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Godot Engine – Multi-platform 2D and 3D game engine

Home Page: https://godotengine.org

License: MIT License

C++ 87.58% Python 1.03% Shell 0.03% Objective-C 0.04% Objective-C++ 0.94% Java 1.06% JavaScript 0.40% C# 3.80% GLSL 1.73% CMake 0.01% Kotlin 0.29% C 2.69% GDScript 0.40% AIDL 0.01% GAP 0.01%
game-engine godot godotengine open-source multi-platform gamedev game-development hacktoberfest

godot's Introduction

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.

Code Triagers Badge Translate on Weblate TODOs

godot's People

Contributors

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godot's Issues

Buttons do not respond to clicks in HTML export

I created a simple demo using the first script tutorial - click a button to change some text.
This demo works in preview, as well as an OSX export, however in the HTML export the button does not respond to clicks at all.

Here's the code
godot_engine_-_sayhello_xml_____and_godotbug

And the layout
godot_engine_-sayhello_xml___-2

Pressing the button changes the text, however this does not happen in the HTML exported version.

Tried this in both Mac OSX Chrome and Firefox.

stretch_2d breaks touchscreenbutton in android

forcing display to stretch the 2d content in a low resolution for a android device in a high resolution breaks the touchscreenbutton! texturebutton and button still works! maybe breaks in other platforms too!

Adding a normal map breaks lighting

Fixed materials with normal maps appear black. Ambient lighting still works, but they don't appear to be receiving any diffuse or specular lighting. The issue may be nvidia-related.

Moving around in the 3D viewport

Hi,

I just lunched your editor for the first time.
Here are some UI things that will make it more easy to understand.

  • I do not understand how to move. I open the 3D Platformer project. And I wanted to see how the scene looks like. I was only been able to zoom in and zoom out, I wasn't been able to modify my camera view to move on the x or the y coordination. Even checked the right mouse button.
  • Where do I see the animation editor? I clicked on the player icon, and I found it on screen. Than I wanted to see how you made it. All I been able to find is a scrip. May be it was your animation, but I was expecting to see resources. If you have a script animation you need to tell me some how that it's a script.

Hope it helps.

Ilya

Can't open project

I get this when i try to open a project.

opening pack C:/Users/JoÒo/Downloads/data.pck, -1, -1
opening pack C:/Users/JoÒo/Downloads/data.pcz, -1, 0
ERROR: set_custom_property_info: Condition ' !props.has(p_prop) ' is true.
At: core/globals.cpp:1317
lost?
ERROR: Error attempting to create data dir: C:\Users\Joo\AppData\Roaming\Alien
Adventure
At: core/os/os.cpp:380
ERROR: set_font: Condition ' p_font.is_null() ' is true.
At: scene/resources/theme.cpp:302
ERROR: set_stylebox: Condition ' p_style.is_null() ' is true.
At: scene/resources/theme.cpp:251
editor: 0
ERROR: create: Cannot find path for config directory!
At: tools/editor/editor_settings.cpp:192
ERROR: Plugin dir does not exist!
At: tools/editor/editor_settings.cpp:319
SCAN PROJECTS AT: C:/Users/JoÒo/Downloads
found: 2 projects.
ERROR: save: Cannot save EditorSettings config, no valid path
At: tools/editor/editor_settings.cpp:358
OPENING: C:/Users/JoÒo/Downloads/teste (C:::Users::JoÒo::Downloads::teste)
running cmdline: "C:\Users\Joo\Downloads\godot_win64.exe" "-path" "C:/Users/JoÒo
/Downloads/teste" "-editor"
ERROR: execute: Condition ' ret == 0 ' is true. returned: ERR_CANT_FORK
At: platform/windows/os_windows.cpp:1482
ERROR: _open_project: Condition ' err ' is true.
At: tools/editor/project_manager.cpp:485

issue of running scene

drivers/unix/os_unix.cpp:300 - Couldn't get executable path from /proc/self/exe, using argv[0]

set_video_mode not implemented on any platform

At first I thought it was just X11 on Linux, but then I thought to check some other platforms, and it's not implemented on Windows or Mac OS either.

Most games have in-game resolution switching, and that's not possible without this implemented.

Preview in font resource loader is not updated

First I clicked on the "new resource" button and selected font. Then in the new window I loaded a .ttf font, and the preview text is correctly shown. However, when I then change the font size, the preview is not updated. It is updated however as soon as I re-import the .ttf font file.

The preview should be auto-updated as soon as the font size is being changed.

System: Debian Linux Jessie (Testing) amd64, Xfce 4.10, Godot build 4055

Official Godot Book

You guys should sell a book that covers tutorials with in depth explanations of the code and development process. Covering all aspects of the Engine and Tools. I like step by steps.

Godot immediately crashes on Mac

I downloaded the Mac OS X 32-bit binary GodotOSX32.zip, unzipped the file, then double clicked on Godot.app, and immediately got the message "Godot quit unexpectedly".

