The validation logic for Min Sdk and Target Sdk was flawed as it triggers
errors for users not using Custom Build even if they never modified the
values themselves.
The default values for those settings get saved in `export_presets.cfg` and
thus the error gets triggered when moving from 3.4.4 or earlier to 3.4.5, as
the target SDK changed from 30 to 31.
So instead we just show a warning to make users aware of this non-default
Min Sdk or mostly Target Sdk that might be in their preset.
We also warn when they do use Custom Build as the target SDK 30 would likely
still be an upgrade issue and not an intentional choice, especially given
that Google Play will now require SDK 31.
The export info dialog is now exclusive so that when it doesn't auto-close,
i.e. when it errors, you don't close it by mistake by clicking outside.
The valid range for both options is no longer limited to Godot's own default
target SDK, but can accept higher values (they are not guaranteed to work,
but they might).
To be able to display warning, the relevant code is backported from
|
||
|---|---|---|
| .github | ||
| core | ||
| doc | ||
| drivers | ||
| editor | ||
| main | ||
| misc | ||
| modules | ||
| platform | ||
| scene | ||
| servers | ||
| thirdparty | ||
| .clang-format | ||
| .clang-tidy | ||
| .editorconfig | ||
| .gitattributes | ||
| .gitignore | ||
| .mailmap | ||
| AUTHORS.md | ||
| CHANGELOG.md | ||
| CONTRIBUTING.md | ||
| COPYRIGHT.txt | ||
| DONORS.md | ||
| LICENSE.txt | ||
| LOGO_LICENSE.md | ||
| README.md | ||
| SConstruct | ||
| compat.py | ||
| gles_builders.py | ||
| icon.png | ||
| icon.svg | ||
| icon_outlined.png | ||
| icon_outlined.svg | ||
| logo.png | ||
| logo.svg | ||
| logo_outlined.png | ||
| logo_outlined.svg | ||
| methods.py | ||
| platform_methods.py | ||
| version.py | ||
README.md
Godot Engine
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, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms (HTML5) and consoles.
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 engine developers, the best way is to join the Godot Contributors Chat.
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 the Godot editor.
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 information.
