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Huge Rebranding Code #8
Will have errors, but need to see it all pushed to identify the errors to fix.
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Lines changed: 6508 additions & 6445 deletions

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.github/ISSUE_TEMPLATE/config.yml

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -1,14 +1,14 @@
11
blank_issues_enabled: false
22

33
contact_links:
4-
- name: Godot proposals
4+
- name: Redot proposals
55
url: https://github.com/godotengine/godot-proposals
66
about: Please submit feature proposals on the Godot proposals repository, not here.
77

8-
- name: Godot documentation repository
8+
- name: Redot documentation repository
99
url: https://github.com/godotengine/godot-docs
1010
about: Please report issues with documentation on the Godot documentation repository, not here.
1111

12-
- name: Godot community channels
13-
url: https://godotengine.org/community
12+
- name: Redot community channels
13+
url: https://discord.gg/redot
1414
about: Please ask for technical support on one of the other community channels, not here.

core/extension/gdextension.cpp

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -99,7 +99,7 @@ class GDExtensionMethodBind : public MethodBind {
9999

100100
virtual Variant call(Object *p_object, const Variant **p_args, int p_arg_count, Callable::CallError &r_error) const override {
101101
#ifdef TOOLS_ENABLED
102-
ERR_FAIL_COND_V_MSG(!valid, Variant(), vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Godot.", name));
102+
ERR_FAIL_COND_V_MSG(!valid, Variant(), vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Redot.", name));
103103
ERR_FAIL_COND_V_MSG(p_object && p_object->is_extension_placeholder(), Variant(), vformat("Cannot call GDExtension method bind '%s' on placeholder instance.", name));
104104
#endif
105105
Variant ret;
@@ -113,7 +113,7 @@ class GDExtensionMethodBind : public MethodBind {
113113
}
114114
virtual void validated_call(Object *p_object, const Variant **p_args, Variant *r_ret) const override {
115115
#ifdef TOOLS_ENABLED
116-
ERR_FAIL_COND_MSG(!valid, vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Godot.", name));
116+
ERR_FAIL_COND_MSG(!valid, vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Redot.", name));
117117
ERR_FAIL_COND_MSG(p_object && p_object->is_extension_placeholder(), vformat("Cannot call GDExtension method bind '%s' on placeholder instance.", name));
118118
#endif
119119
ERR_FAIL_COND_MSG(vararg, "Vararg methods don't have validated call support. This is most likely an engine bug.");
@@ -145,7 +145,7 @@ class GDExtensionMethodBind : public MethodBind {
145145

146146
virtual void ptrcall(Object *p_object, const void **p_args, void *r_ret) const override {
147147
#ifdef TOOLS_ENABLED
148-
ERR_FAIL_COND_MSG(!valid, vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Godot.", name));
148+
ERR_FAIL_COND_MSG(!valid, vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Redot.", name));
149149
ERR_FAIL_COND_MSG(p_object && p_object->is_extension_placeholder(), vformat("Cannot call GDExtension method bind '%s' on placeholder instance.", name));
150150
#endif
151151
ERR_FAIL_COND_MSG(vararg, "Vararg methods don't have ptrcall support. This is most likely an engine bug.");
@@ -379,10 +379,10 @@ void GDExtension::_register_extension_class_internal(GDExtensionClassLibraryPtr
379379
if (self->is_reloading && self->extension_classes.has(class_name)) {
380380
extension = &self->extension_classes[class_name];
381381
if (!parent_extension && parent_class_name != extension->gdextension.parent_class_name) {
382-
ERR_FAIL_MSG(vformat("GDExtension class '%s' cannot change parent type from '%s' to '%s' on hot reload. Restart Godot for this change to take effect.", class_name, extension->gdextension.parent_class_name, parent_class_name));
382+
ERR_FAIL_MSG(vformat("GDExtension class '%s' cannot change parent type from '%s' to '%s' on hot reload. Restart Redot for this change to take effect.", class_name, extension->gdextension.parent_class_name, parent_class_name));
383383
}
384384
if (extension->gdextension.is_runtime != is_runtime) {
385-
ERR_PRINT(vformat("GDExtension class '%s' cannot change to/from runtime class on hot reload. Restart Godot for this change to take effect.", class_name));
385+
ERR_PRINT(vformat("GDExtension class '%s' cannot change to/from runtime class on hot reload. Restart Redot for this change to take effect.", class_name));
386386
is_runtime = extension->gdextension.is_runtime;
387387
}
388388
extension->is_reloading = false;

