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Rebrand Godot to Redot
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Modified to support proper exporting of file names.

Updated linux_builds.yml and macos_builds.yml to support redot as export name.

Huge Rebranding Code godotengine#8
Will have errors, but need to see it all pushed to identify the errors to fix.

Update logo_outlined.svg

Rebranding Code

:zap: update theme

Update useragent to reflect new project name

This updates the useragent string utilized by http_client_tcp.cpp

Point debugger URL to redot Github resources

ProjectSettings.xml fix for class reference check in mono linux editor build

fix: uses the exposed Redot global instead of the no longer existing Godot

fix: add Redot to the list of globals

cover paths starting with either godot. or redot.

rename global variable declaration from Godot to Redot

rename remaining bin/godot to bin/redot

Update URLs for Help submenu in Editor

rebrand X11 window decorator hints for linuxbsd builds

fix linux CI build

Fix windows mono editor CI build

fix CI build mono glue code for windows

fix type in glue code step

remove . from build step

Updated more mono docstring branding.

Changed the default color of the preview enviroment and the default clear color to the same, also added a button to the preview so you can choose horizon color

Updated window branding on Linux.

Add Indigo theme

I used this theme on my previous personal fork of upstream.  I'd like to add it as a non-default option to Redot in case anyone else wants to use it.

Add theme name to interface/theme/preset options

Update export_template_manager.cpp

Points it to a redotengine URL.  Probably want to change depending on how our infrastructure is laid out following release.

I mainly wanted to raise awareness that this needs to be altered, preferably before a release (even if it points to a repo where there are no export templates available, just as long as it's not upstream servers).

Update export_template_manager.cpp

Branding change on About->Third-party Licenses widget

User viewable msgs changed for rebrand on HTML export dists

Deref Godot: thirdparty/

Deref Godot: servers/

Deref Godot: scene/

Deref Godot: core/

base color correct from original merge

"You dabbed on Bio so hard, you turned him into a cartoonist" - McDubh

Lo siento, mi amigos!

Deref Godot: drivers/

Deref Godot: main/

Deref Godot: misc/

Deref Godot: editor/

Deref Godot: editor 2 - I missed a few

Rebrand scheduled task for runnable deploy ssh option

web export proj name altered if no proj name set

string change in display_server_windows.cpp

Export template manager string update

Updated CONTRIBUTING, README and REDOT_AUTHORS.md, updated screenshot

Fixed newlines for static check

Update REDOT_AUTHORS.md

Use red for accent color in Light theme.

The accent color for the standard Light theme has been set to the same
red color that is used for Redot's Default theme to maintain branding.

Updated the logo for project manager

Fix Project Manager listing incorrect info
Fix author info referring to Godot authors, now refers to REDOT_AUTHORS.md
Fix donor info referring to Godot donors, now empty
Correct COPYRIGHT.txt to properly refer to reflect Redot rebrand
Add Godot author info
Add Godot version compatibility info
Add Godot donor info

Rebranding Code No. 12

Deref Godot: tests/

fixed copyright-headers
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Bioblaze authored and Spartan322 committed Oct 11, 2024
1 parent b52811b commit d9cb5c4
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27 changes: 19 additions & 8 deletions .github/workflows/linux_builds.yml
Original file line number Diff line number Diff line change
Expand Up @@ -23,11 +23,22 @@ jobs:
fail-fast: false
matrix:
include:
- name: Editor (target=editor tests=yes)
cache-name: linux-editor
target: editor
bin: ./bin/redot.linuxbsd.editor.x86_64
build-mono: false
tests: true
doc-test: true
proj-conv: true
api-compat: true
artifact: true

