godot

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Godot is a fully featured, open source, MIT licensed, game engine. It focuses on having great tools, and a visual oriented workflow that can export to PC, Mobile and Web platforms with no hassle. The editor, language and APIs are feature rich, yet simple to learn, allowing you to become productive in a matter of hours.

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Source Files
Filename Size Changed
_constraints 0000000164 164 Bytes
certs_fallback.patch 0000002638 2.58 KB
godot-3.2-stable.tar.xz 0014038472 13.4 MB
godot-3.2-stable.tar.xz.sha256 0000000090 90 Bytes
godot.changes 0000014445 14.1 KB
godot.spec 0000013032 12.7 KB
linker_pie_flag.patch 0000001171 1.14 KB
Revision 2 (latest revision is 37)
Dominique Leuenberger's avatar Dominique Leuenberger (dimstar_suse) accepted request 781677 from Max Mitschke's avatar Max Mitschke (demonpig) (revision 2)
- Added "linker_pie_flag.patch" in order to link with "-pie".
    Replaces previous "fix-pie-warning.patch".
- "project_certs_fallback.patch" renamed to "certs_fallback.patch".
    Modified and adapted to Godot source code changes.
- Bash completion files "godot", "godot-headless", "godot-runner"
    and "godot-server" added.
- Package "godot-bash-completion" added.
- Location of documentation in man page adjusted.
- godot-rpmlintrc deleted with filter "no-manual-page-for-binary"
    because this warning doesn't seems to be thrown anymore.
- Build option "faster_build" introduced to speed up build
    during tests.
- Removed patch "fix-pie-warning.patch"
- Removed export_presets.cfg file as games should supply this file
- Update to v3.2
  Added:
  * Support for importing 3D scense using Assimp
  * Support for high-level multiplayer API and NAT traversal for 
    WebRTC
  * Support for enabling / disabling parts of the editor or specific 
    nodes
  * Added language server for GDScript
  * Added version control integration into the editor
  * Added a network profiler
  * Editor is now capped to 20FPS when the window is unfocused
  * Added MSAA support in the GLES2 renderer
  * Ability to define script templates on a per-project basis
  * Ability to limit the minimum and maximum window size
  * Minimap in the script editor
  * CSV files can now be imported as non-translation files
  * Multicast support in PacketPeerUDP
  * WebSocket improvements.
      * Support for SSL in WebSocketServer.
      * WebSocketClient can now use custom SSL certificates 
        (except on HTML5).
      * WebSocketClient can now define custom headers.
  * The editor now features a built-in Web server for testing HTML5 
    projects
  * Reimplemented support for embedding project data in the PCK file
  Changed:
  * Tabs and space indentation can no longer be mixed in the same 
    GDScript file
  * assert() in GDScript must now always be used with parentheses
  * UDP broadcasting is now disabled by default and must be enabled 
    by calling 
    set_broadcast_enabled(true) on the PacketPeerUDP instance
  * 3D collision shapes and RayCasts are now drawn in gray when disabled
  * The SCons build system now automatically detects the host platform
  * Exporting a project PCK or ZIP from the command line must now 
    be done with the new --export-pack command-line argument
  * Exported PCK files now contain the Godot patch version in their 
    header
  * "Set as Main Scene" context option for scenes in the FileSystem dock
  Removed:
  * Unused Panel panelf and panelnc styles.
  * thekla_atlas dependency, as light baking now relies on xatlas 
    for UV unwrapping.
  * Rating icons in the Asset Library
  * Some editor languages are no longer available due to missing 
    support for RTL and text shaping in Godot.
      * Arabic
      * Bengali
      * Persian
      * Hebrew
      * Hindi
      * Malayalam
      * Sinhalese
      * Tamil
      * Telugu
      * Urdu
  * Android: ARMv6 support.
  * iOS: ARMv7 support.
  Fixed:
  * The Project Manager now remembers the sorting option that was 
    previously set
  * Fixed issues with PBR environment mapping
  * Several fixes to the GLES2 renderer
  * Fixed importing BMP images
  * Exporting a project via the command-line now returns a non-zero 
    exit code if an error occurred during exporting
  * Fixed autocompletion in the script editor
  And more:
  https://github.com/godotengine/godot/blob/3.2/CHANGELOG.md
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