From f90d13478a7691d82dce49a07dbcf52d702d070e Mon Sep 17 00:00:00 2001 From: Muhannad Elbolaky Date: Mon, 14 Oct 2024 16:05:54 +0300 Subject: [PATCH] fix: replace "Godot" to "Redot" Trying to change "Godot" to "Redot" in the doc while acknowledging the reference to previous Godot versions like Godot 3.X. --- doc/Doxyfile | 2 +- doc/classes/@GlobalScope.xml | 2 +- doc/classes/AABB.xml | 4 +- doc/classes/ArrayMesh.xml | 2 +- doc/classes/AudioEffectRecord.xml | 2 +- doc/classes/BaseMaterial3D.xml | 4 +- doc/classes/Basis.xml | 2 +- doc/classes/CameraFeed.xml | 4 +- doc/classes/CameraServer.xml | 2 +- doc/classes/CanvasTexture.xml | 2 +- doc/classes/CodeEdit.xml | 4 +- doc/classes/Control.xml | 26 ++-- doc/classes/Cubemap.xml | 6 +- doc/classes/CubemapArray.xml | 2 +- doc/classes/Decal.xml | 2 +- doc/classes/DisplayServer.xml | 6 +- doc/classes/EditorCommandPalette.xml | 2 +- doc/classes/EditorFeatureProfile.xml | 2 +- doc/classes/EditorInterface.xml | 6 +- doc/classes/EditorPlugin.xml | 2 +- doc/classes/EditorResourcePicker.xml | 2 +- doc/classes/EditorScriptPicker.xml | 2 +- doc/classes/EditorSettings.xml | 30 ++-- doc/classes/EditorSpinSlider.xml | 2 +- doc/classes/EditorUndoRedoManager.xml | 2 +- doc/classes/Engine.xml | 16 +-- doc/classes/Environment.xml | 4 +- doc/classes/FileSystemDock.xml | 2 +- doc/classes/Image.xml | 4 +- doc/classes/Input.xml | 6 +- doc/classes/InputEventMIDI.xml | 4 +- doc/classes/InputEventMouseMotion.xml | 2 +- doc/classes/JavaClassWrapper.xml | 4 +- doc/classes/Light3D.xml | 2 +- doc/classes/LightmapGI.xml | 4 +- doc/classes/Lightmapper.xml | 2 +- doc/classes/MainLoop.xml | 8 +- doc/classes/MenuButton.xml | 2 +- doc/classes/MeshDataTool.xml | 2 +- doc/classes/MovieWriter.xml | 6 +- doc/classes/MultiplayerPeer.xml | 2 +- doc/classes/Node.xml | 12 +- doc/classes/OS.xml | 34 ++--- doc/classes/PackedByteArray.xml | 4 +- doc/classes/PanoramaSkyMaterial.xml | 2 +- doc/classes/PhysicalBone2D.xml | 2 +- doc/classes/PhysicsServer2D.xml | 6 +- doc/classes/PhysicsServer2DManager.xml | 2 +- doc/classes/PhysicsServer3D.xml | 4 +- doc/classes/PhysicsServer3DManager.xml | 2 +- doc/classes/ProjectSettings.xml | 58 ++++---- doc/classes/Projection.xml | 4 +- doc/classes/Quaternion.xml | 2 +- doc/classes/Rect2.xml | 4 +- doc/classes/Rect2i.xml | 4 +- doc/classes/RenderingDevice.xml | 28 ++-- doc/classes/Resource.xml | 2 +- doc/classes/ResourceFormatLoader.xml | 4 +- doc/classes/ResourceFormatSaver.xml | 2 +- doc/classes/ResourceImporterScene.xml | 2 +- doc/classes/ResourceImporterShaderFile.xml | 2 +- doc/classes/ResourceImporterTexture.xml | 6 +- doc/classes/ResourceImporterWAV.xml | 2 +- doc/classes/SceneTree.xml | 10 +- doc/classes/ScriptCreateDialog.xml | 2 +- doc/classes/ScriptEditor.xml | 4 +- doc/classes/Shader.xml | 4 +- doc/classes/Shape3D.xml | 2 +- doc/classes/SkeletonModification2D.xml | 8 +- doc/classes/SurfaceTool.xml | 2 +- doc/classes/TextEdit.xml | 2 +- doc/classes/Texture2DArray.xml | 2 +- doc/classes/Texture3D.xml | 2 +- doc/classes/TextureLayered.xml | 2 +- doc/classes/TextureProgressBar.xml | 2 +- doc/classes/Transform3D.xml | 2 +- doc/classes/Variant.xml | 10 +- doc/classes/Vector3.xml | 2 +- doc/classes/VehicleWheel3D.xml | 2 +- doc/classes/XRBodyTracker.xml | 2 +- doc/classes/XRHandTracker.xml | 2 +- doc/classes/XRInterface.xml | 4 +- doc/classes/XRNode3D.xml | 4 +- doc/classes/XRPose.xml | 2 +- doc/classes/XRTracker.xml | 2 +- doc/classes/float.xml | 2 +- doc/translations/de.po | 10 +- doc/translations/ga.po | 84 +++++------ doc/translations/it.po | 160 ++++++++++----------- doc/translations/zh_CN.po | 84 +++++------ doc/translations/zh_TW.po | 84 +++++------ 91 files changed, 439 insertions(+), 439 deletions(-) diff --git a/doc/Doxyfile b/doc/Doxyfile index 26d86cb1272..6d965478fd7 100644 --- a/doc/Doxyfile +++ b/doc/Doxyfile @@ -32,7 +32,7 @@ DOXYFILE_ENCODING = UTF-8 # title of most generated pages and in a few other places. # The default value is: My Project. -PROJECT_NAME = Godot +PROJECT_NAME = Redot # The PROJECT_NUMBER tag can be used to enter a project or revision number. This # could be handy for archiving the generated documentation or if some version diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 55d00b6cf90..9240bad2878 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -900,7 +900,7 @@ Prints one or more arguments to strings in the best way possible to the OS terminal. Unlike [method print], no newline is automatically added at the end. - [b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output dock. The output sent to the OS terminal can be seen when running Godot from a terminal. On Windows, this requires using the [code]console.exe[/code] executable. + [b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output dock. The output sent to the OS terminal can be seen when running Redot from a terminal. On Windows, this requires using the [code]console.exe[/code] executable. [codeblocks] [gdscript] printraw("A") diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 188d9652a8c..4d39294f01b 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -56,7 +56,7 @@ GD.Print(absolute.Size); // Prints (20, 10, 5) [/csharp] [/codeblocks] - [b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Godot assume that the [member size]'s components are greater than [code]0[/code]. + [b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Redot assume that the [member size]'s components are greater than [code]0[/code]. @@ -352,7 +352,7 @@ The bounding box's width, height, and depth starting from [member position]. Setting this value also affects the [member end] point. - [b]Note:[/b] It's recommended setting the width, height, and depth to non-negative values. This is because most methods in Godot assume that the [member position] is the bottom-left-back corner, and the [member end] is the top-right-forward corner. To get an equivalent bounding box with non-negative size, use [method abs]. + [b]Note:[/b] It's recommended setting the width, height, and depth to non-negative values. This is because most methods in Redot assume that the [member position] is the bottom-left-back corner, and the [member end] is the top-right-forward corner. To get an equivalent bounding box with non-negative size, use [method abs]. diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index c80dabb8c04..3c0f5f54f36 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -46,7 +46,7 @@ [/codeblocks] The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown. See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural geometry generation. - [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. + [b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. $DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.html diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml index ed0a0c5b08a..9d4a2d557ea 100644 --- a/doc/classes/AudioEffectRecord.xml +++ b/doc/classes/AudioEffectRecord.xml @@ -4,7 +4,7 @@ Audio effect used for recording the sound from an audio bus. - Allows the user to record the sound from an audio bus into an [AudioStreamWAV]. When used on the "Master" audio bus, this includes all audio output by Godot. + Allows the user to record the sound from an audio bus into an [AudioStreamWAV]. When used on the "Master" audio bus, this includes all audio output by Redot. Unlike [AudioEffectCapture], this effect encodes the recording with the given format (8-bit, 16-bit, or compressed) instead of giving access to the raw audio samples. Can be used (with an [AudioStreamMicrophone]) to record from a microphone. [b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be [code]true[/code] for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings. diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index fc8af02869e..b4ba75b1d46 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -166,7 +166,7 @@ Texture that specifies the per-pixel normal of the detail overlay. The [member detail_normal] texture only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member detail_normal] is oriented around the surface normal provided by the [Mesh]. - [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. + [b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options. @@ -290,7 +290,7 @@ Texture used to specify the normal at a given pixel. The [member normal_texture] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member normal_texture] is oriented around the surface normal provided by the [Mesh]. [b]Note:[/b] The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with [SurfaceTool], you can use [method SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to automatically generate normals and tangents respectively. - [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. + [b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. [b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To display a normal map [i]above[/i] the [member detail_albedo] texture, use [member detail_normal] instead. diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 322d2ab9d4a..aa7c1975c1d 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -8,7 +8,7 @@ A [Basis] is composed by 3 axis vectors, each representing a column of the matrix: [member x], [member y], and [member z]. The length of each axis ([method Vector3.length]) influences the basis's scale, while the direction of all axes influence the rotation. Usually, these axes are perpendicular to one another. However, when you rotate any axis individually, the basis becomes sheared. Applying a sheared basis to a 3D model will make the model appear distorted. A [Basis] is [b]orthogonal[/b] if its axes are perpendicular to each other. A basis is [b]normalized[/b] if the length of every axis is [code]1[/code]. A basis is [b]uniform[/b] if all axes share the same length (see [method get_scale]). A basis is [b]orthonormal[/b] if it is both orthogonal and normalized, which allows it to only represent rotations. A basis is [b]conformal[/b] if it is both orthogonal and uniform, which ensures it is not distorted. For a general introduction, see the [url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]Matrices and transforms[/url] tutorial. - [b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-hand_rule]right-handed coordinate system[/url], which is a common standard. For directions, the convention for built-in types like [Camera3D] is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions]3D asset direction conventions[/url] tutorial. + [b]Note:[/b] Redot uses a [url=https://en.wikipedia.org/wiki/Right-hand_rule]right-handed coordinate system[/url], which is a common standard. For directions, the convention for built-in types like [Camera3D] is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions]3D asset direction conventions[/url] tutorial. [b]Note:[/b] The basis matrices are exposed as [url=https://www.mindcontrol.org/~hplus/graphics/matrix-layout.html]column-major[/url] order, which is the same as OpenGL. However, they are stored internally in row-major order, which is the same as DirectX. diff --git a/doc/classes/CameraFeed.xml b/doc/classes/CameraFeed.xml index 2b6db13906c..794704d17e7 100644 --- a/doc/classes/CameraFeed.xml +++ b/doc/classes/CameraFeed.xml @@ -4,8 +4,8 @@ A camera feed gives you access to a single physical camera attached to your device. - A camera feed gives you access to a single physical camera attached to your device. When enabled, Godot will start capturing frames from the camera which can then be used. See also [CameraServer]. - [b]Note:[/b] Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Godot does this automatically for you if you set the environment to show the camera image in the background. + A camera feed gives you access to a single physical camera attached to your device. When enabled, Redot will start capturing frames from the camera which can then be used. See also [CameraServer]. + [b]Note:[/b] Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Redot does this automatically for you if you set the environment to show the camera image in the background. diff --git a/doc/classes/CameraServer.xml b/doc/classes/CameraServer.xml index b09010147ea..25a6cab202d 100644 --- a/doc/classes/CameraServer.xml +++ b/doc/classes/CameraServer.xml @@ -1,7 +1,7 @@ - Server keeping track of different cameras accessible in Godot. + Server keeping track of different cameras accessible in Redot. The [CameraServer] keeps track of different cameras accessible in Godot. These are external cameras such as webcams or the cameras on your phone. diff --git a/doc/classes/CanvasTexture.xml b/doc/classes/CanvasTexture.xml index a14f71cc46b..4ba8a18359d 100644 --- a/doc/classes/CanvasTexture.xml +++ b/doc/classes/CanvasTexture.xml @@ -16,7 +16,7 @@ The normal map texture to use. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture]. - [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. + [b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml index 136b8e5fc5d..64b4df35227 100644 --- a/doc/classes/CodeEdit.xml +++ b/doc/classes/CodeEdit.xml @@ -624,7 +624,7 @@ Marks the option as a function. - Marks the option as a Godot signal. + Marks the option as a Redot signal. Marks the option as a variable. @@ -639,7 +639,7 @@ Marks the option as a constant. - Marks the option as a Godot node path. + Marks the option as a Redot node path. Marks the option as a file path. diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 9d36bc657b8..5657fe3c58b 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -7,7 +7,7 @@ Base class for all UI-related nodes. [Control] features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, and offsets relative to the anchor. The offsets update automatically when the node, any of its parents, or the screen size change. For more information on Godot's UI system, anchors, offsets, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from [Control] and [Container] nodes. [b]User Interface nodes and input[/b] - Godot propagates input events via viewports. Each [Viewport] is responsible for propagating [InputEvent]s to their child nodes. As the [member SceneTree.root] is a [Window], this already happens automatically for all UI elements in your game. + Redot propagates input events via viewports. Each [Viewport] is responsible for propagating [InputEvent]s to their child nodes. As the [member SceneTree.root] is a [Window], this already happens automatically for all UI elements in your game. Input events are propagated through the [SceneTree] from the root node to all child nodes by calling [method Node._input]. For UI elements specifically, it makes more sense to override the virtual method [method _gui_input], which filters out unrelated input events, such as by checking z-order, [member mouse_filter], focus, or if the event was inside of the control's bounding box. Call [method accept_event] so no other node receives the event. Once you accept an input, it becomes handled so [method Node._unhandled_input] will not process it. Only one [Control] node can be in focus. Only the node in focus will receive events. To get the focus, call [method grab_focus]. [Control] nodes lose focus when another node grabs it, or if you hide the node in focus. @@ -28,7 +28,7 @@ - Godot calls this method to test if [param data] from a control's [method _get_drag_data] can be dropped at [param at_position]. [param at_position] is local to this control. + Redot calls this method to test if [param data] from a control's [method _get_drag_data] can be dropped at [param at_position]. [param at_position] is local to this control. This method should only be used to test the data. Process the data in [method _drop_data]. [codeblocks] [gdscript] @@ -53,7 +53,7 @@ - Godot calls this method to pass you the [param data] from a control's [method _get_drag_data] result. Godot first calls [method _can_drop_data] to test if [param data] is allowed to drop at [param at_position] where [param at_position] is local to this control. + Redot calls this method to pass you the [param data] from a control's [method _get_drag_data] result. Redot first calls [method _can_drop_data] to test if [param data] is allowed to drop at [param at_position] where [param at_position] is local to this control. [codeblocks] [gdscript] func _can_drop_data(position, data): @@ -80,7 +80,7 @@ - Godot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Returns [code]null[/code] if there is no data to drag. Controls that want to receive drop data should implement [method _can_drop_data] and [method _drop_data]. [param at_position] is local to this control. Drag may be forced with [method force_drag]. + Redot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Returns [code]null[/code] if there is no data to drag. Controls that want to receive drop data should implement [method _can_drop_data] and [method _drop_data]. [param at_position] is local to this control. Drag may be forced with [method force_drag]. A preview that will follow the mouse that should represent the data can be set with [method set_drag_preview]. A good time to set the preview is in this method. [codeblocks] [gdscript] @@ -950,24 +950,24 @@ The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard, gamepad, and mouse signals. - Tells Godot which node it should give focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_down] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one. + Tells Redot which node it should give focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_down] input action. The node must be a [Control]. If this property is not set, Redot will give focus to the closest [Control] to the bottom of this one. - Tells Godot which node it should give focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_left] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one. + Tells Redot which node it should give focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_left] input action. The node must be a [Control]. If this property is not set, Redot will give focus to the closest [Control] to the left of this one. - Tells Godot which node it should give focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_right] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the right of this one. + Tells Redot which node it should give focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_right] input action. The node must be a [Control]. If this property is not set, Redot will give focus to the closest [Control] to the right of this one. - Tells Godot which node it should give focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_up] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the top of this one. + Tells Redot which node it should give focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_up] input action. The node must be a [Control]. If this property is not set, Redot will give focus to the closest [Control] to the top of this one. - Tells Godot which node it should give focus to if the user presses [kbd]Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_next] input action. - If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree. + Tells Redot which node it should give focus to if the user presses [kbd]Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_next] input action. + If this property is not set, Redot will select a "best guess" based on surrounding nodes in the scene tree. - Tells Godot which node it should give focus to if the user presses [kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_prev] input action. - If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree. + Tells Redot which node it should give focus to if the user presses [kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_prev] input action. + If this property is not set, Redot will select a "best guess" based on surrounding nodes in the scene tree. The node's global position, relative to the world (usually to the [CanvasLayer]). @@ -986,7 +986,7 @@ [b]Note:[/b] Numbers within the text are not automatically converted, it can be done manually, using [method TextServer.format_number]. - The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors. + The default cursor shape for this control. Useful for Redot plugins and applications or games that use the system's mouse cursors. [b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the system. diff --git a/doc/classes/Cubemap.xml b/doc/classes/Cubemap.xml index b7da3c4ec64..7679db34670 100644 --- a/doc/classes/Cubemap.xml +++ b/doc/classes/Cubemap.xml @@ -5,9 +5,9 @@ A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections in 3D rendering (see [ReflectionProbe]). It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods. - This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of [Cubemap] resources. - To create such a texture file yourself, reimport your image files using the Godot Editor import presets. - [b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map. + This resource is typically used as a uniform in custom shaders. Few core Redot methods make use of [Cubemap] resources. + To create such a texture file yourself, reimport your image files using the Redot Editor import presets. + [b]Note:[/b] Redot doesn't support using cubemaps in a [PanoramaSkyMaterial]. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map. diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml index 6e5e466fcf9..935126ba5be 100644 --- a/doc/classes/CubemapArray.xml +++ b/doc/classes/CubemapArray.xml @@ -6,7 +6,7 @@ [CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they are made of multiple textures, the amount of which must be divisible by 6 (one for each face of the cube). The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s are allocated in adjacent cache regions on the GPU, which makes [CubemapArray]s the most efficient way to store multiple [Cubemap]s. - [b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, including the [Sky] if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code]. To create such a texture file yourself, reimport your image files using the import presets of the File System dock. + [b]Note:[/b] Redot uses [CubemapArray]s internally for many effects, including the [Sky] if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code]. To create such a texture file yourself, reimport your image files using the import presets of the File System dock. [b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend. diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml index 10ac769e770..03688c0a6dc 100644 --- a/doc/classes/Decal.xml +++ b/doc/classes/Decal.xml @@ -6,7 +6,7 @@ [Decal]s are used to project a texture onto a [Mesh] in the scene. Use Decals to add detail to a scene without affecting the underlying [Mesh]. They are often used to add weathering to building, add dirt or mud to the ground, or add variety to props. Decals can be moved at any time, making them suitable for things like blob shadows or laser sight dots. They are made of an [AABB] and a group of [Texture2D]s specifying [Color], normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals are projected within their [AABB] so altering the orientation of the Decal affects the direction in which they are projected. By default, Decals are projected down (i.e. from positive Y to negative Y). - The [Texture2D]s associated with the Decal are automatically stored in a texture atlas which is used for drawing the decals so all decals can be drawn at once. Godot uses clustered decals, meaning they are stored in cluster data and drawn when the mesh is drawn, they are not drawn as a post-processing effect after. + The [Texture2D]s associated with the Decal are automatically stored in a texture atlas which is used for drawing the decals so all decals can be drawn at once. Redot uses clustered decals, meaning they are stored in cluster data and drawn when the mesh is drawn, they are not drawn as a post-processing effect after. [b]Note:[/b] Decals cannot affect an underlying material's transparency, regardless of its transparency mode (alpha blend, alpha scissor, alpha hash, opaque pre-pass). This means translucent or transparent areas of a material will remain translucent or transparent even if an opaque decal is applied on them. [b]Note:[/b] Decals are only supported in the Forward+ and Mobile rendering methods, not Compatibility. When using the Mobile rendering method, only 8 decals can be displayed on each mesh resource. Attempting to display more than 8 decals on a single mesh resource will result in decals flickering in and out as the camera moves. [b]Note:[/b] When using the Mobile rendering method, decals will only correctly affect meshes whose visibility AABB intersects with the decal's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the decal may not be visible on the mesh. diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index 37bf265d20c..bf3ab584e52 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -264,7 +264,7 @@ - Returns the list of Godot window IDs belonging to this process. + Returns the list of Redot window IDs belonging to this process. [b]Note:[/b] Native dialogs are not included in this list. @@ -1041,7 +1041,7 @@ Registers an [Object] which represents an additional output that will be rendered too, beyond normal windows. The [Object] is only used as an identifier, which can be later passed to [method unregister_additional_output]. - This can be used to prevent Godot from skipping rendering when no normal windows are visible. + This can be used to prevent Redot from skipping rendering when no normal windows are visible. @@ -1285,7 +1285,7 @@ - [code]name[/code] is voice name. - [code]id[/code] is voice identifier. - [code]language[/code] is language code in [code]lang_Variant[/code] format. The [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 standard, in lowercase. The [code skip-lint]Variant[/code] part is an engine-dependent string describing country, region or/and dialect. - Note that Godot depends on system libraries for text-to-speech functionality. These libraries are installed by default on Windows and macOS, but not on all Linux distributions. If they are not present, this method will return an empty list. This applies to both Godot users on Linux, as well as end-users on Linux running Godot games that use text-to-speech. + Note that Redot depends on system libraries for text-to-speech functionality. These libraries are installed by default on Windows and macOS, but not on all Linux distributions. If they are not present, this method will return an empty list. This applies to both Redot users on Linux, as well as end-users on Linux running Redot games that use text-to-speech. [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/Wayland), macOS, and Windows. [b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech. diff --git a/doc/classes/EditorCommandPalette.xml b/doc/classes/EditorCommandPalette.xml index e6af82b1c32..71530b5ff29 100644 --- a/doc/classes/EditorCommandPalette.xml +++ b/doc/classes/EditorCommandPalette.xml @@ -1,7 +1,7 @@ - Godot editor's command palette. + Redot editor's command palette. Object that holds all the available Commands and their shortcuts text. These Commands can be accessed through [b]Editor > Command Palette[/b] menu. diff --git a/doc/classes/EditorFeatureProfile.xml b/doc/classes/EditorFeatureProfile.xml index 3aa1e63aac1..24e02b7ee56 100644 --- a/doc/classes/EditorFeatureProfile.xml +++ b/doc/classes/EditorFeatureProfile.xml @@ -4,7 +4,7 @@ An editor feature profile which can be used to disable specific features. - An editor feature profile can be used to disable specific features of the Godot editor. When disabled, the features won't appear in the editor, which makes the editor less cluttered. This is useful in education settings to reduce confusion or when working in a team. For example, artists and level designers could use a feature profile that disables the script editor to avoid accidentally making changes to files they aren't supposed to edit. + An editor feature profile can be used to disable specific features of the Redot editor. When disabled, the features won't appear in the editor, which makes the editor less cluttered. This is useful in education settings to reduce confusion or when working in a team. For example, artists and level designers could use a feature profile that disables the script editor to avoid accidentally making changes to files they aren't supposed to edit. To manage editor feature profiles visually, use [b]Editor > Manage Feature Profiles...[/b] at the top of the editor window. diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml index 43059db8b2e..f44a3755733 100644 --- a/doc/classes/EditorInterface.xml +++ b/doc/classes/EditorInterface.xml @@ -1,10 +1,10 @@ - Godot editor's interface. + Redot editor's interface. - [EditorInterface] gives you control over Godot editor's window. It allows customizing the window, saving and (re-)loading scenes, rendering mesh previews, inspecting and editing resources and objects, and provides access to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], [ScriptEditor], the editor viewport, and information about scenes. + [EditorInterface] gives you control over Redot editor's window. It allows customizing the window, saving and (re-)loading scenes, rendering mesh previews, inspecting and editing resources and objects, and provides access to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], [ScriptEditor], the editor viewport, and information about scenes. [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton directly by its name. [codeblocks] [gdscript] @@ -46,7 +46,7 @@ - Returns the main container of Godot editor's window. For example, you can use it to retrieve the size of the container and place your controls accordingly. + Returns the main container of Redot editor's window. For example, you can use it to retrieve the size of the container and place your controls accordingly. [b]Warning:[/b] Removing and freeing this node will render the editor useless and may cause a crash. diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 8189f253fb4..6561ae21091 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -259,7 +259,7 @@ - Override this method in your plugin to provide the name of the plugin when displayed in the Godot editor. + Override this method in your plugin to provide the name of the plugin when displayed in the Redot editor. For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons. diff --git a/doc/classes/EditorResourcePicker.xml b/doc/classes/EditorResourcePicker.xml index 4649e26edf0..141ede81f04 100644 --- a/doc/classes/EditorResourcePicker.xml +++ b/doc/classes/EditorResourcePicker.xml @@ -1,7 +1,7 @@ - Godot editor's control for selecting [Resource] type properties. + Redot editor's control for selecting [Resource] type properties. This [Control] node is used in the editor's Inspector dock to allow editing of [Resource] type properties. It provides options for creating, loading, saving and converting resources. Can be used with [EditorInspectorPlugin] to recreate the same behavior. diff --git a/doc/classes/EditorScriptPicker.xml b/doc/classes/EditorScriptPicker.xml index 31a1c503797..3321c5d9160 100644 --- a/doc/classes/EditorScriptPicker.xml +++ b/doc/classes/EditorScriptPicker.xml @@ -1,7 +1,7 @@ - Godot editor's control for selecting the [code]script[/code] property of a [Node]. + Redot editor's control for selecting the [code]script[/code] property of a [Node]. Similar to [EditorResourcePicker] this [Control] node is used in the editor's Inspector dock, but only to edit the [code]script[/code] property of a [Node]. Default options for creating new resources of all possible subtypes are replaced with dedicated buttons that open the "Attach Node Script" dialog. Can be used with [EditorInspectorPlugin] to recreate the same behavior. diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index a5097521dc4..9205d9a3452 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -5,7 +5,7 @@ Object that holds the project-independent editor settings. These settings are generally visible in the [b]Editor > Editor Settings[/b] menu. - Property names use slash delimiters to distinguish sections. Setting values can be of any [Variant] type. It's recommended to use [code]snake_case[/code] for editor settings to be consistent with the Godot editor itself. + Property names use slash delimiters to distinguish sections. Setting values can be of any [Variant] type. It's recommended to use [code]snake_case[/code] for editor settings to be consistent with the Redot editor itself. Accessing the settings can be done using the following methods, such as: [codeblocks] [gdscript] @@ -189,7 +189,7 @@ [b]Warning:[/b] Enabling this setting can cause stuttering when running a project with a large amount of nodes (typically a few thousands of nodes or more), even if the editor window isn't focused. This is due to the remote scene tree being updated every second regardless of whether the editor is focused. - If [code]true[/code], enables collection of profiling data from non-GDScript Godot functions, such as engine class methods. Enabling this slows execution while profiling further. + If [code]true[/code], enables collection of profiling data from non-GDScript Redot functions, such as engine class methods. Enabling this slows execution while profiling further. The size of the profiler's frame history. The default value (3600) allows seeing up to 60 seconds of profiling if the project renders at a constant 60 FPS. Higher values allow viewing longer periods of profiling in the graphs, especially when the project is running at high framerates. @@ -295,7 +295,7 @@ The modifier key to use to enable freelook in the 3D editor (on top of pressing the right mouse button). [b]Note:[/b] Regardless of this setting, the freelook toggle keyboard shortcut ([kbd]Shift + F[/kbd] by default) is always available. - [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed. + [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Redot will not see the modifier key as being pressed. The base 3D freelook speed in units per second. This can be adjusted by using the mouse wheel while in freelook mode, or by holding down the "fast" or "slow" modifier keys ([kbd]Shift[/kbd] and [kbd]Alt[/kbd] by default, respectively). @@ -363,7 +363,7 @@ - [b]Maya:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Middle mouse button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times faster. [kbd]Alt + Right mouse button[/kbd] to zoom. - [b]Modo:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Alt + Shift + Left mouse button[/kbd] to pan. [kbd]Ctrl + Alt + Left mouse button[/kbd] to zoom. See also [member editors/3d/navigation/orbit_mouse_button], [member editors/3d/navigation/pan_mouse_button], [member editors/3d/navigation/zoom_mouse_button], and [member editors/3d/freelook/freelook_navigation_scheme]. - [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed. + [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Redot will not see the modifier key as being pressed. The mouse button that needs to be held down to orbit in the 3D editor viewport. @@ -658,7 +658,7 @@ The terminal emulator program to use when using [b]Open in Terminal[/b] context menu action in the FileSystem dock. You can enter an absolute path to a program binary, or a path to a program that is present in the [code]PATH[/code] environment variable. - If left empty, Godot will use the default terminal emulator for the system: + If left empty, Redot will use the default terminal emulator for the system: - [b]Windows:[/b] PowerShell - [b]macOS:[/b] Terminal.app - [b]Linux:[/b] The first terminal found on the system in this order: gnome-terminal, konsole, xfce4-terminal, lxterminal, kitty, alacritty, urxvt, xterm. @@ -669,7 +669,7 @@ The command-line arguments to pass to the terminal emulator that is run when using [b]Open in Terminal[/b] context menu action in the FileSystem dock. See also [member filesystem/external_programs/terminal_emulator]. If left empty, the default flags are [code]{directory}[/code], which is replaced by the absolute path to the directory that is being opened in the terminal. - [b]Note:[/b] If the terminal emulator is set to PowerShell, cmd, or Konsole, Godot will automatically prepend arguments to this list, as these terminals require nonstandard arguments to open in the correct folder. + [b]Note:[/b] If the terminal emulator is set to PowerShell, cmd, or Konsole, Redot will automatically prepend arguments to this list, as these terminals require nonstandard arguments to open in the correct folder. The program that opens vector image files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program. @@ -697,11 +697,11 @@ The port number used for Remote Procedure Call (RPC) communication with Godot's created process of the blender executable. - Setting this to 0 effectively disables communication with Godot and the blender process, making performance slower. + Setting this to 0 effectively disables communication with Redot and the blender process, making performance slower. The maximum idle uptime (in seconds) of the Blender process. - This prevents Godot from having to create a new process for each import within the given seconds. + This prevents Redot from having to create a new process for each import within the given seconds. The path to the FBX2glTF executable used for converting Autodesk FBX 3D scene files [code].fbx[/code] to glTF 2.0 format during import. @@ -735,7 +735,7 @@ [b]Note:[/b] Input accumulation is [i]enabled[/i] by default. - How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. Different platforms have different standard behaviors for this, which can be overridden using this setting. This is useful if you use Godot both on Windows and macOS/Linux and your Godot muscle memory is stronger than your OS specific one. + How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. Different platforms have different standard behaviors for this, which can be overridden using this setting. This is useful if you use Redot both on Windows and macOS/Linux and your Redot muscle memory is stronger than your OS specific one. - [b]Auto[/b] follows the platform convention: Cancel first on macOS and Linux, OK first on Windows. - [b]Cancel First[/b] forces the ordering Cancel/OK. - [b]OK First[/b] forces the ordering OK/Cancel. @@ -990,7 +990,7 @@ The corner radius to use for interface elements (in pixels). [code]0[/code] is square. - The custom theme resource to use for the editor. Must be a Godot theme resource in [code].tres[/code] or [code].res[/code] format. + The custom theme resource to use for the editor. Must be a Redot theme resource in [code].tres[/code] or [code].res[/code] format. If [code]true[/code], draws additional borders around interactive UI elements in the editor. This is automatically enabled when using the [b]Black (OLED)[/b] theme preset, as this theme preset uses a fully black background. @@ -1043,24 +1043,24 @@ - [b]Check Newest Preview[/b] (default for preview versions) will check for the newest available development snapshot. - [b]Check Newest Stable[/b] (default for stable versions) will check for the newest available stable version. - [b]Check Newest Patch[/b] will check for the latest available stable version, but only within the same minor version. E.g. if your version is [code]4.3.stable[/code], you will be notified about [code]4.3.1.stable[/code], but not [code]4.4.stable[/code]. - All update modes will ignore builds with different major versions (e.g. Godot 4 -> Godot 5). + All update modes will ignore builds with different major versions (e.g. Redot 4 -> Redot 5). - Determines whether online features are enabled in the editor, such as the Asset Library or update checks. Disabling these online features helps alleviate privacy concerns by preventing the editor from making HTTP requests to the Godot website or third-party platforms hosting assets from the Asset Library. + Determines whether online features are enabled in the editor, such as the Asset Library or update checks. Disabling these online features helps alleviate privacy concerns by preventing the editor from making HTTP requests to the Redot website or third-party platforms hosting assets from the Asset Library. The address to listen to when starting the remote debugger. This can be set to [code]0.0.0.0[/code] to allow external clients to connect to the remote debugger (instead of restricting the remote debugger to connections from [code]localhost[/code]). - The port to listen to when starting the remote debugger. Godot will try to use port numbers above the configured number if the configured number is already taken by another application. + The port to listen to when starting the remote debugger. Redot will try to use port numbers above the configured number if the configured number is already taken by another application. The host to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also [member network/http_proxy/port]. - [b]Note:[/b] Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed. + [b]Note:[/b] Redot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed. The port number to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also [member network/http_proxy/host]. - [b]Note:[/b] Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed. + [b]Note:[/b] Redot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed. The TLS certificate bundle to use for HTTP requests made within the editor (e.g. from the AssetLib tab). If left empty, the [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included Mozilla certificate bundle[/url] will be used. diff --git a/doc/classes/EditorSpinSlider.xml b/doc/classes/EditorSpinSlider.xml index 83c65b736e7..60f68d67fc1 100644 --- a/doc/classes/EditorSpinSlider.xml +++ b/doc/classes/EditorSpinSlider.xml @@ -1,7 +1,7 @@ - Godot editor's control for editing numeric values. + Redot editor's control for editing numeric values. This [Control] node is used in the editor's Inspector dock to allow editing of numeric values. Can be used with [EditorInspectorPlugin] to recreate the same behavior. diff --git a/doc/classes/EditorUndoRedoManager.xml b/doc/classes/EditorUndoRedoManager.xml index 0f8c69a1bbc..44f33c57add 100644 --- a/doc/classes/EditorUndoRedoManager.xml +++ b/doc/classes/EditorUndoRedoManager.xml @@ -10,7 +10,7 @@ - If the object is a built-in resource, use the scene from its path; - If the object is external resource or anything else, use global history. This guessing can sometimes yield false results, so you can provide a custom context object when creating an action. - [EditorUndoRedoManager] is intended to be used by Godot editor plugins. You can obtain it using [method EditorPlugin.get_undo_redo]. For non-editor uses or plugins that don't need to integrate with the editor's undo history, use [UndoRedo] instead. + [EditorUndoRedoManager] is intended to be used by Redot editor plugins. You can obtain it using [method EditorPlugin.get_undo_redo]. For non-editor uses or plugins that don't need to integrate with the editor's undo history, use [UndoRedo] instead. The manager's API is mostly the same as in [UndoRedo], so you can refer to its documentation for more examples. The main difference is that [EditorUndoRedoManager] uses object + method name for actions, instead of [Callable]. diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index 0e476078495..68a6f2fddb7 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -12,7 +12,7 @@ - Returns the name of the CPU architecture the Godot binary was built for. Possible return values include [code]"x86_64"[/code], [code]"x86_32"[/code], [code]"arm64"[/code], [code]"arm32"[/code], [code]"rv64"[/code], [code]"riscv"[/code], [code]"ppc64"[/code], [code]"ppc"[/code], [code]"wasm64"[/code], and [code]"wasm32"[/code]. + Returns the name of the CPU architecture the Redot binary was built for. Possible return values include [code]"x86_64"[/code], [code]"x86_32"[/code], [code]"arm64"[/code], [code]"arm32"[/code], [code]"rv64"[/code], [code]"riscv"[/code], [code]"ppc64"[/code], [code]"ppc"[/code], [code]"wasm64"[/code], and [code]"wasm32"[/code]. To detect whether the current build is 64-bit, you can use the fact that all 64-bit architecture names contain [code]64[/code] in their name: [codeblocks] [gdscript] @@ -28,7 +28,7 @@ GD.Print("Running a 32-bit build of Godot."); [/csharp] [/codeblocks] - [b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU architecture (like [method OS.get_processor_name]). For example, when running an [code]x86_32[/code] Godot binary on an [code]x86_64[/code] system, the returned value will still be [code]"x86_32"[/code]. + [b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU architecture (like [method OS.get_processor_name]). For example, when running an [code]x86_32[/code] Redot binary on an [code]x86_64[/code] system, the returned value will still be [code]"x86_32"[/code]. @@ -54,7 +54,7 @@ Returns a [Dictionary] of categorized donor names. Each entry is an [Array] of strings: {[code]platinum_sponsors[/code], [code]gold_sponsors[/code], [code]silver_sponsors[/code], [code]bronze_sponsors[/code], [code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/code], [code]bronze_donors[/code]} See also [method get_godot_donor_info] for Godot's donor info. - [b]Warning:[/b] All donor names are empty. This currently maintained for compatibility with Godot. + [b]Warning:[/b] All donor names are empty. This currently maintained for compatibility with Redot. @@ -73,14 +73,14 @@ - Returns the engine author information for Godot as a [Dictionary], where each entry is an [Array] of strings with the names of notable contributors to the Godot Engine: [code]lead_developers[/code], [code]founders[/code], [code]project_managers[/code], and [code]developers[/code]. + Returns the engine author information for Redot as a [Dictionary], where each entry is an [Array] of strings with the names of notable contributors to the Redot Engine: [code]lead_developers[/code], [code]founders[/code], [code]project_managers[/code], and [code]developers[/code]. See also [method get_author_info] for Redot's author info. - Returns the current engine minimal version compatibility info in relation to Godot as a [Dictionary] containing the following entries: + Returns the current engine minimal version compatibility info in relation to Redot as a [Dictionary] containing the following entries: - [code]major[/code] - Major version number as an int; - [code]minor[/code] - Minor version number as an int; - [code]patch[/code] - Patch version number as an int; @@ -121,13 +121,13 @@ - Returns a [Dictionary] of licenses used by Godot and included third party components. Each entry is a license name (such as "[url=https://en.wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]") and its associated text. + Returns a [Dictionary] of licenses used by Redot and included third party components. Each entry is a license name (such as "[url=https://en.wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]") and its associated text. - Returns the full Godot license text. + Returns the full Redot license text. @@ -381,7 +381,7 @@ [b]Note:[/b] When using a custom physics interpolation solution, or within a network game, it's recommended to disable the physics jitter fix by setting this property to [code]0[/code]. - The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around collision tunneling issues, but keep in mind doing so will increase CPU usage. See also [member max_fps] and [member ProjectSettings.physics/common/physics_ticks_per_second]. + The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Redot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around collision tunneling issues, but keep in mind doing so will increase CPU usage. See also [member max_fps] and [member ProjectSettings.physics/common/physics_ticks_per_second]. [b]Note:[/b] Only [member max_physics_steps_per_frame] physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended to also increase [member max_physics_steps_per_frame] if increasing [member physics_ticks_per_second] significantly above its default value. diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 1779408a4d6..2c3854f3c12 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -259,7 +259,7 @@ Sets the strength of the additional level of detail for the screen-space ambient occlusion effect. A high value makes the detail pass more prominent, but it may contribute to aliasing in your final image. - If [code]true[/code], the screen-space ambient occlusion effect is enabled. This darkens objects' corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. Godot uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is itself a form of Horizon Based Ambient Occlusion. + If [code]true[/code], the screen-space ambient occlusion effect is enabled. This darkens objects' corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. Redot uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is itself a form of Horizon Based Ambient Occlusion. [b]Note:[/b] SSAO is only supported in the Forward+ rendering method, not Mobile or Compatibility. @@ -316,7 +316,7 @@ The default exposure used for tonemapping. Higher values result in a brighter image. See also [member tonemap_white]. - The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on an LDR display. (Godot doesn't support rendering on HDR displays yet.) + The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on an LDR display. (Redot doesn't support rendering on HDR displays yet.) The white reference value for tonemapping (also called "whitepoint"). Higher values can make highlights look less blown out, and will also slightly darken the whole scene as a result. