This fixes UBSAN errors reported by running our testsuite, importing the TPS demo, and running the TPS demo. I have tried, wherever possible, to fix issues related to reported issues but not directly reported by UBSAN because thse code paths just happened to not have been exercised in these cases. These fixes apply only to errors reported, and caused by, core/ The following things have been changed: * Make sure there are no implicit sign changing casts in core. * Explicitly type enums that are part of a public API such that users of the API cannot pass in wrongly-sized values leading to potential stack corruption. * Ensure that memcpy is never called with invalid or null pointers as this is undefined behavior, and when the engine is built with optimizations turned on leads to memory corruption and hard to debug crashes. * Replace enum values only used as static values with constexpr static const values instead. This has no runtime overhead. This makes it so that the size of the enums is explicit. * Make sure that nan and inf is handled consistently in String. * Implement a _to_int template to ensure that all of the paths use the same algorhithm, and correct the negative integer case. * Changed the way the json serializer precision work, and added tests to verify the new behavior. The behavior doesn't quite match master in particulary for negative doubles as the original code tried to cast -inf to an int. This then led to negative doubles losing all but one of their decimal points when serializing. Behavior in GDScript remains unchanged.
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.
