1d9a3a9b1c
Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. |
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core | ||
doc | ||
drivers | ||
editor | ||
main | ||
misc | ||
modules | ||
platform | ||
scene | ||
servers | ||
thirdparty | ||
.appveyor.yml | ||
.clang-format | ||
.editorconfig | ||
.gitattributes | ||
.gitignore | ||
.mailmap | ||
.travis.yml | ||
AUTHORS.md | ||
CHANGELOG.md | ||
CONTRIBUTING.md | ||
COPYRIGHT.txt | ||
DONORS.md | ||
ISSUE_TEMPLATE.md | ||
LICENSE.txt | ||
LOGO_LICENSE.md | ||
README.md | ||
SConstruct | ||
compat.py | ||
icon.png | ||
icon.svg | ||
logo.png | ||
logo.svg | ||
methods.py | ||
version.py |
README.md
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.
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.