This fixes several issues in ResourceLoader * When waiting on resources being loaded on the main thread it is possible that the resource was waiting on the message queue. Flush the message queue in this situation. This was an existing bug. * When re-starting a load for deadlock-prevention reasons, and this type of resource has nested resources and uses resource changed connections we end up with references to resourcese being deleted as duplicates in the dependent task. We now keep a reference to these resources for the duration of the dependent load task. This closes the race but does not entirely eliminate it during intial import. This is an existing bug seemingly specific to TileSetSource but there might be others. * When threads are waiting during teardown we ended up deadlocking because the waiting thread would never end up completing. This is a bug introduced byf63ab5f* When a thread loading a resource ends up calling back into the WorkerThreadPool to wait cooperatively it expects that other threads complete, or new requests are made, so that work moves forward. If all OTHER threads end up blocked by the WorkerThreadPool waiting thread then no forward progress can be made anymore. We now solve this problem by yielding whenever we are blocked by another task. We wake up each every task whenever any progress is made to see if further progress can be made. This is a bug introduced byf63ab5f* When dependencies get introduced while loading it is possible to form a dependency cycle. Normally this isn't a problem but when all threads are already waiting when the cycle is introduced no forward progress can be made anymore. We now break such cycles. This is a bug introduced byf63ab5f
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 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.