core/extension/gdextension_library_loader.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -315,7 +315,7 @@ Error GDExtensionLibraryLoader::parse_gdextension_file(const String &p_path) {
315315
compatible = VERSION_PATCH >= compatibility_minimum[2];
316316
}
317317
if (!compatible) {
318-
ERR_PRINT(vformat("GDExtension only compatible with Godot version %d.%d.%d or later: %s", compatibility_minimum[0], compatibility_minimum[1], compatibility_minimum[2], p_path));
318+
ERR_PRINT(vformat("GDExtension only compatible with Redot version %d.%d.%d or later: %s", compatibility_minimum[0], compatibility_minimum[1], compatibility_minimum[2], p_path));
319319
return ERR_INVALID_DATA;
320320
}
321321

@@ -347,7 +347,7 @@ Error GDExtensionLibraryLoader::parse_gdextension_file(const String &p_path) {
347347
#endif
348348

349349
if (!compatible) {
350-
ERR_PRINT(vformat("GDExtension only compatible with Godot version %s or earlier: %s", compat_string, p_path));
350+
ERR_PRINT(vformat("GDExtension only compatible with Redot version %s or earlier: %s", compat_string, p_path));
351351
return ERR_INVALID_DATA;
352352
}
353353
}

core/io/image.cpp

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -4034,23 +4034,23 @@ Error Image::load_tga_from_buffer(const Vector<uint8_t> &p_array) {
40344034
ERR_FAIL_NULL_V_MSG(
40354035
_tga_mem_loader_func,
40364036
ERR_UNAVAILABLE,
4037-
"The TGA module isn't enabled. Recompile the Godot editor or export template binary with the `module_tga_enabled=yes` SCons option.");
4037+
"The TGA module isn't enabled. Recompile the Redot editor or export template binary with the `module_tga_enabled=yes` SCons option.");
40384038
return _load_from_buffer(p_array, _tga_mem_loader_func);
40394039
}
40404040

40414041
Error Image::load_bmp_from_buffer(const Vector<uint8_t> &p_array) {
40424042
ERR_FAIL_NULL_V_MSG(
40434043
_bmp_mem_loader_func,
40444044
ERR_UNAVAILABLE,
4045-
"The BMP module isn't enabled. Recompile the Godot editor or export template binary with the `module_bmp_enabled=yes` SCons option.");
4045+
"The BMP module isn't enabled. Recompile the Redot editor or export template binary with the `module_bmp_enabled=yes` SCons option.");
40464046
return _load_from_buffer(p_array, _bmp_mem_loader_func);
40474047
}
40484048

40494049
Error Image::load_svg_from_buffer(const Vector<uint8_t> &p_array, float scale) {
40504050
ERR_FAIL_NULL_V_MSG(
40514051
_svg_scalable_mem_loader_func,
40524052
ERR_UNAVAILABLE,
4053-
"The SVG module isn't enabled. Recompile the Godot editor or export template binary with the `module_svg_enabled=yes` SCons option.");
4053+
"The SVG module isn't enabled. Recompile the Redot editor or export template binary with the `module_svg_enabled=yes` SCons option.");
40544054

