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Deref Godot: misc/ #648

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Oct 10, 2024
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2 changes: 1 addition & 1 deletion editor/debugger/debug_adapter/debug_adapter_parser.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -306,7 +306,7 @@ Dictionary DebugAdapterParser::req_threads(const Dictionary &p_params) const {
Array arr;
DAP::Thread thread;

thread.id = 1; // Hardcoded because Godot only supports debugging one thread at the moment
thread.id = 1; // Hardcoded because Redot only supports debugging one thread at the moment
thread.name = "Main";
arr.push_back(thread.to_json());
body["threads"] = arr;
Expand Down
4 changes: 2 additions & 2 deletions editor/editor_file_system.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -50,7 +50,7 @@
#include "scene/resources/packed_scene.h"

EditorFileSystem *EditorFileSystem::singleton = nullptr;
//the name is the version, to keep compatibility with different versions of Godot
//the name is the version, to keep compatibility with different versions of Redot
#define CACHE_FILE_NAME "filesystem_cache8"

int EditorFileSystemDirectory::find_file_index(const String &p_file) const {
Expand Down Expand Up @@ -1439,7 +1439,7 @@ void EditorFileSystem::_scan_fs_changes(EditorFileSystemDirectory *p_dir, ScanPr
// Check here if file must be imported or not.
// Same logic as in _process_file_system, the last modifications dates
// needs to be trusted to prevent reading all the .import files and the md5
// each time the user switch back to Godot.
// each time the user switch back to Redot.
uint64_t mt = FileAccess::get_modified_time(path);
uint64_t import_mt = FileAccess::get_modified_time(path + ".import");
if (_is_test_for_reimport_needed(path, p_dir->files[i]->modified_time, mt, p_dir->files[i]->import_modified_time, import_mt, p_dir->files[i]->import_dest_paths)) {
Expand Down
2 changes: 1 addition & 1 deletion editor/editor_settings.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -984,7 +984,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
EDITOR_SETTING_USAGE(Variant::BOOL, PROPERTY_HINT_NONE, "input/buffering/agile_event_flushing", false, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED | PROPERTY_USAGE_EDITOR_BASIC_SETTING)
EDITOR_SETTING_USAGE(Variant::BOOL, PROPERTY_HINT_NONE, "input/buffering/use_accumulated_input", true, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED | PROPERTY_USAGE_EDITOR_BASIC_SETTING)

// TRANSLATORS: Project Manager here refers to the tool used to create/manage Godot projects.
// TRANSLATORS: Project Manager here refers to the tool used to create/manage Redot projects.
EDITOR_SETTING(Variant::INT, PROPERTY_HINT_ENUM, "project_manager/sorting_order", 0, "Last Edited,Name,Path")
EDITOR_SETTING_BASIC(Variant::INT, PROPERTY_HINT_ENUM, "project_manager/directory_naming_convention", 1, "No convention,kebab-case,snake_case,camelCase,PascalCase,Title Case")

Expand Down
4 changes: 2 additions & 2 deletions editor/export/editor_export_platform.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1516,7 +1516,7 @@ void EditorExportPlatform::zip_folder_recursive(zipFile &p_zip, const String &p_

zip_fileinfo zipfi;
zipfi.tmz_date.tm_year = dt.year;
zipfi.tmz_date.tm_mon = dt.month - 1; // Note: "tm" month range - 0..11, Godot month range - 1..12, https://www.cplusplus.com/reference/ctime/tm/
zipfi.tmz_date.tm_mon = dt.month - 1; // Note: "tm" month range - 0..11, Redot month range - 1..12, https://www.cplusplus.com/reference/ctime/tm/
zipfi.tmz_date.tm_mday = dt.day;
zipfi.tmz_date.tm_hour = dt.hour;
zipfi.tmz_date.tm_min = dt.minute;
Expand Down Expand Up @@ -1560,7 +1560,7 @@ void EditorExportPlatform::zip_folder_recursive(zipFile &p_zip, const String &p_

zip_fileinfo zipfi;
zipfi.tmz_date.tm_year = dt.year;
zipfi.tmz_date.tm_mon = dt.month - 1; // Note: "tm" month range - 0..11, Godot month range - 1..12, https://www.cplusplus.com/reference/ctime/tm/
zipfi.tmz_date.tm_mon = dt.month - 1; // Note: "tm" month range - 0..11, Redot month range - 1..12, https://www.cplusplus.com/reference/ctime/tm/
zipfi.tmz_date.tm_mday = dt.day;
zipfi.tmz_date.tm_hour = dt.hour;
zipfi.tmz_date.tm_min = dt.minute;
Expand Down
4 changes: 2 additions & 2 deletions editor/export/export_template_manager.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -757,7 +757,7 @@ String ExportTemplateManager::get_android_source_zip(const Ref<EditorExportPrese
}

