Deref Godot: misc/

This commit is contained in:
Dubhghlas McLaughlin
2024-10-10 07:50:36 -05:00
parent 3f3eb1a539
commit df4fe3490f
14 changed files with 32 additions and 32 deletions

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@@ -7,7 +7,7 @@
<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="application-name" content="Redot">
<meta name="apple-mobile-web-app-title" content="Redot">
<meta name="theme-color" content="#202531">
<meta name="msapplication-navbutton-color" content="#202531">
@@ -23,7 +23,7 @@
<link id="-gd-engine-icon" rel="icon" type="image/png" href="favicon.png">
<link rel="apple-touch-icon" type="image/png" href="favicon.png">
<link rel="manifest" href="manifest.json">
<title>Godot Engine Web Editor (___GODOT_VERSION___)</title>
<title>Redot Engine Web Editor (___GODOT_VERSION___)</title>
<style>
*:focus {
/* More visible outline for better keyboard navigation. */

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@@ -1,4 +1,4 @@
// This service worker is required to expose an exported Godot project as a
// This service worker is required to expose an exported Redot project as a
// Progressive Web App. It provides an offline fallback page telling the user
// that they need an Internet connection to run the project if desired.
// Incrementing CACHE_VERSION will kick off the install event and force

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@@ -151,7 +151,7 @@
isa = PBXProject;
attributes = {
LastUpgradeCheck = 0500;
ORGANIZATIONNAME = GodotEngine;
ORGANIZATIONNAME = RedotEngine;
TargetAttributes = {
D0BCFE3318AEBDA2004A7AAE = {
DevelopmentTeam = $team_id;

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@@ -166,7 +166,7 @@ Build the scripting solutions (e.g. for C# projects). Implies \-\-editor and req
Generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension.
.TP
\fB\-\-dump\-extension\-api\fR
Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder.
Generate JSON dump of the Redot API for GDExtension bindings named 'extension_api.json' in the current folder.
.TP
\fB\-\-test\fR <test>
Run a unit test ('string', 'math', 'physics', 'physics_2d', 'render', 'oa_hash_map', 'gui', 'shaderlang', 'gd_tokenizer', 'gd_parser', 'gd_compiler', 'gd_bytecode', 'ordered_hash_map', 'astar').
@@ -177,7 +177,7 @@ User\-specific configuration folder, contains persistent editor settings, script
.RE
XDG_DATA_HOME/godot/ or ~/.local/share/godot/
.RS
Contains the default configuration and user data folders for Godot\-made games (\fIuser://\fR path), as well as export templates.
Contains the default configuration and user data folders for Redot\-made games (\fIuser://\fR path), as well as export templates.
.RE
XDG_DATA_CACHE/godot/ or ~/.cache/godot/
.RS

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@@ -1,6 +1,6 @@
#compdef godot
# zsh completion for the Godot editor
# zsh completion for the Redot editor
# To use it, install this file as `_godot` in a directory specified in your
# `fpath` environment variable then restart your shell.
#
@@ -86,11 +86,11 @@ _arguments \
'--export-pack[export the project data only as a PCK or ZIP file using the given preset and output path]:export preset name then path' \
'--convert-3to4[converts project from Godot 3.x to Godot 4.x]' \
'--validate-conversion-3to4[shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x]' \
'--doctool[dump the engine API reference to the given path in XML format, merging if existing files are found]:path to base Godot build directory (optional):_dirs' \
'--doctool[dump the engine API reference to the given path in XML format, merging if existing files are found]:path to base Redot build directory (optional):_dirs' \
'--no-docbase[disallow dumping the base types (used with --doctool)]' \
'--build-solutions[build the scripting solutions (e.g. for C# projects)]' \
'--dump-gdextension-interface[generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension.]' \
'--dump-extension-api[generate JSON dump of the Godot API for GDExtension bindings named "extension_api.json" in the current folder]' \
'--dump-extension-api[generate JSON dump of the Redot API for GDExtension bindings named "extension_api.json" in the current folder]' \
'--benchmark[benchmark the run time and print it to console]' \
'--benchmark-file[benchmark the run time and save it to a given file in JSON format]:path to output JSON file' \
'--test[run all unit tests; run with "--test --help" for more information]'

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@@ -1,4 +1,4 @@
# Fish completion for the Godot editor
# Fish completion for the Redot editor
# 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.
#
@@ -38,7 +38,7 @@ function godot_rendering_driver_args
echo -e "dummy\tDummy renderer"
end
# Erase existing completions for Godot.
# Erase existing completions for Redot.
complete -c redot -e
# General options:

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@@ -2,7 +2,7 @@
`godot.iss` is an [Inno Setup](https://jrsoftware.org/isinfo.php) installer file
that can be used to build a Windows installer. The generated installer is able
to run without Administrator privileges and can optionally add Godot to the
to run without Administrator privileges and can optionally add Redot to the
user's `PATH` environment variable.
To use Inno Setup on Linux, use [innoextract](https://constexpr.org/innoextract/)
@@ -11,7 +11,7 @@ to extract the Inno Setup installer then run `ISCC.exe` using
## Building
- Place a Godot editor executable in this folder and rename it to `godot.exe`.
- Place a Redot editor executable in this folder and rename it to `redot.exe`.
- Run the Inno Setup Compiler (part of the Inno Setup suite) on the `godot.iss` file.
If everything succeeds, an installer will be generated in this folder.