40554055
int buffer_size = p_array.size();
40564056

@@ -4072,7 +4072,7 @@ Error Image::load_ktx_from_buffer(const Vector<uint8_t> &p_array) {
40724072
ERR_FAIL_NULL_V_MSG(
40734073
_ktx_mem_loader_func,
40744074
ERR_UNAVAILABLE,
4075-
"The KTX module isn't enabled. Recompile the Godot editor or export template binary with the `module_ktx_enabled=yes` SCons option.");
4075+
"The KTX module isn't enabled. Recompile the Redot editor or export template binary with the `module_ktx_enabled=yes` SCons option.");
40764076
return _load_from_buffer(p_array, _ktx_mem_loader_func);
40774077
}
40784078

doc/classes/AnimationMixer.xml

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -8,7 +8,7 @@
88
After instantiating the playback information data within the extended class, the blending is processed by the [AnimationMixer].
99
</description>
1010
<tutorials>
11-
<link title="Migrating Animations from Godot 4.0 to 4.3">https://godotengine.org/article/migrating-animations-from-godot-4-0-to-4-3/</link>
11+
<link title="Migrating Animations from Redot 4.0 to 4.3">https://godotengine.org/article/migrating-animations-from-godot-4-0-to-4-3/</link>
1212
</tutorials>
1313
<methods>
1414
<method name="_post_process_key_value" qualifiers="virtual const">

doc/classes/EditorPaths.xml

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -6,10 +6,10 @@
66
<description>
77
This editor-only singleton returns OS-specific paths to various data folders and files. It can be used in editor plugins to ensure files are saved in the correct location on each operating system.
88
[b]Note:[/b] This singleton is not accessible in exported projects. Attempting to access it in an exported project will result in a script error as the singleton won't be declared. To prevent script errors in exported projects, use [method Engine.has_singleton] to check whether the singleton is available before using it.
9-
[b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url]. You can override environment variables following the specification to change the editor and project data paths.
9+
[b]Note:[/b] On the Linux/BSD platform, Redot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url]. You can override environment variables following the specification to change the editor and project data paths.
1010
</description>
1111
<tutorials>
12-
<link title="File paths in Godot projects">$DOCS_URL/tutorials/io/data_paths.html</link>
12+
<link title="File paths in Redot projects">$DOCS_URL/tutorials/io/data_paths.html</link>
1313
</tutorials>
1414
<methods>
1515
<method name="get_cache_dir" qualifiers="const">
@@ -57,17 +57,17 @@
5757
<method name="get_self_contained_file" qualifiers="const">
5858
<return type="String" />
5959
<description>
60-
Returns the absolute path to the self-contained file that makes the current Godot editor instance be considered as self-contained. Returns an empty string if the current Godot editor instance isn't self-contained. See also [method is_self_contained].
60+
Returns the absolute path to the self-contained file that makes the current Redot editor instance be considered as self-contained. Returns an empty string if the current Redot editor instance isn't self-contained. See also [method is_self_contained].
6161
</description>
6262
</method>
6363
<method name="is_self_contained" qualifiers="const">
6464
<return type="bool" />
6565
<description>
66-
Returns [code]true[/code] if the editor is marked as self-contained, [code]false[/code] otherwise. When self-contained mode is enabled, user configuration, data and cache files are saved in an [code]editor_data/[/code] folder next to the editor binary. This makes portable usage easier and ensures the Godot editor minimizes file writes outside its own folder. Self-contained mode is not available for exported projects.
66+
Returns [code]true[/code] if the editor is marked as self-contained, [code]false[/code] otherwise. When self-contained mode is enabled, user configuration, data and cache files are saved in an [code]editor_data/[/code] folder next to the editor binary. This makes portable usage easier and ensures the Redot editor minimizes file writes outside its own folder. Self-contained mode is not available for exported projects.
6767
Self-contained mode can be enabled by creating a file named [code]._sc_[/code] or [code]_sc_[/code] in the same folder as the editor binary or macOS .app bundle while the editor is not running. See also [method get_self_contained_file].
6868
[b]Note:[/b] On macOS, quarantine flag should be manually removed before using self-contained mode, see [url=https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos.html]Running on macOS[/url].
6969
[b]Note:[/b] On macOS, placing [code]_sc_[/code] or any other file inside .app bundle will break digital signature and make it non-portable, consider placing it in the same folder as the .app bundle instead.
70-
[b]Note:[/b] The Steam release of Godot uses self-contained mode by default.
70+
[b]Note:[/b] The Steam release of Redot uses self-contained mode by default.
7171
</description>
7272
</method>
7373
</methods>