String ExportTemplateManager::get_android_template_identifier(const Ref<EditorExportPreset> &p_preset) {
// The template identifier is the Godot version for the default template, and the full path plus md5 hash for custom templates.
// The template identifier is the Redot version for the default template, and the full path plus md5 hash for custom templates.
if (p_preset.is_valid()) {
String android_source_zip = p_preset->get("gradle_build/android_source_template");
if (!android_source_zip.is_empty()) {
Expand Down Expand Up @@ -1105,7 +1105,7 @@ ExportTemplateManager::ExportTemplateManager() {
install_file_dialog->set_access(FileDialog::ACCESS_FILESYSTEM);
install_file_dialog->set_file_mode(FileDialog::FILE_MODE_OPEN_FILE);
install_file_dialog->set_current_dir(EDITOR_DEF("_export_template_download_directory", ""));
install_file_dialog->add_filter("*.tpz", TTR("Godot Export Templates"));
install_file_dialog->add_filter("*.tpz", TTR("Redot Export Templates"));
install_file_dialog->connect("file_selected", callable_mp(this, &ExportTemplateManager::_install_file_selected).bind(false));
add_child(install_file_dialog);

Expand Down
2 changes: 1 addition & 1 deletion editor/filesystem_dock.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2196,7 +2196,7 @@ void FileSystemDock::_file_option(int p_option, const Vector<String> &p_selected
if (ClassDB::is_parent_class(resource_type, "Script") || extension == "tres" || extension == "tscn") {
external_program = EDITOR_GET("text_editor/external/exec_path");
} else if (extension == "res" || extension == "scn") {
// Binary resources have no meaningful editor outside Godot, so just fallback to something default.
// Binary resources have no meaningful editor outside Redot, so just fallback to something default.
} else if (resource_type == "CompressedTexture2D" || resource_type == "Image") {
if (extension == "svg" || extension == "svgz") {
external_program = EDITOR_GET("filesystem/external_programs/vector_image_editor");
Expand Down
2 changes: 1 addition & 1 deletion editor/gui/editor_file_dialog.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -754,7 +754,7 @@ void EditorFileDialog::_item_list_item_rmb_clicked(int p_item, const Vector2 &p_
// Allow specific actions only on one item.
bool single_item_selected = item_list->get_selected_items().size() == 1;

// Disallow deleting the .import folder, Godot kills a cat if you do and it is possibly a senseless novice action.
// Disallow deleting the .import folder
bool allow_delete = true;
for (int i = 0; i < item_list->get_item_count(); i++) {
if (!item_list->is_selected(i)) {
Expand Down
4 changes: 2 additions & 2 deletions editor/icons/README.md
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
# Editor icons

This folder contains all the icons used by Godot editor (except for platform
This folder contains all the icons used by Redot editor (except for platform
icons which are located in their respective platform folder).

See [Editor icons](https://docs.godotengine.org/en/latest/contributing/development/editor/creating_icons.html)
in the documentation for details on creating icons for the Godot editor.
in the documentation for details on creating icons for the Redot editor.
4 changes: 2 additions & 2 deletions editor/import/3d/resource_importer_scene.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3027,7 +3027,7 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
root_type = ScriptServer::get_global_class_base(root_type);
}
if (scene->get_class_name() != root_type) {
// If the user specified a Godot node type that does not match
// If the user specified a Redot node type that does not match
// what the scene import gave us, replace the root node.
Node *base_node = Object::cast_to<Node>(ClassDB::instantiate(root_type));
if (base_node) {
Expand All @@ -3044,7 +3044,7 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p