Windows 7 build failure

Building on Win7 with VS2013.
Python 2.7.6
Scons 2.3.0

Ran "scons bin/godot.exe" from a VS2013 cmd prompt at the root of the godot repo and got the following:

[code]

C:\Users\Desktop\godot>scons bin/godot.exe
scons: Reading SConscript files ...
Detected Platforms: ['windows']
Detected Modules: ['gridmap']
open path: platform\android/logo.png
open path: platform\bb10/logo.png
open path: platform\iphone/logo.png
open path: platform\javascript/logo.png
open path: platform\nacl/logo.png
open path: platform\osx/logo.png
open path: platform\server/logo.png
open path: platform\windows/logo.png
open path: platform\x11/logo.png

scons: warning: The Options class is deprecated; use the Variables class instead
.
File "C:\Users\Robert\Desktop\godot\SConstruct", line 90, in
V: no
scons: done reading SConscript files.
scons: Building targets ...
cl /Foplatform\windows\godot_win.obj /c platform\windows\godot_win.cpp /TP /TP /
nologo /DFREETYPE_ENABLED /Zi /DDEBUG_ENABLED /DD3D_DEBUG_INFO /O1 /MT /Gd /GR /
nologo "/IC:\Program Files (x86)\Windows Kits\8.1/Include" /DWINDOWS_ENABLED /D
RTAUDIO_ENABLED /DWIN32 /DTYPED_METHOD_BIND /DGLES_ENABLED /DGLEW_ENABLED "/IC:
Program Files (x86)\Microsoft Visual Studio 12.0\VC/Include" "/IC:\Program File
s (x86)\Microsoft DirectX SDK (June 2010)/Include" -DDEBUG_MEMORY_ALLOC -DSCI_N
AMESPACE /DMSVC /GR -DMUSEPACK_ENABLED -DOLD_SCENE_FORMAT_ENABLED -DSQUISH_ENABL
ED -DVORBIS_ENABLED -DTHEORA_ENABLED -DPNG_ENABLED -DDDS_ENABLED -DPVR_ENABLED -
DJPG_ENABLED -DWEBP_ENABLED -DSPEEX_ENABLED -DTOOLS_ENABLED -DGDSCRIPT_ENABLED -
DMINIZIP_ENABLED -DXML_ENABLED /Icore /Icore\math /Itools /Idrivers /I. /Iplatfo
rm\windows /Iplatform\windows\include /Itools\freetype /Itools\freetype\freetype
\include /Idrivers\builtin_zlib\zlib /Iplatform\windows\vorbis
godot_win.cpp
C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\Include\xlocale(337) : wa
rning C4530: C++ exception handler used, but unwind semantics are not enabled. S
pecify /EHsc
cl /Foplatform\windows\context_gl_win.obj /c platform\windows\context_gl_win.cpp
/TP /TP /nologo /DFREETYPE_ENABLED /Zi /DDEBUG_ENABLED /DD3D_DEBUG_INFO /O1 /MT
/Gd /GR /nologo "/IC:\Program Files (x86)\Windows Kits\8.1/Include" /DWINDOWS_
ENABLED /DRTAUDIO_ENABLED /DWIN32 /DTYPED_METHOD_BIND /DGLES_ENABLED /DGLEW_ENAB
LED "/IC:\Program Files (x86)\Microsoft Visual Studio 12.0\VC/Include" "/IC:\Pr
ogram Files (x86)\Microsoft DirectX SDK (June 2010)/Include" -DDEBUG_MEMORY_ALL
OC -DSCI_NAMESPACE /DMSVC /GR -DMUSEPACK_ENABLED -DOLD_SCENE_FORMAT_ENABLED -DSQ
UISH_ENABLED -DVORBIS_ENABLED -DTHEORA_ENABLED -DPNG_ENABLED -DDDS_ENABLED -DPVR
_ENABLED -DJPG_ENABLED -DWEBP_ENABLED -DSPEEX_ENABLED -DTOOLS_ENABLED -DGDSCRIPT
_ENABLED -DMINIZIP_ENABLED -DXML_ENABLED /Icore /Icore\math /Itools /Idrivers /I
. /Iplatform\windows /Iplatform\windows\include /Itools\freetype /Itools\freetyp
e\freetype\include /Idrivers\builtin_zlib\zlib /Iplatform\windows\vorbis
context_gl_win.cpp
cl /Foplatform\windows\os_windows.obj /c platform\windows\os_windows.cpp /TP /TP
/nologo /DFREETYPE_ENABLED /Zi /DDEBUG_ENABLED /DD3D_DEBUG_INFO /O1 /MT /Gd /GR
/nologo "/IC:\Program Files (x86)\Windows Kits\8.1/Include" /DWINDOWS_ENABLED
/DRTAUDIO_ENABLED /DWIN32 /DTYPED_METHOD_BIND /DGLES_ENABLED /DGLEW_ENABLED "/IC
:\Program Files (x86)\Microsoft Visual Studio 12.0\VC/Include" "/IC:\Program Fi
les (x86)\Microsoft DirectX SDK (June 2010)/Include" -DDEBUG_MEMORY_ALLOC -DSCI
_NAMESPACE /DMSVC /GR -DMUSEPACK_ENABLED -DOLD_SCENE_FORMAT_ENABLED -DSQUISH_ENA
BLED -DVORBIS_ENABLED -DTHEORA_ENABLED -DPNG_ENABLED -DDDS_ENABLED -DPVR_ENABLED
-DJPG_ENABLED -DWEBP_ENABLED -DSPEEX_ENABLED -DTOOLS_ENABLED -DGDSCRIPT_ENABLED
-DMINIZIP_ENABLED -DXML_ENABLED /Icore /Icore\math /Itools /Idrivers /I. /Iplat
form\windows /Iplatform\windows\include /Itools\freetype /Itools\freetype\freety
pe\include /Idrivers\builtin_zlib\zlib /Iplatform\windows\vorbis
os_windows.cpp
C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\Include\xlocale(337) : wa
rning C4530: C++ exception handler used, but unwind semantics are not enabled. S
pecify /EHsc
platform\windows\os_windows.cpp(1240) : warning C4129: 'E' : unrecognized charac
ter escape sequence
platform\windows\os_windows.cpp(1241) : warning C4129: 'E' : unrecognized charac
ter escape sequence
platform\windows\os_windows.cpp(1244) : warning C4129: 'E' : unrecognized charac
ter escape sequence
platform\windows\os_windows.cpp(1245) : warning C4129: 'E' : unrecognized charac
ter escape sequence
platform\windows\os_windows.cpp(1634) : error C2065: 'gl_context' : undeclared i
dentifier
platform\windows\os_windows.cpp(1634) : error C2227: left of '->release_current'
must point to class/struct/union/generic type
type is 'unknown-type'
platform\windows\os_windows.cpp(1640) : error C2065: 'gl_context' : undeclared i
dentifier
platform\windows\os_windows.cpp(1640) : error C2227: left of '->make_current' mu
st point to class/struct/union/generic type
type is 'unknown-type'
platform\windows\os_windows.cpp(1645) : error C2065: 'gl_context' : undeclared i
dentifier
platform\windows\os_windows.cpp(1645) : error C2227: left of '->swap_buffers' mu
st point to class/struct/union/generic type
type is 'unknown-type'
scons: *** [platform\windows\os_windows.obj] Error 2
scons: building terminated because of errors.

