Starting Code Rebranding/Merge to finalize Release #1

This commit is contained in:
Randolph W. Aarseth II
2024-10-06 14:33:07 -07:00
parent f144327621
commit 73ab4c9a9e
20 changed files with 234 additions and 166 deletions

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@@ -16,7 +16,7 @@ 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/redotengine/rdot/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
@@ -187,26 +187,16 @@ 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.
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
- [Redot Contributors Chat](https://discord.gg/redot): 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
about Godot Engine development.
- [Bug tracker](https://github.com/redotengine/redot/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.
Thanks for your interest in contributing!

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@@ -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.

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@@ -211,7 +211,7 @@ opts.Add(BoolVariable("debug_symbols", "Build with debugging symbols", False))
opts.Add(BoolVariable("separate_debug_symbols", "Extract debugging symbols to a separate file", False))
opts.Add(BoolVariable("debug_paths_relative", "Make file paths in debug symbols relative (if supported)", False))
opts.Add(EnumVariable("lto", "Link-time optimization (production builds)", "none", ("none", "auto", "thin", "full")))
opts.Add(BoolVariable("production", "Set defaults to build Godot for use in production", False))
opts.Add(BoolVariable("production", "Set defaults to build Redot for use in production", False))
opts.Add(BoolVariable("threads", "Enable threading support", True))
# Components
@@ -254,7 +254,7 @@ opts.Add(BoolVariable("werror", "Treat compiler warnings as errors", False))
opts.Add("extra_suffix", "Custom extra suffix added to the base filename of all generated binary files", "")
opts.Add("object_prefix", "Custom prefix added to the base filename of all generated object files", "")
opts.Add(BoolVariable("vsproj", "Generate a Visual Studio solution", False))
opts.Add("vsproj_name", "Name of the Visual Studio solution", "godot")
opts.Add("vsproj_name", "Name of the Visual Studio solution", "redot")
opts.Add("import_env_vars", "A comma-separated list of environment variables to copy from the outer environment.", "")
opts.Add(BoolVariable("disable_3d", "Disable 3D nodes for a smaller executable", False))
opts.Add(BoolVariable("disable_advanced_gui", "Disable advanced GUI nodes and behaviors", False))
@@ -353,24 +353,24 @@ if env["platform"] == "":
if env["platform"] == "osx":
# Deprecated alias kept for compatibility.
print_warning('Platform "osx" has been renamed to "macos" in Godot 4. Building for platform "macos".')
print_warning('Platform "osx" has been renamed to "macos" in Redot 4. Building for platform "macos".')
env["platform"] = "macos"
if env["platform"] == "iphone":
# Deprecated alias kept for compatibility.
print_warning('Platform "iphone" has been renamed to "ios" in Godot 4. Building for platform "ios".')
print_warning('Platform "iphone" has been renamed to "ios" in Redot 4. Building for platform "ios".')
env["platform"] = "ios"
if env["platform"] in ["linux", "bsd", "x11"]:
if env["platform"] == "x11":
# Deprecated alias kept for compatibility.
print_warning('Platform "x11" has been renamed to "linuxbsd" in Godot 4. Building for platform "linuxbsd".')
print_warning('Platform "x11" has been renamed to "linuxbsd" in Redot 4. Building for platform "linuxbsd".')
# Alias for convenience.
env["platform"] = "linuxbsd"
if env["platform"] == "javascript":
# Deprecated alias kept for compatibility.
print_warning('Platform "javascript" has been renamed to "web" in Godot 4. Building for platform "web".')
print_warning('Platform "javascript" has been renamed to "web" in Redot 4. Building for platform "web".')
env["platform"] = "web"
if env["platform"] not in platform_list:
@@ -653,7 +653,7 @@ elif methods.using_gcc(env):
if cc_version_major < 9:
print_error(
"Detected GCC version older than 9, which does not fully support "
"C++17, or has bugs when compiling Godot. Supported versions are 9 "
"C++17, or has bugs when compiling Redot. Supported versions are 9 "
"and later. Use a newer GCC version, or Clang 6 or later by passing "
'"use_llvm=yes" to the SCons command line.'
)
@@ -706,18 +706,18 @@ elif env.msvc:
if cc_version_major == 16 and cc_version_minor < 11:
print_error(
"Detected Visual Studio 2019 version older than 16.11, which has bugs "
"when compiling Godot. Use a newer VS2019 version, or VS2022."
"when compiling Redot. Use a newer VS2019 version, or VS2022."
)
Exit(255)
if cc_version_major == 15 and cc_version_minor < 9:
print_error(
"Detected Visual Studio 2017 version older than 15.9, which has bugs "
"when compiling Godot. Use a newer VS2017 version, or VS2019/VS2022."
"when compiling Redot. Use a newer VS2017 version, or VS2019/VS2022."
)
Exit(255)
if cc_version_major < 15:
print_error(
"Detected Visual Studio 2015 or earlier, which is unsupported in Godot. "
"Detected Visual Studio 2015 or earlier, which is unsupported in Redot. "
"Supported versions are Visual Studio 2017 and later."
)
Exit(255)