String root_name = p_options["nodes/root_name"];
if (!root_name.is_empty() && root_name != "Scene Root") {
// TODO: Remove `&& root_name != "Scene Root"` for Godot 5.0.
// TODO: Remove `&& root_name != "Scene Root"` for Redot 5.0.
// For backwards compatibility with existing .import files,
// treat "Scene Root" as having no root name override.
scene->set_name(root_name);
Expand Down
4 changes: 2 additions & 2 deletions editor/plugins/asset_library_editor_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -765,8 +765,8 @@ const char *EditorAssetLibrary::sort_text[SORT_MAX] = {
TTRC("Least Recently Updated"),
TTRC("Name (A-Z)"),
TTRC("Name (Z-A)"),
TTRC("License (A-Z)"), // "cost" stores the SPDX license name in the Godot Asset Library.
TTRC("License (Z-A)"), // "cost" stores the SPDX license name in the Godot Asset Library.
TTRC("License (A-Z)"), // "cost" stores the SPDX license name in the Redot Asset Library.
TTRC("License (Z-A)"), // "cost" stores the SPDX license name in the Redot Asset Library.
};

const char *EditorAssetLibrary::support_key[SUPPORT_MAX] = {
Expand Down
2 changes: 1 addition & 1 deletion editor/plugins/node_3d_editor_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5262,7 +5262,7 @@ void Node3DEditorViewport::update_transform_numeric() {
break;
case TRANSFORM_SCALE:
// To halve the size of an object in Blender, you scale it by 0.5.
// Doing the same in Godot is considered scaling it by -0.5.
// Doing the same in Redot is considered scaling it by -0.5.
motion *= (value - 1.0);
set_message(vformat(TTR("Scaling %s."), motion));
break;
Expand Down
6 changes: 3 additions & 3 deletions editor/project_converter_3_to_4.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -159,7 +159,7 @@ class ProjectConverter3To4::RegExContainer {
// Index represents Godot 3's value, entry represents Godot 4 value equivalency.
// i.e: Button4(L1 - Godot3) -> joypad_button_mappings[4]=9 -> Button9(L1 - Godot4).
int joypad_button_mappings[23] = { 0, 1, 2, 3, 9, 10, -1 /*L2*/, -1 /*R2*/, 7, 8, 4, 6, 11, 12, 13, 14, 5, 15, 16, 17, 18, 19, 20 };
// Entries for L2 and R2 are -1 since they match to joypad axes and no longer to joypad buttons in Godot 4.
// Entries for L2 and R2 are -1 since they match to joypad axes and no longer to joypad buttons in Redot 4.

LocalVector<RegEx *> class_regexes;

Expand Down Expand Up @@ -1180,7 +1180,7 @@ bool ProjectConverter3To4::test_array_names() {
HashSet<String> all_functions;

// List of excluded functions from builtin types and global namespace, because currently it is not possible to get list of functions from them.
// This will be available when https://github.com/godotengine/godot/pull/49053 or similar will be included into Godot.
// This will be available when https://github.com/godotengine/godot/pull/49053 or similar will be included into Redot.
static const char *builtin_types_excluded_functions[] = { "dict_to_inst", "inst_to_dict", "bytes_to_var", "bytes_to_var_with_objects", "db_to_linear", "deg_to_rad", "linear_to_db", "rad_to_deg", "randf_range", "snapped", "str_to_var", "var_to_str", "var_to_bytes", "var_to_bytes_with_objects", "move_toward", "uri_encode", "uri_decode", "remove_at", "get_rotation_quaternion", "limit_length", "grow_side", "is_absolute_path", "is_valid_int", "lerp", "to_ascii_buffer", "to_utf8_buffer", "to_utf32_buffer", "to_wchar_buffer", "snapped", "remap", "rfind", nullptr };
for (int current_index = 0; builtin_types_excluded_functions[current_index]; current_index++) {
all_functions.insert(builtin_types_excluded_functions[current_index]);
Expand Down Expand Up @@ -2738,7 +2738,7 @@ void ProjectConverter3To4::rename_joypad_buttons_and_axes(Vector<SourceLine> &so
PackedStringArray strings = match->get_strings();
const String &button_index_entry = strings[0];
int button_index_value = strings[1].to_int();
if (button_index_value == 6) { // L2 and R2 are mapped to joypad axes in Godot 4.
if (button_index_value == 6) { // L2 and R2 are mapped to joypad axes in Redot 4.
line = line.replace("InputEventJoypadButton", "InputEventJoypadMotion");
line = line.replace(button_index_entry, ",\"axis\":4,\"axis_value\":1.0");
} else if (button_index_value == 7) {
Expand Down
4 changes: 2 additions & 2 deletions editor/project_manager.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -572,7 +572,7 @@ void ProjectManager::_open_selected_projects_ask() {
_show_error(vformat(TTR("Can't open project \"%s\" at the following path:\n\n%s\n\nThe project settings were created by a newer engine version, whose settings are not compatible with this version."), project.project_name, project.path), popup_min_size);
return;
}
// Check if the project is using features not supported by this build of Godot.
// Check if the project is using features not supported by this build of Redot.
if (!unsupported_features.is_empty()) {
String warning_message = "";
for (int i = 0; i < unsupported_features.size(); i++) {
Expand Down Expand Up @@ -1143,7 +1143,7 @@ ProjectManager::ProjectManager() {
OS::get_singleton()->set_low_processor_usage_mode(true);
}