[/code]

Move godotengine.org wiki to GitHub

The main reason for doing this is to provide more reliable hosting, and out-of-box support for GFM.

Alternatively, moving this stuff into the source directory itself as Markdown would make it easier to review community documentation updates.

Either way would be an improvement, I'm finding that the godotengine.org wiki is frequently either very slow to respond, or just times out.

Build failure on Debian testing (jessie)

Build produces lots of errors like this:

gcc -o drivers/webp/mux/muxread.o -c -g2 -Wall -DDEBUG_ENABLED -DDEBUG_MEMORY_ENABLED -DFREETYPE_ENABLED -DDEBUG_MEMORY_ALLOC -DSCI_NAMESPACE -DOPENGL_ENABLED -DGLEW_ENABLED -DALSA_ENABLED -DX11_ENABLED -DUNIX_ENABLED -DGLES2_ENABLED -DGLES1_ENABLED -DGLES_OVER_GL -DMUSEPACK_ENABLED -DOLD_SCENE_FORMAT_ENABLED -DSQUISH_ENABLED -DVORBIS_ENABLED -DTHEORA_ENABLED -DPNG_ENABLED -DDDS_ENABLED -DPVR_ENABLED -DJPG_ENABLED -DWEBP_ENABLED -DSPEEX_ENABLED -DTOOLS_ENABLED -DGDSCRIPT_ENABLED -DMINIZIP_ENABLED -DXML_ENABLED -Icore -Icore/math -Itools -Idrivers -I. -Iplatform/x11 -I/usr/include/freetype2 -Idrivers/vorbis drivers/webp/mux/muxread.c
In file included from drivers/webp/mux/./../dec/././webpi.h:21:0,
from drivers/webp/mux/./../dec/./vp8li.h:19,
from drivers/webp/mux/./../dec/vp8i.h:18,
from drivers/webp/mux/./muxi.h:18,
from drivers/webp/mux/muxread.c:16:
drivers/webp/mux/./../dec/././../utils/rescaler.h:67:1: error: expected '=', ',', ';', 'asm' or 'attribute' before 'int'
int WebPRescalerHasPendingOutput(const WebPRescaler* const rescaler) {
^
In file included from drivers/webp/mux/./../dec/././webpi.h:22:0,
from drivers/webp/mux/./../dec/./vp8li.h:19,
from drivers/webp/mux/./../dec/vp8i.h:18,
from drivers/webp/mux/./muxi.h:18,
from drivers/webp/mux/muxread.c:16:
drivers/webp/mux/./../dec/./././decode_vp8.h:131:20: error: expected '=', ',', ';', 'asm' or 'attribute' before 'int'
static WEBP_INLINE int VP8InitIo(VP8Io* const io) {

And others regarding WEBP_INLINE, any ideas what is wrong?

