The behavior of 301 and 302 redirects in the HTTPRequest node are not standards-compliant. Specifically, requests using unsafe methods were not being changed to GET and their headers were not being modified. This means that we were automatically redirecting POST, PUT, etc. requests with empty bodies and the same headers. This can pose a security risk if the server expects 301/302 responses to get changed to GET or if the user doesn't expect unsafe methods to be automatically redirected. Per [RFC9110](https://www.rfc-editor.org/rfc/rfc9110#name-redirection-3xx), the correct behavior is to change the method to GET for 301 and 302 redirections and remove any content headers as well as those related to security contexts like "Authorization: ". I have made these changes, so now the 301 and 302 redirects should change any unsafe methods to GET and remove any sensitive headers. GET, HEAD, OPTIONS, and TRACE requests that receive a 301 or 302 are automatically forwarded unchanged since those methods are safe. Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com> |
||
|---|---|---|
| .github | ||
| core | ||
| doc | ||
| drivers | ||
| editor | ||
| main | ||
| misc | ||
| modules | ||
| platform | ||
| scene | ||
| servers | ||
| tests | ||
| thirdparty | ||
| .clang-format | ||
| .clang-tidy | ||
| .clangd | ||
| .editorconfig | ||
| .git-blame-ignore-revs | ||
| .gitattributes | ||
| .gitignore | ||
| .mailmap | ||
| .pre-commit-config.yaml | ||
| AUTHORS.md | ||
| CHANGELOG.md | ||
| CONTRIBUTING.md | ||
| COPYRIGHT.txt | ||
| DONORS.md | ||
| gles3_builders.py | ||
| glsl_builders.py | ||
| icon.png | ||
| icon.svg | ||
| icon_outlined.png | ||
| icon_outlined.svg | ||
| LICENSE.txt | ||
| logo.png | ||
| logo.svg | ||
| LOGO_LICENSE.txt | ||
| logo_outlined.png | ||
| logo_outlined.svg | ||
| methods.py | ||
| platform_methods.py | ||
| pyproject.toml | ||
| README.md | ||
| SConstruct | ||
| scu_builders.py | ||
| version.py | ||
Godot Engine
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.
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.