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@@ -1,8 +1,8 @@
#define MyAppName "Godot Engine"
#define MyAppName "Redot Engine"
#define MyAppVersion "4.4"
#define MyAppPublisher "Godot Engine contributors"
#define MyAppURL "https://godotengine.org/"
#define MyAppExeName "godot.exe"
#define MyAppPublisher "Redot Engine contributors"
#define MyAppURL "https://redotengine.org/"
#define MyAppExeName "redot.exe"
[Setup]
AppId={{60D07AAA-400E-40F5-B073-A796C34D9D78}

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@@ -31,7 +31,7 @@ if (
print("FATAL ERROR: Redot has been crashed.")
sys.exit(52)
# Finding memory leaks in Godot is quite difficult, because we need to take into
# Finding memory leaks in Redot is quite difficult, because we need to take into
# account leaks also in external libraries. They are usually provided without
# debugging symbols, so the leak report from it usually has only 2/3 lines,
# so searching for 5 element - "#4 0x" - should correctly detect the vast
@@ -42,7 +42,7 @@ if file_contents.find("ERROR: LeakSanitizer:") != -1:
print("ERROR: Memory leak was found")
sys.exit(53)
# It may happen that Godot detects leaking nodes/resources and removes them, so
# It may happen that Redot detects leaking nodes/resources and removes them, so
# this possibility should also be handled as a potential error, even if
# LeakSanitizer doesn't report anything
@@ -58,7 +58,7 @@ if file_contents.find("Assertion failed") != -1:
print("ERROR: Assertion failed in project, check execution log for more info")
sys.exit(55)
# For now Godot leaks a lot of rendering stuff so for now we just show info
# For now Redot leaks a lot of rendering stuff so for now we just show info
# about it and this needs to be re-enabled after fixing this memory leaks.
if file_contents.find("were leaked") != -1 or file_contents.find("were never freed") != -1:

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@@ -78,8 +78,8 @@ for f in sys.argv[1:]:
while line.strip() == "" and line != "": # Skip empty lines at the top
line = fileread.readline()
if line.find("/**********") == -1: # Godot header starts this way
# Maybe starting with a non-Godot comment, abort header magic
if line.find("/**********") == -1: # Redot header starts this way
# Maybe starting with a non-Redot comment, abort header magic
header_done = True
while not header_done: # Handle header now

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@@ -25,14 +25,14 @@ for file in sys.argv[1:]:
if sline == "": # Skip empty lines at the top.
continue
if sline.startswith("/**********"): # Godot header starts this way.
if sline.startswith("/**********"): # Redot header starts this way.
header_start = idx
else:
HEADER_CHECK_OFFSET = 0 # There is no Godot header.
HEADER_CHECK_OFFSET = 0 # There is no Redot header.
break
else:
if not sline.startswith("*") and not sline.startswith("/*"): # Not in the Godot header anymore.
HEADER_CHECK_OFFSET = idx + 1 # The include should be two lines below the Godot header.
if not sline.startswith("*") and not sline.startswith("/*"): # Not in the Redot header anymore.
HEADER_CHECK_OFFSET = idx + 1 # The include should be two lines below the Redot header.
break
if HEADER_CHECK_OFFSET < 0:

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@@ -17,7 +17,7 @@ if sys.platform == "win32":
mode = c_int(mode.value | 4)
windll.kernel32.SetConsoleMode(c_int(stdout_handle), mode)
# Base Godot dependencies path
# Base Redot dependencies path
# If cross-compiling (no LOCALAPPDATA), we install in `bin`
deps_folder = os.getenv("LOCALAPPDATA")
if deps_folder:
@@ -124,4 +124,4 @@ print(f"DirectX 12 Agility SDK {agility_sdk_version} installed successfully.\n")
# Complete message
print(f'\x1b[92mAll Direct3D 12 SDK components were installed to "{deps_folder}" successfully!\x1b[0m')
print('\x1b[92mYou can now build Godot with Direct3D 12 support enabled by running "scons d3d12=yes".\x1b[0m')
print('\x1b[92mYou can now build Redot with Direct3D 12 support enabled by running "scons d3d12=yes".\x1b[0m')

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@@ -13,4 +13,4 @@ unzip /tmp/vulkan-sdk.zip -d /tmp
rm -rf /tmp/InstallVulkan.app
rm -f /tmp/vulkan-sdk.zip
echo 'Vulkan SDK installed successfully! You can now build Godot by running "scons".'
echo 'Vulkan SDK installed successfully! You can now build Redot by running "scons".'

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@@ -27,7 +27,7 @@ import re
import gdb # type: ignore
# Printer for Godot StringName variables.
# Printer for Redot StringName variables.
class GodotStringNamePrinter:
def __init__(self, value):
self.value = value
@@ -40,7 +40,7 @@ class GodotStringNamePrinter:
return "string"
# Printer for Godot String variables.
# Printer for Redot String variables.
class GodotStringPrinter:
def __init__(self, value):
self.value = value
@@ -53,7 +53,7 @@ class GodotStringPrinter:
return "string"
# Printer for Godot Vector variables.
# Printer for Redot Vector variables.
class GodotVectorPrinter:
def __init__(self, value):
self.value = value