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Huge Rebranding Code godotengine#8
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Will have errors, but need to see it all pushed to identify the errors to fix.
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Bioblaze authored and Spartan322 committed Oct 11, 2024
1 parent 5fed87e commit 9e012c9
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Showing 190 changed files with 6,504 additions and 6,441 deletions.
10 changes: 5 additions & 5 deletions core/extension/gdextension.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -99,7 +99,7 @@ class GDExtensionMethodBind : public MethodBind {

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

virtual void ptrcall(Object *p_object, const void **p_args, void *r_ret) const override {
#ifdef TOOLS_ENABLED
ERR_FAIL_COND_MSG(!valid, vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Godot.", name));
ERR_FAIL_COND_MSG(!valid, vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Redot.", name));
ERR_FAIL_COND_MSG(p_object && p_object->is_extension_placeholder(), vformat("Cannot call GDExtension method bind '%s' on placeholder instance.", name));
#endif
ERR_FAIL_COND_MSG(vararg, "Vararg methods don't have ptrcall support. This is most likely an engine bug.");
Expand Down Expand Up @@ -379,10 +379,10 @@ void GDExtension::_register_extension_class_internal(GDExtensionClassLibraryPtr
if (self->is_reloading && self->extension_classes.has(class_name)) {
extension = &self->extension_classes[class_name];
if (!parent_extension && parent_class_name != extension->gdextension.parent_class_name) {
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));
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));
}
if (extension->gdextension.is_runtime != is_runtime) {
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));
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));
is_runtime = extension->gdextension.is_runtime;
}
extension->is_reloading = false;
Expand Down
4 changes: 2 additions & 2 deletions core/extension/gdextension_library_loader.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -315,7 +315,7 @@ Error GDExtensionLibraryLoader::parse_gdextension_file(const String &p_path) {
compatible = VERSION_PATCH >= compatibility_minimum[2];
}
if (!compatible) {
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));
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));
return ERR_INVALID_DATA;
}

Expand Down Expand Up @@ -347,7 +347,7 @@ Error GDExtensionLibraryLoader::parse_gdextension_file(const String &p_path) {
#endif

if (!compatible) {
ERR_PRINT(vformat("GDExtension only compatible with Godot version %s or earlier: %s", compat_string, p_path));
ERR_PRINT(vformat("GDExtension only compatible with Redot version %s or earlier: %s", compat_string, p_path));
return ERR_INVALID_DATA;
}
}
Expand Down
8 changes: 4 additions & 4 deletions core/io/image.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4034,23 +4034,23 @@ Error Image::load_tga_from_buffer(const Vector<uint8_t> &p_array) {
ERR_FAIL_NULL_V_MSG(
_tga_mem_loader_func,
ERR_UNAVAILABLE,
"The TGA module isn't enabled. Recompile the Godot editor or export template binary with the `module_tga_enabled=yes` SCons option.");
"The TGA module isn't enabled. Recompile the Redot editor or export template binary with the `module_tga_enabled=yes` SCons option.");
return _load_from_buffer(p_array, _tga_mem_loader_func);
}

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

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

int buffer_size = p_array.size();

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

Expand Down
2 changes: 1 addition & 1 deletion doc/classes/AnimationMixer.xml
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@
After instantiating the playback information data within the extended class, the blending is processed by the [AnimationMixer].
</description>
<tutorials>
<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>
<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>
</tutorials>
<methods>
<method name="_post_process_key_value" qualifiers="virtual const">
Expand Down
10 changes: 5 additions & 5 deletions doc/classes/EditorPaths.xml
Original file line number Diff line number Diff line change
Expand Up @@ -6,10 +6,10 @@
<description>
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.
[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.
[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.
[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.
</description>
<tutorials>
<link title="File paths in Godot projects">$DOCS_URL/tutorials/io/data_paths.html</link>
<link title="File paths in Redot projects">$DOCS_URL/tutorials/io/data_paths.html</link>
</tutorials>
<methods>
<method name="get_cache_dir" qualifiers="const">
Expand Down Expand Up @@ -57,17 +57,17 @@
<method name="get_self_contained_file" qualifiers="const">
<return type="String" />
<description>
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].
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].
</description>
</method>
<method name="is_self_contained" qualifiers="const">
<return type="bool" />
<description>
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.
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.
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].
[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].
[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.
[b]Note:[/b] The Steam release of Godot uses self-contained mode by default.
[b]Note:[/b] The Steam release of Redot uses self-contained mode by default.
</description>
</method>
</methods>
Expand Down
10 changes: 5 additions & 5 deletions doc/classes/EditorScript.xml
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
Base script that can be used to add extension functions to the editor.
</brief_description>
<description>
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.
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.
[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.
[b]Example script:[/b]
[codeblocks]
Expand All @@ -13,22 +13,22 @@
extends EditorScript

func _run():
print("Hello from the Godot Editor!")
print("Hello from the Redot Editor!")
[/gdscript]
[csharp]
using Godot;
using Redot;

[Tool]
public partial class HelloEditor : EditorScript
{
public override void _Run()
{
GD.Print("Hello from the Godot Editor!");
GD.Print("Hello from the Redot Editor!");
}
}
[/csharp]
[/codeblocks]
[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.
[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.
[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.
</description>
<tutorials>
Expand Down
4 changes: 2 additions & 2 deletions doc/classes/Node3D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@
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.
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.
[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].
[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.
[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.
</description>
<tutorials>
<link title="Introduction to 3D">$DOCS_URL/tutorials/3d/introduction_to_3d.html</link>
Expand Down Expand Up @@ -320,7 +320,7 @@
</member>
<member name="scale" type="Vector3" setter="set_scale" getter="get_scale" default="Vector3(1, 1, 1)">
Scale part of the local transformation.
[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.
[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.
[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].
</member>
<member name="top_level" type="bool" setter="set_as_top_level" getter="is_set_as_top_level" default="false">
Expand Down
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