diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 9240bad2878..8cb97a21e2a 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -377,7 +377,7 @@ - 1.0: Linear - Greater than 1.0 (exclusive): Ease in [/codeblock] - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/ease_cheatsheet.png]ease() curve values cheatsheet[/url] + [url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/ease_cheatsheet.png]ease() curve values cheatsheet[/url] See also [method smoothstep]. If you need to perform more advanced transitions, use [method Tween.interpolate_value]. @@ -945,7 +945,7 @@ - Pushes an error message to Godot's built-in debugger and to the OS terminal. + Pushes an error message to Redot's built-in debugger and to the OS terminal. [codeblocks] [gdscript] push_error("test error") # Prints "test error" to debugger and terminal as error call @@ -959,7 +959,7 @@ - Pushes a warning message to Godot's built-in debugger and to the OS terminal. + Pushes a warning message to Redot's built-in debugger and to the OS terminal. [codeblocks] [gdscript] push_warning("test warning") # Prints "test warning" to debugger and terminal as warning call @@ -1157,7 +1157,7 @@ Sets the seed for the random number generator to [param base]. Setting the seed manually can ensure consistent, repeatable results for most random functions. [codeblocks] [gdscript] - var my_seed = "Godot Rocks".hash() + var my_seed = "Redot Rocks".hash() seed(my_seed) var a = randf() + randi() seed(my_seed) @@ -1165,7 +1165,7 @@ # a and b are now identical [/gdscript] [csharp] - ulong mySeed = (ulong)GD.Hash("Godot Rocks"); + ulong mySeed = (ulong)GD.Hash("Redot Rocks"); GD.Seed(mySeed); var a = GD.Randf() + GD.Randi(); GD.Seed(mySeed); @@ -1256,8 +1256,8 @@ smoothstep(0, 2, 2.0) # Returns 1.0 [/codeblock] Compared to [method ease] with a curve value of [code]-1.6521[/code], [method smoothstep] returns the smoothest possible curve with no sudden changes in the derivative. If you need to perform more advanced transitions, use [Tween] or [AnimationPlayer]. - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, -1.6521) return values[/url] - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/smoothstep_range.webp]Smoothstep() return values with positive, zero, and negative ranges[/url] + [url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, -1.6521) return values[/url] + [url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/smoothstep_range.webp]Smoothstep() return values with positive, zero, and negative ranges[/url] @@ -2752,7 +2752,7 @@ Bug error, caused by an implementation issue in the method. - [b]Note:[/b] If a built-in method returns this code, please open an issue on [url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/url]. + [b]Note:[/b] If a built-in method returns this code, please open an issue on [url=https://github.com/redot-engine/redot-engine/issues]the GitHub Issue Tracker[/url]. Printer on fire error (This is an easter egg, no built-in methods return this error code). diff --git a/doc/classes/AStar3D.xml b/doc/classes/AStar3D.xml index 2e8ae37a20b..a84649ef633 100644 --- a/doc/classes/AStar3D.xml +++ b/doc/classes/AStar3D.xml @@ -4,7 +4,7 @@ An implementation of A* for finding the shortest path between two vertices on a connected graph in 3D space. - A* (A star) is a computer algorithm used in pathfinding and graph traversal, the process of plotting short paths among vertices (points), passing through a given set of edges (segments). It enjoys widespread use due to its performance and accuracy. Godot's A* implementation uses points in 3D space and Euclidean distances by default. + A* (A star) is a computer algorithm used in pathfinding and graph traversal, the process of plotting short paths among vertices (points), passing through a given set of edges (segments). It enjoys widespread use due to its performance and accuracy. Redot's A* implementation uses points in 3D space and Euclidean distances by default. You must add points manually with [method add_point] and create segments manually with [method connect_points]. Once done, you can test if there is a path between two points with the [method are_points_connected] function, get a path containing indices by [method get_id_path], or one containing actual coordinates with [method get_point_path]. It is also possible to use non-Euclidean distances. To do so, create a class that extends [AStar3D] and override methods [method _compute_cost] and [method _estimate_cost]. Both take two indices and return a length, as is shown in the following example. [codeblocks] diff --git a/doc/classes/CameraServer.xml b/doc/classes/CameraServer.xml index 25a6cab202d..fc566ec51a0 100644 --- a/doc/classes/CameraServer.xml +++ b/doc/classes/CameraServer.xml @@ -4,7 +4,7 @@ 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. + The [CameraServer] keeps track of different cameras accessible in Redot. These are external cameras such as webcams or the cameras on your phone. It is notably used to provide AR modules with a video feed from the camera. [b]Note:[/b] This class is currently only implemented on Linux, macOS, and iOS, on other platforms no [CameraFeed]s will be available. To get a [CameraFeed] on iOS, the camera plugin from [url=https://github.com/godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required. diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index 9fe42fff904..043ff7a6bea 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -7,7 +7,7 @@ A color represented in RGBA format by a red ([member r]), green ([member g]), blue ([member b]), and alpha ([member a]) component. Each component is a 32-bit floating-point value, usually ranging from [code]0.0[/code] to [code]1.0[/code]. Some properties (such as [member CanvasItem.modulate]) may support values greater than [code]1.0[/code], for overbright or HDR (High Dynamic Range) colors. Colors can be created in various ways: By the various [Color] constructors, by static methods such as [method from_hsv], and by using a name from the set of standardized colors based on [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url] with the addition of [constant TRANSPARENT]. GDScript also provides [method @GDScript.Color8], which uses integers from [code]0[/code] to [code]255[/code] and doesn't support overbright colors. [b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/code] if it is equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). Otherwise, a Color will always evaluate to [code]true[/code]. - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/color_constants.png]Color constants cheatsheet[/url] + [url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/color_constants.png]Color constants cheatsheet[/url] https://godotengine.org/asset-library/asset/2768 @@ -443,7 +443,7 @@ - Returns the color converted to a 32-bit integer in RGBA format (each component is 8 bits). RGBA is Godot's default format. This method is the inverse of [method hex]. + Returns the color converted to a 32-bit integer in RGBA format (each component is 8 bits). RGBA is Redot's default format. This method is the inverse of [method hex]. [codeblocks] [gdscript] var color = Color(1, 0.5, 0.2) @@ -459,7 +459,7 @@ - Returns the color converted to a 64-bit integer in RGBA format (each component is 16 bits). RGBA is Godot's default format. This method is the inverse of [method hex64]. + Returns the color converted to a 64-bit integer in RGBA format (each component is 16 bits). RGBA is Redot's default format. This method is the inverse of [method hex64]. [codeblocks] [gdscript] var color = Color(1, 0.5, 0.2) diff --git a/doc/classes/CompressedCubemap.xml b/doc/classes/CompressedCubemap.xml index 406ab4909ab..aed3430f738 100644 --- a/doc/classes/CompressedCubemap.xml +++ b/doc/classes/CompressedCubemap.xml @@ -4,7 +4,7 @@ An optionally compressed [Cubemap]. - A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compression methods: + A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Redot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compression methods: - Lossless (WebP or PNG, uncompressed on the GPU) - Lossy (WebP, uncompressed on the GPU) - VRAM Compressed (compressed on the GPU) diff --git a/doc/classes/CompressedCubemapArray.xml b/doc/classes/CompressedCubemapArray.xml index 195449ee99b..f7f073d4370 100644 --- a/doc/classes/CompressedCubemapArray.xml +++ b/doc/classes/CompressedCubemapArray.xml @@ -4,7 +4,7 @@ An optionally compressed [CubemapArray]. - A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compression methods: + A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Redot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compression methods: - Lossless (WebP or PNG, uncompressed on the GPU) - Lossy (WebP, uncompressed on the GPU) - VRAM Compressed (compressed on the GPU) diff --git a/doc/classes/CompressedTexture2D.xml b/doc/classes/CompressedTexture2D.xml index cc4c4c81826..29a1e5ae4b6 100644 --- a/doc/classes/CompressedTexture2D.xml +++ b/doc/classes/CompressedTexture2D.xml @@ -4,7 +4,7 @@ Texture with 2 dimensions, optionally compressed. - A texture that is loaded from a [code].ctex[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compression methods (including a lack of any compression): + A texture that is loaded from a [code].ctex[/code] file. This file format is internal to