Godot
Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games for major desktop platforms (Linux, macOS, Windows) as well as mobile (Android, iOS), and web-based (HTML5) platforms.
Here are 3,075 public repositories matching this topic...
-
Updated
Jan 30, 2022 - C++
-
Updated
May 23, 2022
-
Updated
May 22, 2022 - GDScript
The interfaces of Basis and Transform aren't on par with GDScript's yet. A list of methods available in GDScript on those types can be found at their respective doc pages:
Basis: http://docs.godotengine.org/en/stable/classes/class_basis.html- Transform: http://docs.godotengine.org/en/stable/classes/class_transform.html
Additionally, methods available to the engine but not exposed to
Documentation does not explain how lod arguments are used, for example in texelFetch()
so that in multicellular the player can have special "smelling" cells and they would work. Right now the guidance lines probably only read the chemoreceptors from the main player cell. Should be relatively simple to change it to look at also other cells in the player's colony if you ask the colony lead cell what chemoreceptors it has.
-
Updated
Sep 4, 2021 - GDScript
-
Updated
May 22, 2022 - C++
-
Updated
Apr 13, 2022 - GDScript
-
Updated
May 21, 2022 - GDScript
-
Updated
May 20, 2022 - C#
-
Updated
Feb 19, 2022 - C++
-
Updated
Apr 26, 2021 - GDScript
-
Updated
May 23, 2022 - Java
In the browser, the app can't know if a user is on macOS. So copy-paste shortcuts use Ctrl instead of Cmd. We should look into adding Cmd shortcuts for mac users - as most keyboards don't have the key, this change will benefit mac users and be transparent to others.
We've just got to see if we can somehow add the shortcuts to the TextEdit fields. Iirc it exposes the necessary functions.
-
Updated
Mar 2, 2022 - GDScript
-
Updated
Dec 14, 2021 - GDScript
Currently it looks like that:
We could use a UI theme there. I'd also rather use styleboxes and piggyback on button and similar nodes than use custom textures.
-
Updated
May 18, 2022 - GDScript
Description
We need a way to manage different languages with translations provided by the community.
I think the best way to do this would be by adding a drop down selection in the player settings that decides which json files to use (and perhaps also tying into Godot's built in locale tools). This config setting should be saved. Additionally, if a translation cannot be found, the text
-
Updated
Apr 13, 2022 - GDScript
Created by Juan Linietsky and Ariel Manzur
- Organization
- godotengine
- Website
- godotengine.org
- Wikipedia
- Wikipedia

Godot version
3.x 11d40d7
System information
Windows 10 x64
Issue description
This PR can be backported to 3.x: #59571
It couldn't be cherry-picked, because Tween code changed almost completely. This particular part is mostly unchanged though and still relevant for Godot 3.
Steps to reproduce
See this issue #33813
Minimal reproduction project
No response