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@@ -1089,7 +1089,7 @@ def dump(env):
#
# To generate AND build from the command line:
# scons vsproj=yes vsproj_gen_only=no
def generate_vs_project(env, original_args, project_name="godot"):
def generate_vs_project(env, original_args, project_name="redot"):
# Augmented glob_recursive that also fills the dirs argument with traversed directories that have content.
def glob_recursive_2(pattern, dirs, node="."):
from SCons import Node
@@ -1585,6 +1585,8 @@ def generate_copyright_header(filename: str) -> str:
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* 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. */
/* */

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@@ -4,20 +4,20 @@
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, minimum-scale=1, maximum-scale=1, user-scalable=no">
<meta name="author" content="Godot Engine">
<meta name="description" content="Use the Godot Engine editor directly in your web browser, without having to install anything.">
<meta name="description" content="Use the Redot Engine editor directly in your web browser, without having to install anything.">
<meta name="mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="application-name" content="Godot">
<meta name="apple-mobile-web-app-title" content="Godot">
<meta name="apple-mobile-web-app-title" content="Redot">
<meta name="theme-color" content="#202531">
<meta name="msapplication-navbutton-color" content="#202531">
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
<meta name="msapplication-starturl" content="/latest">
<meta property="og:site_name" content="Godot Engine Web Editor">
<meta property="og:url" name="twitter:url" content="https://editor.godotengine.org/releases/latest/">
<meta property="og:site_name" content="Redot Engine">
<meta property="og:url" name="twitter:url" content="https://x.com/RedotEngine">
<meta property="og:title" name="twitter:title" content="Free and open source 2D and 3D game engine">
<meta property="og:description" name="twitter:description" content="Use the Godot Engine editor directly in your web browser, without having to install anything.">
<meta property="og:image" name="twitter:image" content="https://godotengine.org/themes/godotengine/assets/og_image.png">
<meta property="og:description" name="twitter:description" content="Use the Redot Engine editor directly in your web browser, without having to install anything.">
<meta property="og:image" name="twitter:image" content="https://pbs.twimg.com/profile_images/1841292470337908740/EPVKT7tJ_400x400.jpg">
<meta property="og:type" content="website">
<meta name="twitter:card" content="summary">
<link id="-gd-engine-icon" rel="icon" type="image/png" href="favicon.png">
@@ -312,7 +312,7 @@ a:active {
<a href="demo.zip">(Try this for example)</a>
<br >
<br >
<button id="startButton" class="btn" style="margin-bottom: 4rem; font-weight: 700">Start Godot editor</button>
<button id="startButton" class="btn" style="margin-bottom: 4rem; font-weight: 700">Start Redot editor</button>
<br >
<button class="btn" onclick="clearPersistence()" style="margin-bottom: 1.5rem">Clear persistent data</button>
<br >

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@@ -1,6 +1,6 @@
{
"name": "Godot Engine Web Editor",
"short_name": "Godot",
"name": "Redot Engine Web Editor",
"short_name": "Redot",
"description": "Multi-platform 2D and 3D game engine with a feature-rich editor (Web edition)",
"lang": "en",
"start_url": "./godot.editor.html",

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@@ -1,11 +1,11 @@
.TH GODOT "6" "January 2020" "godot 4.0" "Games"
.TH GODOT "6" "January 2020" "redot 4.0" "Games"
.SH NAME
godot \- multi\-platform 2D and 3D game engine with a feature\-rich editor
redot \- multi\-platform 2D and 3D game engine with a feature\-rich editor
.SH SYNOPSIS
.B godot
[\fI\,options\/\fR] [path to scene or 'project.godot' file]
.B redot
[\fI\,options\/\fR] [path to scene or 'project.godot' or 'project.redot' file]
.SH DESCRIPTION
Godot Engine is an advanced, feature\-packed, multi\-platform 2D and 3D game
Redot Engine is an advanced, feature\-packed, multi\-platform 2D and 3D game
engine.
.br
It provides a huge set of common tools, so you can just focus on making
@@ -192,12 +192,12 @@ Additional documentation files.
Detailed licensing information.
.RE
.SH "SEE ALSO"
See the project website at \fIhttps://godotengine.org\fR and the source
code repository at \fIhttps://github.com/godotengine/godot\fR for more details.
See the project website at \fIhttps://redotengine.org\fR and the source
code repository at \fIhttps://github.com/redotengine/redot\fR for more details.
.SH BUGS
Godot Engine is a free and open source project and welcomes any kind of
Redot Engine is a free and open source project and welcomes any kind of
contributions. In particular, you can report issues or make suggestions on
Godot's issue tracker at \fIhttps://github.com/godotengine/godot/issues\fR.
Redot's issue tracker at \fIhttps://github.com/redotengine/redot/issues\fR.
.SH AUTHOR
Man page written by Rémi Verschelde <remi@godotengine.org> on behalf of the
Godot Engine development team.
Man page written by Bioblaze Payne <bioblazepayne@gmail.com> on behalf of the
Redot Engine development team.