doc/classes/EditorScript.xml

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -4,7 +4,7 @@
44
Base script that can be used to add extension functions to the editor.
55
</brief_description>
66
<description>
7-
Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File &gt; Run[/b] menu option (or by pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using [EditorPlugin]s instead.
7+
Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File &gt; Run[/b] menu option (or by pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is useful for adding custom in-editor functionality to Redot. For more complex additions, consider using [EditorPlugin]s instead.
88
[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.
99
[b]Example script:[/b]
1010
[codeblocks]
@@ -13,22 +13,22 @@
1313
extends EditorScript
1414

1515
func _run():
16-
print("Hello from the Godot Editor!")
16+
print("Hello from the Redot Editor!")
1717
[/gdscript]
1818
[csharp]
19-
using Godot;
19+
using Redot;
2020

2121
[Tool]
2222
public partial class HelloEditor : EditorScript
2323
{
2424
public override void _Run()
2525
{
26-
GD.Print("Hello from the Godot Editor!");
26+
GD.Print("Hello from the Redot Editor!");
2727
}
2828
}
2929
[/csharp]
3030
[/codeblocks]
31-
[b]Note:[/b] The script is run in the Editor context, which means the output is visible in the console window started with the Editor (stdout) instead of the usual Godot [b]Output[/b] dock.
31+
[b]Note:[/b] The script is run in the Editor context, which means the output is visible in the console window started with the Editor (stdout) instead of the usual Redot [b]Output[/b] dock.
3232
[b]Note:[/b] EditorScript is [RefCounted], meaning it is destroyed when nothing references it. This can cause errors during asynchronous operations if there are no references to the script.
3333
</description>
3434
<tutorials>

doc/classes/Node3D.xml

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -7,7 +7,7 @@
77
Most basic 3D game object, with a [Transform3D] and visibility settings. All other 3D game objects inherit from [Node3D]. Use [Node3D] as a parent node to move, scale, rotate and show/hide children in a 3D project.
88
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Node3D] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Node3D]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Node3D] object itself is referred to as object-local coordinate system.
99
[b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg_to_rad].
10-
[b]Note:[/b] Be aware that "Spatial" nodes are now called "Node3D" starting with Godot 4. Any Godot 3.x references to "Spatial" nodes refer to "Node3D" in Godot 4.
10+
[b]Note:[/b] Be aware that "Spatial" nodes are now called "Node3D" starting with Redot 4. Any Redot 3.x references to "Spatial" nodes refer to "Node3D" in Redot 4.
1111
</description>
1212
<tutorials>
1313
<link title="Introduction to 3D">$DOCS_URL/tutorials/3d/introduction_to_3d.html</link>
@@ -320,7 +320,7 @@
320320
</member>
321321
<member name="scale" type="Vector3" setter="set_scale" getter="get_scale" default="Vector3(1, 1, 1)">
322322
Scale part of the local transformation.
323-
[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, the scale values will either be all positive or all negative.
323+
[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Redot, the scale values will either be all positive or all negative.
324324
[b]Note:[/b] Not all nodes are visually scaled by the [member scale] property. For example, [Light3D]s are not visually affected by [member scale].
325325
</member>
326326
<member name="top_level" type="bool" setter="set_as_top_level" getter="is_set_as_top_level" default="false">

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