- name: Editor w/ Mono (target=editor)
cache-name: linux-editor-mono
target: editor
sconsflags: module_mono_enabled=yes
bin: ./bin/godot.linuxbsd.editor.x86_64.mono
bin: ./bin/redot.linuxbsd.editor.x86_64.mono
build-mono: true
tests: false # Disabled due freeze caused by mix Mono build and CI
doc-test: true
Expand All @@ -40,7 +51,7 @@ jobs:
target: editor
# Debug symbols disabled as they're huge on this build and we hit the 14 GB limit for runners.
sconsflags: dev_build=yes scu_build=yes debug_symbols=no precision=double use_asan=yes use_ubsan=yes linker=gold
bin: ./bin/godot.linuxbsd.editor.dev.double.x86_64.san
bin: ./bin/redot.linuxbsd.editor.dev.double.x86_64.san
build-mono: false
tests: true
proj-test: true
Expand All @@ -53,7 +64,7 @@ jobs:
cache-name: linux-editor-llvm-sanitizers
target: editor
sconsflags: dev_build=yes use_asan=yes use_ubsan=yes use_llvm=yes linker=lld
bin: ./bin/godot.linuxbsd.editor.dev.x86_64.llvm.san
bin: ./bin/redot.linuxbsd.editor.dev.x86_64.llvm.san
build-mono: false
tests: true
# Skip 2GiB artifact speeding up action.
Expand All @@ -66,7 +77,7 @@ jobs:
target: editor
tests: true
sconsflags: dev_build=yes use_tsan=yes use_llvm=yes linker=lld
bin: ./bin/godot.linuxbsd.editor.dev.x86_64.llvm.san
bin: ./bin/redot.linuxbsd.editor.dev.x86_64.llvm.san
build-mono: false
# Skip 2GiB artifact speeding up action.
artifact: false
Expand All @@ -75,7 +86,7 @@ jobs:
cache-name: linux-template-mono
target: template_release
sconsflags: module_mono_enabled=yes
bin: ./bin/godot.linuxbsd.template_release.x86_64.mono
bin: ./bin/redot.linuxbsd.template_release.x86_64.mono
build-mono: false
tests: true
artifact: true
Expand All @@ -84,7 +95,7 @@ jobs:
cache-name: linux-template-minimal
target: template_release
sconsflags: modules_enabled_by_default=no disable_3d=yes disable_advanced_gui=yes deprecated=no minizip=no
bin: ./bin/godot.linuxbsd.template_release.x86_64
bin: ./bin/redot.linuxbsd.template_release.x86_64
tests: true
artifact: true

Expand Down Expand Up @@ -162,8 +173,8 @@ jobs:
- name: Prepare artifact
if: matrix.artifact
run: |
strip bin/godot.*
chmod +x bin/godot.*
strip bin/redot.*
chmod +x bin/redot.*
- name: Upload artifact
uses: ./.github/actions/upload-artifact
Expand Down
12 changes: 6 additions & 6 deletions .github/workflows/macos_builds.yml
Original file line number Diff line number Diff line change
Expand Up @@ -24,14 +24,14 @@ jobs:
cache-name: macos-editor
target: editor
tests: true
bin: ./bin/godot.macos.editor.universal
bin: ./bin/redot.macos.editor.universal

- name: Template (target=template_release, tests=yes)
cache-name: macos-template
target: template_release
tests: true
sconsflags: debug_symbols=no
bin: ./bin/godot.macos.template_release.universal
bin: ./bin/redot.macos.template_release.universal

steps:
- name: Checkout
Expand Down Expand Up @@ -76,10 +76,10 @@ jobs:

- name: Prepare artifact
run: |
lipo -create ./bin/godot.macos.${{ matrix.target }}.x86_64 ./bin/godot.macos.${{ matrix.target }}.arm64 -output ./bin/godot.macos.${{ matrix.target }}.universal
rm ./bin/godot.macos.${{ matrix.target }}.x86_64 ./bin/godot.macos.${{ matrix.target }}.arm64
strip bin/godot.*
chmod +x bin/godot.*
lipo -create ./bin/redot.macos.${{ matrix.target }}.x86_64 ./bin/redot.macos.${{ matrix.target }}.arm64 -output ./bin/redot.macos.${{ matrix.target }}.universal
rm ./bin/redot.macos.${{ matrix.target }}.x86_64 ./bin/redot.macos.${{ matrix.target }}.arm64
strip bin/redot.*
chmod +x bin/redot.*
- name: Upload artifact
uses: ./.github/actions/upload-artifact
Expand Down
26 changes: 23 additions & 3 deletions .github/workflows/windows_builds.yml
Original file line number Diff line number Diff line change
Expand Up @@ -29,22 +29,34 @@ jobs:
tests: true
# Skip debug symbols, they're way too big with MSVC.
sconsflags: debug_symbols=no vsproj=yes vsproj_gen_only=no windows_subsystem=console
bin: ./bin/godot.windows.editor.x86_64.exe
bin: ./bin/redot.windows.editor.x86_64.exe
artifact: true

