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The Mirror's fork of Godot Engine, used as the base for the Roblox & UEFN alternative. An all-in-one game development platform.

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The Mirror's fork of Godot Engine

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The Mirror is a Roblox & UEFN alternative giving you the freedom to own what you create: an all-in-one game development platform.

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2. Check out our Roadmap

3. Read our docs: Site, monorepo source

4. Visit our website

5. Follow us on X/Twitter

This repo is a fork of Godot Engine, designed for The Mirror. The Mirror's fork includes several features submitted upstream as pull requests, and some features specific to The Mirror that are not suitable upstream.

Here is a highlight of some of the included features:

  • modules/app_protocol adds support for protocols and IPC (inter-process communication) for deep linking, such as clicking on a link in a web browser to open your Godot application.
  • modules/godot_tracy adds support for the Tracy profiler via AndreaCatania's godot_tracy module.
  • modules/jolt adds a custom Jolt implementation completely separate from Godot's built-in physics. This includes a general-purpose JBody3D node type that replaces all CollisionObject3D-derived node types. The GLTF module has been modified to support importing GLTF physics as these new nodes (on by default, can be disabled with one line of code change).
  • modules/network_synchronizer adds support for network synchronization via AndreaCatania's network_synchronizer module.
  • modules/the_mirror adds many misc features designed for The Mirror, but can be used outside of The Mirror. Most classes provided by The Mirror have a TM prefix.
  • The TMUserGDScript class adds support for dynamically loaded user-provided GDScript. This class has support for redirecting implicitly-self API calls to another object, allowing seamless support for multiple scripts per node or a component-based workflow. The GDScript module was modified to make this possible. Note: It does not handle sandboxing.
  • The TMAudioPlayer3D node type supports switching between 3D and 0D, looping any audio stream, and accessing volume as a linear percentage.
  • The TMDataUtil class provides utility functions for accessing data by JSON paths.
  • The TMFileUtil class provides utility functions for dynamically loading files of various types.
  • The TMNodeUtil class provides utility functions for working with descendant nodes.
  • An upstream PR to improve PCK loading filename handling is included, allowing for multi-arch app distribution. #59527
  • An upstream PR to allowing printing the stack trace is included. #64205 Note: This PR is desired upstream, but needs to be improved first, and so has not been merged upstream yet.
  • An upstream PR to add an annotation for abstract classes in GDScript is included. #67777
  • An upstream PR to add a method to construct a NodePath from a StringName is included. #72702
  • An upstream PR to change Node set_name to use StringName is included, which slightly improves its performance. #76560
  • An upstream PR to allow accessing GraphEdit menu bar nodes by names is included. #76563
  • An upstream PR to allow sorting Dictionaries is included, allowing for stable serialization, network transfer, and comparison. #77213
  • An upstream PR to implement fit content width in TextEdit is included. #83070
  • An upstream PR to add audio support to the GLTF module is included, allowing import and export of audio in glTF files. #88204
  • An upstream PR to add support for explicitly-defined compound triggers in GLTF files is included. #88301
  • A "Signaling Null" feature was added to Variant, allowing a single return value to contain an extra flag when null. This is used by TMDataUtil. Note: Signaling nulls are flattened to regular nulls when passed to GDScript, this is not intentional and we are not sure why it happens.
  • All webcam-related classes, including CameraFeed, CameraServer, CameraTexture, and the modules/camera folder, are disabled because they were causing crashes in The Mirror.

Community and contributing

If you believe your contribution would benefit all Godot users, prefer to submit it to the upstream first. This is usually in the form of an issue, proposal, or pull request. You can chat with Godot users on various community channels listed on the Godot homepage. The best way to get in touch with the core engine developers is to join the Godot Contributors Chat. For more information about contributing to upstream Godot, see the Godot contributing guide. This document also includes guidelines for reporting bugs.

If you believe your contribution is specific to The Mirror, or is otherwise more niche, you can submit it here as an issue or pull request. Ideally, any contribution submitted to The Mirror's fork of Godot should either be useful to The Mirror or other games similar to The Mirror, meaning real-time 3D games with dynamic content. For example, enhancements to the glTF importer.

Any pull request in this repo should be directed to the themirror branch. However, note that this branch is subject to being force-pushed at any time, so that the Git history stays clean, minimal, and easy-to-follow. We will try to review all open pull requests before performing any force-pushing. After merge, the exact commit hash of your PR will not be preserved.

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Roadmap

What is Godot 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.

Godot Engine logo

Free and open source

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. It is supported by the Godot Foundation non-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

Compiling from source

The instructions for building The Mirror's fork of Godot are nearly the same as for building stock Godot, as long as you are on the correct branch and checkout the required submodules.

The themirror branch is the one with The Mirror's changes on it. The master branch is the base branch that themirror is based on.

To checkout the Git submodules, you can use the following command:

git submodule update --init --recursive

After that, see the official docs for compilation instructions for every supported platform.

Documentation

The Mirror's docs are in its monorepo: https://github.com/the-mirror-gdp/the-mirror and deployed to its docs site, https://docs.themirror.space. Feel free to contribute there via pull request.

The Mirror's engine-level features are documented in the class reference. There may be some gaps in the documentation, as we are still working on it.

Godot's official documentation is hosted on Read the Docs. It is maintained by the Godot community in its own GitHub repository.

The Godot class reference is also accessible from the Godot editor.

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