Build fails on mint 13 / ubuntu 12.04 with windows as platform while trying to include dsound.h

I tried to build Godot on Mint 13 / Ubuntu 12.04. If windows is detected as available platform (which it is if i586-mingw32msvc-gcc is installed) the build fails compiling drivers/rtaudio/RtAudio.win.o with this message:

dsound.h: No such file or directory

If I exclude windows as valid platform (simple if not x == "windows" in SConstuct) the build finishes without errors.

I wouldn't expect a valid Direct Sound header library to be a requirement to build the engine for linux.

Build failure on Gentoo Linux (x86_64)

godot $ scons bin/godot
scons: Reading SConscript files ...
sh: i586-mingw32msvc-gcc: command not found
Detected Platforms: ['server', 'x11']
Detected Modules: ['gridmap']
open path: platform/windows/logo.png
open path: platform/android/logo.png
open path: platform/javascript/logo.png
open path: platform/server/logo.png
open path: platform/iphone/logo.png
open path: platform/osx/logo.png
open path: platform/bb10/logo.png
open path: platform/nacl/logo.png
open path: platform/x11/logo.png

scons: warning: The Options class is deprecated; use the Variables class instead.
File "/mnt/data/development/external/godot/SConstruct", line 90, in
V: no

scons: warning: Two different environments were specified for target method_bind.inc,
but they appear to have the same action: run(target, source, env)
File "/mnt/data/development/external/godot/core/SCsub", line 28, in
V: no
scons: done reading SConscript files.
scons: Building targets ...
g++ -o main/main.o -c -g2 -Wall -DDEBUG_ENABLED -DDEBUG_MEMORY_ENABLED -DFREETYPE_ENABLED -DDEBUG_MEMORY_ALLOC -DSCI_NAMESPACE -DOPENGL_ENABLED -DGLEW_ENABLED -DALSA_ENABLED -DX11_ENABLED -DUNIX_ENABLED -DGLES2_ENABLED -DGLES1_ENABLED -DGLES_OVER_GL -DMUSEPACK_ENABLED -DOLD_SCENE_FORMAT_ENABLED -DSQUISH_ENABLED -DVORBIS_ENABLED -DTHEORA_ENABLED -DPNG_ENABLED -DDDS_ENABLED -DPVR_ENABLED -DJPG_ENABLED -DWEBP_ENABLED -DSPEEX_ENABLED -DTOOLS_ENABLED -DGDSCRIPT_ENABLED -DMINIZIP_ENABLED -DXML_ENABLED -Icore -Icore/math -Itools -Idrivers -I. -Iplatform/x11 -I/usr/include/freetype2 -Imain/vorbis main/main.cpp
In file included from ./core/io/unzip.h:55:0,
from ./core/io/file_access_zip.h:36,
from main/main.cpp:75:
./core/io/ioapi.h:126:51: error: expected initializer before 'OF'
./core/io/ioapi.h:127:51: error: expected initializer before 'OF'
./core/io/ioapi.h:128:51: error: expected initializer before 'OF'
./core/io/ioapi.h:129:51: error: expected initializer before 'OF'
./core/io/ioapi.h:130:51: error: expected initializer before 'OF'
./core/io/ioapi.h:132:51: error: expected initializer before 'OF'
./core/io/ioapi.h:133:51: error: expected initializer before 'OF'
./core/io/ioapi.h:139:5: error: 'open_file_func' does not name a type
./core/io/ioapi.h:140:5: error: 'read_file_func' does not name a type
./core/io/ioapi.h:141:5: error: 'write_file_func' does not name a type
./core/io/ioapi.h:142:5: error: 'tell_file_func' does not name a type
./core/io/ioapi.h:143:5: error: 'seek_file_func' does not name a type
./core/io/ioapi.h:144:5: error: 'close_file_func' does not name a type
./core/io/ioapi.h:145:5: error: 'testerror_file_func' does not name a type
./core/io/ioapi.h:149:51: error: expected initializer before 'OF'
./core/io/ioapi.h:150:51: error: expected initializer before 'OF'
./core/io/ioapi.h:151:51: error: expected initializer before 'OF'
./core/io/ioapi.h:155:5: error: 'open64_file_func' does not name a type
./core/io/ioapi.h:156:5: error: 'read_file_func' does not name a type
./core/io/ioapi.h:157:5: error: 'write_file_func' does not name a type
./core/io/ioapi.h:158:5: error: 'tell64_file_func' does not name a type
./core/io/ioapi.h:159:5: error: 'seek64_file_func' does not name a type
./core/io/ioapi.h:160:5: error: 'close_file_func' does not name a type
./core/io/ioapi.h:161:5: error: 'testerror_file_func' does not name a type
./core/io/ioapi.h:165:28: error: expected initializer before 'OF'
./core/io/ioapi.h:166:26: error: expected initializer before 'OF'
./core/io/ioapi.h:172:5: error: 'open_file_func' does not name a type
./core/io/ioapi.h:173:5: error: 'tell_file_func' does not name a type
./core/io/ioapi.h:174:5: error: 'seek_file_func' does not name a type
./core/io/ioapi.h:185:21: error: expected initializer before 'OF'
./core/io/ioapi.h:186:22: error: expected initializer before 'OF'
./core/io/ioapi.h:187:23: error: expected initializer before 'OF'
In file included from ./core/io/file_access_zip.h:36:0,
from main/main.cpp:75:
./core/io/unzip.h:153:45: error: expected initializer before 'OF'
./core/io/unzip.h:166:32: error: expected initializer before 'OF'
./core/io/unzip.h:167:34: error: expected initializer before 'OF'
./core/io/unzip.h:184:33: error: expected initializer before 'OF'
./core/io/unzip.h:191:36: error: expected initializer before 'OF'
./core/io/unzip.h:198:29: error: expected initializer before 'OF'
./core/io/unzip.h:208:37: error: expected initializer before 'OF'
./core/io/unzip.h:211:39: error: expected initializer before 'OF'
./core/io/unzip.h:219:40: error: expected initializer before 'OF'
./core/io/unzip.h:232:37: error: expected initializer before 'OF'
./core/io/unzip.h:238:36: error: expected initializer before 'OF'
./core/io/unzip.h:245:34: error: expected initializer before 'OF'
./core/io/unzip.h:291:44: error: expected initializer before 'OF'
./core/io/unzip.h:300:42: error: expected initializer before 'OF'
./core/io/unzip.h:324:55: error: expected initializer before 'OF'
./core/io/unzip.h:334:39: error: expected initializer before 'OF'
./core/io/unzip.h:340:47: error: expected initializer before 'OF'
./core/io/unzip.h:348:40: error: expected initializer before 'OF'
./core/io/unzip.h:361:40: error: expected initializer before 'OF'
./core/io/unzip.h:376:40: error: expected initializer before 'OF'
./core/io/unzip.h:382:39: error: expected initializer before 'OF'
./core/io/unzip.h:401:32: error: expected initializer before 'OF'
./core/io/unzip.h:403:35: error: expected initializer before 'OF'
./core/io/unzip.h:408:27: error: expected initializer before 'OF'
./core/io/unzip.h:413:42: error: expected initializer before 'OF'
scons: *** [main/main.o] Error 1
scons: building terminated because of errors.

