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Misc branding for new project name #14
Misc branding for new project name #14
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production build description string modified for new project name
editor/editor_about.cpp
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Leave license for the maintainers, there's still a lot of confusion over what we can and can't do.
We can switch licenses but we have to reference the Godot license, this isn't a job for a PR.
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The original is left in place. Only a string is added preceeding the original. Do you want me to remove that?
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Oh, never mind. Thanks. I see what you're pointing out now. I'll adjust later tonight.
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I just removed the new project name in the license notification in the About window per request.
This reverts commit 8301ffd.
Some outstanding issues still remaining, In editor/editor_node.cpp:
In core/SCsub:
In editor/engine_update_label.cpp
For my own fork, I have it referencing https://dev.tekisasu.com/update/engine.json. Godot themselves use this: https://godotengine.org/versions.json Mac dist changed needed: And finally, for graphical assets concerning the fork process, the following assets need to be modified with whatever art is decided on (kudos to all the logo and art suggestions btw!): editor/icons/Godot.svg |
I dig the new logo so much! Any chance someone can ping the artist to see if they'd also be interested in contributing graphics assets for the aforementioned files? I was going to try to message him directly, but I couldn't find them. |
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this all looks good to me, the tests are running, but we do need this moved to the redot-merge branch instead of main
This changes various parts of the codebase to reflect the new project name. It is not complete, but always historically the first part of my own personal patchset after each rebase and fork of upstream.
There are still many portions I left untouched as I figure those in charge of the Redot sources are still setting them up due to the project being new. Things like in editor_node.cpp, URLs to forums, proposals, documentation, community and the donation page. I did change the reporting URL to reflect the new Redot Engine github repo however.
This patch also modified undocked script and shader editor windows to properly reflect the new project name.
In my own fork of Godot, I remove many of these menu options entirely for less clutter. Let me know if that is desirable and I can add.