Godot Engine – Multi-platform 2D and 3D game engine
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Xavier Sellier 377fdc1e33 Hardware cursor implementation for Godot Engine 2.1
- Remove all references to the variable 'custom_mouse_cursor_hotspot' and 'custom_mouse_cursor' from the project settings.
- Indeed, to implement a custom cursor we need to define a sprite for each 'state' of the cursor. Using those variables in the projects settings would define only the _main_ cursor.
- Cleanup the VirtualServer (Remove references to cursor_set_visible, cursor_set_texture and cursor_set_pos)
- Cleanup the Input (set_mouse_in_window should not be used anymore)
- Update the documentation
- Implement it for windows, X11, Javascript, BB 10, OSx, iOS, server, android
- NOT IMPLEMENTED FOR WINRT (As of today, I'm not able to implement this one, this post might help)
- NOT IMPLEMENTED FOR HAIKU (Support of this platform seems perfunctory)
- Build it for Windows, Android and OSX
2017-12-15 11:37:36 -05:00
core Hardware cursor implementation for Godot Engine 2.1 2017-12-15 11:37:36 -05:00
doc Hardware cursor implementation for Godot Engine 2.1 2017-12-15 11:37:36 -05:00
drivers Remove funny output during when exporting a project or loading Godot Engine 2017-12-11 11:13:04 -05:00
editor Hardware cursor implementation for Godot Engine 2.1 2017-12-15 11:37:36 -05:00
main Hardware cursor implementation for Godot Engine 2.1 2017-12-15 11:37:36 -05:00
misc Style: Update definitions for clang-format 5.0.0 2017-12-11 15:18:26 +01:00
modules Merge pull request #14558 from xsellier/bugfix/14324-nested-ternary 2017-12-12 00:14:39 +01:00
platform Hardware cursor implementation for Godot Engine 2.1 2017-12-15 11:37:36 -05:00
scene Remove funny output during when exporting a project or loading Godot Engine 2017-12-11 11:13:04 -05:00
servers Hardware cursor implementation for Godot Engine 2.1 2017-12-15 11:37:36 -05:00
thirdparty Update libwebp to 0.6.1 2017-12-12 03:21:56 +09:00
.appveyor.yml use the same cache for all branches for appveyor 2017-11-28 03:23:51 -04:00
.clang-format Style: Update definitions for clang-format 5.0.0 2017-12-11 15:18:26 +01:00
.editorconfig Add trim_trailing_whitespace to .editorconfig 2017-05-27 00:42:58 +02:00
.gitattributes Spaces to tabs and layout adjustments on .mm files 2017-04-08 09:47:13 +10:00
.gitignore Document -export_debug option in the help output 2017-10-19 23:49:49 +02:00
.travis.yml Style: Update definitions for clang-format 5.0.0 2017-12-11 15:18:26 +01:00
AUTHORS.md Add more recent contributors to AUTHORS 2017-06-17 12:31:27 +02:00
compat.py Make build scripts Scons 3.0/Python3 compatible 2017-10-24 06:41:32 +02:00
CONTRIBUTING.md Formatting CONTRIBUTING.md to 80 colums 2017-06-17 11:58:55 +02:00
COPYRIGHT.txt Merge pull request #10690 from volzhs/editor-font 2017-08-31 11:50:44 +02:00
icon.png Fixed iCCp chunk in pngs 2016-06-22 21:13:29 +02:00
icon.svg Remove grey capsule on official logo 2016-02-28 16:52:45 +01:00
ISSUE_TEMPLATE Issue template: ask for Godot version 2016-05-06 13:31:59 +02:00
LICENSE.txt Fix license formatting breaking GH detection 2017-05-26 23:53:40 +02:00
LOGO_LICENSE.md Improve documentation of thirdparty code snippets 2017-05-26 23:53:14 +02:00
logo.png Fixed iCCp chunk in pngs 2016-06-22 21:13:29 +02:00
logo.svg Remove grey capsule on official logo 2016-02-28 16:52:45 +01:00
methods.py disable caching for targets using helper functions 2017-11-28 16:14:24 -04:00
README.md Changed badge to use HTTPS 2017-07-30 21:10:21 +02:00
SConstruct disable caching for targets using helper functions 2017-11-28 16:14:24 -04:00
version.py Release 2.1.4-stable 2017-08-27 14:39:17 +02:00

GODOT

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.

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