Godot Engine – Multi-platform 2D and 3D game engine
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tagcup e9896b17a9 Restore the behavior of Spatial rotations recently changed in c1153f5.
That change was borne out of a confusion regarding the meaning of "local" in #14569.

Affine transformations in Spatial simply correspond to affine operations of its Transform. Such operations take place in a coordinate system that is defined by the parent Spatial. When there is no parent, they correspond to operations in the global coordinate system.
This coordinate system, which is relative to the parent, has been referred to as the local coordinate system in the docs so far, but this sloppy language has apparently confused some users, making them think that the local coordinate system refers to the one whose axes are "painted" on the Spatial node itself.

To avoid such conceptual conflations and misunderstandings in the future, the parent-relative local system is now referred to as "parent-local", and the object-relative local system is called "object-local" in the docs.

This commit adds the functionality "requested" in #14569, not by changing how rotate/scale/translate works, but by adding new rotate_object_local, scale_object_local and translate_object_local functions. Also, for completeness, there is now global_scale.

This commit also updates another part of the docs regarding the rotation property of Spatial, which also leads to confusion among some users.
2017-12-27 16:40:49 -05:00
core Restore the behavior of Spatial rotations recently changed in c1153f5. 2017-12-27 16:40:49 -05:00
doc Restore the behavior of Spatial rotations recently changed in c1153f5. 2017-12-27 16:40:49 -05:00
drivers Merge pull request #14796 from AlmightyScientist/issue-14552 2017-12-26 12:46:48 -03:00
editor Fix 2D editor checkboxes with a new project 2017-12-26 16:39:58 +01:00
main Fix editor crash on "save and exit" bug 2017-12-20 08:34:04 +00:00
misc Style: Apply clang-format to Java files 2017-12-10 01:16:07 +01:00
modules Merge pull request #14997 from neikeq/issue-14988 2017-12-24 17:50:28 +01:00
platform -Removed OpenMP support, replaced by a custom class. 2017-12-24 09:32:12 -03:00
scene Restore the behavior of Spatial rotations recently changed in c1153f5. 2017-12-27 16:40:49 -05:00
servers Fix sidedness check in material. Also remove SIDE built-in. 2017-12-26 11:09:52 -03:00
thirdparty Thekla: redo reduz's changes from 8b01b2e85c 2017-12-20 00:39:57 +01:00
.appveyor.yml use the same cache for all branches for appveyor 2017-11-28 03:23:33 -04:00
.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 Ignore Visual Studio '*.natvis' files 2017-12-09 05:25:49 +01:00
.travis.yml openmp: Don't try to link GCC's implementation on Clang 2017-12-14 18:27:56 +01:00
AUTHORS.md Update AUTHORS and DONORS list 2017-12-10 01:51:52 +01:00
CONTRIBUTING.md fix some typos 2017-11-28 16:18:22 +01:00
COPYRIGHT.txt Changed Mononoki font to Hack font 2017-09-17 13:55:48 -05:00
DONORS.md Update AUTHORS and DONORS list 2017-12-10 01:51:52 +01:00
ISSUE_TEMPLATE.md IssueTemplate: remove \n at checkbox line 2017-12-23 09:18:13 +07:00
LICENSE.txt Fixed GitHub detection of license in LICENSE.txt file. 2017-10-31 11:42:31 +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 -Removed OpenMP support, replaced by a custom class. 2017-12-24 09:32:12 -03:00
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 sort by the most recently accessed files 2017-12-18 22:17:38 -04:00
version.py Bump version to 3.0-beta a.k.a. *feature freeze* 2017-11-20 23:53:31 +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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