-
Updated
Oct 2, 2020 - GDScript
gdscript
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 361 public repositories matching this topic...
-
Updated
Jul 31, 2020 - GDScript
-
Updated
Jun 12, 2020 - GDScript
-
Updated
Dec 23, 2019 - GDScript
Slope Support
Animate menus
Right now menus just go 'pop' and appear, and then pop and disappear.
Some quick sliding/appearing animations and VFX would go a long way.
-
Updated
Sep 13, 2020 - GDScript
-
Updated
Aug 12, 2020 - GDScript
-
Updated
May 15, 2020 - GDScript
-
Updated
Aug 16, 2020 - GDScript
-
Updated
Sep 17, 2020 - GDScript
-
Updated
Sep 22, 2020 - GDScript
-
Updated
Aug 25, 2020 - GDScript
-
Updated
Aug 25, 2020 - GDScript
-
Updated
Feb 17, 2020 - GDScript
-
Updated
Jun 8, 2020 - GDScript
-
Updated
Jun 26, 2020 - Python
-
Updated
May 12, 2020 - GDScript
While we have imenu support, it's based on the built-in Python package and not tailored to GDScript, creating tables that are useful but that also have incorrectly sorted or formatted entries at times. For instance, signals get labeled as "Structs".
Tasks:
- Correctly label functions, variables, and inner classes.
- Add support for optional type hints, at least for functions. We nee
-
Updated
Sep 27, 2020 - Python
In the story inspector (haven't tried this in my own code yet), selecting a choice doesn't display the text of the choice nor the text immediately following it in the output. For example, with The Intercept:
- They are keeping me waiting.
* Hut 14[]. The door was locked after I sat down.
I don't even have a pen to do any work. There's a copy of the morning's intercept in my pocket,
-
Updated
Oct 1, 2020 - GDScript
-
Updated
Apr 16, 2020 - GDScript
-
Updated
Sep 30, 2020 - Kotlin
Created by Juan Linietsky and Ariel Manzur
- Organization
- godotengine
- Website
- godotengine.org
- Wikipedia
- Wikipedia


The character continues movement while no input is given on sloped terrain. A ray cast downward to detect if distance to ground <= floor value + no input {halt movement} , should fix this issue. I have tried this in the script but its a bit buggy. Are there plans to implement sloped terrain support soon? Perhaps, I could make a pull request with the current code I have though this should be a very