Godot Engine – Multi-platform 2D and 3D game engine
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Răzvan C. Rădulescu 5c914e2d5b Fix and make Tween node less confusing
I've made the following changes:
- make `is_active` the main way of keeping track of tween
  processing/activity, meaning that `is_active` will now return
  `false` if all tween actions have finished or if it isn't started
  or if it was stopped via `set_active(false)` or any other mode
- removed is_stopped because is redundand now

The above meant that we don't have to keep track of yet another variable
`available` since everything is based on `*processing_internal` so I
removed it, likewise it's own local `processing` variable was removed,
as well as the "double" `_set_process` which it feels more like a hack.

What wasn't changed:
- `tell()` still returns max value (i.e. `== get_runtime()` when all
  tweens `finish`)

*More testing is needed*. So far I've tested repeat on/off, delay,
`is_active()` working corretly, `set_active(true), set_active(false)`,
but probably more tests are necessary, all the resets, stops, resume
etc.
2018-06-26 18:16:57 +02:00
core State machine animation node 2018-06-25 16:22:41 -03:00
doc Merge pull request #19612 from Zylann/get_ticks_usec 2018-06-18 21:35:55 +02:00
drivers A typo in ShaderCompilerGLES2 constructor code '==' used instead of '=' 2018-06-13 15:49:13 +02:00
editor renamed AnimationGraphPlayer to AnimationTree 2018-06-25 18:40:24 -03:00
main Fix vsync initialization 2018-06-25 18:17:19 +03:00
misc Remove the old AppImage structure 2018-06-24 00:15:55 +02:00
modules Merge pull request #19016 from neikeq/w 2018-06-22 19:18:15 +02:00
platform Merge pull request #19766 from GodotExplorer/android-gles2 2018-06-26 10:00:25 +02:00
scene Fix and make Tween node less confusing 2018-06-26 18:16:57 +02:00
servers Fix typo in y shift 2018-06-23 22:41:29 +10:00
thirdparty Add libwebsocket 3.0 BSD fix 2018-06-07 18:07:35 +02:00
.appveyor.yml Fix scons installation on AppVeyor 2018-05-16 23:01:24 +02:00
.clang-format Style: Apply clang-format to Java files 2017-12-10 01:16:07 +01:00
.editorconfig Enforce insert_final_newline in the editorconfig. 2018-02-16 19:44:47 +01:00
.gitattributes Add .xml to .gitattributes 2017-10-13 21:29:26 +11:00
.gitignore Add more IDE created files into .gitignore 2018-05-19 16:32:37 +08:00
.mailmap Disable colored output and progress bar when building outside of a TTY 2018-01-13 17:56:41 +01:00
.travis.yml Travis: Build Mono module in linux tools job 2018-06-15 13:10:21 +02:00
AUTHORS.md Update AUTHORS and DONORS list 2018-06-09 22:05:33 +02:00
CHANGELOG.md Add a project changelog 2018-02-22 18:25:40 +01:00
CODEOWNERS Add code owners for specific paths in the codebase 2018-06-07 11:38:38 +02:00
CONTRIBUTING.md fix some typos 2017-11-28 16:18:22 +01:00
COPYRIGHT.txt Bump libwebsockets to version 3.0.0 2018-06-07 18:07:35 +02:00
DONORS.md Update AUTHORS and DONORS list 2018-06-09 22:05:33 +02:00
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 README: Use HTTPS URL for image. (#17851) 2018-03-30 22:11:52 +02:00
SConstruct add NoCache wrapper to Command 2018-06-21 03:00:33 -04:00
compat.py fixed building using scons with python3 2018-05-28 18:41:16 +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 add NoCache wrapper to Command 2018-06-21 03:00:33 -04:00
version.py Bump version to 3.1-dev 2018-01-30 00:19:24 +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.

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