My godot fork where I cause mayhem and destruction to all things good and godot.
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Marius Hanl 13e1941f87 Fix Tooltips do not work properly when selecting multiple nodes (MultiNodeEdit)
The editor inspector will now get the edited class name from the MultiNodeEdit when it is used.
The name of the selected nodes is searched in the scene and if not found in the parent class(es).

This is a mostly clean backport from Godot 4.0.
2022-11-30 14:36:27 +01:00
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core PCKPacker Fix error spam 2022-11-30 14:33:46 +01:00
doc Document (Omni/Spot)Light ignoring Spatial's scale property 2022-11-30 14:23:33 +01:00
drivers Fix shader compiler asan out of bounds 2022-11-30 14:34:44 +01:00
editor Fix Tooltips do not work properly when selecting multiple nodes (MultiNodeEdit) 2022-11-30 14:36:27 +01:00
editor_modules Re-extracted the class docs. 2022-11-20 23:27:04 +01:00
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modules Ported "[3.x] Fix wrong owner for editor plugin created nodes in instanced scene" for the skeleton editor aswell. 2022-11-30 14:33:08 +01:00
platform Disable Dock and Menu in fullscreen mode. 2022-11-30 14:23:00 +01:00
scene Now ColorSelectorButton can work both in toggle mode, and in normal mode. 2022-11-17 23:04:16 +01:00
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servers Fix shader compiler asan out of bounds 2022-11-30 14:34:44 +01:00
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SConstruct Added a new editor_docs setting to the build. Disabling it can help when quick iteration times are desired. Setting it to false saves about 4 seconds of compile time for me (in the current stripped slim build that I'm working on). 2022-11-16 12:56:01 +01:00
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Pandemonium Engine

Pandemonium Engine logo

A 3.x Godot Engine fork where I hack and slash and cause mayhem and destruction to all things good and godot.

Similar idea to godot 4.0, but taken in a completely different direction.

It contains all of my currently in use engine modules. See the changelog for a more comprehensive list of changes.

2D and 3D cross-platform game engine

Pandemonium 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 (HTML5) 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 Software Freedom Conservancy 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

I don't have anything (lik an official webpage) set up at the moment, but temporarily you can download binaries from the github actions tab [here].

Compiling from source

Compiling is exactly the same as for Godot, so See the official Godot docs for compilation instructions for every supported platform.

Documentation and demos

The documantation is available in this repo under the doc/engine folder. [Here].

You can also look at the official Godot documentation. It is hosted on ReadTheDocs, and is maintained by the Godot community in its own GitHub repository.

The class docs are accessible from the editor.

You can also look at the official godot 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.