- name: Editor w/ Mono (target=editor)
cache-name: windows-editor-mono
target: editor
sconsflags: module_mono_enabled=yes
bin: ./bin/redot.windows.editor.x86_64.mono.exe
build-mono: true
tests: false # Disabled due freeze caused by mix Mono build and CI
doc-test: true
proj-conv: true
api-compat: true
artifact: true

- name: Editor w/ clang-cl (target=editor, tests=yes, use_llvm=yes)
cache-name: windows-editor-clang
target: editor
tests: true
sconsflags: debug_symbols=no windows_subsystem=console use_llvm=yes
bin: ./bin/godot.windows.editor.x86_64.llvm.exe
bin: ./bin/redot.windows.editor.x86_64.llvm.exe

- name: Template (target=template_release, tests=yes)
cache-name: windows-template
target: template_release
tests: true
sconsflags: debug_symbols=no
bin: ./bin/godot.windows.template_release.x86_64.console.exe
bin: ./bin/redot.windows.template_release.x86_64.console.exe
artifact: true

steps:
Expand Down Expand Up @@ -87,6 +99,14 @@ jobs:
target: ${{ matrix.target }}
tests: ${{ matrix.tests }}

- name: Generate Glue Code
if: ${{ matrix.cache-name == 'windows-editor-mono' }}
run: ./bin/redot.windows.editor.x86_64.mono.exe --headless --generate-mono-glue modules/mono/glue

- name: Build GodotSharp
if: ${{ matrix.cache-name == 'windows-editor-mono' }}
run: python modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin

- name: Save Godot build cache
uses: ./.github/actions/godot-cache-save
with:
Expand Down
63 changes: 19 additions & 44 deletions CONTRIBUTING.md
Original file line number Diff line number Diff line change
@@ -1,9 +1,9 @@
# Contributors guidelines

This document summarizes the most important points for people interested in
contributing to Godot, especially via bug reports or pull requests.
contributing to Redot, especially via bug reports or pull requests.

The Godot documentation has a dedicated [Contributing section](https://docs.godotengine.org/en/latest/contributing/how_to_contribute.html)
The [Redot Discord](https://discord.gg/redot) documentation has a dedicated Contributing section
which details these points and more, and is a recommended read.

## Table of contents
Expand All @@ -16,29 +16,26 @@ which details these points and more, and is a recommended read.

## Reporting bugs

Report bugs [here](https://github.com/godotengine/godot/issues/new?assignees=&labels=&template=bug_report.yml).
Report bugs [here](https://github.com/Redot-Engine/redot-engine/issues/new?assignees=&labels=&template=bug_report.yml).
Please follow the instructions in the template when you do.

Notably, please include a Minimal Reproduction Project (MRP), which is a small
Godot project which reproduces the issue, with no unnecessary files included.
Redot project which reproduces the issue, with no unnecessary files included.
Be sure to not include the `.godot` folder in the archive to save space.

Make sure that the bug you are experiencing is reproducible in the latest Godot
releases. You can find an overview of all Godot releases [on the website](https://godotengine.org/download/archive/)
to confirm whether your current version is the latest one. It's worth testing
against both the latest stable release and the latest dev snapshot for the next
Godot release.
Make sure that the bug you are experiencing is reproducible in the latest Redot
releases. It's worth testing against both the latest stable release and the
latest dev snapshot for the next Redot release.

If you run into a bug which wasn't present in an earlier Godot version (what we
If you run into a bug which wasn't present in an earlier Redot version (what we
call a _regression_), please mention it and clarify which versions you tested
(both the one(s) working and the one(s) exhibiting the bug).

## Proposing features or improvements

**The main issue tracker is for bug reports and does not accept feature proposals.**

Instead, head to the [Godot Proposals repository](https://github.com/godotengine/godot-proposals)
and follow the instructions in the README file and issue template.
Instead, head to the [Redot Discord](https://discord.gg/redot).

