diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index 50e8036775..21408e3f73 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -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! diff --git a/LICENSE.txt b/LICENSE.txt index 0e3ba08d6b..fc5e93cf53 100644 --- a/LICENSE.txt +++ b/LICENSE.txt @@ -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. diff --git a/SConstruct b/SConstruct index 63cff4fe16..f9b1416e2f 100644 --- a/SConstruct +++ b/SConstruct @@ -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) diff --git a/methods.py b/methods.py index 9e881773c9..44afd2a0a2 100644 --- a/methods.py +++ b/methods.py @@ -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. */ /* */ diff --git a/misc/dist/html/editor.html b/misc/dist/html/editor.html index 3a22055546..0449131beb 100644 --- a/misc/dist/html/editor.html +++ b/misc/dist/html/editor.html @@ -4,20 +4,20 @@ - + - + - - + + - - + + @@ -312,7 +312,7 @@ a:active { (Try this for example)

- +

diff --git a/misc/dist/html/manifest.json b/misc/dist/html/manifest.json index 75af81cda1..b799ea0003 100644 --- a/misc/dist/html/manifest.json +++ b/misc/dist/html/manifest.json @@ -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", diff --git a/misc/dist/linux/godot.6 b/misc/dist/linux/godot.6 index beb92c96b5..dfeef4450f 100644 --- a/misc/dist/linux/godot.6 +++ b/misc/dist/linux/godot.6 @@ -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 on behalf of the -Godot Engine development team. +Man page written by Bioblaze Payne on behalf of the +Redot Engine development team. diff --git a/misc/dist/linux/org.godotengine.Godot.appdata.xml b/misc/dist/linux/org.godotengine.Godot.appdata.xml index af647bc866..6dd2835a3f 100644 --- a/misc/dist/linux/org.godotengine.Godot.appdata.xml +++ b/misc/dist/linux/org.godotengine.Godot.appdata.xml @@ -1,36 +1,36 @@ - org.godotengine.Godot + org.redotengine.Redot CC0-1.0 MIT - Godot Engine + Redot Engine Multi-platform 2D and 3D game engine with a feature-rich editor - ​org.godotengine.Godot.desktop + ​org.redotengine.Redot.desktop

- 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.

- 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.