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@@ -1,36 +1,36 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- Copyright 2017-2022 Rémi Verschelde <remi@godotengine.org> -->
<component type="desktop">
<id>org.godotengine.Godot</id>
<id>org.redotengine.Redot</id>
<metadata_license>CC0-1.0</metadata_license>
<project_license>MIT</project_license>
<name>Godot Engine</name>
<name>Redot Engine</name>
<summary>Multi-platform 2D and 3D game engine with a feature-rich editor</summary>
<launchable type="desktop-id">org.godotengine.Godot.desktop</launchable>
<launchable type="desktop-id">org.redotengine.Redot.desktop</launchable>
<description>
<p>
Godot is an advanced, feature-packed, multi-platform 2D and 3D game
Redot is forked from Godot which is an advanced, feature-packed, multi-platform 2D and 3D game
engine. It provides a huge set of common tools, so you can just focus on
making your game without reinventing the wheel.
</p>
<p>
Godot is completely free and open source under the very permissive MIT
Redot is completely free and open source under the very permissive MIT
license. No strings attached, no royalties, nothing. Your game is yours,
down to the last line of engine code.
</p>
</description>
<screenshots>
<screenshot type="default" width="1330" height="720">
<caption>3D project loaded in the Godot Engine editor</caption>
<caption>3D project loaded in the Redot Engine editor</caption>
<image>https://download.tuxfamily.org/godotengine/media/screenshots/editor_3d_fracteed-720p.jpg</image>
</screenshot>
</screenshots>
<url type="homepage">https://godotengine.org</url>
<url type="bugtracker">https://github.com/godotengine/godot/issues</url>
<url type="homepage">https://redotengine.org</url>
<url type="bugtracker">https://github.com/redotengine/redot/issues</url>
<url type="faq">https://docs.godotengine.org/en/latest/about/faq.html</url>
<url type="help">https://docs.godotengine.org</url>
<url type="donation">https://godotengine.org/donate</url>
<url type="donation">https://www.savethechildren.org</url>
<url type="translate">https://hosted.weblate.org/projects/godot-engine/godot</url>
<developer_name>The Godot Engine Community</developer_name>
<update_contact>akien_at_godotengine_dot_org</update_contact>
<developer_name>The Redot Engine Community</developer_name>
<update_contact>bioblazepayne_at_gmail_dot_com</update_contact>
</component>

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@@ -1,9 +1,9 @@
[Desktop Entry]
Name=Godot Engine
GenericName=Libre game engine
Name=Redot Engine
GenericName=forked game engine
GenericName[el]=Ελεύθερη μηχανή παιχνιδιού
GenericName[fr]=Moteur de jeu libre
GenericName[nl]=Libre game-engine
GenericName[fr]=Moteur de jeu forked
GenericName[nl]=Forked game-engine
GenericName[ru]=Свободный игровой движок
GenericName[uk]=Вільний ігровий рушій
GenericName[zh_CN]=自由的游戏引擎
@@ -14,8 +14,8 @@ Comment[nl]=Multi-platform 2D- en 3D-game-engine met een veelzijdige editor
Comment[ru]=Кроссплатформенный движок с многофункциональным редактором для 2D- и 3D-игр
Comment[uk]=Багатофункціональний кросплатформний рушій для створення 2D та 3D ігор
Comment[zh_CN]=多平台 2D 和 3D 游戏引擎,带有功能丰富的编辑器
Exec=godot %f
Icon=godot
Exec=redot %f
Icon=redot
Terminal=false
PrefersNonDefaultGPU=true
Type=Application

