Currently, when making a selection with the gridmap, you can only change the height of the selection by changing the height of the mouse cursor while still dragging the selection. (Height here meaning "the direction of the normal of the edit plane") This change still allows you to change the cursor height while dragging the selection, but changes the height keys, while a selection is active and not being dragged, to change the selection instead of the mouse cursor. This is much more convenient for a large amount of gridmap work, and the position of the mouse cursor can still be modified while a selection is active via ctrl+mouse wheel. This is the minimally invasive way of making this change: A better option would be to move this functionality to an add'l menu action, (and perhaps also including actions to modify the other two axes by steps after the selection is made as well). |
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| .github | ||
| core | ||
| doc | ||
| drivers | ||
| editor | ||
| main | ||
| misc | ||
| modules | ||
| platform | ||
| scene | ||
| servers | ||
| tests | ||
| thirdparty | ||
| .clang-format | ||
| .clang-tidy | ||
| .clangd | ||
| .editorconfig | ||
| .git-blame-ignore-revs | ||
| .gitattributes | ||
| .gitignore | ||
| .mailmap | ||
| .pre-commit-config.yaml | ||
| AUTHORS.md | ||
| CHANGELOG.md | ||
| CONTRIBUTING.md | ||
| COPYRIGHT.txt | ||
| DONORS.md | ||
| LICENSE.txt | ||
| LOGO_LICENSE.txt | ||
| README.md | ||
| SConstruct | ||
| gles3_builders.py | ||
| glsl_builders.py | ||
| godot.manifest | ||
| 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 | ||
| pyproject.toml | ||
| scu_builders.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 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.
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.