// TRANSLATORS: This refers to the application where users manage their Godot projects.
// TRANSLATORS: This refers to the application where users manage their Redot projects.
DisplayServer::get_singleton()->window_set_title(VERSION_NAME + String(" - ") + TTR("Project Manager", "Application"));

SceneTree::get_singleton()->get_root()->connect("files_dropped", callable_mp(this, &ProjectManager::_files_dropped));
Expand Down
8 changes: 4 additions & 4 deletions editor/run_instances_dialog.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -188,7 +188,7 @@ void RunInstancesDialog::get_argument_list_for_instance(int p_idx, List<String>

if (!raw_custom_args.is_empty()) {
// Allow the user to specify a command to run, similar to Steam's launch options.
// In this case, Godot will no longer be run directly; it's up to the underlying command
// In this case, Redot will no longer be run directly; it's up to the underlying command
// to run it. For instance, this can be used on Linux to force a running project
// to use Optimus using `prime-run` or similar.
// Example: `prime-run %command% --time-scale 0.5`
Expand All @@ -204,7 +204,7 @@ void RunInstancesDialog::get_argument_list_for_instance(int p_idx, List<String>
exec = exec_args[0];
exec_args.remove_at(0);

// Append the Godot executable name before we append executable arguments
// Append the Redot executable name before we append executable arguments
// (since the order is reversed when using `push_front()`).
r_list.push_front(OS::get_singleton()->get_executable_path());
}
Expand All @@ -214,13 +214,13 @@ void RunInstancesDialog::get_argument_list_for_instance(int p_idx, List<String>
r_list.push_front(exec_args[i].replace(" ", "%20"));
}

// Append Godot-specific custom arguments.
// Append Redot-specific custom arguments.
custom_args = _split_cmdline_args(raw_custom_args.substr(placeholder_pos + String("%command%").size()));
for (int i = 0; i < custom_args.size(); i++) {
r_list.push_back(custom_args[i].replace(" ", "%20"));
}
} else {
// Append Godot-specific custom arguments.
// Append Redot-specific custom arguments.
custom_args = _split_cmdline_args(raw_custom_args);
for (int i = 0; i < custom_args.size(); i++) {
r_list.push_back(custom_args[i].replace(" ", "%20"));
Expand Down
2 changes: 1 addition & 1 deletion editor/themes/editor_color_map.h
Original file line number Diff line number Diff line change
Expand Up @@ -41,7 +41,7 @@
// The default icon theme is designed to be used for a dark theme. This map stores
// Color values to convert to other colors for better readability on a light theme.
class EditorColorMap {
// Godot Color values are used to avoid the ambiguity of strings
// Redot Color values are used to avoid the ambiguity of strings
// (where "#ffffff", "fff", and "white" are all equivalent).
static HashMap<Color, Color> color_conversion_map;
// The names of the icons to never convert, even if one of their colors
Expand Down
2 changes: 1 addition & 1 deletion editor/themes/editor_icons.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -73,7 +73,7 @@ Ref<ImageTexture> editor_generate_icon(int p_index, float p_scale, float p_satur
}
#else
// If the SVG module is disabled, we can't really display the UI well, but at least we won't crash.
// 16 pixels is used as it's the most common base size for Godot icons.
// 16 pixels is used as it's the most common base size for Redot icons.
img = Image::create_empty(16 * p_scale, 16 * p_scale, false, Image::FORMAT_RGBA8);
#endif

Expand Down
6 changes: 3 additions & 3 deletions main/main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1045,7 +1045,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph

#ifdef MACOS_ENABLED
// Ignore the process serial number argument passed by macOS Gatekeeper.
// Otherwise, Godot would try to open a non-existent project on the first start and abort.
// Otherwise, Redot would try to open a non-existent project on the first start and abort.
if (arg.begins_with("-psn_")) {
I = N;
continue;
Expand Down Expand Up @@ -3566,7 +3566,7 @@ int Main::start() {
E->get().ends_with(".res") ||
E->get().ends_with(".tres")) {
// Only consider the positional argument to be a scene path if it ends with
// a file extension associated with Godot scenes. This makes it possible
// a file extension associated with Redot scenes. This makes it possible
// for projects to parse command-line arguments for custom CLI arguments
// or other file extensions without trouble. This can be used to implement
// "drag-and-drop onto executable" logic, which can prove helpful
Expand Down Expand Up @@ -3709,7 +3709,7 @@ int Main::start() {
}
}