  • scons v2.3.0
  • python v2.7.5

Pong demo fails to run in HTML export

Steps to reproduce:
install demos from godot website.
select the pong demo.
Export to HTML5 (debug on).
load the resulting (something).html in Chrome.

Error messages:

let it go!
�[1;31;40mERROR: get_executable_path: �[1;37;40mWarning, don't know how to obtain executable path on this OS! Please override this function properly.
�[0;31;40m   At: drivers/unix/os_unix.cpp:404.�[0;0;37m
has res dir: 
exists engine cfg? 0
loaded engine.cfg
Init OS
Init Audio
Init VS
Init SM
�[1;31;40mERROR: set_custom_property_info: �[1;37;40mCondition ' !props.has(p_prop) ' is true.
�[0;31;40m   At: core/globals.cpp:1317.�[0;0;37m
Init Mixer
Init SoundServer
Init SpatialSoundServer
Init Physicsserver
�[1;31;40mERROR: set_font: �[1;37;40mCondition ' p_font.is_null() ' is true.
�[0;31;40m   At: scene/resources/theme.cpp:302.�[0;0;37m
�[1;31;40mERROR: set_stylebox: �[1;37;40mCondition ' p_style.is_null() ' is true.
�[0;31;40m   At: scene/resources/theme.cpp:251.�[0;0;37m
editor: 0
�[1;31;40mERROR: load_interactive: �[1;37;40mCondition ' err!=OK ' is true. returned: Ref<ResourceInteractiveLoader>()
�[0;31;40m   At: core/io/resource_format_xml.cpp:1676.�[0;0;37m
�[1;31;40mERROR: load: �[1;37;40mFailed loading resource: //pong.xml
�[0;31;40m   At: core/io/resource_loader.cpp:203.�[0;0;37m
�[1;31;40mERROR: start: �[1;37;40mFailed loading scene: //pong.xml
�[0;31;40m   At: main/main.cpp:1163.�[0;0;37m

New folder dialog - focus is on wrong element.

In most of the dialog boxes in Godot, the focus is on the right element - usually the text box so you can type without having to click to get focus. However on the "create folder" dialog box , the focus is on the "ok" button instead of the blank input field where it should be, so you end up having to have to click to get focus, then type, then click ok.
godot_engine_-_splash xml-3

This is on Mac OSX

Ouya / Android screen flicker of logo

I exported the pong example to apk and when I run it on the Ouya, the screen flickers constantly with the logo of godot. It never ends and I never get to the game scene. I used gamepad controls for Input before the export.

SConstruct has mixed tabs and spaces

line 60 indented with spaces:

if (os.name=="posix"):
    pass
elif (os.name=="nt"):
    if (os.getenv("VSINSTALLDIR")==None): # <------------------ HERE
    custom_tools=['mingw']

Some HTML player bugs

For platformer example, there's no sound. Checked in Chrome, Opera and Firefox.

The platformer example can't run in IE11. All I can see is a grey background.

I the 3D platformer example you can't see the 3d models for player and the enemy. Also the sky texture is missing.