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@@ -1,21 +1,22 @@
<?xml version="1.0"?>
<mime-info xmlns="http://www.freedesktop.org/standards/shared-mime-info">
<mime-type type="application/x-godot-project">
<comment>Godot Engine project</comment>
<comment>Redot Engine project</comment>
<sub-class-of type="text/plain"/>
<icon name="x-godot-project"/>
<glob pattern="project.godot"/>
<glob pattern="*.godot"/>
<glob pattern="*.redot"/>
</mime-type>
<mime-type type="application/x-godot-resource">
<comment>Godot Engine resource</comment>
<comment>Redot Engine resource</comment>
<icon name="x-godot-resource"/>
<glob pattern="*.res"/>
<glob pattern="*.tres"/>
</mime-type>
<mime-type type="application/x-godot-scene">
<comment>Godot Engine scene</comment>
<comment>Redot Engine scene</comment>
<icon name="x-godot-scene"/>
<glob pattern="*.scn"/>
<glob pattern="*.tscn"/>
@@ -23,7 +24,7 @@
</mime-type>
<mime-type type="application/x-godot-shader">
<comment>Godot Engine shader</comment>
<comment>Redot Engine shader</comment>
<sub-class-of type="text/plain"/>
<icon name="x-godot-shader"/>
<glob pattern="*.gdshader"/>

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@@ -5,13 +5,13 @@
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>Godot</string>
<string>Redot</string>
<key>CFBundleName</key>
<string>Godot</string>
<string>Redot</string>
<key>CFBundleIconFile</key>
<string>Godot.icns</string>
<string>Redot.icns</string>
<key>CFBundleIdentifier</key>
<string>org.godotengine.godot</string>
<string>org.redotengine.redot</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundlePackageType</key>
@@ -19,7 +19,7 @@
<key>CFBundleShortVersionString</key>
<string>$short_version</string>
<key>CFBundleSignature</key>
<string>godot</string>
<string>redot</string>
<key>CFBundleVersion</key>
<string>$version</string>
<key>NSMicrophoneUsageDescription</key>
@@ -29,7 +29,7 @@
<key>NSRequiresAquaSystemAppearance</key>
<false/>
<key>NSHumanReadableCopyright</key>
<string>© 2007-present Juan Linietsky, Ariel Manzur &amp; Godot Engine contributors</string>
<string>© 2007-present Juan Linietsky, Ariel Manzur &amp; Godot Engine contributors &amp; Redot Engine contributors</string>
<key>CFBundleSupportedPlatforms</key>
<array>
<string>MacOSX</string>
@@ -73,6 +73,18 @@
<string>public.godot</string>
</array>
</dict>
<dict>
<key>CFBundleTypeRole</key>
<string>Editor</string>
<key>LSItemContentTypes</key>
<array>
<string>public.redot</string>
</array>
<key>NSExportableTypes</key>
<array>
<string>public.redot</string>
</array>
</dict>
</array>
<key>UTExportedTypeDeclarations</key>
<array>
@@ -82,7 +94,7 @@
<key>UTTypeReferenceURL</key>
<string></string>
<key>UTTypeDescription</key>
<string>Godot Engine scene</string>
<string>Redot Engine scene</string>
<key>UTTypeIconFile</key>
<string>Scene.icns</string>
<key>UTTypeConformsTo</key>
@@ -130,7 +142,7 @@
<key>UTTypeReferenceURL</key>
<string></string>
<key>UTTypeDescription</key>
<string>Godot Engine resource</string>
<string>Redot Engine resource</string>
<key>UTTypeIconFile</key>
<string>Resource.icns</string>
<key>UTTypeConformsTo</key>
@@ -154,7 +166,7 @@
<key>UTTypeReferenceURL</key>
<string></string>
<key>UTTypeDescription</key>
<string>Godot Engine shader</string>
<string>Redot Engine shader</string>
<key>UTTypeIconFile</key>
<string>Shader.icns</string>
<key>UTTypeConformsTo</key>
@@ -194,6 +206,29 @@
<string>application/x-godot-project</string>
</dict>
</dict>
<dict>
<key>UTTypeIdentifier</key>
<string>public.redot</string>
<key>UTTypeReferenceURL</key>
<string></string>
<key>UTTypeDescription</key>
<string>Redot Engine project</string>
<key>UTTypeIconFile</key>
<string>Project.icns</string>
<key>UTTypeConformsTo</key>
<array>
<string>public.data</string>
</array>
<key>UTTypeTagSpecification</key>
<dict>
<key>public.filename-extension</key>
<array>
<string>redot</string>
</array>
<key>public.mime-type</key>
<string>application/x-godot-project</string>
</dict>
</dict>
</array>
</dict>
</plist>