## Contributing pull requests

Expand All @@ -55,18 +52,7 @@ Similar rules can be applied when contributing bug fixes - it's always best to
discuss the implementation in the bug report first if you are not 100% about
what would be the best fix.

You can refer to the [Pull request review process](https://docs.godotengine.org/en/latest/contributing/workflow/pr_review_guidelines.html)
for insights into the intended lifecycle of pull requests. This should help you
ensure that your pull request fulfills the requirements.

In addition to the following tips, also take a look at the
[Engine development guide](https://docs.godotengine.org/en/latest/contributing/development/index.html)
for an introduction to developing on Godot.

The [Contributing docs](https://docs.godotengine.org/en/latest/contributing/how_to_contribute.html)
also have important information on the [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html)
(with a helpful guide for Git usage), and our [Code style guidelines](https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html)
which all contributions need to follow.
Visit the [Redot Discord](https://discord.gg/redot) for information and guides related to contribution and pull requests.

### Be mindful of your commits

Expand All @@ -84,9 +70,6 @@ stable state, i.e. if your first commit has a bug that you fixed in the second
commit, try to merge them together before making your pull request. This
includes fixing build issues or typos, adding documentation, etc.

See our [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html)
documentation for tips on using Git, amending commits and rebasing branches.

This [Git style guide](https://github.com/agis-/git-style-guide) also has some
good practices to have in mind.

Expand Down Expand Up @@ -125,12 +108,12 @@ description is also manually wrapped at 80 chars for readability):
```text
Prevent French fries carbonization by fixing heat regulation
When using the French fries frying module, Godot would not regulate the heat
When using the French fries frying module, Redot would not regulate the heat
and thus bring the oil bath to supercritical liquid conditions, thus causing
unwanted side effects in the physics engine.
By fixing the regulation system via an added binding to the internal feature,
this commit now ensures that Godot will not go past the ebullition temperature
this commit now ensures that Redot will not go past the ebullition temperature
of cooking oil under normal atmospheric conditions.
```

Expand Down Expand Up @@ -182,32 +165,24 @@ for information on writing tests in Godot's C++ codebase.
You can contribute to Godot translations on [Hosted Weblate](https://hosted.weblate.org/projects/godot-engine/),
an open source and web-based translation platform.

Please refer to our [editor and documentation localization guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/editor_and_docs_localization.html)
Please refer to Godot's [editor and documentation localization guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/editor_and_docs_localization.html)
for an overview of the translation resources and what they correspond to.

## Communicating with developers

The Godot Engine community has [many communication
channels](https://godotengine.org/community), some used more for user-level
discussions and support, others more for development discussions.
The Redot Engine community is largely centralized on the [Redot Discord](https://discord.gg/redot) at this time, feel free to drop by!

To communicate with developers (e.g. to discuss a feature you want to implement
or a bug you want to fix), the following channels can be used:

- [Godot Contributors Chat](https://chat.godotengine.org): You will
find most core developers there, so it's the go-to platform for direct chat
about Godot Engine development. Browse the [Directory](https://chat.godotengine.org/directory/channels)
for an overview of public channels focusing on various engine areas which you
might be interested in.
- [Bug tracker](https://github.com/godotengine/godot/issues): If there is an
- [Redot Discord](https://discord.gg/redot): General community chat and development can all be found here.
- [Bug tracker](https://github.com/Redot-Engine/redot-engine/issues): If there is an
existing issue about a topic you want to discuss, you can participate directly.
If not, you can open a new issue. Please mind the guidelines outlined above
for bug reporting.
- [Feature proposals](https://github.com/godotengine/godot-proposals/issues):
To propose a new feature, we have a dedicated issue tracker for that. Don't
hesitate to start by talking about your idea on the Godot Contributors Chat
to make sure that it makes sense in Godot's context.
- Feature Proposals should be made on the [Redot Discord](https://discord.gg/redot) for now.
- [Redot](https://x.com/redotengine) on Twitter

Thanks for your interest in contributing!