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]. See also [member tonemap_exposure]. diff --git a/doc/classes/FileSystemDock.xml b/doc/classes/FileSystemDock.xml index b3dc51ffaa6..04b9ec8dc2b 100644 --- a/doc/classes/FileSystemDock.xml +++ b/doc/classes/FileSystemDock.xml @@ -1,7 +1,7 @@ - Godot editor's dock for managing files in the project. + Redot editor's dock for managing files in the project. This class is available only in [EditorPlugin]s and can't be instantiated. You can access it using [method EditorInterface.get_file_system_dock]. diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 0fd84fb452e..35c158ee152 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -462,7 +462,7 @@ - Saves the image as an EXR file to [param path]. If [param grayscale] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR module. + Saves the image as an EXR file to [param path]. If [param grayscale] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return [constant ERR_UNAVAILABLE] if Redot was compiled without the TinyEXR module. [b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is called from an exported project. @@ -470,7 +470,7 @@ - Saves the image as an EXR file to a byte array. If [param grayscale] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return an empty byte array if Godot was compiled without the TinyEXR module. + Saves the image as an EXR file to a byte array. If [param grayscale] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return an empty byte array if Redot was compiled without the TinyEXR module. [b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means [method save_exr] will return an empty byte array when it is called from an exported project. diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 6fe5b7a8022..70a635738fa 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -118,7 +118,7 @@ - Returns an SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns [code]"Default Gamepad"[/code] otherwise. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names and mappings based on this GUID. + Returns an SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns [code]"Default Gamepad"[/code] otherwise. Redot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names and mappings based on this GUID. @@ -129,7 +129,7 @@ On Windows the dictionary contains the following fields: [code]xinput_index[/code]: The index of the controller in the XInput system. On Linux: - [code]raw_name[/code]: The name of the controller as it came from the OS, before getting renamed by the godot controller database. + [code]raw_name[/code]: The name of the controller as it came from the OS, before getting renamed by the redot controller database. [code]vendor_id[/code]: The USB vendor ID of the device. [code]product_id[/code]: The USB product ID of the device. [code]steam_input_index[/code]: The Steam Input gamepad index, if the device is not a Steam Input device this key won't be present. @@ -140,7 +140,7 @@ - Returns the name of the joypad at the specified device index, e.g. [code]PS4 Controller[/code]. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names. + Returns the name of the joypad at the specified device index, e.g. [code]PS4 Controller[/code]. Redot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names. diff --git a/doc/classes/InputEventMIDI.xml b/doc/classes/InputEventMIDI.xml index 4dcaf987473..f8a9de67edf 100644 --- a/doc/classes/InputEventMIDI.xml +++ b/doc/classes/InputEventMIDI.xml @@ -6,7 +6,7 @@ InputEventMIDI stores information about messages from [url=https://en.wikipedia.org/wiki/MIDI]MIDI[/url] (Musical Instrument Digital Interface) devices. These may include musical keyboards, synthesizers, and drum machines. MIDI messages can be received over a 5-pin MIDI connector or over USB. If your device supports both be sure to check the settings in the device to see which output it is using. - By default, Godot does not detect MIDI devices. You need to call [method OS.open_midi_inputs], first. You can check which devices are detected with [method OS.get_connected_midi_inputs], and close the connection with [method OS.close_midi_inputs]. + By default, Redot does not detect MIDI devices. You need to call [method OS.open_midi_inputs], first. You can check which devices are detected with [method OS.get_connected_midi_inputs], and close the connection with [method OS.close_midi_inputs]. [codeblocks] [gdscript] func _ready(): @@ -57,7 +57,7 @@ } [/csharp] [/codeblocks] - [b]Note:[/b] Godot does not support MIDI output, so there is no way to emit MIDI messages from Godot. Only MIDI input is supported. + [b]Note:[/b] Redot does not support MIDI output, so there is no way to emit MIDI messages from Godot. Only MIDI input is supported. https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-status-bytes diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index bcfe5b70fd9..08edd84bd42 100644 --- a/doc/classes/InputEventMouseMotion.xml +++ b/doc/classes/InputEventMouseMotion.xml @@ -6,7 +6,7 @@ Stores information about a mouse or a pen motion. This includes relative position, absolute position, and velocity. See [method Node._input]. [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, set [member Input.use_accumulated_input] to [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. - [b]Note:[/b] This event may be emitted even when the mouse hasn't moved, either by the operating system or by Godot itself. If you really need to know if the mouse has moved (e.g. to suppress displaying a tooltip), you should check that [code]relative.is_zero_approx()[/code] is [code]false[/code]. + [b]Note:[/b] This event may be emitted even when the mouse hasn't moved, either by the operating system or by Redot itself. If you really need to know if the mouse has moved (e.g. to suppress displaying a tooltip), you should check that [code]relative.is_zero_approx()[/code] is [code]false[/code]. $DOCS_URL/tutorials/inputs/inputevent.html diff --git a/doc/classes/JavaClassWrapper.xml b/doc/classes/JavaClassWrapper.xml index b43e149e9fe..1f1eb879918 100644 --- a/doc/classes/JavaClassWrapper.xml +++ b/doc/classes/JavaClassWrapper.xml @@ -4,7 +4,7 @@ Provides access to the Java Native Interface. - The JavaClassWrapper singleton provides a way for the Godot application to send and receive data through the [url=https://developer.android.com/training/articles/perf-jni]Java Native Interface[/url] (JNI). + The JavaClassWrapper singleton provides a way for the Redot application to send and receive data through the [url=https://developer.android.com/training/articles/perf-jni]Java Native Interface[/url] (JNI). [b]Note:[/b] This singleton is only available in Android builds. [codeblock] var LocalDateTime = JavaClassWrapper.wrap("java.time.LocalDateTime") @@ -23,7 +23,7 @@ - Wraps a class defined in Java, and returns it as a [JavaClass] [Object] type that Godot can interact with. + Wraps a class defined in Java, and returns it as a [JavaClass] [Object] type that Redot can interact with. [b]Note:[/b] This method only works on Android. On every other platform, this method does nothing and returns an empty [JavaClass]. diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index bda5fb69de7..3e0fc800610 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -94,7 +94,7 @@ [b]Note:[/b] Light projector textures are only supported in the Forward+ and Mobile rendering methods, not Compatibility. - The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier (also called percentage-closer soft shadows, or PCSS). This can be used to simulate area lights to an extent. Increasing this value above [code]0.0[/code] for lights with shadows enabled will have a noticeable performance cost due to PCSS. + The size of the light in Redot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier (also called percentage-closer soft shadows, or PCSS). This can be used to simulate area lights to an extent. Increasing this value above [code]0.0[/code] for lights with shadows enabled will have a noticeable performance cost due to PCSS. [b]Note:[/b] [member light_size] is not affected by [member Node3D.scale] (the light's scale or its parent's scale). [b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and Mobile rendering methods, not Compatibility. diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml index e7d44411efd..2bd595755e4 100644 --- a/doc/classes/LightmapGI.xml +++ b/doc/classes/LightmapGI.xml @@ -117,7 +117,7 @@ Lightmap baking failed as the lightmap data resource is embedded in a foreign resource. - Lightmap baking failed as there is no lightmapper available in this Godot build. + Lightmap baking failed as there is no lightmapper available in this Redot build. Lightmap baking failed as the [LightmapGIData] save path isn't configured in the resource. @@ -129,7 +129,7 @@ Lightmap baking failed as the lightmapper failed to analyze some of the meshes marked as static for baking. - Lightmap baking failed as the resulting image couldn't be saved or imported by Godot after it was saved. + Lightmap baking failed as the resulting image couldn't be saved or imported by Redot after it was saved. The user aborted the lightmap baking operation (typically by clicking the [b]Cancel[/b] button in the progress dialog). diff --git a/doc/classes/Lightmapper.xml b/doc/classes/Lightmapper.xml index 1febd398293..e841e0e66fd 100644 --- a/doc/classes/Lightmapper.xml +++ b/doc/classes/Lightmapper.xml @@ -5,7 +5,7 @@ This class should be extended by custom lightmapper classes. Lightmappers can then be used with [LightmapGI] to provide fast baked global illumination in 3D. - Godot contains a built-in GPU-based lightmapper [LightmapperRD] that uses compute shaders, but custom lightmappers can be implemented by C++ modules. + Redot contains a built-in GPU-based lightmapper [LightmapperRD] that uses compute shaders, but custom lightmappers can be implemented by C++ modules. diff --git a/doc/classes/MainLoop.xml b/doc/classes/MainLoop.xml index 17cc0d78d39..09fe61c9b96 100644 --- a/doc/classes/MainLoop.xml +++ b/doc/classes/MainLoop.xml @@ -4,8 +4,8 @@ Abstract base class for the game's main loop. - [MainLoop] is the abstract base class for a Godot project's game loop. It is inherited by [SceneTree], which is the default game loop implementation used in Godot projects, though it is also possible to write and use one's own [MainLoop] subclass instead of the scene tree. - Upon the application start, a [MainLoop] implementation must be provided to the OS; otherwise, the application will exit. This happens automatically (and a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the command line (with e.g. [code]godot -s my_loop.gd[/code]) or the "Main Loop Type" project setting is overwritten. + [MainLoop] is the abstract base class for a Redot project's game loop. It is inherited by [SceneTree], which is the default game loop implementation used in Redot projects, though it is also possible to write and use one's own [MainLoop] subclass instead of the scene tree. + Upon the application start, a [MainLoop] implementation must be provided to the OS; otherwise, the application will exit. This happens automatically (and a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the command line (with e.g. [code]Redot -s my_loop.gd[/code]) or the "Main Loop Type" project setting is overwritten. Here is an example script implementing a simple [MainLoop]: [codeblocks] [gdscript] @@ -128,11 +128,11 @@ [b]Note:[/b] On iOS, you only have approximately 5 seconds to finish a task started by this signal. If you go over this allotment, iOS will kill the app instead of pausing it. - Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Godot instance. + Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Redot instance. Implemented on desktop and mobile platforms. - Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a thirdparty application. + Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Redot instance to the OS desktop or a thirdparty application. Implemented on desktop and mobile platforms. diff --git a/doc/classes/MenuButton.xml b/doc/classes/MenuButton.xml index 16b3772fa90..5fbd8cc631e 100644 --- a/doc/classes/MenuButton.xml +++ b/doc/classes/MenuButton.xml @@ -4,7 +4,7 @@ A button that brings up a [PopupMenu] when clicked. - A button that brings up a [PopupMenu] when clicked. To create new items inside this [PopupMenu], use [code]get_popup().add_item("My Item Name")[/code]. You can also create them directly from Godot editor's inspector. + A button that brings up a [PopupMenu] when clicked. To create new items inside this [PopupMenu], use [code]get_popup().add_item("My Item Name")[/code]. You can also create them directly from Redot editor's inspector. See also [BaseButton] which contains common properties and methods associated with this node. diff --git a/doc/classes/MeshDataTool.xml b/doc/classes/MeshDataTool.xml index f339a26e935..855a340e382 100644 --- a/doc/classes/MeshDataTool.xml +++ b/doc/classes/MeshDataTool.xml @@ -46,7 +46,7 @@ [/csharp] [/codeblocks] See also [ArrayMesh], [ImmediateMesh] and [SurfaceTool] for procedural geometry generation. - [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. + [b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. $DOCS_URL/tutorials/3d/procedural_geometry/meshdatatool.html diff --git a/doc/classes/MovieWriter.xml b/doc/classes/MovieWriter.xml index e96080d6a83..16fcdafd2c0 100644 --- a/doc/classes/MovieWriter.xml +++ b/doc/classes/MovieWriter.xml @@ -4,9 +4,9 @@ Abstract class for non-real-time video recording encoders. - Godot can record videos with non-real-time simulation. Like the [code]--fixed-fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url], this forces the reported [code]delta[/code] in [method Node._process] functions to be identical across frames, regardless of how long it actually took to render the frame. This can be used to record high-quality videos with perfect frame pacing regardless of your hardware's capabilities. - Godot has 2 built-in [MovieWriter]s: - - AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most. + Redot can record videos with non-real-time simulation. Like the [code]--fixed-fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url], this forces the reported [code]delta[/code] in [method Node._process] functions to be identical across frames, regardless of how long it actually took to render the frame. This can be used to record high-quality videos with perfect frame pacing regardless of your hardware's capabilities. + Redot has 2 built-in [MovieWriter]s: + - AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Redot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most. - PNG image sequence for video and WAV for audio ([code].png[/code] file extension). Lossless compression, large file sizes, slow encoding. Designed to be encoded to a video file with another tool such as [url=https://ffmpeg.org/]FFmpeg[/url] after recording. Transparency is currently not supported, even if the root viewport is set to be transparent. If you need to encode to a different format or pipe a stream through third-party software, you can extend the [MovieWriter] class to create your own movie writers. This should typically be done using GDExtension for performance reasons. [b]Editor usage:[/b] A default movie file path can be specified in [member ProjectSettings.editor/movie_writer/movie_file]. Alternatively, for running single scenes, a [code]movie_file[/code] metadata can be added to the root node, specifying the path to a movie file that will be used when recording that scene. Once a path is set, click the video reel icon in the top-right corner of the editor to enable Movie Maker mode, then run any scene as usual. The engine will start recording as soon as the splash screen is finished, and it will only stop recording when the engine quits. Click the video reel icon again to disable Movie Maker mode. Note that toggling Movie Maker mode does not affect project instances that are already running. diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml index edb2c39e247..d8f21fb6eee 100644 --- a/doc/classes/MultiplayerPeer.xml +++ b/doc/classes/MultiplayerPeer.xml @@ -5,7 +5,7 @@ Manages the connection with one or more remote peers acting as server or client and assigning unique IDs to each of them. See also [MultiplayerAPI]. - [b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice. + [b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and isn't meant to be used by non-Redot servers. It may change without notice. [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 42753f70715..b00674b518f 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -5,7 +5,7 @@ Nodes are Godot's building blocks. They can be assigned as the child of another node, resulting in a tree arrangement. A given node can contain any number of nodes as children with the requirement that all siblings (direct children of a node) should have unique names. - A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and then instantiated into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects. + A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and then instantiated into other scenes. This allows for very high flexibility in the architecture and data model of Redot projects. [b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a node is added to the scene tree, it receives the [constant NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback is triggered. Child nodes are always added [i]after[/i] their parent node, i.e. the [method _enter_tree] callback of a parent node will be triggered before its child's. Once all nodes have been added in the scene tree, they receive the [constant NOTIFICATION_READY] notification and their respective [method _ready] callbacks are triggered. For groups of nodes, the [method _ready] callback is called in reverse order, starting with the children and moving up to the parent nodes. This means that when adding a node to the scene tree, the following order will be used for the callbacks: [method _enter_tree] of the parent, [method _enter_tree] of the children, [method _ready] of the children and finally [method _ready] of the parent (recursively for the entire scene tree). @@ -14,7 +14,7 @@ To keep track of the scene hierarchy (especially when instantiating scenes into other scenes), an "owner" can be set for the node with the [member owner] property. This keeps track of who instantiated what. This is mostly useful when writing editors and tools, though. Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children. [b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See [method add_to_group], [method is_in_group] and [method remove_from_group]. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on [SceneTree]. - [b]Networking with nodes:[/b] After connecting to a server (or making one, see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos. + [b]Networking with nodes:[/b] After connecting to a server (or making one, see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Redot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos. [b]Note:[/b] The [code]script[/code] property is part of the [Object] class, not [Node]. It isn't exposed like most properties but does have a setter and getter (see [method Object.set_script] and [method Object.get_script]). @@ -1173,10 +1173,10 @@ Notification received when [method reset_physics_interpolation] is called on the node or its ancestors. - Notification received right before the scene with the node is saved in the editor. This notification is only sent in the Godot editor and will not occur in exported projects. + Notification received right before the scene with the node is saved in the editor. This notification is only sent in the Redot editor and will not occur in exported projects. - Notification received right after the scene with the node is saved in the editor. This notification is only sent in the Godot editor and will not occur in exported projects. + Notification received right after the scene with the node is saved in the editor. This notification is only sent in the Redot editor and will not occur in exported projects. Notification received when the mouse enters the window. @@ -1252,11 +1252,11 @@ [b]Note:[/b] On iOS, you only have approximately 5 seconds to finish a task started by this signal. If you go over this allotment, iOS will kill the app instead of pausing it. - Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Godot instance. + Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Redot instance. Implemented on desktop and mobile platforms. - Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a thirdparty application. + Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Redot instance to the OS desktop or a thirdparty application. Implemented on desktop and mobile platforms. diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 777950c0752..9a9646d17d2 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -22,7 +22,7 @@ - Shuts down the system MIDI driver. Godot will no longer receive [InputEventMIDI]. See also [method open_midi_inputs] and [method get_connected_midi_inputs]. + Shuts down the system MIDI driver. Redot will no longer receive [InputEventMIDI]. See also [method open_midi_inputs] and [method get_connected_midi_inputs]. [b]Note:[/b] This method is implemented on Linux, macOS and Windows. @@ -38,7 +38,7 @@ - Creates a new instance of Godot that runs independently. The [param arguments] are used in the given order and separated by a space. + Creates a new instance of Redot that runs independently. The [param arguments] are used in the given order and separated by a space. If the process is successfully created, this method returns the new process' ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process cannot be created, this method returns [code]-1[/code]. See [method create_process] if you wish to run a different process. [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows. @@ -50,7 +50,7 @@ - Creates a new process that runs independently of Godot. It will not terminate when Godot terminates. The path specified in [param path] must exist and be an executable file or macOS [code].app[/code] bundle. The path is resolved based on the current platform. The [param arguments] are used in the given order and separated by a space. + Creates a new process that runs independently of Godot. It will not terminate when Redot terminates. The path specified in [param path] must exist and be an executable file or macOS [code].app[/code] bundle. The path is resolved based on the current platform. The [param arguments] are used in the given order and separated by a space. On Windows, if [param open_console] is [code]true[/code] and the process is a console app, a new terminal window will be opened. If the process is successfully created, this method returns its process ID, which you can use to monitor the process (and potentially terminate it with [method kill]). Otherwise, this method returns [code]-1[/code]. For example, running another instance of the project: @@ -134,7 +134,7 @@ - Creates a new process that runs independently of Godot with redirected IO. It will not terminate when Godot terminates. The path specified in [param path] must exist and be an executable file or macOS [code].app[/code] bundle. The path is resolved based on the current platform. The [param arguments] are used in the given order and separated by a space. + Creates a new process that runs independently of Redot with redirected IO. It will not terminate when Redot terminates. The path specified in [param path] must exist and be an executable file or macOS [code].app[/code] bundle. The path is resolved based on the current platform. The [param arguments] are used in the given order and separated by a space. If [param blocking] is [code]false[/code], created pipes work in non-blocking mode, i.e. read and write operations will return immediately. Use [method FileAccess.get_error] to check if the last read/write operation was successful. If the process cannot be created, this method returns an empty [Dictionary]. Otherwise, this method returns a [Dictionary] with the following keys: - [code]"stdio"[/code] - [FileAccess] to access the process stdin and stdout pipes (read/write). @@ -173,7 +173,7 @@ Returns the [i]global[/i] cache data directory according to the operating system's standards. - On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. + On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. @@ -223,8 +223,8 @@ Returns the command-line user arguments passed to the engine. User arguments are ignored by the engine and reserved for the user. They are passed after the double dash [code]--[/code] argument. [code]++[/code] may be used when [code]--[/code] is intercepted by another program (such as [code]startx[/code]). [codeblock] - # Godot has been executed with the following command: - # godot --fullscreen -- --level=2 --hardcore + # redot has been executed with the following command: + # redot --fullscreen -- --level=2 --hardcore OS.get_cmdline_args() # Returns ["--fullscreen", "--level=2", "--hardcore"] OS.get_cmdline_user_args() # Returns ["--level=2", "--hardcore"] @@ -236,7 +236,7 @@ Returns the [i]global[/i] user configuration directory according to the operating system's standards. - On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. + On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. @@ -251,7 +251,7 @@ Returns the [i]global[/i] user data directory according to the operating system's standards. - On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. + On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. @@ -587,9 +587,9 @@ - Returns [code]true[/code] if the Godot binary used to run the project is a [i]debug[/i] export template, or when running in the editor. - Returns [code]false[/code] if the Godot binary used to run the project is a [i]release[/i] export template. - [b]Note:[/b] To check whether the Godot binary used to run the project is an export template (debug or release), use [code]OS.has_feature("template")[/code] instead. + Returns [code]true[/code] if the Redot binary used to run the project is a [i]debug[/i] export template, or when running in the editor. + Returns [code]false[/code] if the Redot binary used to run the project is a [i]release[/i] export template. + [b]Note:[/b] To check whether the Redot binary used to run the project is an export template (debug or release), use [code]OS.has_feature("template")[/code] instead. @@ -679,7 +679,7 @@ - Initializes the singleton for the system MIDI driver, allowing Godot to receive [InputEventMIDI]. See also [method get_connected_midi_inputs] and [method close_midi_inputs]. + Initializes the singleton for the system MIDI driver, allowing Redot to receive [InputEventMIDI]. See also [method get_connected_midi_inputs] and [method close_midi_inputs]. [b]Note:[/b] This method is implemented on Linux, macOS and Windows. @@ -717,7 +717,7 @@ - Sets the value of the environment variable [param variable] to [param value]. The environment variable will be set for the Godot process and any process executed with [method execute] after running [method set_environment]. The environment variable will [i]not[/i] persist to processes run after the Godot process was terminated. + Sets the value of the environment variable [param variable] to [param value]. The environment variable will be set for the Redot process and any process executed with [method execute] after running [method set_environment]. The environment variable will [i]not[/i] persist to processes run after the Redot process was terminated. [b]Note:[/b] Environment variable names are case-sensitive on all platforms except Windows. The [param variable] name cannot be empty or include the [code]=[/code] character. On Windows, there is a 32767 characters limit for the combined length of [param variable], [param value], and the [code]=[/code] and null terminator characters that will be registered in the environment block. @@ -744,7 +744,7 @@ If [param enabled] is [code]true[/code], when opening a file for writing, a temporary file is used in its place. When closed, it is automatically applied to the target file. - This can useful when files may be opened by other applications, such as antiviruses, text editors, or even the Godot editor itself. + This can useful when files may be opened by other applications, such as antiviruses, text editors, or even the Redot editor itself. @@ -753,7 +753,7 @@ Requests the OS to open a resource identified by [param uri] with the most appropriate program. For example: - [code]OS.shell_open("C:\\Users\name\Downloads")[/code] on Windows opens the file explorer at the user's Downloads folder. - - [code]OS.shell_open("https://godotengine.org")[/code] opens the default web browser on the official Godot website. + - [code]OS.shell_open("https://godotengine.org")[/code] opens the default web browser on the official Redot website. - [code]OS.shell_open("mailto:example@example.com")[/code] opens the default email client with the "To" field set to [code]example@example.com[/code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The [code]mailto[/code] URL scheme[/url] for a list of fields that can be added. Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] or [code]user://[/code] project path into a system path for use with this method. [b]Note:[/b] Use [method String.uri_encode] to encode characters within URLs in a URL-safe, portable way. This is especially required for line breaks. Otherwise, [method shell_open] may not work correctly in a project exported to the Web platform. @@ -775,7 +775,7 @@ - Removes the given environment variable from the current environment, if it exists. The [param variable] name cannot be empty or include the [code]=[/code] character. The environment variable will be removed for the Godot process and any process executed with [method execute] after running [method unset_environment]. The removal of the environment variable will [i]not[/i] persist to processes run after the Godot process was terminated. + Removes the given environment variable from the current environment, if it exists. The [param variable] name cannot be empty or include the [code]=[/code] character. The environment variable will be removed for the Redot process and any process executed with [method execute] after running [method unset_environment]. The removal of the environment variable will [i]not[/i] persist to processes run after the Redot process was terminated. [b]Note:[/b] Environment variable names are case-sensitive on all platforms except Windows. diff --git a/doc/classes/PackedByteArray.xml b/doc/classes/PackedByteArray.xml index 75193ae8ed2..106dbc5c411 100644 --- a/doc/classes/PackedByteArray.xml +++ b/doc/classes/PackedByteArray.xml @@ -465,7 +465,7 @@ - Returns a copy of the data converted to a [PackedFloat64Array], where each block of 8 bytes has been converted to a 64-bit float (C++ [code]double[/code], Godot [float]). + Returns a copy of the data converted to a [PackedFloat64Array], where each block of 8 bytes has been converted to a 64-bit float (C++ [code]double[/code], Redot [float]). The size of the input array must be a multiple of 8 (size of 64-bit double). The size of the new array will be [code]byte_array.size() / 8[/code]. If the original data can't be converted to 64-bit floats, the resulting data is undefined. @@ -481,7 +481,7 @@ - Returns a copy of the data converted to a [PackedInt64Array], where each block of 8 bytes has been converted to a signed 64-bit integer (C++ [code]int64_t[/code], Godot [int]). + Returns a copy of the data converted to a [PackedInt64Array], where each block of 8 bytes has been converted to a signed 64-bit integer (C++ [code]int64_t[/code], Redot [int]). The size of the input array must be a multiple of 8 (size of 64-bit integer). The size of the new array will be [code]byte_array.size() / 8[/code]. If the original data can't be converted to signed 64-bit integers, the resulting data is undefined. diff --git a/doc/classes/PanoramaSkyMaterial.xml b/doc/classes/PanoramaSkyMaterial.xml index 9e579cc7e57..d1d5b1ca902 100644 --- a/doc/classes/PanoramaSkyMaterial.xml +++ b/doc/classes/PanoramaSkyMaterial.xml @@ -5,7 +5,7 @@ A resource referenced in a [Sky] that is used to draw a background. [PanoramaSkyMaterial] functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a [Cubemap]. - Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR ([code].exr[/code]) image formats for this purpose. + Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Redot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR ([code].exr[/code]) image formats for this purpose. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map. diff --git a/doc/classes/PhysicalBone2D.xml b/doc/classes/PhysicalBone2D.xml index db8c61ed549..32b6e6bdf14 100644 --- a/doc/classes/PhysicalBone2D.xml +++ b/doc/classes/PhysicalBone2D.xml @@ -20,7 +20,7 @@ - Returns a boolean that indicates whether the [PhysicalBone2D] is running and simulating using the Godot 2D physics engine. When [code]true[/code], the PhysicalBone2D node is using physics. + Returns a boolean that indicates whether the [PhysicalBone2D] is running and simulating using the Redot 2D physics engine. When [code]true[/code], the PhysicalBone2D node is using physics. diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index bd960e3da51..11dba05477e 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -1179,15 +1179,15 @@ Constant to set/get how fast the joint pulls the bodies back to satisfy the joint constraint. The lower the value, the more the two bodies can pull on the joint. The default value of this parameter is [code]0.0[/code]. - [b]Note:[/b] In Godot Physics, this parameter is only used for pin joints and groove joints. + [b]Note:[/b] In Redot Physics, this parameter is only used for pin joints and groove joints. Constant to set/get the maximum speed with which the joint can apply corrections. The default value of this parameter is [code]3.40282e+38[/code]. - [b]Note:[/b] In Godot Physics, this parameter is only used for groove joints. + [b]Note:[/b] In Redot Physics, this parameter is only used for groove joints. Constant to set/get the maximum force that the joint can use to act on the two bodies. The default value of this parameter is [code]3.40282e+38[/code]. - [b]Note:[/b] In Godot Physics, this parameter is only used for groove joints. + [b]Note:[/b] In Redot Physics, this parameter is only used for groove joints. Constant to set/get a how much the bond of the pin joint can flex. The default value of this parameter is [code]0.0[/code]. diff --git a/doc/classes/PhysicsServer2DManager.xml b/doc/classes/PhysicsServer2DManager.xml index 5b6e9812f6c..4c837b2545f 100644 --- a/doc/classes/PhysicsServer2DManager.xml +++ b/doc/classes/PhysicsServer2DManager.xml @@ -5,7 +5,7 @@ [PhysicsServer2DManager] is the API for registering [PhysicsServer2D] implementations and for setting the default implementation. - [b]Note:[/b] It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Godot itself and possibly by GDExtensions. + [b]Note:[/b] It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Redot itself and possibly by GDExtensions. diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index f87d6342c79..427502cbd4c 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -1006,7 +1006,7 @@ Returns the collision margin for the shape. - [b]Note:[/b] This is not used in Godot Physics, so will always return [code]0[/code]. + [b]Note:[/b] This is not used in Redot Physics, so will always return [code]0[/code]. @@ -1030,7 +1030,7 @@ Sets the collision margin for the shape. - [b]Note:[/b] This is not used in Godot Physics. + [b]Note:[/b] This is not used in Redot Physics. diff --git a/doc/classes/PhysicsServer3DManager.xml b/doc/classes/PhysicsServer3DManager.xml index a187f3c355f..d459379d034 100644 --- a/doc/classes/PhysicsServer3DManager.xml +++ b/doc/classes/PhysicsServer3DManager.xml @@ -5,7 +5,7 @@ [PhysicsServer3DManager] is the API for registering [PhysicsServer3D] implementations and for setting the default implementation. - [b]Note:[/b] It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Godot itself and possibly by GDExtensions. + [b]Note:[/b] It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Redot itself and possibly by GDExtensions. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 753e7907880..0a6a508963d 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -117,7 +117,7 @@ - Returns the absolute, native OS path corresponding to the localized [param path] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path]. + Returns the absolute, native OS path corresponding to the localized [param path] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot projects[/url] to see what those paths convert to. See also [method localize_path]. [b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project: [codeblock] var path = "" @@ -246,7 +246,7 @@ If [code]true[/code], scale the boot splash image to the full window size (preserving the aspect ratio) when the engine starts. If [code]false[/code], the engine will leave it at the default pixel size. - Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead. + Path to an image used as the boot splash. If left empty, the default Redot Engine splash will be displayed instead. [b]Note:[/b] Only effective if [member application/boot_splash/show_image] is [code]true[/code]. [b]Note:[/b] The only supported format is PNG. Using another image format will result in an error. [b]Note:[/b] The image will also show when opening the project in the editor. If you want to display the default splash image in the editor, add an empty override for [code]editor_hint[/code] feature. @@ -264,7 +264,7 @@ If [code]true[/code], the application automatically accepts quitting requests. - This user directory is used for storing persistent data ([code]user://[/code] filesystem). If a custom directory name is defined, this name will be appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]). + This user directory is used for storing persistent data ([code]user://[/code] filesystem). If a custom directory name is defined, this name will be appended to the system-specific user data directory (same parent folder as the Redot configuration folder documented in [method OS.get_user_data_dir]). The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect. [b]Note:[/b] If [member application/config/custom_user_dir_name] contains trailing periods, they will be stripped as folder names ending with a period are not allowed on Windows. @@ -293,7 +293,7 @@ If [code]true[/code], the project will save user data to its own user directory. If [member application/config/custom_user_dir_name] is empty, [code]<OS user data directory>/<project name>[/code] directory will be used. If [code]false[/code], the project will save user data to [code]<OS user data directory>/Godot/app_userdata/<project name>[/code]. - See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-data-user]File paths in Godot projects[/url]. This setting is only effective on desktop platforms. + See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-data-user]File paths in Redot projects[/url]. This setting is only effective on desktop platforms. If [code]true[/code], the project will use a hidden directory ([code].godot[/code]) for storing project-specific data (metadata, shader cache, etc.). @@ -390,7 +390,7 @@ Specifies the preferred output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible crackling on slower hardware. - Audio output latency may be constrained by the host operating system and audio hardware drivers. If the host can not provide the specified audio output latency then Godot will attempt to use the nearest latency allowed by the host. As such you should always use [method AudioServer.get_output_latency] to determine the actual audio output latency. + Audio output latency may be constrained by the host operating system and audio hardware drivers. If the host can not provide the specified audio output latency then Redot will attempt to use the nearest latency allowed by the host. As such you should always use [method AudioServer.get_output_latency] to determine the actual audio output latency. Audio output latency can be overridden using the [code]--audio-output-latency <ms>[/code] command line argument. [b]Note:[/b] This setting is ignored on Android, and on all versions of Windows prior to Windows 10. @@ -932,7 +932,7 @@ Directory that contains the [code].sln[/code] file. By default, the [code].sln[/code] files is in the root of the project directory, next to the [code]project.godot[/code] and [code].csproj[/code] files. - Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other. + Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Redot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other. If [code]true[/code], text resource ([code]tres[/code]) and text scene ([code]tscn[/code]) files are converted to their corresponding binary format on export. This decreases file sizes and speeds up loading slightly. @@ -964,8 +964,8 @@ The output path for the movie. The file extension determines the [MovieWriter] that will be used. - Godot has 2 built-in [MovieWriter]s: - - AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most. + Redot has 2 built-in [MovieWriter]s: + - AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Redot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most. - PNG image sequence for video and WAV for audio ([code].png[/code] file extension). Lossless compression, large file sizes, slow encoding. Designed to be encoded to a video file with another tool such as [url=https://ffmpeg.org/]FFmpeg[/url] after recording. Transparency is currently not supported, even if the root viewport is set to be transparent. If you need to encode to a different format or pipe a stream through third-party software, you can extend this [MovieWriter] class to create your own movie writers. When using PNG output, the frame number will be appended at the end of the file name. It starts from 0 and is padded with 8 digits to ensure correct sorting and easier processing. For example, if the output path is [code]/tmp/hello.png[/code], the first two frames will be [code]/tmp/hello00000000.png[/code] and [code]/tmp/hello00000001.png[/code]. The audio will be saved at [code]/tmp/hello.wav[/code]. @@ -993,7 +993,7 @@ The command-line arguments to append to Godot's own command line when running the project. This doesn't affect the editor itself. - It is possible to make another executable run Godot by using the [code]%command%[/code] placeholder. The placeholder will be replaced with Godot's own command line. Program-specific arguments should be placed [i]before[/i] the placeholder, whereas Godot-specific arguments should be placed [i]after[/i] the placeholder. + It is possible to make another executable run Redot by using the [code]%command%[/code] placeholder. The placeholder will be replaced with Godot's own command line. Program-specific arguments should be placed [i]before[/i] the placeholder, whereas Godot-specific arguments should be placed [i]after[/i] the placeholder. For example, this can be used to force the project to run on the dedicated GPU in an NVIDIA Optimus system on Linux: [codeblock lang=text] prime-run %command% @@ -1003,7 +1003,7 @@ Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files. - Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path. + Search path for project-specific script templates. Redot will search for script templates both in the editor-specific path and in this project-specific path. @@ -1014,20 +1014,20 @@ This requires configuring a path to a Blender executable in the editor settings at [code]filesystem/import/blender/blender_path[/code]. Blender 3.0 or later is required. - Override for [member filesystem/import/blender/enabled] on Android where Blender can't easily be accessed from Godot. + Override for [member filesystem/import/blender/enabled] on Android where Blender can't easily be accessed from Redot. - Override for [member filesystem/import/blender/enabled] on the Web where Blender can't easily be accessed from Godot. + Override for [member filesystem/import/blender/enabled] on the Web where Blender can't easily be accessed from Redot. If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] extension will be imported by converting them to glTF 2.0. This requires configuring a path to an FBX2glTF executable in the editor settings at [member EditorSettings.filesystem/import/fbx/fbx2gltf_path]. - Override for [member filesystem/import/fbx2gltf/enabled] on Android where FBX2glTF can't easily be accessed from Godot. + Override for [member filesystem/import/fbx2gltf/enabled] on Android where FBX2glTF can't easily be accessed from Redot. - Override for [member filesystem/import/fbx2gltf/enabled] on the Web where FBX2glTF can't easily be accessed from Godot. + Override for [member filesystem/import/fbx2gltf/enabled] on the Web where FBX2glTF can't easily be accessed from Redot. Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden. @@ -2095,7 +2095,7 @@ Optional name for the navigation avoidance layer 32. If left empty, the layer will display as "Layer 32". - Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here. + Redot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here. Default cell size for 2D navigation maps. See [method NavigationServer2D.map_set_cell_size]. @@ -2158,7 +2158,7 @@ Maximum number of warnings allowed to be sent from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. - Default size of packet peer stream for deserializing Godot data (in bytes, specified as a power of two). The default value [code]16[/code] is equal to 65,536 bytes. Over this size, data is dropped. + Default size of packet peer stream for deserializing Redot data (in bytes, specified as a power of two). The default value [code]16[/code] is equal to 65,536 bytes. Over this size, data is dropped. Timeout (in seconds) for connection attempts using TCP. @@ -2173,8 +2173,8 @@ The default rotational motion damping in 2D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present. Suggested values are in the range [code]0[/code] to [code]30[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Greater values will stop the object faster. A value equal to or greater than the physics tick rate ([member physics/common/physics_ticks_per_second]) will bring the object to a stop in one iteration. - [b]Note:[/b] Godot damping calculations are velocity-dependent, meaning bodies moving faster will take a longer time to come to rest. They do not simulate inertia, friction, or air resistance. Therefore heavier or larger bodies will lose speed at the same proportional rate as lighter or smaller bodies. - During each physics tick, Godot will multiply the linear velocity of RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. By default, bodies combine damp factors: [code]combined_damp[/code] is the sum of the damp value of the body and this value or the area's value the body is in. See [enum RigidBody2D.DampMode]. + [b]Note:[/b] Redot damping calculations are velocity-dependent, meaning bodies moving faster will take a longer time to come to rest. They do not simulate inertia, friction, or air resistance. Therefore heavier or larger bodies will lose speed at the same proportional rate as lighter or smaller bodies. + During each physics tick, Redot will multiply the linear velocity of RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. By default, bodies combine damp factors: [code]combined_damp[/code] is the sum of the damp value of the body and this value or the area's value the body is in. See [enum RigidBody2D.DampMode]. [b]Warning:[/b] Godot's damping calculations are simulation tick rate dependent. Changing [member physics/common/physics_ticks_per_second] may significantly change the outcomes and feel of your simulation. This is true for the entire range of damping values greater than 0. To get back to a similar feel, you also need to change your damp values. This needed change is not proportional and differs from case to case. @@ -2208,8 +2208,8 @@ The default linear motion damping in 2D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present. Suggested values are in the range [code]0[/code] to [code]30[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Greater values will stop the object faster. A value equal to or greater than the physics tick rate ([member physics/common/physics_ticks_per_second]) will bring the object to a stop in one iteration. - [b]Note:[/b] Godot damping calculations are velocity-dependent, meaning bodies moving faster will take a longer time to come to rest. They do not simulate inertia, friction, or air resistance. Therefore heavier or larger bodies will lose speed at the same proportional rate as lighter or smaller bodies. - During each physics tick, Godot will multiply the linear velocity of RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code], where [code]combined_damp[/code] is the sum of the linear damp of the body and this value, or the area's value the body is in, assuming the body defaults to combine damp values. See [enum RigidBody2D.DampMode]. + [b]Note:[/b] Redot damping calculations are velocity-dependent, meaning bodies moving faster will take a longer time to come to rest. They do not simulate inertia, friction, or air resistance. Therefore heavier or larger bodies will lose speed at the same proportional rate as lighter or smaller bodies. + During each physics tick, Redot will multiply the linear velocity of RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code], where [code]combined_damp[/code] is the sum of the linear damp of the body and this value, or the area's value the body is in, assuming the body defaults to combine damp values. See [enum RigidBody2D.DampMode]. [b]Warning:[/b] Godot's damping calculations are simulation tick rate dependent. Changing [member physics/common/physics_ticks_per_second] may significantly change the outcomes and feel of your simulation. This is true for the entire range of damping values greater than 0. To get back to a similar feel, you also need to change your damp values. This needed change is not proportional and differs from case to case. @@ -2252,8 +2252,8 @@ The default rotational motion damping in 3D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present. Suggested values are in the range [code]0[/code] to [code]30[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Greater values will stop the object faster. A value equal to or greater than the physics tick rate ([member physics/common/physics_ticks_per_second]) will bring the object to a stop in one iteration. - [b]Note:[/b] Godot damping calculations are velocity-dependent, meaning bodies moving faster will take a longer time to come to rest. They do not simulate inertia, friction, or air resistance. Therefore heavier or larger bodies will lose speed at the same proportional rate as lighter or smaller bodies. - During each physics tick, Godot will multiply the angular velocity of RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. By default, bodies combine damp factors: [code]combined_damp[/code] is the sum of the damp value of the body and this value or the area's value the body is in. See [enum RigidBody3D.DampMode]. + [b]Note:[/b] Redot damping calculations are velocity-dependent, meaning bodies moving faster will take a longer time to come to rest. They do not simulate inertia, friction, or air resistance. Therefore heavier or larger bodies will lose speed at the same proportional rate as lighter or smaller bodies. + During each physics tick, Redot will multiply the angular velocity of RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. By default, bodies combine damp factors: [code]combined_damp[/code] is the sum of the damp value of the body and this value or the area's value the body is in. See [enum RigidBody3D.DampMode]. [b]Warning:[/b] Godot's damping calculations are simulation tick rate dependent. Changing [member physics/common/physics_ticks_per_second] may significantly change the outcomes and feel of your simulation. This is true for the entire range of damping values greater than 0. To get back to a similar feel, you also need to change your damp values. This needed change is not proportional and differs from case to case. @@ -2287,8 +2287,8 @@ The default linear motion damping in 3D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present. Suggested values are in the range [code]0[/code] to [code]30[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Greater values will stop the object faster. A value equal to or greater than the physics tick rate ([member physics/common/physics_ticks_per_second]) will bring the object to a stop in one iteration. - [b]Note:[/b] Godot damping calculations are velocity-dependent, meaning bodies moving faster will take a longer time to come to rest. They do not simulate inertia, friction, or air resistance. Therefore heavier or larger bodies will lose speed at the same proportional rate as lighter or smaller bodies. - During each physics tick, Godot will multiply the linear velocity of RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. By default, bodies combine damp factors: [code]combined_damp[/code] is the sum of the damp value of the body and this value or the area's value the body is in. See [enum RigidBody3D.DampMode]. + [b]Note:[/b] Redot damping calculations are velocity-dependent, meaning bodies moving faster will take a longer time to come to rest. They do not simulate inertia, friction, or air resistance. Therefore heavier or larger bodies will lose speed at the same proportional rate as lighter or smaller bodies. + During each physics tick, Redot will multiply the linear velocity of RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. By default, bodies combine damp factors: [code]combined_damp[/code] is the sum of the damp value of the body and this value or the area's value the body is in. See [enum RigidBody3D.DampMode]. [b]Warning:[/b] Godot's damping calculations are simulation tick rate dependent. Changing [member physics/common/physics_ticks_per_second] may significantly change the outcomes and feel of your simulation. This is true for the entire range of damping values greater than 0. To get back to a similar feel, you also need to change your damp values. This needed change is not proportional and differs from case to case. @@ -2668,7 +2668,7 @@ This can increase performance. - Enables the use of physically based units for light sources. Physically based units tend to be much larger than the arbitrary units used by Godot, but they can be used to match lighting within Godot to real-world lighting. Due to the large dynamic range of lighting conditions present in nature, Godot bakes exposure into the various lighting quantities before rendering. Most light sources bake exposure automatically at run time based on the active [CameraAttributes] resource, but [LightmapGI] and [VoxelGI] require a [CameraAttributes] resource to be set at bake time to reduce the dynamic range. At run time, Godot will automatically reconcile the baked exposure with the active exposure to ensure lighting remains consistent. + Enables the use of physically based units for light sources. Physically based units tend to be much larger than the arbitrary units used by Godot, but they can be used to match lighting within Redot to real-world lighting. Due to the large dynamic range of lighting conditions present in nature, Redot bakes exposure into the various lighting quantities before rendering. Most light sources bake exposure automatically at run time based on the active [CameraAttributes] resource, but [LightmapGI] and [VoxelGI] require a [CameraAttributes] resource to be set at bake time to reduce the dynamic range. At run time, Redot will automatically reconcile the baked exposure with the active exposure to ensure lighting remains consistent. The maximum number of clustered elements ([OmniLight3D] + [SpotLight3D] + [Decal] + [ReflectionProbe]) that can be rendered at once in the camera view. If there are more clustered elements present in the camera view, some of them will not be rendered (leading to pop-in during camera movement). Enabling distance fade on lights and decals ([member Light3D.distance_fade_enabled], [member Decal.distance_fade_enabled]) can help avoid reaching this limit. @@ -2956,7 +2956,7 @@ Action map configuration to load by default. - If [code]true[/code], Godot will setup and initialize OpenXR on startup. + If [code]true[/code], Redot will setup and initialize OpenXR on startup. Specify how OpenXR should blend in the environment. This is specific to certain AR and passthrough devices where camera images are blended in by the XR compositor. @@ -3000,16 +3000,16 @@ Specify the default reference space. - If [code]true[/code], Godot will display an alert modal when OpenXR initialization fails on startup. + If [code]true[/code], Redot will display an alert modal when OpenXR initialization fails on startup. - If [code]true[/code], OpenXR will manage the depth buffer and use the depth buffer for advanced reprojection provided this is supported by the XR runtime. Note that some rendering features in Godot can't be used with this feature. + If [code]true[/code], OpenXR will manage the depth buffer and use the depth buffer for advanced reprojection provided this is supported by the XR runtime. Note that some rendering features in Redot can't be used with this feature. Specify the view configuration with which to configure OpenXR setting up either Mono or Stereo rendering. - If [code]true[/code], Godot will compile shaders required for XR. + If [code]true[/code], Redot will compile shaders required for XR. diff --git a/doc/classes/Projection.xml b/doc/classes/Projection.xml index 1665660da3a..d1432b7e575 100644 --- a/doc/classes/Projection.xml +++ b/doc/classes/Projection.xml @@ -308,7 +308,7 @@ Returns [code]true[/code] if the projections are not equal. - [b]Note:[/b] Due to floating-point precision errors, this may return [code]true[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Godot. + [b]Note:[/b] Due to floating-point precision errors, this may return [code]true[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Redot. @@ -330,7 +330,7 @@ Returns [code]true[/code] if the projections are equal. - [b]Note:[/b] Due to floating-point precision errors, this may return [code]false[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Godot. + [b]Note:[/b] Due to floating-point precision errors, this may return [code]false[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Redot. diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml index 665c6335f23..a9efc0b8cce 100644 --- a/doc/classes/Quaternion.xml +++ b/doc/classes/Quaternion.xml @@ -6,7 +6,7 @@ The [Quaternion] built-in [Variant] type is a 4D data structure that represents rotation in the form of a [url=https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. Compared to the [Basis] type which can store both rotation and scale, quaternions can [i]only[/i] store rotation. A [Quaternion] is composed by 4 floating-point components: [member w], [member x], [member y], and [member z]. These components are very compact in memory, and because of this some operations are more efficient and less likely to cause floating-point errors. Methods such as [method get_angle], [method get_axis], and [method slerp] are faster than their [Basis] counterparts. - For a great introduction to quaternions, see [url=https://www.youtube.com/watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know the math behind quaternions, as Godot provides several helper methods that handle it for you. These include [method slerp] and [method spherical_cubic_interpolate], as well as the [code]*[/code] operator. + For a great introduction to quaternions, see [url=https://www.youtube.com/watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know the math behind quaternions, as Redot provides several helper methods that handle it for you. These include [method slerp] and [method spherical_cubic_interpolate], as well as the [code]*[/code] operator. [b]Note:[/b] Quaternions must be normalized before being used for rotation (see [method normalized]). [b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a quaternion use 32-bit precision by default, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code]. diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index f2c0b017bce..7e212fbbd3b 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -69,7 +69,7 @@ var absolute = rect.Abs(); // absolute is Rect2(-75, -25, 100, 50) [/csharp] [/codeblocks] - [b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. + [b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Redot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. @@ -228,7 +228,7 @@ The rectangle's width and height, starting from [member position]. Setting this value also affects the [member end] point. - [b]Note:[/b] It's recommended setting the width and height to non-negative values, as most methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. To get an equivalent rectangle with non-negative size, use [method abs]. + [b]Note:[/b] It's recommended setting the width and height to non-negative values, as most methods in Redot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. To get an equivalent rectangle with non-negative size, use [method abs]. diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index cbd09f84304..93cde7ef5db 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -68,7 +68,7 @@ var absolute = rect.Abs(); // absolute is Rect2I(-75, -25, 100, 50) [/csharp] [/codeblocks] - [b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. + [b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Redot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. @@ -207,7 +207,7 @@ The rectangle's width and height, starting from [member position]. Setting this value also affects the [member end] point. - [b]Note:[/b] It's recommended setting the width and height to non-negative values, as most methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. To get an equivalent rectangle with non-negative size, use [method abs]. + [b]Note:[/b] It's recommended setting the width and height to non-negative values, as most methods in Redot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. To get an equivalent rectangle with non-negative size, use [method abs]. diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml index 2ff7e934e9c..a24dd24ddf0 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -4,8 +4,8 @@ Abstraction for working with modern low-level graphics APIs. - [RenderingDevice] is an abstraction for working with modern low-level graphics APIs such as Vulkan. Compared to [RenderingServer] (which works with Godot's own rendering subsystems), [RenderingDevice] is much lower-level and allows working more directly with the underlying graphics APIs. [RenderingDevice] is used in Godot to provide support for several modern low-level graphics APIs while reducing the amount of code duplication required. [RenderingDevice] can also be used in your own projects to perform things that are not exposed by [RenderingServer] or high-level nodes, such as using compute shaders. - On startup, Godot creates a global [RenderingDevice] which can be retrieved using [method RenderingServer.get_rendering_device]. This global [RenderingDevice] performs drawing to the screen. + [RenderingDevice] is an abstraction for working with modern low-level graphics APIs such as Vulkan. Compared to [RenderingServer] (which works with Godot's own rendering subsystems), [RenderingDevice] is much lower-level and allows working more directly with the underlying graphics APIs. [RenderingDevice] is used in Redot to provide support for several modern low-level graphics APIs while reducing the amount of code duplication required. [RenderingDevice] can also be used in your own projects to perform things that are not exposed by [RenderingServer] or high-level nodes, such as using compute shaders. + On startup, Redot creates a global [RenderingDevice] which can be retrieved using [method RenderingServer.get_rendering_device]. This global [RenderingDevice] performs drawing to the screen. [b]Local RenderingDevices:[/b] Using [method RenderingServer.create_local_rendering_device], you can create "secondary" rendering devices to perform drawing and GPU compute operations on separate threads. [b]Note:[/b] [RenderingDevice] assumes intermediate knowledge of modern graphics APIs such as Vulkan, Direct3D 12, Metal or WebGPU. These graphics APIs are lower-level than OpenGL or Direct3D 11, requiring you to perform what was previously done by the graphics driver itself. If you have difficulty understanding the concepts used in this class, follow the [url=https://vulkan-tutorial.com/]Vulkan Tutorial[/url] or [url=https://vkguide.dev/]Vulkan Guide[/url]. It's recommended to have existing modern OpenGL or Direct3D 11 knowledge before attempting to learn a low-level graphics API. [b]Note:[/b] [RenderingDevice] is not available when running in headless mode or when using the Compatibility rendering method. @@ -116,7 +116,7 @@ - Tells the GPU what compute pipeline to use when processing the compute list. If the shader has changed since the last time this function was called, Godot will unbind all descriptor sets and will re-bind them inside [method compute_list_dispatch]. + Tells the GPU what compute pipeline to use when processing the compute list. If the shader has changed since the last time this function was called, Redot will unbind all descriptor sets and will re-bind them inside [method compute_list_dispatch]. @@ -125,7 +125,7 @@ - Binds the [param uniform_set] to this [param compute_list]. Godot ensures that all textures in the uniform set have the correct Vulkan access masks. If Godot had to change access masks of textures, it will raise a Vulkan image memory barrier. + Binds the [param uniform_set] to this [param compute_list]. Redot ensures that all textures in the uniform set have the correct Vulkan access masks. If Redot had to change access masks of textures, it will raise a Vulkan image memory barrier. @@ -241,7 +241,7 @@ rd.draw_list_end() [/codeblock] - The [param breadcrumb] parameter can be an arbitrary 32-bit integer that is useful to diagnose GPU crashes. If Godot is built in dev or debug mode; when the GPU crashes Godot will dump all shaders that were being executed at the time of the crash and the breadcrumb is useful to diagnose what passes did those shaders belong to. + The [param breadcrumb] parameter can be an arbitrary 32-bit integer that is useful to diagnose GPU crashes. If Redot is built in dev or debug mode; when the GPU crashes Redot will dump all shaders that were being executed at the time of the crash and the breadcrumb is useful to diagnose what passes did those shaders belong to. It does not affect rendering behavior and can be set to 0. It is recommended to use [enum BreadcrumbMarker] enumerations for consistency but it's not required. It is also possible to use bitwise operations to add extra data. e.g. [codeblock] rd.draw_list_begin(fb[i], RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors, RenderingDevice.OPAQUE_PASS | 5) @@ -573,7 +573,7 @@ - [method get_device_allocation_count] - [method get_device_memory_by_object_type] - [method get_device_allocs_by_object_type] - This is only used by Vulkan in debug builds. Godot must also be started with the [code]--extra-gpu-memory-tracking[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. + This is only used by Vulkan in debug builds. Redot must also be started with the [code]--extra-gpu-memory-tracking[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. @@ -631,14 +631,14 @@ - SWAPCHAIN_KHR - COMMAND_POOL Thus if e.g. [code]get_tracked_object_name(5)[/code] returns "COMMAND_POOL", then [code]get_device_memory_by_object_type(5)[/code] returns the bytes used by the GPU for command pools. - This is only used by Vulkan in debug builds. Godot must also be started with the [code]--extra-gpu-memory-tracking[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. + This is only used by Vulkan in debug builds. Redot must also be started with the [code]--extra-gpu-memory-tracking[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. Returns how many types of trackable objects are. - This is only used by Vulkan in debug builds. Godot must also be started with the [code]--extra-gpu-memory-tracking[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. + This is only used by Vulkan in debug builds. Redot must also be started with the [code]--extra-gpu-memory-tracking[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. @@ -885,7 +885,7 @@ - Returns an RID for an existing [param image] ([code]VkImage[/code]) with the given [param type], [param format], [param samples], [param usage_flags], [param width], [param height], [param depth], and [param layers]. This can be used to allow Godot to render onto foreign images. + Returns an RID for an existing [param image] ([code]VkImage[/code]) with the given [param type], [param format], [param samples], [param usage_flags], [param width], [param height], [param depth], and [param layers]. This can be used to allow Redot to render onto foreign images. @@ -2020,28 +2020,28 @@ [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-line-lists-with-adjacency]Line list rendering primitive with adjacency.[/url] - [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does not expose. + [b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does not expose. Line strip rendering primitive. Lines drawn are connected to the previous vertex. [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-line-strips-with-adjacency]Line strip rendering primitive with adjacency.