Replace SCons build system with WAF

WAF was originally forked from SCons, so it should be relatively simple to port, but has some nice advantages:

A) can be simply checked into the tree, omitting the requirement for a global install (this could simplify configuring CI builds, which would be a major benefit for any open source project)

B) was originally forked from SCons for performance reasons, and is intended to provide a much quicker build time.

I might have a go at porting this over today, in order to simplify the build and help enable a CI process for the repository.

Win8.1 Build Error

VS2013
Python 2.7
Scons 2.3.0

scons: Reading SConscript files ...
Detected Platforms: ['windows']
Detected Modules: ['gridmap']
open path: platform\android/logo.png
open path: platform\bb10/logo.png
open path: platform\iphone/logo.png
open path: platform\javascript/logo.png
open path: platform\nacl/logo.png
open path: platform\osx/logo.png
open path: platform\server/logo.png
open path: platform\windows/logo.png
open path: platform\x11/logo.png
V: no
scons: done reading SConscript files.
scons: Building targets ...
cl /Foplatform\windows\godot_win.obj /c platform\windows\godot_win.cpp /TP /TP /nologo /DFREETYPE_ENABLED /Zi /DDEBUG_ENABLED /DD3D_DEBUG_INFO /O1 /MT /Gd /GR /nologo "/IC:\Program Files (x86)\Windows Kits\8.0/Include" /DWINDOWS_ENABLED /DRTAUDIO_ENABLED /DWIN32 /DTYPED_METHOD_BIND /DGLES2_ENABLED /DGLES1_ENABLED /DGLEW_ENABLED "/IC:\Program Files (x86)\Microsoft Visual Studio 11.0\VC/Include" "/IC:/Program Files/Microsoft DirectX SDK (March 2009)/Include" -DDEBUG_MEMORY_ALLOC -DSCI_NAMESPACE /DMSVC /GR -DMUSEPACK_ENABLED -DOLD_SCENE_FORMAT_ENABLED -DSQUISH_ENABLED -DVORBIS_ENABLED -DTHEORA_ENABLED -DPNG_ENABLED -DDDS_ENABLED -DPVR_ENABLED -DJPG_ENABLED -DWEBP_ENABLED -DSPEEX_ENABLED -DTOOLS_ENABLED -DGDSCRIPT_ENABLED -DMINIZIP_ENABLED -DXML_ENABLED /Icore /Icore\math /Itools /Idrivers /I. /Iplatform\windows /Iplatform\windows\include /Itools\freetype /Itools\freetype\freetype\include /Idrivers\builtin_zlib\zlib /Iplatform\windows\vorbis
godot_win.cpp
C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC\Include\xlocale(336) : warning C4530: 使用了 C++ 异常处理程序,但未启用展开语义。请指定 /EHsc
i:\github\okamstudio\godot\platform\windows\os_windows.h(53) : fatal error C1083: 无法打开包括文件:“windowsx.h”: No such file or directory
scons: building terminated because of errors.

Viewport Flicker in 3D on OS X

OS X 10.9.1
Intel HD Graphics 4000

I have this problem with the 3d platformer example.
3d view looks good until I try to change the size of the editor's window or switch viewport mode to 2/3/4 viewports. Switching back to 1 viewport doesn't help.

Can't Import Armatures from Collada File

Hello. I wrote about this on IRC and the forums, but haven't made any progress, which makes me think this is a bug. Basically, Godot can't use a basic armature that is exported into a Collada file. Note that I tried both the Blender exporter as well as the one from this Github in the tools directory. Godot seems to get stuck on creating the bones after importing the file, and throws a couple of errors.

ERROR: add_bone: Condition ' p_name=="" || p_name.find(":")!=-1 || p_name.find(
"/")!=-1 ' is true.
At: scene/3d/skeleton.cpp:247
ERROR: _set: Index which out of size (bones.size()).
At: scene/3d/skeleton.cpp:53

The second error there is repeated multiple times, after the first one. After looking at the source and changing the bone's name to "Bone:/", the error stopped, but the bone still doesn't show up in Godot (I assume it's supposed to look like something, like the little balls or nodes in the 3D platformer demo).

https://app.box.com/s/qyrd87yir35nzhczczee

Here's the blend file, the DAE file, and the corresponding imported SCN file that I'm working with. If it's a matter of me just not understanding the process and there needing to be documentation written for importing 3D models, then that's fine and I'll just wait.

Please test to see if you also have this same issue. Thanks.

Build failure on Debian Wheezy (amd64)

I believe I have installed all the libs required, at least I tried to follow your wiki.