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@@ -5,13 +5,13 @@
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>Godot</string>
<string>Redot</string>
<key>CFBundleName</key>
<string>Godot</string>
<string>Redot</string>
<key>CFBundleIconFile</key>
<string>Godot.icns</string>
<string>Redot.icns</string>
<key>CFBundleIdentifier</key>
<string>org.godotengine.godot</string>
<string>org.redotengine.redot</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundlePackageType</key>
@@ -31,7 +31,7 @@
<key>NSCameraUseContinuityCameraDeviceType</key>
<true/>
<key>NSHumanReadableCopyright</key>
<string>© 2007-present Juan Linietsky, Ariel Manzur &amp; Godot Engine contributors</string>
<string>© 2007-present Juan Linietsky, Ariel Manzur &amp; Godot Engine contributors &amp; Redot Engine contributors</string>
<key>CFBundleSupportedPlatforms</key>
<array>
<string>MacOSX</string>
@@ -80,6 +80,18 @@
<string>public.godot</string>
</array>
</dict>
<dict>
<key>CFBundleTypeRole</key>
<string>Editor</string>
<key>LSItemContentTypes</key>
<array>
<string>public.redot</string>
</array>
<key>NSExportableTypes</key>
<array>
<string>public.redot</string>
</array>
</dict>
</array>
<key>UTExportedTypeDeclarations</key>
<array>
@@ -89,7 +101,7 @@
<key>UTTypeReferenceURL</key>
<string></string>
<key>UTTypeDescription</key>
<string>Godot Engine scene</string>
<string>Redot Engine scene</string>
<key>UTTypeIconFile</key>
<string>Scene.icns</string>
<key>UTTypeConformsTo</key>
@@ -137,7 +149,7 @@
<key>UTTypeReferenceURL</key>
<string></string>
<key>UTTypeDescription</key>
<string>Godot Engine resource</string>
<string>Redot Engine resource</string>
<key>UTTypeIconFile</key>
<string>Resource.icns</string>
<key>UTTypeConformsTo</key>
@@ -161,7 +173,7 @@
<key>UTTypeReferenceURL</key>
<string></string>
<key>UTTypeDescription</key>
<string>Godot Engine shader</string>
<string>Redot Engine shader</string>
<key>UTTypeIconFile</key>
<string>Shader.icns</string>
<key>UTTypeConformsTo</key>
@@ -201,6 +213,29 @@
<string>application/x-godot-project</string>
</dict>
</dict>
<dict>
<key>UTTypeIdentifier</key>
<string>public.redot</string>
<key>UTTypeReferenceURL</key>
<string></string>
<key>UTTypeDescription</key>
<string>Redot Engine project</string>
<key>UTTypeIconFile</key>
<string>Project.icns</string>
<key>UTTypeConformsTo</key>
<array>
<string>public.data</string>
</array>
<key>UTTypeTagSpecification</key>
<dict>
<key>public.filename-extension</key>
<array>
<string>redot</string>
</array>
<key>public.mime-type</key>
<string>application/x-godot-project</string>
</dict>
</dict>
</array>
</dict>
</plist>

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@@ -26,7 +26,7 @@
# SOFTWARE.
_arguments \
"1::path to scene or 'project.godot' file:_files" \
"1::path to scene or 'project.godot' or 'project.redot' file:_files" \
'(-h --help)'{-h,--help}'[display the full help message]' \
'--version[display the version string]' \
'(-v --verbose)'{-v,--verbose}'[use verbose stdout mode]' \

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@@ -109,7 +109,7 @@ _complete_godot_bash() {
else
local IFS=$'\n\t'
# shellcheck disable=SC2207
COMPREPLY=($(compgen -f -X "!*.@(scn|tscn|escn|godot)" -- "$cur"))
COMPREPLY=($(compgen -f -X "!*.@(scn|tscn|escn|godot|redot)" -- "$cur"))
fi
# If the array is accessed out of bounds (which will happen for the first argument),

