Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
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shadow-foss c5490f7284 Add toggle to insert keys/markers at current time or mouse position
Adds a new editor setting editors/animation/insert_at_current_time and a toggle button in the Animation Track Editor to let users choose whether to insert keys and markers at the current timeline cursor (when enabled) or at the mouse position (default behavior).

- Key insertion
- Paste and duplicate operations
- Editor setting persistence
- Icon by @TokageItLab

Fixes #103272
2025-07-13 09:57:27 +05:30
.github Editor: Restructure editor code 2025-07-04 18:18:22 +02:00
core Merge pull request #108464 from simpkins/include_fix 2025-07-10 11:39:27 -05:00
doc Add toggle to insert keys/markers at current time or mouse position 2025-07-13 09:57:27 +05:30
drivers Metal: Remove invalid assumption for image atomic operations 2025-07-10 06:51:27 +10:00
editor Add toggle to insert keys/markers at current time or mouse position 2025-07-13 09:57:27 +05:30
main Merge pull request #108276 from AThousandShips/fix_rendering_method_select 2025-07-04 12:39:28 -05:00
misc Update linux .desktop file 2025-06-28 04:11:15 +09:00
modules Merge pull request #107872 from Thought-Weaver/users/loganapple/editor-caret-fix 2025-07-10 11:39:30 -05:00
platform Merge pull request #108329 from m4gr3d/fix_android_eof_detection 2025-07-10 11:39:25 -05:00
scene Merge pull request #108410 from KoBeWi/warn't 2025-07-10 11:39:34 -05:00
servers [macOS] Selectively bake specific shader variants for MoltenVK. 2025-07-09 20:09:56 +03:00
tests Merge pull request #108255 from thygrrr/tab-container-deselect-enable-fix 2025-07-07 10:08:04 -05:00
thirdparty Merge pull request #108028 from stuartcarnie/apple_image_atomics 2025-07-07 10:08:00 -05:00
.clang-format Style: Declare inline macros as attributes 2025-04-18 12:04:40 -05:00
.clang-tidy Core: Modernize C headers with C++ equivalents 2025-05-02 08:23:01 -05:00
.clangd Style: Begin integrating simple .clangd fixes 2025-03-22 13:24:35 -05:00
.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 Ignore #pragma once commit 2025-03-07 17:34:15 -06:00
.gitattributes Preserve CRLF line terminators for MSVS project template 2025-05-12 13:24:23 +02:00
.gitignore Add .zed to .gitignore 2025-07-04 18:49:36 +03:00
.mailmap Update AUTHORS and DONORS list 2025-02-26 12:54:25 +01:00
.pre-commit-config.yaml Update CI ruff pre-commit hooks 2025-06-18 12:58:36 +02:00
AUTHORS.md Update AUTHORS and DONORS list 2025-02-26 12:54:25 +01:00
CHANGELOG.md Add changelog for Godot 4.4 2025-03-03 00:31:10 +01:00
CONTRIBUTING.md Update godot documentation contribution link 2024-07-20 20:51:11 -06:00
COPYRIGHT.txt Specify Apache license version for Grisu2 2025-07-08 04:24:46 -04:00
DONORS.md Update donation link to fund.godotengine.org 2025-04-11 18:59:40 +02:00
gles3_builders.py Avoid unnecessary version_get_uniform() calls 2025-04-28 15:05:59 +02:00
glsl_builders.py SCons: Modernize shader builders 2025-03-29 11:51:54 -05:00
godot.manifest [Windows] Always use absolute UNC paths and long path aware APIs, add "long path aware" flag to the application manifest. 2024-08-28 11:15:57 +03:00
icon.png Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
icon.svg Style: Enforce trailing newlines on svgs 2025-02-18 11:02:45 -06:00
icon_outlined.png Add an outlined version of logo.png and icon.png and put it in README.md 2020-12-14 06:42:51 +01:00
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 Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
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 Convert the logo's text outlines into paths 2023-04-07 17:51:56 +02:00
logo_outlined.svg Style: Enforce trailing newlines on svgs 2025-02-18 11:02:45 -06:00
methods.py Add module defines to the per-platform generated props file so VS knows which ones are enabled. 2025-06-19 14:42:57 +02:00
platform_methods.py Merge pull request #106390 from akien-mga/linux-drop-ppc32 2025-05-28 09:47:34 -05:00
pyproject.toml Fix alphabetical order of codespell ignore list 2025-06-02 09:31:06 -04:00
README.md Cleanup various repository documentation files 2023-10-10 13:58:13 +02:00
SConstruct Merge pull request #106218 from Nintorch/master 2025-06-24 18:34:28 -05:00
scu_builders.py Editor: Restructure editor code 2025-07-04 18:18:22 +02:00
version.py Bump version to 4.5-beta 2025-06-16 01:54:06 +02:00

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 (both still maintaining the project) 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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