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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));
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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));
if (self->is_reloading && self->extension_classes.has(class_name)) {
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extension = &self->extension_classes[class_name];
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if (!parent_extension && parent_class_name != extension->gdextension.parent_class_name) {
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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));
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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));
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}
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if (extension->gdextension.is_runtime != is_runtime) {
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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));
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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));
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));
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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));
Copy file name to clipboardExpand all lines: doc/classes/EditorPaths.xml
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<description>
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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.
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[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.
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[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.
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[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.
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</description>
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<tutorials>
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<linktitle="File paths in Godot projects">$DOCS_URL/tutorials/io/data_paths.html</link>
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<linktitle="File paths in Redot projects">$DOCS_URL/tutorials/io/data_paths.html</link>
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].
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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].
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.
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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.
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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].
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[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].
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[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.
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[b]Note:[/b] The Steam release of Godot uses self-contained mode by default.
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[b]Note:[/b] The Steam release of Redot uses self-contained mode by default.
Copy file name to clipboardExpand all lines: doc/classes/EditorScript.xml
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Base script that can be used to add extension functions to the editor.
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</brief_description>
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<description>
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Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File > 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.
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Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File > 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.
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[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.
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[b]Example script:[/b]
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[codeblocks]
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extends EditorScript
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func _run():
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print("Hello from the Godot Editor!")
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print("Hello from the Redot Editor!")
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[/gdscript]
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[csharp]
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using Godot;
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using Redot;
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[Tool]
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public partial class HelloEditor : EditorScript
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{
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public override void _Run()
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{
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GD.Print("Hello from the Godot Editor!");
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GD.Print("Hello from the Redot Editor!");
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}
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}
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[/csharp]
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[/codeblocks]
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[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.
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[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.
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[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.
Copy file name to clipboardExpand all lines: doc/classes/Node3D.xml
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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.
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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.
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[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].
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[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.
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[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.
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</description>
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<tutorials>
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<linktitle="Introduction to 3D">$DOCS_URL/tutorials/3d/introduction_to_3d.html</link>
[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.
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[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.
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[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].
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