- 3D project loaded in the Godot Engine editor + 3D project loaded in the Redot Engine editor https://download.tuxfamily.org/godotengine/media/screenshots/editor_3d_fracteed-720p.jpg - https://godotengine.org - https://github.com/godotengine/godot/issues + https://redotengine.org + https://github.com/redotengine/redot/issues https://docs.godotengine.org/en/latest/about/faq.html https://docs.godotengine.org - https://godotengine.org/donate + https://www.savethechildren.org https://hosted.weblate.org/projects/godot-engine/godot - The Godot Engine Community - akien_at_godotengine_dot_org + The Redot Engine Community + bioblazepayne_at_gmail_dot_com
diff --git a/misc/dist/linux/org.godotengine.Godot.desktop b/misc/dist/linux/org.godotengine.Godot.desktop index 6483f51d92..9f94f76af3 100644 --- a/misc/dist/linux/org.godotengine.Godot.desktop +++ b/misc/dist/linux/org.godotengine.Godot.desktop @@ -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 diff --git a/misc/dist/linux/org.godotengine.Godot.xml b/misc/dist/linux/org.godotengine.Godot.xml index d4452018c4..cd3f179ac4 100644 --- a/misc/dist/linux/org.godotengine.Godot.xml +++ b/misc/dist/linux/org.godotengine.Godot.xml @@ -1,21 +1,22 @@ - Godot Engine project + Redot Engine project - + + - Godot Engine resource + Redot Engine resource - Godot Engine scene + Redot Engine scene @@ -23,7 +24,7 @@ - Godot Engine shader + Redot Engine shader diff --git a/misc/dist/macos/editor_info_plist.template b/misc/dist/macos/editor_info_plist.template index 4b5399c345..1417618c37 100644 --- a/misc/dist/macos/editor_info_plist.template +++ b/misc/dist/macos/editor_info_plist.template @@ -5,13 +5,13 @@ CFBundleDevelopmentRegion English CFBundleExecutable - Godot + Redot CFBundleName - Godot + Redot CFBundleIconFile - Godot.icns + Redot.icns CFBundleIdentifier - org.godotengine.godot + org.redotengine.redot CFBundleInfoDictionaryVersion 6.0 CFBundlePackageType @@ -19,7 +19,7 @@ CFBundleShortVersionString $short_version CFBundleSignature - godot + redot CFBundleVersion $version NSMicrophoneUsageDescription @@ -29,7 +29,7 @@ NSRequiresAquaSystemAppearance NSHumanReadableCopyright - © 2007-present Juan Linietsky, Ariel Manzur & Godot Engine contributors + © 2007-present Juan Linietsky, Ariel Manzur & Godot Engine contributors & Redot Engine contributors CFBundleSupportedPlatforms MacOSX @@ -73,6 +73,18 @@ public.godot + + CFBundleTypeRole + Editor + LSItemContentTypes + + public.redot + + NSExportableTypes + + public.redot + + UTExportedTypeDeclarations @@ -82,7 +94,7 @@ UTTypeReferenceURL UTTypeDescription - Godot Engine scene + Redot Engine scene UTTypeIconFile Scene.icns UTTypeConformsTo @@ -130,7 +142,7 @@ UTTypeReferenceURL UTTypeDescription - Godot Engine resource + Redot Engine resource UTTypeIconFile Resource.icns UTTypeConformsTo @@ -154,7 +166,7 @@ UTTypeReferenceURL UTTypeDescription - Godot Engine shader + Redot Engine shader UTTypeIconFile Shader.icns UTTypeConformsTo @@ -194,6 +206,29 @@ application/x-godot-project + + UTTypeIdentifier + public.redot + UTTypeReferenceURL + + UTTypeDescription + Redot Engine project + UTTypeIconFile + Project.icns + UTTypeConformsTo + + public.data + + UTTypeTagSpecification + + public.filename-extension + + redot + + public.mime-type + application/x-godot-project + + diff --git a/misc/dist/macos_tools.app/Contents/Info.plist b/misc/dist/macos_tools.app/Contents/Info.plist index 9078701c91..b7e16518d8 100644 --- a/misc/dist/macos_tools.app/Contents/Info.plist +++ b/misc/dist/macos_tools.app/Contents/Info.plist @@ -5,13 +5,13 @@ CFBundleDevelopmentRegion English CFBundleExecutable - Godot + Redot CFBundleName - Godot + Redot CFBundleIconFile - Godot.icns + Redot.icns CFBundleIdentifier - org.godotengine.godot + org.redotengine.redot CFBundleInfoDictionaryVersion 6.0 CFBundlePackageType @@ -31,7 +31,7 @@ NSCameraUseContinuityCameraDeviceType NSHumanReadableCopyright - © 2007-present Juan Linietsky, Ariel Manzur & Godot Engine contributors + © 2007-present Juan Linietsky, Ariel Manzur & Godot Engine contributors & Redot Engine contributors CFBundleSupportedPlatforms MacOSX @@ -80,6 +80,18 @@ public.godot + + CFBundleTypeRole + Editor + LSItemContentTypes + + public.redot + + NSExportableTypes + + public.redot + + UTExportedTypeDeclarations @@ -89,7 +101,7 @@ UTTypeReferenceURL UTTypeDescription - Godot Engine scene + Redot Engine scene UTTypeIconFile Scene.icns UTTypeConformsTo @@ -137,7 +149,7 @@ UTTypeReferenceURL UTTypeDescription - Godot Engine resource + Redot Engine resource UTTypeIconFile Resource.icns UTTypeConformsTo @@ -161,7 +173,7 @@ UTTypeReferenceURL UTTypeDescription - Godot Engine shader + Redot Engine shader UTTypeIconFile Shader.icns UTTypeConformsTo @@ -201,6 +213,29 @@ application/x-godot-project + + UTTypeIdentifier + public.redot + UTTypeReferenceURL + + UTTypeDescription + Redot Engine project + UTTypeIconFile + Project.icns + UTTypeConformsTo + + public.data + + UTTypeTagSpecification + + public.filename-extension + + redot + + public.mime-type + application/x-godot-project + + diff --git a/misc/dist/shell/_godot.zsh-completion b/misc/dist/shell/_godot.zsh-completion index f65cf37870..212f054c7d 100644 --- a/misc/dist/shell/_godot.zsh-completion +++ b/misc/dist/shell/_godot.zsh-completion @@ -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]' \ diff --git a/misc/dist/shell/godot.bash-completion b/misc/dist/shell/godot.bash-completion index 63efa95c10..7132f2bac4 100644 --- a/misc/dist/shell/godot.bash-completion +++ b/misc/dist/shell/godot.bash-completion @@ -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), diff --git a/misc/dist/shell/godot.fish b/misc/dist/shell/godot.fish index 3f0675fcb2..cc72ebb49c 100644 --- a/misc/dist/shell/godot.fish +++ b/misc/dist/shell/godot.fish @@ -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 (://[:] 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 ( being a two-letter code)" -x -complete -c godot -l path -d "Path to a project ( 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 ([:] 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 (://[:] 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 ( being a two-letter code)" -x +complete -c redot -l path -d "Path to a project ( 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 ([:] 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 diff --git a/misc/dist/windows/godot.iss b/misc/dist/windows/godot.iss index 35f318cc12..05affbf326 100644 --- a/misc/dist/windows/godot.iss +++ b/misc/dist/windows/godot.iss @@ -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 diff --git a/misc/scripts/copyright_headers.py b/misc/scripts/copyright_headers.py index 2b1201b3c0..07d364e55a 100755 --- a/misc/scripts/copyright_headers.py +++ b/misc/scripts/copyright_headers.py @@ -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. */ /* */ diff --git a/misc/scripts/make_tarball.sh b/misc/scripts/make_tarball.sh index 9e02b80af1..6595b9cbe8 100755 --- a/misc/scripts/make_tarball.sh +++ b/misc/scripts/make_tarball.sh @@ -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 diff --git a/pyproject.toml b/pyproject.toml index a4bfd27816..603b4ee694 100644 --- a/pyproject.toml +++ b/pyproject.toml @@ -55,6 +55,7 @@ skip = """\ *.pot, *.rc, AUTHORS.md, + REDOT_AUTHORS.md, COPYRIGHT.txt, core/input/gamecontrollerdb.txt, core/string/locales.h, diff --git a/version.py b/version.py index 22704a08cb..8a3e3ff603 100644 --- a/version.py +++ b/version.py @@ -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"