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@@ -2,6 +2,7 @@
# To use it, install this file in `~/.config/fish/completions` then restart your shell.
# You can also `source` this file directly in your shell startup file.
#
# 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.
#
@@ -38,80 +39,80 @@ function godot_rendering_driver_args
end
# Erase existing completions for Godot.
complete -c godot -e
complete -c redot -e
# General options:
complete -c godot -s h -l help -d "Display the full help message"
complete -c godot -l version -d "Display the version string"
complete -c godot -s v -l verbose -d "Use verbose stdout mode"
complete -c godot -s q -l quiet -d "Quiet mode, silences stdout messages (errors are still displayed)"
complete -c redot -s h -l help -d "Display the full help message"
complete -c redot -l version -d "Display the version string"
complete -c redot -s v -l verbose -d "Use verbose stdout mode"
complete -c redot -s q -l quiet -d "Quiet mode, silences stdout messages (errors are still displayed)"
# Run options:
complete -c godot -s e -l editor -d "Start the editor instead of running the scene"
complete -c godot -s p -l project-manager -d "Start the project manager, even if a project is auto-detected"
complete -c godot -l debug-server -d "Start the editor debug server (<protocol>://<host/IP>[:<port>] address)" -x
complete -c godot -l quit -d "Quit after the first iteration"
complete -c godot -s l -l language -d "Use a specific locale (<locale> being a two-letter code)" -x
complete -c godot -l path -d "Path to a project (<directory> must contain a 'project.godot' file)" -r
complete -c godot -s u -l upwards -d "Scan folders upwards for project.godot file"
complete -c godot -l main-pack -d "Path to a pack (.pck) file to load" -r
complete -c godot -l render-thread -d "Set the render thread mode" -x -a "unsafe safe separate"
complete -c godot -l remote-fs -d "Use a remote filesystem (<host/IP>[:<port>] address)" -x
complete -c godot -l remote-fs-password -d "Password for remote filesystem" -x
complete -c godot -l audio-driver -d "Set the audio driver" -x
complete -c godot -l audio-output-latency -d "Override audio output latency in milliseconds (default is 15 ms)" -x
complete -c godot -l display-driver -d "Set the display driver" -x
complete -c godot -l rendering-method -d "Set the renderer" -x -a "(godot_rendering_method_args)"
complete -c godot -l rendering-driver -d "Set the rendering driver" -x -a "(godot_rendering_driver_args)"
complete -c godot -l gpu-index -d "Use a specific GPU (run with --verbose to get available device list)" -x
complete -c godot -l text-driver -d "Set the text driver" -x
complete -c godot -l tablet-driver -d "Set the pen tablet input driver" -x
complete -c godot -l headless -d "Enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script"
complete -c godot -l log-file -d "Write output/error log to the specified path instead of the default location defined by the project" -x
complete -c godot -l write-movie -d "Write a video to the specified path (usually with .avi or .png extension). --fixed-fps is forced when enabled" -x
complete -c redot -s e -l editor -d "Start the editor instead of running the scene"
complete -c redot -s p -l project-manager -d "Start the project manager, even if a project is auto-detected"
complete -c redot -l debug-server -d "Start the editor debug server (<protocol>://<host/IP>[:<port>] address)" -x
complete -c redot -l quit -d "Quit after the first iteration"
complete -c redot -s l -l language -d "Use a specific locale (<locale> being a two-letter code)" -x
complete -c redot -l path -d "Path to a project (<directory> must contain a 'project.godot' file)" -r
complete -c redot -s u -l upwards -d "Scan folders upwards for project.godot file"
complete -c redot -l main-pack -d "Path to a pack (.pck) file to load" -r
complete -c redot -l render-thread -d "Set the render thread mode" -x -a "unsafe safe separate"
complete -c redot -l remote-fs -d "Use a remote filesystem (<host/IP>[:<port>] address)" -x
complete -c redot -l remote-fs-password -d "Password for remote filesystem" -x
complete -c redot -l audio-driver -d "Set the audio driver" -x
complete -c redot -l audio-output-latency -d "Override audio output latency in milliseconds (default is 15 ms)" -x
complete -c redot -l display-driver -d "Set the display driver" -x
complete -c redot -l rendering-method -d "Set the renderer" -x -a "(godot_rendering_method_args)"
complete -c redot -l rendering-driver -d "Set the rendering driver" -x -a "(godot_rendering_driver_args)"
complete -c redot -l gpu-index -d "Use a specific GPU (run with --verbose to get available device list)" -x
complete -c redot -l text-driver -d "Set the text driver" -x
complete -c redot -l tablet-driver -d "Set the pen tablet input driver" -x
complete -c redot -l headless -d "Enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script"
complete -c redot -l log-file -d "Write output/error log to the specified path instead of the default location defined by the project" -x
complete -c redot -l write-movie -d "Write a video to the specified path (usually with .avi or .png extension). --fixed-fps is forced when enabled" -x
# Display options:
complete -c godot -s f -l fullscreen -d "Request fullscreen mode"
complete -c godot -s m -l maximized -d "Request a maximized window"
complete -c godot -s w -l windowed -d "Request windowed mode"
complete -c godot -s t -l always-on-top -d "Request an always-on-top window"
complete -c godot -l resolution -d "Request window resolution" -x
complete -c godot -l position -d "Request window position" -x
complete -c godot -l single-window -d "Use a single window (no separate subwindows)"
complete -c godot -l xr-mode -d "Select Extended Reality (XR) mode" -a "default off on"
complete -c redot -s f -l fullscreen -d "Request fullscreen mode"
complete -c redot -s m -l maximized -d "Request a maximized window"
complete -c redot -s w -l windowed -d "Request windowed mode"
complete -c redot -s t -l always-on-top -d "Request an always-on-top window"
complete -c redot -l resolution -d "Request window resolution" -x
complete -c redot -l position -d "Request window position" -x
complete -c redot -l single-window -d "Use a single window (no separate subwindows)"
complete -c redot -l xr-mode -d "Select Extended Reality (XR) mode" -a "default off on"
# Debug options:
complete -c godot -s d -l debug -d "Debug (local stdout debugger)"
