Godot Engine – Multi-platform 2D and 3D game engine
Go to file
karroffel 327fea741a using TIME in light shader enables uses_fragment_time
The GLES3 shader compiler performs certain checks to enable or disable
the usage of certain uniform variables (and with that the set-up of UBOs).

If the `TIME` variable gets used inside the `vertex` function then the
renderer knows that it has to insert that value into the UBO.
The same applies to the `fragment` function.

The `light` function gets executed inside the fragment shader for every
light source that is relevant to the current pixel. If the `TIME` variable
gets used in that function then it needs to be present in the fragment-UBO.
The check for this was missing, so if a shader uses `TIME` inside `light`
but not inside `fragment` then the uniform will not actually be set up.

(cherry picked from commit bb655856e2)
2018-02-21 22:10:28 +01:00
core Add locale renames for Hebrew and Indonesian on Windows 2018-02-19 22:27:19 +01:00
doc Direct to InputEventJoypadButton for using buttons 2018-02-19 22:37:09 +01:00
drivers using TIME in light shader enables uses_fragment_time 2018-02-21 22:10:28 +01:00
editor Keep to show current script when closing all docs 2018-02-21 22:09:23 +01:00
main Added an auto quit and auto build flag to the command line options. 2018-02-21 21:56:37 +01:00
misc Dist: Update manpage and macOS version string 2018-01-25 23:21:31 +01:00
modules fix spurious error messages during autocomplete and validate 2018-02-19 22:46:49 +01:00
platform Add dummy audio driver, fix dummy rasterizer 2018-02-21 21:49:10 +01:00
scene Keep to show current script when closing all docs 2018-02-21 22:09:23 +01:00
servers Fix 2d collision body update on shape remove 2018-02-19 22:43:33 +01:00
thirdparty Update CA certificates to latest Mozilla bundle 2018-02-19 22:32:53 +01:00
.appveyor.yml Add GDnative wrapper lib on CI build 2018-01-04 20:32:12 +01:00
.clang-format Style: Apply clang-format to Java files 2017-12-10 01:16:07 +01:00
.editorconfig Added indent_style to editorconfig, fixed inconsistent use of tabs and spaces in indentation. 2017-12-14 13:52:23 +00:00
.gitattributes Add .xml to .gitattributes 2017-10-13 21:29:26 +11:00
.gitignore Added Geany/geany_plugins files to the ".gitignore". 2018-01-07 14:14:32 -02:00
.mailmap Disable colored output and progress bar when building outside of a TTY 2018-01-13 17:56:41 +01:00
.travis.yml Add GDnative wrapper lib on CI build 2018-01-04 20:32:12 +01:00
AUTHORS.md Update AUTHORS list 2018-01-24 22:05:04 +01:00
CONTRIBUTING.md fix some typos 2017-11-28 16:18:22 +01:00
COPYRIGHT.txt Copyright: replace tabs by 8 spaces 2018-01-22 17:25:54 +07:00
DONORS.md Update DONORS list 2018-02-02 10:07:40 +01:00
ISSUE_TEMPLATE.md Issue template: Remove checkbox and reword some comments 2018-01-05 10:58:04 +01:00
LICENSE.txt Update copyright statements to 2018 2018-01-01 14:40:47 +01:00
LOGO_LICENSE.md Improve documentation of thirdparty code snippets 2017-05-07 11:42:37 +02:00
README.md Add screenshot to the README 2017-10-31 10:15:36 +01:00
SConstruct Disable GLES builders and source from server compilation 2018-02-21 21:48:21 +01:00
compat.py Fix build with Python 3 on Windows 2017-10-29 19:27:12 +01:00
icon.png Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
icon.svg Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
logo.png Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
logo.svg Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
methods.py Fix mixed use of tabs and spaces 2018-01-24 21:45:18 -08:00
version.py Bump version to 3.0.1-devel 2018-01-30 20:51:06 +01:00

README.md

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

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.

Travis Build Status AppVeyor Build Status Code Triagers Badge