Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
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K. S. Ernest (iFire) Lee 65ca207d2c dds: Use put_u32 for unsigned integer puts.
UBSan reports:
  image_saver_dds.cpp:417: implicit conversion from type 'uint32_t'
  of value 4278190080 to type 'int32_t' changed the value to -16777216
  stream_peer.cpp:184: implicit conversion from type 'int32_t'
  of value -16777216 to type 'uint32_t' changed the value to 4278190080

The DDS pixel format masks (r/g/b/a_mask) are uint32_t but put_32
takes int32_t. Use put_u32 to avoid the round-trip conversion that
UBSan flags when the high bit is set (e.g. a_mask = 0xFF000000).

This fix found a large class of uses where we put unsigned integer values into
integer puts.
2026-04-12 12:04:56 -07:00
.github Move visual shaders to a module 2026-04-08 12:05:22 -07:00
core Merge pull request #118044 from blueskythlikesclouds/rt-pipeline-refactor 2026-04-10 10:32:25 -05:00
doc Merge pull request #118306 from StarryWorm/text-edit-max-size 2026-04-10 10:32:44 -05:00
drivers Merge pull request #117537 from allenwp/remove-10-bit-vulkan-swapchain-formats 2026-04-10 10:32:31 -05:00
editor Merge pull request #117835 from Arnklit/texture-region-move 2026-04-10 10:32:42 -05:00
main Merge pull request #117868 from dsnopek/xr-foveation-settings 2026-04-01 12:55:12 -05:00
misc Merge pull request #112617 from Meorge/feat/richtextlabel-img-em 2026-04-10 10:32:20 -05:00
modules dds: Use put_u32 for unsigned integer puts. 2026-04-12 12:04:56 -07:00
platform Android: Add export options to customize splash screen 2026-04-09 11:39:36 +05:30
scene Merge pull request #118306 from StarryWorm/text-edit-max-size 2026-04-10 10:32:44 -05:00
servers Merge pull request #117619 from BastiaanOlij/fix_117303 2026-04-10 10:32:35 -05:00
tests Merge pull request #118306 from StarryWorm/text-edit-max-size 2026-04-10 10:32:44 -05:00
thirdparty glad: Update to 2.0.8 2026-04-07 13:49:04 +02:00
.clang-format Style: Tweak ordering of thirdparty includes with angle brackets 2026-03-18 10:41:59 +01:00
.clang-tidy Enable clang-tidy's performance-move-const-arg check 2026-03-31 18:57:24 -04:00
.clangd Misc includes or modernize fixes found via clangd-tidy 2026-03-16 21:38:26 +01:00
.editorconfig Fix .sln project generation logic for Rider to support all OS and all C++ toolchains 2025-04-08 15:40:05 +02:00
.git-blame-ignore-revs Add DisplayServerEnums commit to the git blame ignore list 2026-03-03 12:48:02 +01:00
.gitattributes Preserve CRLF line terminators for MSVS project template 2025-05-12 13:24:23 +02:00
.gitignore gitignore: Ignore GNU patch .orig and .rej backup files 2025-12-17 12:54:56 +01:00
.mailmap Update AUTHORS and DONORS list 2026-01-14 00:18:18 +01:00
.pre-commit-config.yaml CI: Bump ruff hook (0.15.0 → 0.15.8) 2026-03-30 12:03:18 -05:00
AUTHORS.md Update AUTHORS and DONORS list 2026-01-14 00:18:18 +01:00
CHANGELOG.md Add changelog for Godot 4.6 2026-01-25 11:39:36 +01:00
CONTRIBUTING.md Fix links for code style / hooks. 2026-02-26 11:24:40 +01:00
COPYRIGHT.txt thorvg: Update to 1.0.3 2026-03-31 21:48:43 +02:00
DONORS.md Update DONORS list 2026-01-25 09:59:40 +01:00
gles3_builders.py raytracing: Initial Vulkan support 2026-01-27 16:17:45 +01:00
glsl_builders.py Fix RD header generation for raytracing shaders. 2026-04-01 20:14:17 +03:00
icon.png Optimize PNG assets 2025-09-22 20:33:16 +02:00
icon.svg Style: Enforce trailing newlines on svgs 2025-02-18 11:02:45 -06:00
icon_outlined.png Optimize PNG assets 2025-09-22 20:33:16 +02:00
icon_outlined.svg Style: Enforce trailing newlines on svgs 2025-02-18 11:02:45 -06:00
LICENSE.txt One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
logo.png Optimize PNG assets 2025-09-22 20:33:16 +02:00
logo.svg Style: Enforce trailing newlines on svgs 2025-02-18 11:02:45 -06:00
LOGO_LICENSE.txt Cleanup various repository documentation files 2023-10-10 13:58:13 +02:00
logo_outlined.png Optimize PNG assets 2025-09-22 20:33:16 +02:00
logo_outlined.svg Style: Enforce trailing newlines on svgs 2025-02-18 11:02:45 -06:00
methods.py CI: Enable Ruff preview options; bump version 2026-02-05 12:20:10 -06:00
platform_methods.py [iOS] Reintegrate camera module to the main repo. 2026-03-27 13:52:18 +02:00
pyproject.toml CI: Bump ruff hook (0.15.0 → 0.15.8) 2026-03-30 12:03:18 -05:00
README.md README: Minor tweaks and remove broken badge 2026-01-14 20:51:37 +01:00
SConstruct Merge pull request #117445 from bruvzg/angle_no_dyn 2026-03-26 16:01:25 +01:00
scu_builders.py SCU - update to accelerate new folders 2026-03-17 08:55:36 +00:00
version.py Bump version to 4.7-dev 2026-01-26 17:40:46 +01:00

Godot Engine

Godot Engine logo

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.

Screenshot of a 3D scene in the Godot Engine editor

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.

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