[/url] - [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does not expose. + [b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does not expose. Triangle list rendering primitive. Triangles are drawn separated from each other. [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-triangle-lists-with-adjacency]Triangle list rendering primitive with adjacency.[/url] - [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does not expose. + [b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does not expose. Triangle strip rendering primitive. Triangles drawn are connected to the previous triangle. [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-triangle-strips-with-adjacency]Triangle strip rendering primitive with adjacency.[/url] - [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does not expose. + [b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does not expose. Triangle strip rendering primitive with [i]primitive restart[/i] enabled. Triangles drawn are connected to the previous triangle, but a primitive restart index can be specified before drawing to create a second triangle strip after the specified index. @@ -2336,7 +2336,7 @@ Compute shader stage bit (see also [constant SHADER_STAGE_COMPUTE]). - Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is the language used for core Godot shaders. + Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is the language used for core Godot Shaders. Microsoft's High-Level Shading Language (used natively by Direct3D, but can also be used in Vulkan). diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index 18d4047339b..30b6295f967 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -4,7 +4,7 @@ Base class for serializable objects. - Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from [RefCounted], resources are reference-counted and freed when no longer in use. They can also be nested within other resources, and saved on disk. [PackedScene], one of the most common [Object]s in a Godot project, is also a resource, uniquely capable of storing and instantiating the [Node]s it contains as many times as desired. + Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from [RefCounted], resources are reference-counted and freed when no longer in use. They can also be nested within other resources, and saved on disk. [PackedScene], one of the most common [Object]s in a Redot project, is also a resource, uniquely capable of storing and instantiating the [Node]s it contains as many times as desired. In GDScript, resources can loaded from disk by their [member resource_path] using [method @GDScript.load] or [method @GDScript.preload]. The engine keeps a global cache of all loaded resources, referenced by paths (see [method ResourceLoader.has_cached]). A resource will be cached when loaded for the first time and removed from cache once all references are released. When a resource is cached, subsequent loads using its path will return the cached reference. [b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will remain in memory for a while before being removed. diff --git a/doc/classes/ResourceFormatLoader.xml b/doc/classes/ResourceFormatLoader.xml index 4e4adc86c41..6a0e89b86ae 100644 --- a/doc/classes/ResourceFormatLoader.xml +++ b/doc/classes/ResourceFormatLoader.xml @@ -4,9 +4,9 @@ Loads a specific resource type from a file. - Godot loads resources in the editor or in exported games using ResourceFormatLoaders. They are queried automatically via the [ResourceLoader] singleton, or when a resource with internal dependencies is loaded. Each file type may load as a different resource type, so multiple ResourceFormatLoaders are registered in the engine. + Redot loads resources in the editor or in exported games using ResourceFormatLoaders. They are queried automatically via the [ResourceLoader] singleton, or when a resource with internal dependencies is loaded. Each file type may load as a different resource type, so multiple ResourceFormatLoaders are registered in the engine. Extending this class allows you to define your own loader. Be sure to respect the documented return types and values. You should give it a global class name with [code]class_name[/code] for it to be registered. Like built-in ResourceFormatLoaders, it will be called automatically when loading resources of its handled type(s). You may also implement a [ResourceFormatSaver]. - [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends on if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].ctex[/code] ([CompressedTexture2D]) first, so they can be loaded with better efficiency on the graphics card. + [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Redot is unable to load its format. Choosing one way over another depends on if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].ctex[/code] ([CompressedTexture2D]) first, so they can be loaded with better efficiency on the graphics card. diff --git a/doc/classes/ResourceFormatSaver.xml b/doc/classes/ResourceFormatSaver.xml index ae5a6b57f08..bb5444d69b9 100644 --- a/doc/classes/ResourceFormatSaver.xml +++ b/doc/classes/ResourceFormatSaver.xml @@ -5,7 +5,7 @@ The engine can save resources when you do it from the editor, or when you use the [ResourceSaver] singleton. This is accomplished thanks to multiple [ResourceFormatSaver]s, each handling its own format and called automatically by the engine. - By default, Godot saves resources as [code].tres[/code] (text-based), [code].res[/code] (binary) or another built-in format, but you can choose to create your own format by extending this class. Be sure to respect the documented return types and values. You should give it a global class name with [code]class_name[/code] for it to be registered. Like built-in ResourceFormatSavers, it will be called automatically when saving resources of its recognized type(s). You may also implement a [ResourceFormatLoader]. + By default, Redot saves resources as [code].tres[/code] (text-based), [code].res[/code] (binary) or another built-in format, but you can choose to create your own format by extending this class. Be sure to respect the documented return types and values. You should give it a global class name with [code]class_name[/code] for it to be registered. Like built-in ResourceFormatSavers, it will be called automatically when saving resources of its recognized type(s). You may also implement a [ResourceFormatLoader]. diff --git a/doc/classes/ResourceImporterScene.xml b/doc/classes/ResourceImporterScene.xml index 1565a244fe2..096010b983e 100644 --- a/doc/classes/ResourceImporterScene.xml +++ b/doc/classes/ResourceImporterScene.xml @@ -76,7 +76,7 @@ - The [Skeleton3D] node contains a list of bones with names, their pose and rest, a name and a parent bone. - The mesh is all of the raw vertex data needed to display a mesh. In terms of the mesh, it knows how vertices are weight-painted and uses some internal numbering often imported from 3D modeling software. - The skin contains the information necessary to bind this mesh onto this Skeleton3D. For every one of the internal bone IDs chosen by the 3D modeling software, it contains two things. Firstly, a matrix known as the Bind Pose Matrix, Inverse Bind Matrix, or IBM for short. Secondly, the [Skin] contains each bone's name (if [member skins/use_named_skins] is [code]true[/code]), or the bone's index within the [Skeleton3D] list (if [member skins/use_named_skins] is [code]false[/code]). - Together, this information is enough to tell Godot how to use the bone poses in the [Skeleton3D] node to render the mesh from each [MeshInstance3D]. Note that each [MeshInstance3D] may share binds, as is common in models exported from Blender, or each [MeshInstance3D] may use a separate [Skin] object, as is common in models exported from other tools such as Maya. + Together, this information is enough to tell Redot how to use the bone poses in the [Skeleton3D] node to render the mesh from each [MeshInstance3D]. Note that each [MeshInstance3D] may share binds, as is common in models exported from Blender, or each [MeshInstance3D] may use a separate [Skin] object, as is common in models exported from other tools such as Maya. diff --git a/doc/classes/ResourceImporterShaderFile.xml b/doc/classes/ResourceImporterShaderFile.xml index 85863758d80..47d6d45a9b3 100644 --- a/doc/classes/ResourceImporterShaderFile.xml +++ b/doc/classes/ResourceImporterShaderFile.xml @@ -1,7 +1,7 @@ - Imports native GLSL shaders (not Godot shaders) as a [RDShaderFile]. + Imports native GLSL shaders (not Godot Shaders) as a [RDShaderFile]. This imports native GLSL shaders as [RDShaderFile] resources, for use with low-level [RenderingDevice] operations. This importer does [i]not[/i] handle [code].gdshader[/code] files. diff --git a/doc/classes/ResourceImporterTexture.xml b/doc/classes/ResourceImporterTexture.xml index 0761702aa1c..60329ad1fb3 100644 --- a/doc/classes/ResourceImporterTexture.xml +++ b/doc/classes/ResourceImporterTexture.xml @@ -40,7 +40,7 @@ See [url=$DOCS_URL/tutorials/assets_pipeline/importing_images.html#compress-mode]Compress mode[/url] in the manual for more details. - When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to Enable will make Godot import the image as RGTC compressed. By default, it's set to Detect. This means that if the texture is ever detected to be used as a normal map, it will be changed to Enable and reimported automatically. + When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to Enable will make Redot import the image as RGTC compressed. By default, it's set to Detect. This means that if the texture is ever detected to be used as a normal map, it will be changed to Enable and reimported automatically. Note that RGTC compression affects the resulting normal map image. You will have to adjust custom shaders that use the normal map's blue channel to take this into account. Built-in material shaders already ignore the blue channel in a normal map (regardless of the actual normal map's contents). @@ -76,10 +76,10 @@ If [code]true[/code], clamps exposure in the imported high dynamic range images using a smart clamping formula (without introducing [i]visible[/i] clipping). Some HDR panorama images you can find online may contain extremely bright pixels, due to being taken from real life sources without any clipping. - While these HDR panorama images are accurate to real life, this can cause the radiance map generated by Godot to contain sparkles when used as a background sky. This can be seen in material reflections (even on rough materials in extreme cases). Enabling [member process/hdr_clamp_exposure] can resolve this. + While these HDR panorama images are accurate to real life, this can cause the radiance map generated by Redot to contain sparkles when used as a background sky. This can be seen in material reflections (even on rough materials in extreme cases). Enabling [member process/hdr_clamp_exposure] can resolve this. - If [code]true[/code], convert the normal map from Y- (DirectX-style) to Y+ (OpenGL-style) by inverting its green color channel. This is the normal map convention expected by Godot. + If [code]true[/code], convert the normal map from Y- (DirectX-style) to Y+ (OpenGL-style) by inverting its green color channel. This is the normal map convention expected by Redot. More information about normal maps (including a coordinate order table for popular engines) can be found [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details]here[/url]. diff --git a/doc/classes/ResourceImporterWAV.xml b/doc/classes/ResourceImporterWAV.xml index 3caa66d262f..8f5bb3521fb 100644 --- a/doc/classes/ResourceImporterWAV.xml +++ b/doc/classes/ResourceImporterWAV.xml @@ -5,7 +5,7 @@ WAV is an uncompressed format, which can provide higher quality compared to Ogg Vorbis and MP3. It also has the lowest CPU cost to decode. This means high numbers of WAV sounds can be played at the same time, even on low-end devices. - By default, Godot imports WAV files using the lossy Quite OK Audio compression. You may change this by setting the [member compress/mode] property. + By default, Redot imports WAV files using the lossy Quite OK Audio compression. You may change this by setting the [member compress/mode] property. $DOCS_URL/tutorials/assets_pipeline/importing_audio_samples.html diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 77baef9d089..cc884f29267 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -20,7 +20,7 @@ Calls [param method] on each node inside this tree added to the given [param group]. You can pass arguments to [param method] by specifying them at the end of this method call. Nodes that cannot call [param method] (either because the method doesn't exist or the arguments do not match) are ignored. See also [method set_group] and [method notify_group]. [b]Note:[/b] This method acts immediately on all selected nodes at once, which may cause stuttering in some performance-intensive situations. - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. @@ -36,7 +36,7 @@ SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE, "enemies", "hide") [/codeblock] - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. @@ -156,7 +156,7 @@ - Calls [method Object.notification] with the given [param notification] to all nodes inside this tree added to the [param group]. See also [url=$DOCS_URL/tutorials/best_practices/godot_notifications.html]Godot notifications[/url] and [method call_group] and [method set_group]. + Calls [method Object.notification] with the given [param notification] to all nodes inside this tree added to the [param group]. See also [url=$DOCS_URL/tutorials/best_practices/godot_notifications.html]Redot notifications[/url] and [method call_group] and [method set_group]. [b]Note:[/b] This method acts immediately on all selected nodes at once, which may cause stuttering in some performance-intensive situations. @@ -200,7 +200,7 @@ Sets the given [param property] to [param value] on all nodes inside this tree added to the given [param group]. Nodes that do not have the [param property] are ignored. See also [method call_group] and [method notify_group]. [b]Note:[/b] This method acts immediately on all selected nodes at once, which may cause stuttering in some performance-intensive situations. - [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Redot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. @@ -211,7 +211,7 @@ Sets the given [param property] to [param value] on all nodes inside this tree added to the given [param group]. Nodes that do not have the [param property] are ignored. Use [param call_flags] to customize this method's behavior (see [enum GroupCallFlags]). - [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Redot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. diff --git a/doc/classes/ScriptCreateDialog.xml b/doc/classes/ScriptCreateDialog.xml index c4c17c2379e..e4e4a6ab732 100644 --- a/doc/classes/ScriptCreateDialog.xml +++ b/doc/classes/ScriptCreateDialog.xml @@ -1,7 +1,7 @@ - Godot editor's popup dialog for creating new [Script] files. + Redot editor's popup dialog for creating new [Script] files. The [ScriptCreateDialog] creates script files according to a given template for a given scripting language. The standard use is to configure its fields prior to calling one of the [method Window.popup] methods. diff --git a/doc/classes/ScriptEditor.xml b/doc/classes/ScriptEditor.xml index 67a2af29321..a1e90968147 100644 --- a/doc/classes/ScriptEditor.xml +++ b/doc/classes/ScriptEditor.xml @@ -1,10 +1,10 @@ - Godot editor's script editor. + Redot editor's script editor. - Godot editor's script editor. + Redot editor's script editor. [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_script_editor]. diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 68176dea143..2afbe27ecb1 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -1,10 +1,10 @@ - A shader implemented in the Godot shading language. + A shader implemented in the Redot shading language. - A custom shader program implemented in the Godot shading language, saved with the [code].gdshader[/code] extension. + A custom shader program implemented in the Redot shading language, saved with the [code].gdshader[/code] extension. This class is used by a [ShaderMaterial] and allows you to write your own custom behavior for rendering visual items or updating particle information. For a detailed explanation and usage, please see the tutorials linked below. diff --git a/doc/classes/Shape3D.xml b/doc/classes/Shape3D.xml index b82620139a5..a05cd65056d 100644 --- a/doc/classes/Shape3D.xml +++ b/doc/classes/Shape3D.xml @@ -24,7 +24,7 @@ When set to [code]0[/code], the default value from [member ProjectSettings.physics/3d/solver/default_contact_bias] is used. - The collision margin for the shape. This is not used in Godot Physics. + The collision margin for the shape. This is not used in Redot Physics. Collision margins allow collision detection to be more efficient by adding an extra shell around shapes. Collision algorithms are more expensive when objects overlap by more than their margin, so a higher value for margins is better for performance, at the cost of accuracy around edges as it makes them less sharp. diff --git a/doc/classes/SkeletonModification2D.xml b/doc/classes/SkeletonModification2D.xml index c09e63be85f..f78985e9f2b 100644 --- a/doc/classes/SkeletonModification2D.xml +++ b/doc/classes/SkeletonModification2D.xml @@ -5,7 +5,7 @@ This resource provides an interface that can be expanded so code that operates on [Bone2D] nodes in a [Skeleton2D] can be mixed and matched together to create complex interactions. - This is used to provide Godot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses. + This is used to provide Redot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses. @@ -13,7 +13,7 @@ - Used for drawing [b]editor-only[/b] modification gizmos. This function will only be called in the Godot editor and can be overridden to draw custom gizmos. + Used for drawing [b]editor-only[/b] modification gizmos. This function will only be called in the Redot editor and can be overridden to draw custom gizmos. [b]Note:[/b] You will need to use the Skeleton2D from [method SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the [SkeletonModification2D] resource cannot draw on its own. @@ -44,7 +44,7 @@ - Returns whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos. + Returns whether this modification will call [method _draw_editor_gizmo] in the Redot editor to draw modification-specific gizmos. @@ -63,7 +63,7 @@ - Sets whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos. + Sets whether this modification will call [method _draw_editor_gizmo] in the Redot editor to draw modification-specific gizmos. diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml index 9c1525d8f89..f6a611ac1ea 100644 --- a/doc/classes/SurfaceTool.xml +++ b/doc/classes/SurfaceTool.xml @@ -25,7 +25,7 @@ Vertex attributes must be passed [b]before[/b] calling [method add_vertex]. Failure to do so will result in an error when committing the vertex information to a mesh. Additionally, the attributes used before the first vertex is added determine the format of the mesh. For example, if you only add UVs to the first vertex, you cannot add color to any of the subsequent vertices. See also [ArrayMesh], [ImmediateMesh] and [MeshDataTool] for procedural geometry generation. - [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. + [b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. $DOCS_URL/tutorials/3d/procedural_geometry/surfacetool.html diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index 42558bf9929..767f061bebf 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -6,7 +6,7 @@ A multiline text editor. It also has limited facilities for editing code, such as syntax highlighting support. For more advanced facilities for editing code, see [CodeEdit]. [b]Note:[/b] Most viewport, caret, and edit methods contain a [code]caret_index[/code] argument for [member caret_multiple] support. The argument should be one of the following: [code]-1[/code] for all carets, [code]0[/code] for the main caret, or greater than [code]0[/code] for secondary carets in the order they were created. - [b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will scroll 5 times as fast as it would normally do. This also works in the Godot script editor. + [b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will scroll 5 times as fast as it would normally do. This also works in the Redot script editor. diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml index f1c76d14e42..b1269ceaa22 100644 --- a/doc/classes/Texture2DArray.xml +++ b/doc/classes/Texture2DArray.xml @@ -6,7 +6,7 @@ A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending. See also [Cubemap] and [CubemapArray], which are texture arrays with specialized cubemap functions. A Texture2DArray is also different from an [AtlasTexture]: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader. - To create such a texture file yourself, reimport your image files using the Godot Editor import presets. + To create such a texture file yourself, reimport your image files using the Redot Editor import presets. diff --git a/doc/classes/Texture3D.xml b/doc/classes/Texture3D.xml index 2b1bc026c2c..b0ffe9cc25b 100644 --- a/doc/classes/Texture3D.xml +++ b/doc/classes/Texture3D.xml @@ -6,7 +6,7 @@ Base class for [ImageTexture3D] and [CompressedTexture3D]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. [Texture3D] is the base class for all 3-dimensional texture types. See also [TextureLayered]. All images need to have the same width, height and number of mipmap levels. - To create such a texture file yourself, reimport your image files using the Godot Editor import presets. + To create such a texture file yourself, reimport your image files using the Redot Editor import presets. diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml index 05443f809fb..bbe61d4247a 100644 --- a/doc/classes/TextureLayered.xml +++ b/doc/classes/TextureLayered.xml @@ -8,7 +8,7 @@ Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer. All images need to have the same width, height and number of mipmap levels. A [TextureLayered] can be loaded with [method ResourceLoader.load]. - Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, OpenGL3). + Internally, Redot maps these files to their respective counterparts in the target rendering driver (Vulkan, OpenGL3). diff --git a/doc/classes/TextureProgressBar.xml b/doc/classes/TextureProgressBar.xml index d3e334ef55c..d6382508ac4 100644 --- a/doc/classes/TextureProgressBar.xml +++ b/doc/classes/TextureProgressBar.xml @@ -31,7 +31,7 @@ - If [code]true[/code], Godot treats the bar's textures like in [NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like [member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching. + If [code]true[/code], Redot treats the bar's textures like in [NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like [member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching. Offsets [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE], [constant FILL_COUNTER_CLOCKWISE], or [constant FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE]. diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index 30c141659aa..9ebea2464c2 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -6,7 +6,7 @@ The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a transformation in 3D space. It contains a [Basis], which on its own can represent rotation, scale, and shear. Additionally, combined with its own [member origin], the transform can also represent a translation. For a general introduction, see the [url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]Matrices and transforms[/url] tutorial. - [b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-hand_rule]right-handed coordinate system[/url], which is a common standard. For directions, the convention for built-in types like [Camera3D] is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions]3D asset direction conventions[/url] tutorial. + [b]Note:[/b] Redot uses a [url=https://en.wikipedia.org/wiki/Right-hand_rule]right-handed coordinate system[/url], which is a common standard. For directions, the convention for built-in types like [Camera3D] is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions]3D asset direction conventions[/url] tutorial. $DOCS_URL/tutorials/math/index.html diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index b4209332855..17d920b01e2 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -1,7 +1,7 @@ - The most important data type in Godot. + The most important data type in Redot. In computer programming, a Variant class is a class that is designed to store a variety of other types. Dynamic programming languages like PHP, Lua, JavaScript and GDScript like to use them to store variables' data on the backend. With these Variants, properties are able to change value types freely. @@ -20,13 +20,13 @@ var boo = "Boo is a string!"; var ref = new RefCounted(); // var is especially useful when used together with a constructor. - // Godot also provides a Variant type that works like a union of all the Variant-compatible types. + // Redot also provides a Variant type that works like a union of all the Variant-compatible types. Variant fooVar = 2; // fooVar is dynamically an integer (stored as a `long` in the Variant type). fooVar = "Now fooVar is a string!"; fooVar = new RefCounted(); // fooVar is a GodotObject. [/csharp] [/codeblocks] - Godot tracks all scripting API variables within Variants. Without even realizing it, you use Variants all the time. When a particular language enforces its own rules for keeping data typed, then that language is applying its own custom logic over the base Variant scripting API. + Redot tracks all scripting API variables within Variants. Without even realizing it, you use Variants all the time. When a particular language enforces its own rules for keeping data typed, then that language is applying its own custom logic over the base Variant scripting API. - GDScript automatically wrap values in them. It keeps all data in plain Variants by default and then optionally enforces custom static typing rules on variable types. - C# is statically typed, but uses its own implementation of the Variant type in place of Godot's [Variant] class when it needs to represent a dynamic value. C# Variant can be assigned any compatible type implicitly but converting requires an explicit cast. The global [method @GlobalScope.