The Godot development team
Redot Development Community
30 changes: 18 additions & 12 deletions COPYRIGHT.txt
Original file line number Diff line number Diff line change
@@ -1,9 +1,9 @@
# Exhaustive licensing information for files in the Godot Engine repository
# Exhaustive licensing information for files in the Redot Engine repository
# =========================================================================
#
# This file aims at documenting the copyright and license for every source
# file in the Godot Engine repository, and especially outline the files
# whose license differs from the MIT/Expat license used by Godot Engine.
# file in the Redot Engine repository, and especially outline the files
# whose license differs from the MIT/Expat license used by Redot Engine.
#
# It is written as a machine-readable format following the debian/copyright
# specification. Globbing patterns (e.g. "Files: *") mean that they affect
Expand All @@ -27,38 +27,40 @@
# License: Zlib
# The exact copyright for each file in that library *may* differ, and some
# files or code snippets might be distributed under other compatible licenses
# (e.g. a public domain dedication), but as far as Godot Engine is concerned
# (e.g. a public domain dedication), but as far as Redot Engine is concerned
# the library is considered as a whole under the Zlib license.
#
# Note: When linking dynamically against thirdparty libraries instead of
# building them into the Godot binary, you may remove the corresponding
# building them into the Redot binary, you may remove the corresponding
# license details from this file.

-----------------------------------------------------------------------

Format: https://www.debian.org/doc/packaging-manuals/copyright-format/1.0/
Upstream-Name: Godot Engine
Upstream-Contact: Rémi Verschelde <contact@godotengine.org>
Source: https://github.com/godotengine/godot
Upstream-Name: Redot Engine
Upstream-Contact: Andevrs <redotengine@gmail.com>
Source: https://github.com/Redot-Engine/redot-engine

Files: *
Comment: Godot Engine
Copyright: 2014-present, Godot Engine contributors
Comment: Redot Engine
Copyright: 2024-present, Redot Engine contributors
2014-present, Godot Engine contributors
2007-2014, Juan Linietsky, Ariel Manzur
License: Expat

Files: ./icon.png
./icon.svg
./logo.png
./logo.svg
Comment: Godot Engine logo
Copyright: 2017, Andrea Calabró
Comment: Redot Engine logo
Copyright: 2024, dev_airsyad (on X/Twitter)
License: CC-BY-4.0

Files: ./core/math/convex_hull.cpp
./core/math/convex_hull.h
Comment: Bullet Continuous Collision Detection and Physics Library
Copyright: 2011, Ole Kniemeyer, MAXON, www.maxon.net
2024-present, Redot Engine contributors
2014-present, Godot Engine contributors
2007-2014, Juan Linietsky, Ariel Manzur
License: Expat and Zlib
Expand All @@ -84,6 +86,7 @@ Files: ./modules/godot_physics_3d/gjk_epa.cpp
./modules/godot_physics_3d/godot_shape_3d.h
Comment: Bullet Continuous Collision Detection and Physics Library
Copyright: 2003-2008, Erwin Coumans
2024-present, Redot Engine contributors
2014-present, Godot Engine contributors
2007-2014, Juan Linietsky, Ariel Manzur
License: Expat and Zlib
Expand All @@ -97,13 +100,15 @@ Files: ./modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.cpp
./modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.h
Comment: Bullet Continuous Collision Detection and Physics Library
Copyright: 2007, Starbreeze Studios
2024-present, Redot Engine contributors
2014-present, Godot Engine contributors
2007-2014, Juan Linietsky, Ariel Manzur
License: Expat and Zlib

Files: ./modules/lightmapper_rd/lm_compute.glsl
Comment: Joint Non-Local Means (JNLM) denoiser
Copyright: 2020, Manuel Prandini
2024-present, Redot Engine contributors
2014-present, Godot Engine contributors
2007-2014, Juan Linietsky, Ariel Manzur
License: Expat
Expand All @@ -127,6 +132,7 @@ License: Apache-2.0
Files: ./scene/animation/easing_equations.h
Comment: Robert Penner's Easing Functions
Copyright: 2001, Robert Penner
2024-present, Redot Engine contributors
2014-present, Godot Engine contributors
2007-2014, Juan Linietsky, Ariel Manzur
License: Expat
Expand Down
1 change: 1 addition & 0 deletions LICENSE.txt
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
Copyright (c) 2024-present Redot Engine contributors (see REDOT_AUTHORS.md).
Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md).
Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.

Expand Down
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