// For GDExtension docs, use a path that is compatible with Godot modules.
// For GDExtension docs, use a path that is compatible with Redot modules.
String index_path = gdextension_docs ? doc_tool_path.path_join("doc_classes") : doc_tool_path.path_join("doc/classes");
// Create the main documentation directory if it doesn't exist
Ref<DirAccess> da = DirAccess::create_for_path(index_path);
Expand Down
2 changes: 1 addition & 1 deletion main/steam_tracker.h
Original file line number Diff line number Diff line change
Expand Up @@ -38,7 +38,7 @@
#include "core/os/os.h"

// SteamTracker is used to load SteamAPI dynamic library and initialize
// the interface, this notifies Steam that Godot editor is running and
// the interface, this notifies Steam that Redot editor is running and
// allow tracking of the usage time of child instances of the engine
// (e.g., opened projects).
//
Expand Down
4 changes: 2 additions & 2 deletions misc/dist/html/editor.html
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@
<meta name="description" content="Use the Redot Engine editor directly in your web browser, without having to install anything.">
<meta name="mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="application-name" content="Godot">
<meta name="application-name" content="Redot">
<meta name="apple-mobile-web-app-title" content="Redot">
<meta name="theme-color" content="#202531">
<meta name="msapplication-navbutton-color" content="#202531">
Expand All @@ -23,7 +23,7 @@
<link id="-gd-engine-icon" rel="icon" type="image/png" href="favicon.png">
<link rel="apple-touch-icon" type="image/png" href="favicon.png">
<link rel="manifest" href="manifest.json">
<title>Godot Engine Web Editor (___GODOT_VERSION___)</title>
<title>Redot Engine Web Editor (___GODOT_VERSION___)</title>
<style>
*:focus {
/* More visible outline for better keyboard navigation. */
Expand Down
2 changes: 1 addition & 1 deletion misc/dist/html/service-worker.js
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
// This service worker is required to expose an exported Godot project as a
// This service worker is required to expose an exported Redot project as a
// Progressive Web App. It provides an offline fallback page telling the user
// that they need an Internet connection to run the project if desired.
// Incrementing CACHE_VERSION will kick off the install event and force
Expand Down
2 changes: 1 addition & 1 deletion misc/dist/ios_xcode/godot_ios.xcodeproj/project.pbxproj
Original file line number Diff line number Diff line change
Expand Up @@ -151,7 +151,7 @@
isa = PBXProject;
attributes = {
LastUpgradeCheck = 0500;
ORGANIZATIONNAME = GodotEngine;
ORGANIZATIONNAME = RedotEngine;
TargetAttributes = {
D0BCFE3318AEBDA2004A7AAE = {
DevelopmentTeam = $team_id;
Expand Down
4 changes: 2 additions & 2 deletions misc/dist/linux/godot.6
Original file line number Diff line number Diff line change
Expand Up @@ -166,7 +166,7 @@ Build the scripting solutions (e.g. for C# projects). Implies \-\-editor and req
Generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension.
.TP
\fB\-\-dump\-extension\-api\fR
Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder.
Generate JSON dump of the Redot API for GDExtension bindings named 'extension_api.json' in the current folder.
.TP
\fB\-\-test\fR <test>
Run a unit test ('string', 'math', 'physics', 'physics_2d', 'render', 'oa_hash_map', 'gui', 'shaderlang', 'gd_tokenizer', 'gd_parser', 'gd_compiler', 'gd_bytecode', 'ordered_hash_map', 'astar').
Expand All @@ -177,7 +177,7 @@ User\-specific configuration folder, contains persistent editor settings, script
.RE
XDG_DATA_HOME/godot/ or ~/.local/share/godot/
.RS
Contains the default configuration and user data folders for Godot\-made games (\fIuser://\fR path), as well as export templates.
Contains the default configuration and user data folders for Redot\-made games (\fIuser://\fR path), as well as export templates.
.RE
XDG_DATA_CACHE/godot/ or ~/.cache/godot/
.RS
Expand Down
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