- From now materials assigned to the MeshInstance (not the Mesh) get exported into the MeshLibrary when such materials exist. This enables workflows where the MeshLibrary is exported from an imported scene (e.g. GLTF) where the materials assigned to the Mesh (not the MeshInstance) get overwritten on re-import, thus can't use editor set materials in the exported MeshLibrary unless they are assigned to the MeshInstance whose materials get saved with the inherited scene thus persist across re-imports. - When appending to an existing MeshLibrary only generate previews for newly added or modified meshes. - During preview generation transform camera and lights instead of the mesh and use the source MeshInstance's transform for the mesh to avoid weird previews being generated for meshes with a position dependent material (e.g. when using triplanar mapping). - Adjust the camera angle and light directions used in mesh preview generation for better results. |
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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 | ||
CODEOWNERS | ||
compat.py | ||
CONTRIBUTING.md | ||
COPYRIGHT.txt | ||
DONORS.md | ||
gles_builders.py | ||
icon.png | ||
icon.svg | ||
ISSUE_TEMPLATE.md | ||
LICENSE.txt | ||
LOGO_LICENSE.md | ||
logo.png | ||
logo.svg | ||
methods.py | ||
platform_methods.py | ||
README.md | ||
SConstruct | ||
version.py |
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 and contributing
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.
To get started contributing to the project, see the contributing guide.
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.