complete -c godot -s b -l breakpoints -d "Specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)" -x
complete -c godot -l profiling -d "Enable profiling in the script debugger"
complete -c godot -l gpu-profile -d "Show a GPU profile of the tasks that took the most time during frame rendering"
complete -c godot -l gpu-validation -d "Enable graphics API validation layers for debugging"
complete -c godot -l gpu-abort -d "Abort on graphics API usage errors (usually validation layer errors)"
complete -c godot -l remote-debug -d "Enable remote debugging"
complete -c godot -l debug-collisions -d "Show collision shapes when running the scene"
complete -c godot -l debug-navigation -d "Show navigation polygons when running the scene"
complete -c godot -l debug-stringnames -d "Print all StringName allocations to stdout when the engine quits"
complete -c godot -l max-fps -d "Set a maximum number of frames per second rendered (can be used to limit power usage), a value of 0 results in unlimited framerate" -x
complete -c godot -l frame-delay -d "Simulate high CPU load (delay each frame by the given number of milliseconds)" -x
complete -c godot -l time-scale -d "Force time scale (higher values are faster, 1.0 is normal speed)" -x
complete -c godot -l disable-render-loop -d "Disable render loop so rendering only occurs when called explicitly from script"
complete -c godot -l disable-crash-handler -d "Disable crash handler when supported by the platform code"
complete -c godot -l fixed-fps -d "Force a fixed number of frames per second (this setting disables real-time synchronization)" -x
complete -c godot -l print-fps -d "Print the frames per second to the stdout"
complete -c redot -s d -l debug -d "Debug (local stdout debugger)"
complete -c redot -s b -l breakpoints -d "Specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)" -x
complete -c redot -l profiling -d "Enable profiling in the script debugger"
complete -c redot -l gpu-profile -d "Show a GPU profile of the tasks that took the most time during frame rendering"
complete -c redot -l gpu-validation -d "Enable graphics API validation layers for debugging"
complete -c redot -l gpu-abort -d "Abort on graphics API usage errors (usually validation layer errors)"
complete -c redot -l remote-debug -d "Enable remote debugging"
complete -c redot -l debug-collisions -d "Show collision shapes when running the scene"
complete -c redot -l debug-navigation -d "Show navigation polygons when running the scene"
complete -c redot -l debug-stringnames -d "Print all StringName allocations to stdout when the engine quits"
complete -c redot -l max-fps -d "Set a maximum number of frames per second rendered (can be used to limit power usage), a value of 0 results in unlimited framerate" -x
complete -c redot -l frame-delay -d "Simulate high CPU load (delay each frame by the given number of milliseconds)" -x
complete -c redot -l time-scale -d "Force time scale (higher values are faster, 1.0 is normal speed)" -x
complete -c redot -l disable-render-loop -d "Disable render loop so rendering only occurs when called explicitly from script"
complete -c redot -l disable-crash-handler -d "Disable crash handler when supported by the platform code"
complete -c redot -l fixed-fps -d "Force a fixed number of frames per second (this setting disables real-time synchronization)" -x
complete -c redot -l print-fps -d "Print the frames per second to the stdout"
# Standalone tools:
complete -c godot -s s -l script -d "Run a script" -r
complete -c godot -l check-only -d "Only parse for errors and quit (use with --script)"
complete -c godot -l export-release -d "Export the project in release mode using the given preset and output path" -x
complete -c godot -l export-debug -d "Export the project in debug mode using the given preset and output path" -x
complete -c godot -l export-pack -d "Export the project data only as a PCK or ZIP file using the given preset and output path" -x
complete -c godot -l convert-3to4 -d "Converts project from Godot 3.x to Godot 4.x"
complete -c godot -l validate-conversion-3to4 -d "Shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x"
complete -c godot -l doctool -d "Dump the engine API reference to the given path in XML format, merging if existing files are found" -r
complete -c godot -l no-docbase -d "Disallow dumping the base types (used with --doctool)"
complete -c godot -l build-solutions -d "Build the scripting solutions (e.g. for C# projects)"
complete -c godot -l dump-gdextension-interface -d "Generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension"
complete -c godot -l dump-extension-api -d "Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder"
complete -c godot -l benchmark -d "Benchmark the run time and print it to console"
complete -c godot -l benchmark-file -d "Benchmark the run time and save it to a given file in JSON format" -x
complete -c godot -l test -d "Run all unit tests; run with '--test --help' for more information" -x
complete -c redot -s s -l script -d "Run a script" -r
complete -c redot -l check-only -d "Only parse for errors and quit (use with --script)"
complete -c redot -l export-release -d "Export the project in release mode using the given preset and output path" -x
complete -c redot -l export-debug -d "Export the project in debug mode using the given preset and output path" -x
complete -c redot -l export-pack -d "Export the project data only as a PCK or ZIP file using the given preset and output path" -x
complete -c redot -l convert-3to4 -d "Converts project from Godot 3.x to Godot 4.x"
complete -c redot -l validate-conversion-3to4 -d "Shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x"
complete -c redot -l doctool -d "Dump the engine API reference to the given path in XML format, merging if existing files are found" -r
complete -c redot -l no-docbase -d "Disallow dumping the base types (used with --doctool)"
complete -c redot -l build-solutions -d "Build the scripting solutions (e.g. for C# projects)"
complete -c redot -l dump-gdextension-interface -d "Generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension"
complete -c redot -l dump-extension-api -d "Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder"
complete -c redot -l benchmark -d "Benchmark the run time and print it to console"
complete -c redot -l benchmark-file -d "Benchmark the run time and save it to a given file in JSON format" -x
complete -c redot -l test -d "Run all unit tests; run with '--test --help' for more information" -x