Redot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compression methods (including a lack of any compression): - Lossless (WebP or PNG, uncompressed on the GPU) - Lossy (WebP, uncompressed on the GPU) - VRAM Compressed (compressed on the GPU) diff --git a/doc/classes/CompressedTexture2DArray.xml b/doc/classes/CompressedTexture2DArray.xml index 6570e8f9318..1f1b3c72cdd 100644 --- a/doc/classes/CompressedTexture2DArray.xml +++ b/doc/classes/CompressedTexture2DArray.xml @@ -4,7 +4,7 @@ Array of 2-dimensional textures, optionally compressed. - A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compression methods: + A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Redot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compression methods: - Lossless (WebP or PNG, uncompressed on the GPU) - Lossy (WebP, uncompressed on the GPU) - VRAM Compressed (compressed on the GPU) diff --git a/doc/classes/CompressedTexture3D.xml b/doc/classes/CompressedTexture3D.xml index 797fbc9da51..5d6c4ecb4d3 100644 --- a/doc/classes/CompressedTexture3D.xml +++ b/doc/classes/CompressedTexture3D.xml @@ -4,7 +4,7 @@ Texture with 3 dimensions, optionally compressed. - [CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. This file format is internal to Godot; it is created by importing other image formats with the import system. + [CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. This file format is internal to Redot; it is created by importing other image formats with the import system. [CompressedTexture3D] uses VRAM compression, which allows to reduce memory usage on the GPU when rendering the texture. This also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D. See [Texture3D] for a general description of 3D textures. diff --git a/doc/classes/ConfigFile.xml b/doc/classes/ConfigFile.xml index feeea339fe4..5066970571d 100644 --- a/doc/classes/ConfigFile.xml +++ b/doc/classes/ConfigFile.xml @@ -87,7 +87,7 @@ Any operation that mutates the ConfigFile such as [method set_value], [method clear], or [method erase_section], only changes what is loaded in memory. If you want to write the change to a file, you have to save the changes with [method save], [method save_encrypted], or [method save_encrypted_pass]. Keep in mind that section and property names can't contain spaces. Anything after a space will be ignored on save and on load. ConfigFiles can also contain manually written comment lines starting with a semicolon ([code];[/code]). Those lines will be ignored when parsing the file. Note that comments will be lost when saving the ConfigFile. This can still be useful for dedicated server configuration files, which are typically never overwritten without explicit user action. - [b]Note:[/b] The file extension given to a ConfigFile does not have any impact on its formatting or behavior. By convention, the [code].cfg[/code] extension is used here, but any other extension such as [code].ini[/code] is also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are standardized, Godot's ConfigFile formatting may differ from files written by other programs. + [b]Note:[/b] The file extension given to a ConfigFile does not have any impact on its formatting or behavior. By convention, the [code].cfg[/code] extension is used here, but any other extension such as [code].ini[/code] is also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are standardized, Redot's ConfigFile formatting may differ from files written by other programs. diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 5657fe3c58b..40c75ab99c7 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -5,7 +5,7 @@ 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. + For more information on Redot'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] 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. @@ -20,7 +20,7 @@ $DOCS_URL/tutorials/2d/custom_drawing_in_2d.html $DOCS_URL/tutorials/ui/control_node_gallery.html $DOCS_URL/tutorials/rendering/multiple_resolutions.html - https://github.com/godotengine/godot-demo-projects/tree/master/gui + https://github.com/redot-engine/redot-demo-projects/tree/master/gui diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index 5c9b22fe4a1..a94abda0cbc 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -266,29 +266,29 @@ [codeblocks] [gdscript] var my_dict = { - "Godot" : 4, + "Redot" : 4, 210 : null, } - print(my_dict.has("Godot")) # Prints true + print(my_dict.has("Redot")) # Prints true print(my_dict.has(210)) # Prints true print(my_dict.has(4)) # Prints false [/gdscript] [csharp] var myDict = new Godot.Collections.Dictionary { - { "Godot", 4 }, + { "Redot", 4 }, { 210, default }, }; - GD.Print(myDict.ContainsKey("Godot")); // Prints true + GD.Print(myDict.ContainsKey("Redot")); // Prints true GD.Print(myDict.ContainsKey(210)); // Prints true GD.Print(myDict.ContainsKey(4)); // Prints false [/csharp] [/codeblocks] In GDScript, this is equivalent to the [code]in[/code] operator: [codeblock] - if "Godot" in {"Godot": 4}: + if "Redot" in {"Redot": 4}: print("The key is here!") # Will be printed. [/codeblock] [b]Note:[/b] This method returns [code]true[/code] as long as the [param key] exists, even if its corresponding value is [code]null[/code]. diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index bf3ab584e52..b3f87aaa161 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -1846,7 +1846,7 @@ Display server supports spawning text dialogs using the operating system's native look-and-feel. See [method dialog_show]. [b]Windows, macOS[/b] - Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url], which is commonly used for inputting Chinese/Japanese/Korean text. This is handled by the operating system, rather than by Godot. [b]Windows, macOS, Linux (X11)[/b] + Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url], which is commonly used for inputting Chinese/Japanese/Korean text. This is handled by the operating system, rather than by Redot. [b]Windows, macOS, Linux (X11)[/b] Display server supports windows can use per-pixel transparency to make windows behind them partially or fully visible. [b]Windows, macOS, Linux (X11/Wayland)[/b] diff --git a/doc/classes/EditorExportPlatform.xml b/doc/classes/EditorExportPlatform.xml index 8792bbedc34..12a7a10d8f5 100644 --- a/doc/classes/EditorExportPlatform.xml +++ b/doc/classes/EditorExportPlatform.xml @@ -8,7 +8,7 @@ Used in scripting by [EditorExportPlugin] to configure platform-specific customization of scenes and resources. See [method EditorExportPlugin._begin_customize_scenes] and [method EditorExportPlugin._begin_customize_resources] for more details. - $DOCS_URL/tutorials/platform/consoles.html + $DOCS_URL/tutorials/platform/consoles.html diff --git a/doc/classes/EditorExportPlugin.xml b/doc/classes/EditorExportPlugin.xml index aa8e4b3d56c..482f1e135d8 100644 --- a/doc/classes/EditorExportPlugin.xml +++ b/doc/classes/EditorExportPlugin.xml @@ -113,7 +113,7 @@ Virtual method to be overridden by the user. This is called to retrieve the local paths of the Android libraries archive (AAR) files provided by this plugin. - [b]Note:[/b] Relative paths [b]must[/b] be relative to Godot's [code]res://addons/[/code] directory. For example, an AAR file located under [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/code] can be returned as an absolute path using [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/code] or a relative path using [code]hello_world_plugin/HelloWorld.release.aar[/code]. + [b]Note:[/b] Relative paths [b]must[/b] be relative to Redot's [code]res://addons/[/code] directory. For example, an AAR file located under [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/code] can be returned as an absolute path using [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/code] or a relative path using [code]hello_world_plugin/HelloWorld.release.aar[/code]. [b]Note:[/b] Only supported on Android and requires [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled. diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index 28614b66318..4a75b87e366 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -207,7 +207,7 @@ - Gets the Godot resource type associated with this loader. e.g. [code]"Mesh"[/code] or [code]"Animation"[/code]. + Gets the Redot resource type associated with this loader. e.g. [code]"Mesh"[/code] or [code]"Animation"[/code]. diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 9205d9a3452..911f7a26531 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -359,7 +359,7 @@ The navigation scheme preset to use in the 3D editor. Changing this setting will affect the mouse button and modifier controls used to navigate the 3D editor viewport. All schemes can use [kbd]Mouse wheel[/kbd] to zoom. - - [b]Godot:[/b] [kbd]Middle mouse button[/kbd] to orbit. [kbd]Shift + Middle mouse button[/kbd] to pan. [kbd]Ctrl + Shift + Middle mouse button[/kbd] to zoom. + - [b]Redot:[/b] [kbd]Middle mouse button[/kbd] to orbit. [kbd]Shift + Middle mouse button[/kbd] to pan. [kbd]Ctrl + Shift + Middle mouse button[/kbd] to zoom. - [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]. @@ -696,7 +696,7 @@ To enable this feature for your specific project, use [member ProjectSettings.filesystem/import/blender/enabled]. - The port number used for Remote Procedure Call (RPC) communication with Godot's created process of the blender executable. + The port number used for Remote Procedure