target and no longer support NULL
defaults.
This commit changes all required null targets to the expected default in
the binding phase.
Since for canvas-related callbacks there is no default, the "#canvas"
selector is used instead.
Additionally, since canvasX and canvasY event properties are no longer
supported, event positions are computed from "clientX" and "clientY" and
the "#canvas" bounding client rect.
It was removed as noted in the changelog:
https://github.com/emscripten-core/emscripten/blob/1.39.5/ChangeLog.md#v1395-12202019
> Removed `timestamp` field from mouse, wheel, devicemotion and
> deviceorientation events. The presence of a `timestamp` on these
> events was slightly arbitrary, and populating this field caused
> a small profileable overhead that all users might not care about.
> It is easy to get a timestamp of an event by calling
> `emscripten_get_now()` or `emscripten_performance_now()` inside
> the event handler function of any event.
Fixes#34648.
Add check to prevent compositor sync if the graphics driver is forcing vsync.
Fixes#35038.
(Addendum: this PR does not negatively impact users unaffected by #35038.)
- Go up was not working, simplify was used one time too much
- Added GestureHandler
- Added doubleTap to recognize open dir
- Fixed scroll where sometimes the scroll jumped between start and end when pointer was outside or on the edge of the scroll area
I'm barely scratching the surface of the changes needed to make the
--export command line interface easy to use, but this should already
improve things somewhat.
- Streamline `can_export()` templates check in all platforms, checking
first for the presence of official templates, then of any defined
custom template, and reporting on the absence of any.
Shouldn't change the actual return value much which is still true if
either release or debug is usable - we might want to change that
eventually and better validate against the requested target.
- Fix discrepancy between platforms using `custom_package/debug` and
`custom_template/debug` (resp. `release`).
All now use `custom_template`, which will break compatibility for
`export_presets.cfg` with earlier projects (but is easy to fix).
- Use `can_export()` when attempting a command line export and report
the same errors that would be shown in the editor.
- Improve error reporting after a failed export attempt, handling
missing template and invalid path more gracefully.
- Cleanup of unused stuff in EditorNode around the export workflow.
- Improve --export documentation in --help a bit.
Fixes#16949 (at least many of the misunderstandings listed there).
Fixes#18470.
Unify pack file version and magic to avoid hardcoded literals.
`version.py` now always includes `patch` even for the first release in
a new stable branch (e.g. 3.2). The public name stays without the patch
number, but `Engine.get_version_info()` already included `patch == 0`,
and we can remove some extra handling of undefined `VERSION_PATCH` this
way.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.