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@@ -15,16 +15,16 @@ AppPublisher={#MyAppPublisher}
AppPublisherURL={#MyAppURL}
AppSupportURL={#MyAppURL}
AppUpdatesURL={#MyAppURL}
AppComments=Godot Engine editor
AppComments=Redot Engine editor
ChangesEnvironment=yes
DefaultDirName={localappdata}\Godot
DefaultGroupName=Godot Engine
DefaultDirName={localappdata}\Redot
DefaultGroupName=Redot Engine
AllowNoIcons=yes
UninstallDisplayIcon={app}\{#MyAppExeName}
#ifdef App32Bit
OutputBaseFilename=godot-setup-x86
OutputBaseFilename=redot-setup-x86
#else
OutputBaseFilename=godot-setup-x86_64
OutputBaseFilename=redot-setup-x86_64
ArchitecturesAllowed=x64
ArchitecturesInstallIn64BitMode=x64
#endif
@@ -37,7 +37,7 @@ Name: "english"; MessagesFile: "compiler:Default.isl"
[Tasks]
Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}"; GroupDescription: "{cm:AdditionalIcons}"; Flags: unchecked
Name: "modifypath"; Description: "Add Godot to PATH environment variable"
Name: "modifypath"; Description: "Add Redot to PATH environment variable"
[Files]
Source: "{#MyAppExeName}"; DestDir: "{app}"; Flags: ignoreversion

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@@ -12,6 +12,8 @@ header = """\
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* 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. */
/* */

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@@ -35,17 +35,17 @@ else
fi
if [ ! -z "$script_friendly_name" ]; then
NAME=godot
NAME=redot
else
if [ ! -z "$godot_version" ]; then
NAME=godot-$godot_version
NAME=redot-$godot_version
else
NAME=godot-$HEAD
NAME=redot-$HEAD
fi
fi
CURDIR=$(pwd)
TMPDIR=$(mktemp -d -t godot-XXXXXX)
TMPDIR=$(mktemp -d -t redot-XXXXXX)
echo "Generating tarball for revision $HEAD with folder name '$NAME'."
echo

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@@ -55,6 +55,7 @@ skip = """\
*.pot,
*.rc,
AUTHORS.md,
REDOT_AUTHORS.md,
COPYRIGHT.txt,
core/input/gamecontrollerdb.txt,
core/string/locales.h,

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@@ -1,9 +1,9 @@
short_name = "godot"
name = "Godot Engine"
short_name = "redot"
name = "Redot Engine"
major = 4
minor = 4
patch = 0
status = "dev"
module_config = ""
website = "https://godotengine.org"
website = "https://redotengine.org"
docs = "latest"