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]). @@ -64,13 +64,13 @@ [/csharp] [/codeblocks] A Variant takes up only 20 bytes and can store almost any engine datatype inside of it. Variants are rarely used to hold information for long periods of time. Instead, they are used mainly for communication, editing, serialization and moving data around. - Godot has specifically invested in making its Variant class as flexible as possible; so much so that it is used for a multitude of operations to facilitate communication between all of Godot's systems. + Redot has specifically invested in making its Variant class as flexible as possible; so much so that it is used for a multitude of operations to facilitate communication between all of Godot's systems. A Variant: - Can store almost any datatype. - Can perform operations between many variants. GDScript uses Variant as its atomic/native datatype. - Can be hashed, so it can be compared quickly to other variants. - Can be used to convert safely between datatypes. - - Can be used to abstract calling methods and their arguments. Godot exports all its functions through variants. + - Can be used to abstract calling methods and their arguments. Redot exports all its functions through variants. - Can be used to defer calls or move data between threads. - Can be serialized as binary and stored to disk, or transferred via network. - Can be serialized to text and use it for printing values and editable settings. diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index c04fcd0b24d..ae2f9c6ba17 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -346,7 +346,7 @@ Returns the result of reflecting the vector through a plane defined by the given normal vector [param n]. - [b]Note:[/b] [method reflect] differs from what other engines and frameworks call [code skip-lint]reflect()[/code]. In other engines, [code skip-lint]reflect()[/code] returns the result of the vector reflected by the given plane. The reflection thus passes through the given normal. While in Godot the reflection passes through the plane and can be thought of as bouncing off the normal. See also [method bounce] which does what most engines call [code skip-lint]reflect()[/code]. + [b]Note:[/b] [method reflect] differs from what other engines and frameworks call [code skip-lint]reflect()[/code]. In other engines, [code skip-lint]reflect()[/code] returns the result of the vector reflected by the given plane. The reflection thus passes through the given normal. While in Redot the reflection passes through the plane and can be thought of as bouncing off the normal. See also [method bounce] which does what most engines call [code skip-lint]reflect()[/code]. diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml index 621f32de6da..17b597ca5a4 100644 --- a/doc/classes/VehicleWheel3D.xml +++ b/doc/classes/VehicleWheel3D.xml @@ -74,7 +74,7 @@ The stiffness of the suspension, measured in Newtons per millimeter (N/mm), or megagrams per second squared (Mg/s²). Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car. - This is the distance the suspension can travel. As Godot units are equivalent to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car. + This is the distance the suspension can travel. As Redot units are equivalent to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car. If [code]true[/code], this wheel will be turned when the car steers. This value is used in conjunction with [member VehicleBody3D.steering] and ignored if you are using the per-wheel [member steering] value instead. diff --git a/doc/classes/XRBodyTracker.xml b/doc/classes/XRBodyTracker.xml index 06a48799531..1fcc1baa50e 100644 --- a/doc/classes/XRBodyTracker.xml +++ b/doc/classes/XRBodyTracker.xml @@ -4,7 +4,7 @@ A tracked body in XR. - A body tracking system will create an instance of this object and add it to the [XRServer]. This tracking system will then obtain skeleton data, convert it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] object. + A body tracking system will create an instance of this object and add it to the [XRServer]. This tracking system will then obtain skeleton data, convert it to the Redot Humanoid skeleton and store this data on the [XRBodyTracker] object. Use [XRBodyModifier3D] to animate a body mesh using body tracking data. diff --git a/doc/classes/XRHandTracker.xml b/doc/classes/XRHandTracker.xml index 79ea237480a..eac58a8faa7 100644 --- a/doc/classes/XRHandTracker.xml +++ b/doc/classes/XRHandTracker.xml @@ -4,7 +4,7 @@ A tracked hand in XR. - A hand tracking system will create an instance of this object and add it to the [XRServer]. This tracking system will then obtain skeleton data, convert it to the Godot Humanoid hand skeleton and store this data on the [XRHandTracker] object. + A hand tracking system will create an instance of this object and add it to the [XRServer]. This tracking system will then obtain skeleton data, convert it to the Redot Humanoid hand skeleton and store this data on the [XRHandTracker] object. Use [XRHandModifier3D] to animate a hand mesh using hand tracking data. diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml index 68d055ad8db..b5c6c84b055 100644 --- a/doc/classes/XRInterface.xml +++ b/doc/classes/XRInterface.xml @@ -4,7 +4,7 @@ Base class for an XR interface implementation. - This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDExtension modules. Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform. + This class needs to be implemented to make an AR or VR platform available to Redot and these should be implemented as C++ modules or GDExtension modules. Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform. Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [XRServer]. @@ -92,7 +92,7 @@ Call this to initialize this interface. The first interface that is initialized is identified as the primary interface and it will be used for rendering output. After initializing the interface you want to use you then need to enable the AR/VR mode of a viewport and rendering should commence. [b]Note:[/b] You must enable the XR mode on the main viewport for any device that uses the main output of Godot, such as for mobile VR. - If you do this for a platform that handles its own output (such as OpenVR) Godot will show just one eye without distortion on screen. Alternatively, you can add a separate viewport node to your scene and enable AR/VR on that viewport. It will be used to output to the HMD, leaving you free to do anything you like in the main window, such as using a separate camera as a spectator camera or rendering something completely different. + If you do this for a platform that handles its own output (such as OpenVR) Redot will show just one eye without distortion on screen. Alternatively, you can add a separate viewport node to your scene and enable AR/VR on that viewport. It will be used to output to the HMD, leaving you free to do anything you like in the main window, such as using a separate camera as a spectator camera or rendering something completely different. While currently not used, you can activate additional interfaces. You may wish to do this if you want to track controllers from other platforms. However, at this point in time only one interface can render to an HMD. diff --git a/doc/classes/XRNode3D.xml b/doc/classes/XRNode3D.xml index 82f4fa4ab94..1341c1bba50 100644 --- a/doc/classes/XRNode3D.xml +++ b/doc/classes/XRNode3D.xml @@ -48,14 +48,14 @@ The name of the pose we're bound to. Which poses a tracker supports is not known during design time. - Godot defines number of standard pose names such as [code]aim[/code] and [code]grip[/code] but other may be configured within a given [XRInterface]. + Redot defines number of standard pose names such as [code]aim[/code] and [code]grip[/code] but other may be configured within a given [XRInterface]. Enables showing the node when tracking starts, and hiding the node when tracking is lost. The name of the tracker we're bound to. Which trackers are available is not known during design time. - Godot defines a number of standard trackers such as [code]left_hand[/code] and [code]right_hand[/code] but others may be configured within a given [XRInterface]. + Redot defines a number of standard trackers such as [code]left_hand[/code] and [code]right_hand[/code] but others may be configured within a given [XRInterface]. diff --git a/doc/classes/XRPose.xml b/doc/classes/XRPose.xml index 76c1ced3527..7616fd68b6a 100644 --- a/doc/classes/XRPose.xml +++ b/doc/classes/XRPose.xml @@ -29,7 +29,7 @@ The linear velocity of this pose. - The name of this pose. Usually, this name is derived from an action map set up by the user. Godot also suggests some pose names that [XRInterface] objects are expected to implement: + The name of this pose. Usually, this name is derived from an action map set up by the user. Redot also suggests some pose names that [XRInterface] objects are expected to implement: - [code]root[/code] is the root location, often used for tracked objects that do not have further nodes. - [code]aim[/code] is the tip of a controller with its orientation pointing outwards, often used for raycasts. - [code]grip[/code] is the location where the user grips the controller. diff --git a/doc/classes/XRTracker.xml b/doc/classes/XRTracker.xml index 00a44bd03eb..ae6bb737f55 100644 --- a/doc/classes/XRTracker.xml +++ b/doc/classes/XRTracker.xml @@ -14,7 +14,7 @@ The description of this tracker. - The unique name of this tracker. The trackers that are available differ between various XR runtimes and can often be configured by the user. Godot maintains a number of reserved names that it expects the [XRInterface] to implement if applicable: + The unique name of this tracker. The trackers that are available differ between various XR runtimes and can often be configured by the user. Redot maintains a number of reserved names that it expects the [XRInterface] to implement if applicable: - [code]head[/code] identifies the [XRPositionalTracker] of the players head - [code]left_hand[/code] identifies the [XRControllerTracker] in the players left hand - [code]right_hand[/code] identifies the [XRControllerTracker] in the players right hand diff --git a/doc/classes/float.xml b/doc/classes/float.xml index 56f78bdc8ac..64ae9219515 100644 --- a/doc/classes/float.xml +++ b/doc/classes/float.xml @@ -5,7 +5,7 @@ The [float] built-in type is a 64-bit double-precision floating-point number, equivalent to [code]double[/code] in C++. This type has 14 reliable decimal digits of precision. The maximum value of [float] is approximately [code]1.79769e308[/code], and the minimum is approximately [code]-1.79769e308[/code]. - Many methods and properties in the engine use 32-bit single-precision floating-point numbers instead, equivalent to [code skip-lint]float[/code] in C++, which have 6 reliable decimal digits of precision. For data structures such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by default, but it can be changed to use 64-bit doubles if Godot is compiled with the [code]precision=double[/code] option. + Many methods and properties in the engine use 32-bit single-precision floating-point numbers instead, equivalent to [code skip-lint]float[/code] in C++, which have 6 reliable decimal digits of precision. For data structures such as [Vector2] and [Vector3], Redot uses 32-bit floating-point numbers by default, but it can be changed to use 64-bit doubles if Redot is compiled with the [code]precision=double[/code] option. Math done using the [float] type is not guaranteed to be exact and will often result in small errors. You should usually use the [method @GlobalScope.is_equal_approx] and [method @GlobalScope.is_zero_approx] methods instead of [code]==[/code] to compare [float] values for equality. diff --git a/doc/translations/de.po b/doc/translations/de.po index a8a757bddb4..3e14ad7cf1c 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -19595,21 +19595,21 @@ msgstr "" msgid "" "Finds the nearest integer that is greater than or equal to the parameter. " -"Translates to [code]ceil(x)[/code] in the Redot Shader Language." +"Translates to [code]ceil(x)[/code] in the Godot Shader Language." msgstr "" "Findet die nächstgelegene Integer Zahl, die größer oder gleich dem Parameter " "ist. Wird in der Redot Shader Sprache mit [code]ceil(x)[/code] übersetzt." msgid "" "Returns the inverse of the square root of the parameter. Translates to " -"[code]inversesqrt(x)[/code] in the Redot Shader Language." +"[code]inversesqrt(x)[/code] in the Godot Shader Language." msgstr "" "Gibt die Inverse der Quadratwurzel des Parameters zurück. Wird in der Redot " "Shader Sprache mit [code]inversesqrt(x)[/code] übersetzt." msgid "" "Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "Gibt den Logarithmus zur Basis 2 des Parameters zurück. Wird in der Redot " "Shader Sprache mit [code]log2(x)[/code] übersetzt." @@ -19625,14 +19625,14 @@ msgstr "Dividiert zwei Zahlen mit [code]a / b[/code]." msgid "" "Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "Gibt die größere von zwei Zahlen zurück. Wird in der Redot Shader Sprache mit " "[code]max(a, b)[/code] übersetzt." msgid "" "Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "Gibt den kleineren Wert von zwei Zahlen zurück. Wird in der Redot Shader " "Sprache mit [code]min(a, b)[/code] übersetzt." diff --git a/doc/translations/ga.po b/doc/translations/ga.po index c3f4807853d..0349611985a 100644 --- a/doc/translations/ga.po +++ b/doc/translations/ga.po @@ -134497,7 +134497,7 @@ msgstr "" msgid "" "Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is " -"the language used for core Redot shaders." +"the language used for core Godot Shaders." msgstr "" "Teanga scáthaithe GLSL Khronos (a úsáideann OpenGL agus Vulkan ó dhúchas). Is " "í seo an teanga a úsáidtear le haghaidh scáthaitheoirí Redot lárnacha." @@ -143723,7 +143723,7 @@ msgstr "" "gach [MeshInstance3D] réad [Skin] ar leith a úsáid, mar atá coitianta i " "múnlaí a onnmhairítear ó uirlisí eile ar nós Maya." -msgid "Imports native GLSL shaders (not Redot shaders) as a [RDShaderFile]." +msgid "Imports native GLSL shaders (not Godot Shaders) as a [RDShaderFile]." msgstr "" "Allmhairíonn sé scáthaitheoirí GLSL dúchasacha (ní scáthaitheoirí Redot) mar " "[RDShaderFile]." @@ -182233,126 +182233,126 @@ msgstr "" msgid "" "Returns the sine of the parameter. Translates to [code]sin(x)[/code] in the " -"Redot Shader Language." +"Godot Shader Language." msgstr "" "Filleann sín an pharaiméadar. Aistrítear go [code]sin(x)[/code] i dTeanga " "Redot Shader." msgid "" "Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in the " -"Redot Shader Language." +"Godot Shader Language." msgstr "" "Filleann cosine an pharaiméadar. Aistrítear go [code]cos(x)[/code] i dTeanga " "Redot Shader." msgid "" "Returns the tangent of the parameter. Translates to [code]tan(x)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "Filleann tadhlaí an pharaiméadar. Aistrítear go [code]tan(x)[/code] i dTeanga " "Redot Shader." msgid "" "Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "Filleann stua-sín an pharaiméadar. Aistrítear go [code]asin(x)[/code] i " "dTeanga Redot Shader." msgid "" "Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/code] " -"in the Redot Shader Language." +"in the Godot Shader Language." msgstr "" "Filleann stua-cóisín an pharaiméadar. Aistrítear go [code]acos(x)[/code] i " "dTeanga Redot Shader." msgid "" "Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/code] " -"in the Redot Shader Language." +"in the Godot Shader Language." msgstr "" "Filleann stua-tadhlaí an pharaiméadar. Aistrítear go [code]atan(x)[/code] i " "dTeanga Redot Shader." msgid "" "Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "Filleann sé sin hipearbóileach an pharaiméadar. Aistrítear go [code]sinh(x)[/" "code] i dTeanga Redot Shader." msgid "" "Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "Filleann sé comhshíneas hipearbóileach an pharaiméadar. Aistrítear go " "[code]cosh(x)[/code] i dTeanga Redot Shader." msgid "" "Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "Filleann tadhlaí hipearbóileach an pharaiméadar. Aistrítear go [code]tanh(x)[/" "code] i dTeanga Redot Shader." msgid "" "Returns the natural logarithm of the parameter. Translates to [code]log(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "Filleann sé logarithm nádúrtha an pharaiméadar. Aistrítear go [code]log(x)[/" "code] i dTeanga Redot Shader." msgid "" "Returns the natural exponentiation of the parameter. Translates to " -"[code]exp(x)[/code] in the Redot Shader Language." +"[code]exp(x)[/code] in the Godot Shader Language." msgstr "" "Filleann sé easpónantú nádúrtha an pharaiméadar. Aistrítear go [code]exp(x)[/" "code] i dTeanga Redot Shader." msgid "" "Returns the square root of the parameter. Translates to [code]sqrt(x)[/code] " -"in the Redot Shader Language." +"in the Godot Shader Language." msgstr "" "Filleann fréamh chearnach an pharaiméadar. Aistrítear go [code]sqrt(x)[/code] " "i dTeanga Redot Shader." msgid "" "Returns the absolute value of the parameter. Translates to [code]abs(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "Filleann sé luach absalóideach an pharaiméadar. Aistrítear go [code]abs(x)[/" "code] i dTeanga Redot Shader." msgid "" "Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the " -"Redot Shader Language." +"Godot Shader Language." msgstr "" "Sliocht comhartha an pharaiméadar. Aistrítear go [code]comhartha(x)[/code] i " "dTeanga Redot Shader." msgid "" "Finds the nearest integer less than or equal to the parameter. Translates to " -"[code]floor(x)[/code] in the Redot Shader Language." +"[code]floor(x)[/code] in the Godot Shader Language." msgstr "" "Faightear an tslánuimhir is gaire níos lú ná nó cothrom leis an bparaiméadar. " "Aistrítear go [code]urlár(x)[/code] i dTeanga Redot Shader." msgid "" "Finds the nearest integer to the parameter. Translates to [code]round(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "Faightear an tslánuimhir is gaire don pharaiméadar. Aistrítear go " "[code]bhabhta(x)[/code] i dTeanga Redot Shader." msgid "" "Finds the nearest integer that is greater than or equal to the parameter. " -"Translates to [code]ceil(x)[/code] in the Redot Shader Language." +"Translates to [code]ceil(x)[/code] in the Godot Shader Language." msgstr "" "Faightear an tslánuimhir is gaire atá níos mó ná nó cothrom leis an " "bparaiméadar. Aistrítear go [code]ceil(x)[/code] i dTeanga Redot Shader." msgid "" "Computes the fractional part of the argument. Translates to [code]fract(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "Ríomhann sé an chuid codánach den argóint. Aistrítear go [code]fract(x)[/" "code] i dTeanga Redot Shader." @@ -182369,56 +182369,56 @@ msgstr "Diúltaíonn sé an [code]x[/code] ag baint úsáide as [code]-(x)[/code msgid "" "Returns the arc-hyperbolic-cosine of the parameter. Translates to " -"[code]acosh(x)[/code] in the Redot Shader Language." +"[code]acosh(x)[/code] in the Godot Shader Language." msgstr "" "Filleann stua-hiperbolic-cóisín an pharaiméadar. Aistrítear go [code]acosh(x)" "[/code] i dTeanga Redot Shader." msgid "" "Returns the arc-hyperbolic-sine of the parameter. Translates to [code]asinh(x)" -"[/code] in the Redot Shader Language." +"[/code] in the Godot Shader Language." msgstr "" "Filleann stua-hiperbolic-sín an pharaiméadar. Aistrítear go [code]asinh(x)[/" "code] i dTeanga Redot Shader." msgid "" "Returns the arc-hyperbolic-tangent of the parameter. Translates to " -"[code]atanh(x)[/code] in the Redot Shader Language." +"[code]atanh(x)[/code] in the Godot Shader Language." msgstr "" "Filleann stua-hiperbolic-tadhlaí an pharaiméadar. Aistrítear go [code]atanh(x)" "[/code] i dTeanga Redot Shader." msgid "" "Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "Tiontaigh cainníocht i raidian go céimeanna. Aistrítear go [code]céimeanna(x)" "[/code] i dTeanga Redot Shader." msgid "" "Returns 2 raised by the power of the parameter. Translates to [code]exp2(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "Tuairisceáin 2 a ardaíodh ag cumhacht an pharaiméadar. Aistrítear go " "[code]exp2(x)[/code] i dTeanga Redot Shader." msgid "" "Returns the inverse of the square root of the parameter. Translates to " -"[code]inversesqrt(x)[/code] in the Redot Shader Language." +"[code]inversesqrt(x)[/code] in the Godot Shader Language." msgstr "" "Filleann sé inbhéartach fhréamh chearnach an pharaiméadar. Aistrítear go " "[code]inversesqrt(x)[/code] i dTeanga Redot Shader." msgid "" "Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "Filltear bonn 2 logarithm an pharaiméadar. Aistrítear go [code]log2(x)[/code] " "i dTeanga Redot Shader." msgid "" "Convert a quantity in degrees to radians. Translates to [code]radians(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "Tiontaigh cainníocht ina céimeanna go raidian. Aistrítear go [code]radians(x)" "[/code] i dTeanga Redot Shader." @@ -182432,7 +182432,7 @@ msgstr "" msgid "" "Finds the nearest even integer to the parameter. Translates to " -"[code]roundEven(x)[/code] in the Redot Shader Language." +"[code]roundEven(x)[/code] in the Godot Shader Language." msgstr "" "Faigheann sé an tslánuimhir chothrom is gaire don pharaiméadar. Aistrítear go " "[code]roundEven(x)[/code] i dTeanga Redot Shader." @@ -182440,7 +182440,7 @@ msgstr "" msgid "" "Returns a value equal to the nearest integer to [code]x[/code] whose absolute " "value