What is o it complains about? Unfortunatly it is quite hard to google it.

user $ scons bin/godot

scons: Reading SConscript files ...
sh: 1: i586-mingw32msvc-gcc: not found
Detected Platforms: ['server', 'x11']
Detected Modules: ['gridmap']
open path: platform/javascript/logo.png
open path: platform/nacl/logo.png
open path: platform/android/logo.png
open path: platform/server/logo.png
open path: platform/osx/logo.png
open path: platform/iphone/logo.png
open path: platform/bb10/logo.png
open path: platform/windows/logo.png
open path: platform/x11/logo.png

scons: warning: The Options class is deprecated; use the Variables class instead.
File "/home/maxim/work/godot/SConstruct", line 90, in <module>
V: no

scons: warning: Two different environments were specified for target method_bind.inc,
        but they appear to have the same action: run(target, source, env)
File "/home/maxim/work/godot/core/SCsub", line 28, in <module>
V: no
scons: done reading SConscript files.
scons: Building targets ...
o platform/x11/godot_x11.o -c -g2 -Wall -DDEBUG_ENABLED -DDEBUG_MEMORY_ENABLED -DFREETYPE_ENABLED -DDEBUG_MEMORY_ALLOC -DSCI_NAMESPACE -DOPENGL_ENABLED -DGLEW_ENABLED -DALSA_ENABLED -DX11_ENABLED -DUNIX_ENABLED -DGLES2_ENABLED -DGLES1_ENABLED -DGLES_OVER_GL -DMUSEPACK_ENABLED -DOLD_SCENE_FORMAT_ENABLED -DSQUISH_ENABLED -DVORBIS_ENABLED -DTHEORA_ENABLED -DPNG_ENABLED -DDDS_ENABLED -DPVR_ENABLED -DJPG_ENABLED -DWEBP_ENABLED -DSPEEX_ENABLED -DTOOLS_ENABLED -DGDSCRIPT_ENABLED -DMINIZIP_ENABLED -DXML_ENABLED -Icore -Icore/math -Itools -Idrivers -I. -Iplatform/x11 -I/usr/include/freetype2 -Iplatform/x11/vorbis platform/x11/godot_x11.cpp
sh: 1: o: not found
o platform/x11/context_gl_x11.o -c -g2 -Wall -DDEBUG_ENABLED -DDEBUG_MEMORY_ENABLED -DFREETYPE_ENABLED -DDEBUG_MEMORY_ALLOC -DSCI_NAMESPACE -DOPENGL_ENABLED -DGLEW_ENABLED -DALSA_ENABLED -DX11_ENABLED -DUNIX_ENABLED -DGLES2_ENABLED -DGLES1_ENABLED -DGLES_OVER_GL -DMUSEPACK_ENABLED -DOLD_SCENE_FORMAT_ENABLED -DSQUISH_ENABLED -DVORBIS_ENABLED -DTHEORA_ENABLED -DPNG_ENABLED -DDDS_ENABLED -DPVR_ENABLED -DJPG_ENABLED -DWEBP_ENABLED -DSPEEX_ENABLED -DTOOLS_ENABLED -DGDSCRIPT_ENABLED -DMINIZIP_ENABLED -DXML_ENABLED -Icore -Icore/math -Itools -Idrivers -I. -Iplatform/x11 -I/usr/include/freetype2 -Iplatform/x11/vorbis platform/x11/context_gl_x11.cpp
sh: 1: o: not found
o platform/x11/os_x11.o -c -g2 -Wall -DDEBUG_ENABLED -DDEBUG_MEMORY_ENABLED -DFREETYPE_ENABLED -DDEBUG_MEMORY_ALLOC -DSCI_NAMESPACE -DOPENGL_ENABLED -DGLEW_ENABLED -DALSA_ENABLED -DX11_ENABLED -DUNIX_ENABLED -DGLES2_ENABLED -DGLES1_ENABLED -DGLES_OVER_GL -DMUSEPACK_ENABLED -DOLD_SCENE_FORMAT_ENABLED -DSQUISH_ENABLED -DVORBIS_ENABLED -DTHEORA_ENABLED -DPNG_ENABLED -DDDS_ENABLED -DPVR_ENABLED -DJPG_ENABLED -DWEBP_ENABLED -DSPEEX_ENABLED -DTOOLS_ENABLED -DGDSCRIPT_ENABLED -DMINIZIP_ENABLED -DXML_ENABLED -Icore -Icore/math -Itools -Idrivers -I. -Iplatform/x11 -I/usr/include/freetype2 -Iplatform/x11/vorbis platform/x11/os_x11.cpp
sh: 1: o: not found
o platform/x11/key_mapping_x11.o -c -g2 -Wall -DDEBUG_ENABLED -DDEBUG_MEMORY_ENABLED -DFREETYPE_ENABLED -DDEBUG_MEMORY_ALLOC -DSCI_NAMESPACE -DOPENGL_ENABLED -DGLEW_ENABLED -DALSA_ENABLED -DX11_ENABLED -DUNIX_ENABLED -DGLES2_ENABLED -DGLES1_ENABLED -DGLES_OVER_GL -DMUSEPACK_ENABLED -DOLD_SCENE_FORMAT_ENABLED -DSQUISH_ENABLED -DVORBIS_ENABLED -DTHEORA_ENABLED -DPNG_ENABLED -DDDS_ENABLED -DPVR_ENABLED -DJPG_ENABLED -DWEBP_ENABLED -DSPEEX_ENABLED -DTOOLS_ENABLED -DGDSCRIPT_ENABLED -DMINIZIP_ENABLED -DXML_ENABLED -Icore -Icore/math -Itools -Idrivers -I. -Iplatform/x11 -I/usr/include/freetype2 -Iplatform/x11/vorbis platform/x11/key_mapping_x11.cpp
sh: 1: o: not found
o main/main.o -c -g2 -Wall -DDEBUG_ENABLED -DDEBUG_MEMORY_ENABLED -DFREETYPE_ENABLED -DDEBUG_MEMORY_ALLOC -DSCI_NAMESPACE -DOPENGL_ENABLED -DGLEW_ENABLED -DALSA_ENABLED -DX11_ENABLED -DUNIX_ENABLED -DGLES2_ENABLED -DGLES1_ENABLED -DGLES_OVER_GL -DMUSEPACK_ENABLED -DOLD_SCENE_FORMAT_ENABLED -DSQUISH_ENABLED -DVORBIS_ENABLED -DTHEORA_ENABLED -DPNG_ENABLED -DDDS_ENABLED -DPVR_ENABLED -DJPG_ENABLED -DWEBP_ENABLED -DSPEEX_ENABLED -DTOOLS_ENABLED -DGDSCRIPT_ENABLED -DMINIZIP_ENABLED -DXML_ENABLED -Icore -Icore/math -Itools -Idrivers -I. -Iplatform/x11 -I/usr/include/freetype2 -Imain/vorbis main/main.cpp
sh: 1: o: not found
o main/performance.o -c -g2 -Wall -DDEBUG_ENABLED -DDEBUG_MEMORY_ENABLED -DFREETYPE_ENABLED -DDEBUG_MEMORY_ALLOC -DSCI_NAMESPACE -DOPENGL_ENABLED -DGLEW_ENABLED -DALSA_ENABLED -DX11_ENABLED -DUNIX_ENABLED -DGLES2_ENABLED -DGLES1_ENABLED -DGLES_OVER_GL -DMUSEPACK_ENABLED -DOLD_SCENE_FORMAT_ENABLED -DSQUISH_ENABLED -DVORBIS_ENABLED -DTHEORA_ENABLED -DPNG_ENABLED -DDDS_ENABLED -DPVR_ENABLED -DJPG_ENABLED -DWEBP_ENABLED -DSPEEX_ENABLED -DTOOLS_ENABLED -DGDSCRIPT_ENABLED -DMINIZIP_ENABLED -DXML_ENABLED -Icore -Icore/math -Itools -Idrivers -I. -Iplatform/x11 -I/usr/include/freetype2 -Imain/vorbis main/performance.cpp
sh: 1: o: not found
ar rc main/libmain.a main/main.o main/performance.o
ar: main/main.o: No such file or directory
scons: *** [main/libmain.a] Error 1
scons: building terminated because of errors.

