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Godot Engine – Multi-platform 2D and 3D game engine
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Rémi Verschelde b77423370a
Fix cross-platform configuration of rendering driver settings
Simpler alternative to #103026 which avoids breaking compatibility.

Instead of introducing a new `auto` default value, we ensure that all
supported drivers are registered regardless of the editor's host platform,
and that the defaults are the intended ones.

This solves the following issues:
- macOS exports are meant to default to Metal in 4.4, but they would
  default to Vulkan if exported from Linux, Windows, or Android editors.
- Windows exports couldn't be made with Direct3D 12 from Linux, macOS, or
  Android editors, as the option couldn't be selected outside Windows.

Unlike #103026, it doesn't solve the issue of not always saving the
rendering drivers to `project.godot`, but now the defaults are at least
consistent between editor platforms.

Co-authored-by: Pāvels Nadtočajevs <7645683+bruvzg@users.noreply.github.com>
2025-02-23 12:28:59 +01:00
.github CI: Remove outdated reference to ubuntu-20.04 2025-02-11 18:05:22 +01:00
core Merge pull request #99479 from Sauermann/fix-remove-project-conversion 2025-02-18 07:55:56 -06:00
doc Fix cross-platform configuration of rendering driver settings 2025-02-23 12:28:59 +01:00
drivers Fix `modified_time` on Android 2025-02-20 17:13:41 +01:00
editor Merge pull request #103143 from PhairZ/plugin-icons 2025-02-23 12:13:06 +01:00
main Fix cross-platform configuration of rendering driver settings 2025-02-23 12:28:59 +01:00
misc [Editor] Fix return of `EditorTranslationParserPlugin._parse_file` 2025-02-19 20:11:24 +01:00
modules Merge pull request #102964 from akien-mga/mbedtls-2.28-compat 2025-02-20 16:51:51 +01:00
platform Fix cross-platform configuration of rendering driver settings 2025-02-23 12:28:59 +01:00
scene Fix label clipping when ascent/descent are fractional. 2025-02-22 22:51:23 +02:00
servers Fix debug CanvasItem redraw rects in RD renderer 2025-02-18 23:49:43 +01:00
tests Merge pull request #102854 from bruvzg/brk_trim3 2025-02-14 08:25:33 -06:00
thirdparty Fix `view->base` pointer overwrite. 2025-02-15 23:25:43 +02:00
.clang-format Style: Enable clang-format's `InsertBraces` config 2025-01-09 16:46:51 +01:00
.clang-tidy Style: Minor pre-commit & `yaml` adjustments 2024-12-29 10:51:11 -06:00
.clangd Style: Add `.clangd` config 2024-12-29 09:11:24 -06:00
.editorconfig Style: Unify `.editorconfig` logic 2025-01-12 08:49:01 -06:00
.git-blame-ignore-revs `clang-format` commit to `.git-blame-ignore-revs` 2025-01-02 10:12:02 -06:00
.gitattributes Correct C++ highlighting settings in .gitattributes 2024-08-27 23:24:30 +02:00
.gitignore Ignore built Godot.app package 2025-01-24 16:13:17 +01:00
.mailmap Update AUTHORS and DONORS list 2024-09-17 13:07:39 +02:00
.pre-commit-config.yaml CI: Update `ruff` & `mypy` pre-commit hooks 2025-01-31 16:10:54 +01:00
AUTHORS.md Update AUTHORS and DONORS list 2024-09-17 13:07:39 +02:00
CHANGELOG.md Add changelog for Godot 4.3 2024-08-15 00:57:57 +02:00
CONTRIBUTING.md Update godot documentation contribution link 2024-07-20 20:51:11 -06:00
COPYRIGHT.txt Thirdparty: Harmonize patches to document downstream changes 2025-02-06 01:40:03 +01:00
DONORS.md Update AUTHORS and DONORS list 2024-09-17 13:07:39 +02:00
LICENSE.txt
LOGO_LICENSE.txt Cleanup various repository documentation files 2023-10-10 13:58:13 +02:00
README.md Cleanup various repository documentation files 2023-10-10 13:58:13 +02:00
SConstruct SCons: Apply new ruff/mypy fixes 2025-02-03 09:55:09 -06:00
gles3_builders.py SCons: Apply new ruff/mypy fixes 2025-02-03 09:55:09 -06:00
glsl_builders.py SCons: Properly `NoCache` all text files 2025-01-16 16:59:12 -06:00
godot.manifest [Windows] Always use absolute UNC paths and long path aware APIs, add "long path aware" flag to the application manifest. 2024-08-28 11:15:57 +03:00
icon.png
icon.svg Style: Optimize `.svg` files with `svgo` 2024-06-23 08:15:19 -05:00
icon_outlined.png
icon_outlined.svg Style: Optimize `.svg` files with `svgo` 2024-06-23 08:15:19 -05:00
logo.png
logo.svg Style: Optimize `.svg` files with `svgo` 2024-06-23 08:15:19 -05:00
logo_outlined.png
logo_outlined.svg Style: Optimize `.svg` files with `svgo` 2024-06-23 08:15:19 -05:00
methods.py SCons: Apply new ruff/mypy fixes 2025-02-03 09:55:09 -06:00
platform_methods.py Add loongarch64 support 2024-12-06 00:18:26 +08:00
pyproject.toml Pre-commit: Fix applying ruff to SCsub files 2024-12-28 10:19:46 +01:00
scu_builders.py Remove problematic file from SCU 2025-02-11 18:47:52 -03:00
version.py Bump version to 4.4-rc 2025-02-20 20:08:03 +01:00

README.md

Godot Engine

Godot Engine logo

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 with 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 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 Godot Foundation 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 the Godot Engine editor

Getting the engine

Binary downloads

Official binaries for the Godot editor and the export templates can be found on the Godot website.

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.

The best way to get in touch with the core engine developers is to join the Godot Contributors Chat.

To get started contributing to the project, see the contributing guide. This document also includes guidelines for reporting bugs.

Documentation and demos

The official documentation is hosted on Read the Docs. It is maintained by the Godot community in its own GitHub repository.

The class reference is also accessible from the Godot editor.

We also maintain official demos in their own GitHub repository as well as a list of awesome Godot community resources.

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.

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