is not larger than the absolute value of [code]x[/code]. Translates to " -"[code]trunc(x)[/code] in the Redot Shader Language." +"[code]trunc(x)[/code] in the Godot Shader Language." msgstr "" "Filleann sé luach atá comhionann leis an slánuimhir is gaire do [code]x[/" "code] nach bhfuil a luach absalóideach níos mó ná an luach absalóideach ar " @@ -182476,35 +182476,35 @@ msgstr "Roinn dhá uimhir ag baint úsáide as [code]a / b[/code]." msgid "" "Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/code] " -"in the Redot Shader Language." +"in the Godot Shader Language." msgstr "" "Ríomhtar an chuid eile de dhá uimhir. Aistrítear go [code]mod(a, b)[/code] i " "dTeanga Redot Shader." msgid "" "Raises the [code]a[/code] to the power of [code]b[/code]. Translates to " -"[code]pow(a, b)[/code] in the Redot Shader Language." +"[code]pow(a, b)[/code] in the Godot Shader Language." msgstr "" "Ardaíonn sé an [code]a[/code] go cumhacht [code]b[/code]. Aistrítear go " "[code]pow(a, b)[/code] i dTeanga Redot Shader." msgid "" "Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "Filleann an ceann is mó de dhá uimhir. Aistrítear go [code]max(a, b)[/code] i " "dTeanga Redot Shader." msgid "" "Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "Filleann an ceann is lú de dhá uimhir. Aistrítear go [code]nóim(a, b)[/code] " "i dTeanga Redot Shader." msgid "" "Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "Filleann stua-tadhlaí na bparaiméadar. Aistrítear go [code]atan(a, b)[/code] " "i dTeanga Redot Shader." @@ -182880,7 +182880,7 @@ msgstr "" msgid "" "Returns the result of bitwise [code]NOT[/code] operation on the integer. " -"Translates to [code]~a[/code] in the Redot Shader Language." +"Translates to [code]~a[/code] in the Godot Shader Language." msgstr "" "Filleann sé toradh na hoibríochta bitwise [code]NOT[/code] ar an tslánuimhir. " "Aistrítear go [code]~a[/code] i dTeanga Redot Shader." @@ -182902,42 +182902,42 @@ msgstr "Ríomhtar an chuid eile de dhá uimhir ag úsáid [code]a % b[/code]." msgid "" "Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "Filleann an ceann is lú de dhá uimhir. Aistrítear go [code]max(a, b)[/code] i " "dTeanga Redot Shader." msgid "" "Returns the result of bitwise [code]AND[/code] operation on the integer. " -"Translates to [code]a & b[/code] in the Redot Shader Language." +"Translates to [code]a & b[/code] in the Godot Shader Language." msgstr "" "Filleann sé toradh oibríocht bitwise [code]AND[/code] ar an tslánuimhir. " "Aistrítear go [code]a & b[/code] i dTeanga Redot Shader." msgid "" "Returns the result of bitwise [code]OR[/code] operation for two integers. " -"Translates to [code]a | b[/code] in the Redot Shader Language." +"Translates to [code]a | b[/code] in the Godot Shader Language." msgstr "" "Filleann sé toradh na hoibríochta bitwise [code] OR[/code] le haghaidh dhá " "shlánuimhir. Aistrítear go [code]a | b[/code] sa teanga Redot Shader." msgid "" "Returns the result of bitwise [code]XOR[/code] operation for two integers. " -"Translates to [code]a ^ b[/code] in the Redot Shader Language." +"Translates to [code]a ^ b[/code] in the Godot Shader Language." msgstr "" "Filleann sé toradh oibríocht bitwise [code]XOR[/code] le haghaidh dhá " "shlánuimhir. Aistrítear go [code]a^ b[/code] sa Teanga Redot Shader." msgid "" "Returns the result of bitwise left shift operation on the integer. Translates " -"to [code]a << b[/code] in the Redot Shader Language." +"to [code]a << b[/code] in the Godot Shader Language." msgstr "" "Filleann sé an toradh ar oibriú seal beag ar chlé ar an tslánuimhir. " "Aistrítear go [code]a <> b[/code] in the Redot Shader Language." +"Translates to [code]a >> b[/code] in the Godot Shader Language." msgstr "" "Filleann sé an toradh ar oibriú seal beag ar chlé ar an tslánuimhir. " "Aistrítear go [code]a <> b[/code] in the Redot Shader Language." +"Translates to [code]a >> b[/code] in the Godot Shader Language." msgstr "" "Restituisce il risultato dell'operazione di spostamento bit a destra " -"sull'intero. Tradotto come [code]a >> b[/code] nel Redot Shader Language." +"sull'intero. Tradotto come [code]a >> b[/code] nel Godot Shader Language." msgid "A visual shader node for shader parameter (uniform) of type [int]." msgstr "" diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index f6aa33476a3..9f2d76fc509 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -118304,7 +118304,7 @@ msgstr "计算着色器阶段位(另见 [constant SHADER_STAGE_COMPUTE])。" msgid "" "Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is " -"the language used for core Redot shaders." +"the language used for core Godot Shaders." msgstr "" "Khronos 的 GLSL 着色语言(OpenGL 和 Vulkan 原生使用)。这是核心 Redot 着色器所" "使用的语言。" @@ -126240,7 +126240,7 @@ msgstr "" "Blender 导出的模型中很常见;或者每个 [MeshInstance3D] 可以使用单独的 [Skin] 对" "象,这在从其他工具(例如 Maya)导出的模型中很常见。" -msgid "Imports native GLSL shaders (not Redot shaders) as a [RDShaderFile]." +msgid "Imports native GLSL shaders (not Godot Shaders) as a [RDShaderFile]." msgstr "将原生 GLSL 着色器(不是 Redot 着色器)导入为 [RDShaderFile]。" msgid "" @@ -160221,112 +160221,112 @@ msgstr "要应用于该标量的函数。可选项见 [enum Function]。" msgid "" "Returns the sine of the parameter. Translates to [code]sin(x)[/code] in the " -"Redot Shader Language." +"Godot Shader Language." msgstr "" "返回参数的正弦值。在 Redot 着色器语言中,会被翻译为 [code]sin(x)[/code]。" msgid "" "Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in the " -"Redot Shader Language." +"Godot Shader Language." msgstr "" "返回参数的余弦值。在 Redot 着色器语言中,会被翻译为 [code]cos(x)[/code]。" msgid "" "Returns the tangent of the parameter. Translates to [code]tan(x)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "返回参数的正切值。在 Redot 着色器语言中,会被翻译为 [code]tan(x)[/code]。" msgid "" "Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "返回参数的反正弦值。在 Redot 着色器语言中,会被翻译为 [code]asin(x)[/code]。" msgid "" "Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/code] " -"in the Redot Shader Language." +"in the Godot Shader Language." msgstr "" "返回参数的反余弦值。在 Redot 着色器语言中,会被翻译为 [code]acos(x)[/code]。" msgid "" "Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/code] " -"in the Redot Shader Language." +"in the Godot Shader Language." msgstr "" "返回参数的反正切值。在 Redot 着色器语言中,会被翻译为 [code]atan(x)[/code]。" msgid "" "Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "返回参数的双曲正弦值。在 Redot 着色器语言中,会被翻译为 [code]sinh(x)[/code]。" msgid "" "Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "返回参数的双曲余弦值。在 Redot 着色器语言中,会被翻译为 [code]cosh(x)[/code]。" msgid "" "Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "返回参数的双曲正切值。在 Redot 着色器语言中,会被翻译为 [code]tanh(x)[/code]。" msgid "" "Returns the natural logarithm of the parameter. Translates to [code]log(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "返回参数的自然对数。在 Redot 着色器语言中,会被翻译为 [code]log(x)[/code]。" msgid "" "Returns the natural exponentiation of the parameter. Translates to " -"[code]exp(x)[/code] in the Redot Shader Language." +"[code]exp(x)[/code] in the Godot Shader Language." msgstr "" "返回该参数的自然指数。在 Redot 着色器语言中,会被翻译为 [code]exp(x)[/code]。" msgid "" "Returns the square root of the parameter. Translates to [code]sqrt(x)[/code] " -"in the Redot Shader Language." +"in the Godot Shader Language." msgstr "" "返回参数的平方根。在 Redot 着色器语言中,会被翻译为 [code]sqrt(x)[/code]。" msgid "" "Returns the absolute value of the parameter. Translates to [code]abs(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "返回参数的绝对值。在 Redot 着色器语言中,会被翻译为 [code]abs(x)[/code]。" msgid "" "Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the " -"Redot Shader Language." +"Godot Shader Language." msgstr "" "提取参数的符号。在 Redot 着色器语言中,会被翻译为 [code]sign(x)[/code]。" msgid "" "Finds the nearest integer less than or equal to the parameter. Translates to " -"[code]floor(x)[/code] in the Redot Shader Language." +"[code]floor(x)[/code] in the Godot Shader Language." msgstr "" "查找小于或等于参数的最接近的整数。在 Redot 着色器语言中,会被翻译为 " "[code]floor(x)[/code]。" msgid "" "Finds the nearest integer to the parameter. Translates to [code]round(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "查找最接近参数的整数。在 Redot 着色器语言中,会被翻译为 [code]round(x)[/" "code]。" msgid "" "Finds the nearest integer that is greater than or equal to the parameter. " -"Translates to [code]ceil(x)[/code] in the Redot Shader Language." +"Translates to [code]ceil(x)[/code] in the Godot Shader Language." msgstr "" "查找大于或等于参数的最接近的整数。在 Redot 着色器语言中,会被翻译为 " "[code]ceil(x)[/code]。" msgid "" "Computes the fractional part of the argument. Translates to [code]fract(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "计算参数的小数部分。在 Redot 着色器语言中,会被翻译为 [code]fract(x)[/code]。" @@ -160342,55 +160342,55 @@ msgstr "使用 [code]-(x)[/code],对 [code]x[/code] 求反。" msgid "" "Returns the arc-hyperbolic-cosine of the parameter. Translates to " -"[code]acosh(x)[/code] in the Redot Shader Language." +"[code]acosh(x)[/code] in the Godot Shader Language." msgstr "" "返回参数的反双曲余弦值。在 Redot 着色器语言中,会被翻译为 [code]acosh(x)[/" "code]。" msgid "" "Returns the arc-hyperbolic-sine of the parameter. Translates to [code]asinh(x)" -"[/code] in the Redot Shader Language." +"[/code] in the Godot Shader Language." msgstr "" "返回参数的反双曲正弦值。在 Redot 着色器语言中,会被翻译为 [code]asinh(x)[/" "code]。" msgid "" "Returns the arc-hyperbolic-tangent of the parameter. Translates to " -"[code]atanh(x)[/code] in the Redot Shader Language." +"[code]atanh(x)[/code] in the Godot Shader Language." msgstr "" "返回参数的反双曲正切值。在 Redot 着色器语言中,会被翻译为 [code]atanh(x)[/" "code]。" msgid "" "Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "将弧度数转换为度数。在 Redot 着色器语言中,会被翻译为 [code]degrees(x)[/" "code]。" msgid "" "Returns 2 raised by the power of the parameter. Translates to [code]exp2(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "返回 2 的参数次幂。在 Redot 着色器语言中,会被翻译为 [code]exp2(x)[/code]。" msgid "" "Returns the inverse of the square root of the parameter. Translates to " -"[code]inversesqrt(x)[/code] in the Redot Shader Language." +"[code]inversesqrt(x)[/code] in the Godot Shader Language." msgstr "" "返回参数平方根的倒数。在 Redot 着色器语言中,会被翻译为 [code]inversesqrt(x)[/" "code]。" msgid "" "Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "返回参数的以 2 为底的对数。在 Redot 着色器语言中,会被翻译为 [code]log2(x)[/" "code]。" msgid "" "Convert a quantity in degrees to radians. Translates to [code]radians(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "将度数转换为弧度。在 Redot 着色器语言中,会被翻译为 [code]radians(x)[/code]。" @@ -160401,7 +160401,7 @@ msgstr "求 1 除以 [code]x[/code] 得到的倒数(即 [code]1 / x[/code]) msgid "" "Finds the nearest even integer to the parameter. Translates to " -"[code]roundEven(x)[/code] in the Redot Shader Language." +"[code]roundEven(x)[/code] in the Godot Shader Language." msgstr "" "查找最接近参数的偶数。在 Redot 着色器语言中,会被翻译为 [code]roundEven(x)[/" "code]。" @@ -160409,7 +160409,7 @@ msgstr "" msgid "" "Returns a value equal to the nearest integer to [code]x[/code] whose absolute " "value is not larger than the absolute value of [code]x[/code]. Translates to " -"[code]trunc(x)[/code] in the Redot Shader Language." +"[code]trunc(x)[/code] in the Godot Shader Language." msgstr "" "返回与 [code]x[/code] 的最接近整数的值,其绝对值不大于 [code]x[/code] 绝对值。" "在 Redot 着色器语言中,会被翻译为 [code]trunc(x)[/code]。" @@ -160441,34 +160441,34 @@ msgstr "使用 [code]a / b[/code] 将两个数字相除。" msgid "" "Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/code] " -"in the Redot Shader Language." +"in the Godot Shader Language." msgstr "" "计算两个数的余数。在 Redot 着色器语言中,会被翻译为 [code]mod(a, b)[/code]。" msgid "" "Raises the [code]a[/code] to the power of [code]b[/code]. Translates to " -"[code]pow(a, b)[/code] in the Redot Shader Language." +"[code]pow(a, b)[/code] in the Godot Shader Language." msgstr "" "将 [code]a[/code] 提高到 [code]b[/code] 次幂。在 Redot 着色器语言中,会被翻译" "为 [code]pow(a, b)[/code]。" msgid "" "Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "返回两个数中的较大者。在 Redot 着色器语言中,会被翻译为 [code]max(a, b)[/" "code]。" msgid "" "Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "返回两个数中的较小者。在 Redot 着色器语言中,会被翻译为 [code]min(a, b)[/" "code]。" msgid "" "Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "返回参数的反正切值。在 Redot 着色器语言中,会被翻译为 [code]atan(a, b)[/" "code]。" @@ -160792,7 +160792,7 @@ msgstr "" msgid "" "Returns the result of bitwise [code]NOT[/code] operation on the integer. " -"Translates to [code]~a[/code] in the Redot Shader Language." +"Translates to [code]~a[/code] in the Godot Shader Language." msgstr "" "返回对该整数进行按位 [code]NOT[/code] 运算的结果。在 Redot 着色器语言中会被翻" "译为 [code]~a[/code]。" @@ -160811,42 +160811,42 @@ msgstr "使用 [code]a % b[/code] 计算两个数字的余数。" msgid "" "Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "返回两个数字中的较小者。在 Redot 着色器语言中会被翻译为 [code]min(a, b)[/" "code]。" msgid "" "Returns the result of bitwise [code]AND[/code] operation on the integer. " -"Translates to [code]a & b[/code] in the Redot Shader Language." +"Translates to [code]a & b[/code] in the Godot Shader Language." msgstr "" "返回对该整数进行按位与 [code]AND[/code] 运算的结果。在 Redot 着色器语言中会被" "翻译为 [code]a & b[/code]。" msgid "" "Returns the result of bitwise [code]OR[/code] operation for two integers. " -"Translates to [code]a | b[/code] in the Redot Shader Language." +"Translates to [code]a | b[/code] in the Godot Shader Language." msgstr "" "返回对该整数进行按位或 [code]OR[/code] 运算的结果。在 Redot 着色器语言中会被翻" "译为 [code]a | b[/code]。" msgid "" "Returns the result of bitwise [code]XOR[/code] operation for two integers. " -"Translates to [code]a ^ b[/code] in the Redot Shader Language." +"Translates to [code]a ^ b[/code] in the Godot Shader Language." msgstr "" "返回对该整数进行按位异或 [code]XOR[/code] 运算的结果。在 Redot 着色器语言中会" "被翻译为 [code]a ^ b[/code]。" msgid "" "Returns the result of bitwise left shift operation on the integer. Translates " -"to [code]a << b[/code] in the Redot Shader Language." +"to [code]a << b[/code] in the Godot Shader Language." msgstr "" "返回对该整数进行按位左移运算的结果。在 Redot 着色器语言中会被翻译为 [code]a " "<< b[/code]。" msgid "" "Returns the result of bitwise right shift operation on the integer. " -"Translates to [code]a >> b[/code] in the Redot Shader Language." +"Translates to [code]a >> b[/code] in the Godot Shader Language." msgstr "" "返回对该整数进行按位右移运算的结果。在 Redot 着色器语言中会被翻译为 [code]a " ">> b[/code]。" diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index 8d388469b17..3db77e663af 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -82433,7 +82433,7 @@ msgstr "計算著色器階段位(另見 [constant SHADER_STAGE_COMPUTE])。" msgid "" "Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is " -"the language used for core Redot shaders." +"the language used for core Godot Shaders." msgstr "" "Khronos 的 GLSL 著色語言(OpenGL 和 Vulkan 原生使用)。這是核心 Redot 著色器所" "使用的語言。" @@ -89203,7 +89203,7 @@ msgstr "" "從Blender 匯出的模型中很常見,或者每個[MeshInstance3D] 可以使用單獨的[Skin] 對" "象,這在從其他工具(例如Maya)匯出的模型中很常見。" -msgid "Imports native GLSL shaders (not Redot shaders) as a [RDShaderFile]." +msgid "Imports native GLSL shaders (not Godot Shaders) as a [RDShaderFile]." msgstr "將本機 GLSL 著色器(不是 Redot 著色器)匯入為 [RDShaderFile]。" msgid "" @@ -113676,112 +113676,112 @@ msgstr "要套用於該標量的函式。可選項見 [enum Function]。" msgid "" "Returns the sine of the parameter. Translates to [code]sin(x)[/code] in the " -"Redot Shader Language." +"Godot Shader Language." msgstr "" "返回參數的正弦值。在 Redot 著色器語言中,會被翻譯為 [code]sin(x)[/code]。" msgid "" "Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in the " -"Redot Shader Language." +"Godot Shader Language." msgstr "" "返回參數的餘弦值。在 Redot 著色器語言中,會被翻譯為 [code]cos(x)[/code]。" msgid "" "Returns the tangent of the parameter. Translates to [code]tan(x)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "返回參數的正切值。在 Redot 著色器語言中,會被翻譯為 [code]tan(x)[/code]。" msgid "" "Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "返回參數的反正弦值。在 Redot 著色器語言中,會被翻譯為 [code]asin(x)[/code]。" msgid "" "Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/code] " -"in the Redot Shader Language." +"in the Godot Shader Language." msgstr "" "返回參數的反餘弦值。在 Redot 著色器語言中,會被翻譯為 [code]acos(x)[/code]。" msgid "" "Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/code] " -"in the Redot Shader Language." +"in the Godot Shader Language." msgstr "" "返回參數的反正切值。在 Redot 著色器語言中,會被翻譯為 [code]atan(x)[/code]。" msgid "" "Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "返回參數的雙曲正弦值。在 Redot 著色器語言中,會被翻譯為 [code]sinh(x)[/code]。" msgid "" "Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "返回參數的雙曲餘弦值。在 Redot 著色器語言中,會被翻譯為 [code]cosh(x)[/code]。" msgid "" "Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "返回參數的雙曲正切值。在 Redot 著色器語言中,會被翻譯為 [code]tanh(x)[/code]。" msgid "" "Returns the natural logarithm of the parameter. Translates to [code]log(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "返回參數的自然對數。在 Redot 著色器語言中,會被翻譯為 [code]log(x)[/code]。" msgid "" "Returns the natural exponentiation of the parameter. Translates to " -"[code]exp(x)[/code] in the Redot Shader Language." +"[code]exp(x)[/code] in the Godot Shader Language." msgstr "" "返回該參數的自然指數。在 Redot 著色器語言中,會被翻譯為 [code]exp(x)[/code]。" msgid "" "Returns the square root of the parameter. Translates to [code]sqrt(x)[/code] " -"in the Redot Shader Language." +"in the Godot Shader Language." msgstr "" "返回參數的平方根。在 Redot 著色器語言中,會被翻譯為 [code]sqrt(x)[/code]。" msgid "" "Returns the absolute value of the parameter. Translates to [code]abs(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "返回參數的絕對值。在 Redot 著色器語言中,會被翻譯為 [code]abs(x)[/code]。" msgid "" "Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the " -"Redot Shader Language." +"Godot Shader Language." msgstr "" "提取參數的符號。在 Redot 著色器語言中,會被翻譯為 [code]sign(x)[/code]。" msgid "" "Finds the nearest integer less than or equal to the parameter. Translates to " -"[code]floor(x)[/code] in the Redot Shader Language." +"[code]floor(x)[/code] in the Godot Shader Language." msgstr "" "搜尋小於或等於參數的最接近的整數。在 Redot 著色器語言中,會被翻譯為 " "[code]floor(x)[/code]。" msgid "" "Finds the nearest integer to the parameter. Translates to [code]round(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "搜尋最接近參數的整數。在 Redot 著色器語言中,會被翻譯為 [code]round(x)[/" "code]。" msgid "" "Finds the nearest integer that is greater than or equal to the parameter. " -"Translates to [code]ceil(x)[/code] in the Redot Shader Language." +"Translates to [code]ceil(x)[/code] in the Godot Shader Language." msgstr "" "搜尋大於或等於參數的最接近的整數。在 Redot 著色器語言中,會被翻譯為 " "[code]ceil(x)[/code]。" msgid "" "Computes the fractional part of the argument. Translates to [code]fract(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "計算參數的小數部分。在 Redot 著色器語言中,會被翻譯為 [code]fract(x)[/code]。" @@ -113797,55 +113797,55 @@ msgstr "使用 [code]-(x)[/code],對 [code]x[/code] 求反。" msgid "" "Returns the arc-hyperbolic-cosine of the parameter. Translates to " -"[code]acosh(x)[/code] in the Redot Shader Language." +"[code]acosh(x)[/code] in the Godot Shader Language." msgstr "" "返回參數的反雙曲餘弦值。在 Redot 著色器語言中,會被翻譯為 [code]acosh(x)[/" "code]。" msgid "" "Returns the arc-hyperbolic-sine of the parameter. Translates to [code]asinh(x)" -"[/code] in the Redot Shader Language." +"[/code] in the Godot Shader Language." msgstr "" "返回參數的反雙曲正弦值。在 Redot 著色器語言中,會被翻譯為 [code]asinh(x)[/" "code]。" msgid "" "Returns the arc-hyperbolic-tangent of the parameter. Translates to " -"[code]atanh(x)[/code] in the Redot Shader Language." +"[code]atanh(x)[/code] in the Godot Shader Language." msgstr "" "返回參數的反雙曲正切值。在 Redot 著色器語言中,會被翻譯為 [code]atanh(x)[/" "code]。" msgid "" "Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "將弧度數轉換為度數。在 Redot 著色器語言中,會被翻譯為 [code]degrees(x)[/" "code]。" msgid "" "Returns 2 raised by the power of the parameter. Translates to [code]exp2(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "返回 2 的參數次冪。在 Redot 著色器語言中,會被翻譯為 [code]exp2(x)[/code]。" msgid "" "Returns the inverse of the square root of the parameter. Translates to " -"[code]inversesqrt(x)[/code] in the Redot Shader Language." +"[code]inversesqrt(x)[/code] in the Godot Shader Language." msgstr "" "返回參數平方根的倒數。在 Redot 著色器語言中,會被翻譯為 [code]inversesqrt(x)[/" "code]。" msgid "" "Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "返回參數的以 2 為底的對數。在 Redot 著色器語言中,會被翻譯為 [code]log2(x)[/" "code]。" msgid "" "Convert a quantity in degrees to radians. Translates to [code]radians(x)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "將度數轉換為弧度。在 Redot 著色器語言中,會被翻譯為 [code]radians(x)[/code]。" @@ -113856,7 +113856,7 @@ msgstr "求 1 除以 [code]x[/code] 得到的倒數(即 [code]1 / x[/code]) msgid "" "Finds the nearest even integer to the parameter. Translates to " -"[code]roundEven(x)[/code] in the Redot Shader Language." +"[code]roundEven(x)[/code] in the Godot Shader Language." msgstr "" "搜尋最接近參數的偶數。在 Redot 著色器語言中,會被翻譯為 [code]roundEven(x)[/" "code]。" @@ -113864,7 +113864,7 @@ msgstr "" msgid "" "Returns a value equal to the nearest integer to [code]x[/code] whose absolute " "value is not larger than the absolute value of [code]x[/code]. Translates to " -"[code]trunc(x)[/code] in the Redot Shader Language." +"[code]trunc(x)[/code] in the Godot Shader Language." msgstr "" "返回與 [code]x[/code] 的最接近整數的值,其絕對值不大於 [code]x[/code] 絕對值。" "在 Redot 著色器語言中,會被翻譯為 [code]trunc(x)[/code]。" @@ -113896,34 +113896,34 @@ msgstr "使用 [code]a / b[/code] 將兩個數字相除。" msgid "" "Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/code] " -"in the Redot Shader Language." +"in the Godot Shader Language." msgstr "" "計算兩個數的餘數。在 Redot 著色器語言中,會被翻譯為 [code]mod(a, b)[/code]。" msgid "" "Raises the [code]a[/code] to the power of [code]b[/code]. Translates to " -"[code]pow(a, b)[/code] in the Redot Shader Language." +"[code]pow(a, b)[/code] in the Godot Shader Language." msgstr "" "將 [code]a[/code] 提高到 [code]b[/code] 次冪。在 Redot 著色器語言中,會被翻譯" "為 [code]pow(a, b)[/code]。" msgid "" "Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "返回兩個數中的較大者。在 Redot 著色器語言中,會被翻譯為 [code]max(a, b)[/" "code]。" msgid "" "Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "返回兩個數中的較小者。在 Redot 著色器語言中,會被翻譯為 [code]min(a, b)[/" "code]。" msgid "" "Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)[/" -"code] in the Redot Shader Language." +"code] in the Godot Shader Language." msgstr "" "返回參數的反正切值。在 Redot 著色器語言中,會被翻譯為 [code]atan(a, b)[/" "code]。" @@ -114173,7 +114173,7 @@ msgstr "" msgid "" "Returns the result of bitwise [code]NOT[/code] operation on the integer. " -"Translates to [code]~a[/code] in the Redot Shader Language." +"Translates to [code]~a[/code] in the Godot Shader Language." msgstr "" "返回對該整數進行按位元 [code]NOT[/code] 運算的結果。在 Redot 著色器語言中會被" "翻譯為 [code]~a[/code]。" @@ -114192,42 +114192,42 @@ msgstr "使用 [code]a % b[/code] 計算兩個數字的餘數。" msgid "" "Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] in " -"the Redot Shader Language." +"the Godot Shader Language." msgstr "" "返回兩個數字中的較小者。在 Redot 著色器語言中會被翻譯為 [code]min(a, b)[/" "code]。" msgid "" "Returns the result of bitwise [code]AND[/code] operation on the integer. " -"Translates to [code]a & b[/code] in the Redot Shader Language." +"Translates to [code]a & b[/code] in the Godot Shader Language." msgstr "" "返回對該整數進行按位元與 [code]AND[/code] 運算的結果。在 Redot 著色器語言中會" "被翻譯為 [code]a & b[/code]。" msgid "" "Returns the result of bitwise [code]OR[/code] operation for two integers. " -"Translates to [code]a | b[/code] in the Redot Shader Language." +"Translates to [code]a | b[/code] in the Godot Shader Language." msgstr "" "返回對該整數進行按位元或 [code]OR[/code] 運算的結果。在 Redot 著色器語言中會被" "翻譯為 [code]a | b[/code]。" msgid "" "Returns the result of bitwise [code]XOR[/code] operation for two integers. " -"Translates to [code]a ^ b[/code] in the Redot Shader Language." +"Translates to [code]a ^ b[/code] in the Godot Shader Language." msgstr "" "返回對該整數進行按位元異或 [code]XOR[/code] 運算的結果。在 Redot 著色器語言中" "會被翻譯為 [code]a ^ b[/code]。" msgid "" "Returns the result of bitwise left shift operation on the integer. Translates " -"to [code]a << b[/code] in the Redot Shader Language." +"to [code]a << b[/code] in the Godot Shader Language." msgstr "" "返回對該整數進行按位元左移運算的結果。在 Redot 著色器語言中會被翻譯為 [code]a " "<< b[/code]。" msgid "" "Returns the result of bitwise right shift operation on the integer. " -"Translates to [code]a >> b[/code] in the Redot Shader Language." +"Translates to [code]a >> b[/code] in the Godot Shader Language." msgstr "" "返回對該整數進行按位元右移運算的結果。在 Redot 著色器語言中會被翻譯為 [code]a " ">> b[/code]。"