Exported game doesn't run (Windows Export)

(Win8 x64)

Trying to execute exported Windows Desktop game (anything, builtin examples included) with default configurations results in:
"File or folder is corrupted or unreadable". Any other packing option / debug mode ON or OFF , x64 or x86 gives the same result.

Improve gamepad support

gamepad doesn't work with linux or win 7.
i got some random keys to work like:
10 A
11 Y
4 right stick button
7 left stick button
8 B
9 on x
gamepad doesn't work with linux or win 7.
i got some random keys to work like:
10 A
11 Y
4 right stick button
7 left stick button
8 B
9 X.
i used xboxdrv in Linux with mimic and it should be recognized as normal controller.
with win 7 nothing. all axis doesn't give anything with both platforms doesn't work.
sorry for English language i tried to use translate to fix typos.

OS X "Retina" support in editor GUI

The editor GUI doesn't support "Retina" displays on OS X. The editor will open with OS X's scaling compatibility mode, which makes for horrible looking text and graphics.

screen shot 2014-02-11 at 01 41 11

Support for similar High DPI desktops will be important on other platforms in the future too.

Unable to export to Linux platform

Even though Godot works well under my Ubuntu Linux, I am not able to export games to Linux.

I have downloaded and installed the export templates, and exporting to any other platform works as desired.

However, when choosing "Linux X11" as deployment target, Godot claims that:

  • No 32bit export templates found.
  • Download and install export templates.

It appears to me that the export templates installed successfully, as files {linux_server_32,linux_server_64,linux_x11_64_debug,linux_x11_64_release} are present in ~/.godot/templates/, although there is indeed no file "linux_x11_32_release".

It may be worth noting that I am running the 64bit Linux version of Godot.

export to apk error:"'jarsigner' returned with error #1"

my env: jdk1.6.0_45, and generate keystore by 'keytool -genkeypair -alias androiddebugkey -keypass android -keystore debug.keystore -storepass android -dname "CN=Android Debug,O=Android,C=US" -validity 9999'.
When i export apk occured " jarsigner' returned with error #1'", and the apk can be install, but the last step of the install occured 'app not install' .

export linux is good.

Audio is unsynced in VideoPlayer node

When playing a .ogv video file the audio starts and then it takes a little while for the video to start playing with a 1s delay. Also it would be cool if it could emit a "done_playing" signal.

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