Call (RPC) communication with Redot's created process of the blender executable. Setting this to 0 effectively disables communication with Redot and the blender process, making performance slower. @@ -1001,7 +1001,7 @@ The icon and font color scheme to use in the editor. - [b]Auto[/b] determines the color scheme to use automatically based on [member interface/theme/base_color]. - - [b]Dark[/b] makes fonts and icons dark (suitable for light themes). Icon colors are automatically converted by the editor following the set of rules defined in [url=https://github.com/godotengine/godot/blob/master/editor/themes/editor_theme_manager.cpp]this file[/url]. + - [b]Dark[/b] makes fonts and icons dark (suitable for light themes). Icon colors are automatically converted by the editor following the set of rules defined in [url=https://github.com/redot-engine/redot-engine/blob/master/editor/themes/editor_theme_manager.cpp]this file[/url]. - [b]Light[/b] makes fonts and icons light (suitable for dark themes). @@ -1063,7 +1063,7 @@ [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. + 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/redot-engine/redot-engine/blob/master/thirdparty/certs/ca-certificates.crt]included Mozilla certificate bundle[/url] will be used. The renderer type that will be checked off by default when creating a new project. Accepted strings are "forward_plus", "mobile" or "gl_compatibility". diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index 55b644cf752..0974399fe16 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -4,7 +4,7 @@ Provides access to engine properties. - The [Engine] singleton allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others. It also stores information about the current build of Godot, such as the current version. + The [Engine] singleton allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others. It also stores information about the current build of Redot, such as the current version. @@ -17,15 +17,15 @@ [codeblocks] [gdscript] if "64" in Engine.get_architecture_name(): - print("Running a 64-bit build of Godot.") + print("Running a 64-bit build of Redot.") else: - print("Running a 32-bit build of Godot.") + print("Running a 32-bit build of Redot.") [/gdscript] [csharp] if (Engine.GetArchitectureName().Contains("64")) - GD.Print("Running a 64-bit build of Godot."); + GD.Print("Running a 64-bit build of Redot."); else - GD.Print("Running a 32-bit build of Godot."); + GD.Print("Running a 32-bit build of Redot."); [/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] Redot binary on an [code]x86_64[/code] system, the returned value will still be [code]"x86_32"[/code]. @@ -41,7 +41,7 @@ - Returns an [Array] of dictionaries with copyright information for every component of Godot's source code. + Returns an [Array] of dictionaries with copyright information for every component of Redot's source code. Every [Dictionary] contains a [code]name[/code] identifier, and a [code]parts[/code] array of dictionaries. It describes the component in detail with the following entries: - [code]files[/code] - [Array] of file paths from the source code affected by this component; - [code]copyright[/code] - [Array] of owners of this component; diff --git a/doc/classes/FileAccess.xml b/doc/classes/FileAccess.xml index 71a1fc8e09f..da075a80d7d 100644 --- a/doc/classes/FileAccess.xml +++ b/doc/classes/FileAccess.xml @@ -299,7 +299,7 @@ Creates a new [FileAccess] object and opens a compressed file for reading or writing. - [b]Note:[/b] [method open_compressed] can only read files that were saved by Godot, not third-party compression formats. See [url=https://github.com/godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround. + [b]Note:[/b] [method open_compressed] can only read files that were saved by Redot, not third-party compression formats. See [url=https://github.com/godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround. Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred. diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 35c158ee152..ddc983258ee 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -341,7 +341,7 @@ Loads an image from the binary contents of a BMP file. - [b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported. + [b]Note:[/b] Redot's BMP module doesn't support 16-bit per pixel images. Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported. [b]Note:[/b] This method is only available in engine builds with the BMP module enabled. By default, the BMP module is enabled, but it can be disabled at build-time using the [code]module_bmp_enabled=no[/code] SCons option. @@ -364,7 +364,7 @@ Loads an image from the binary contents of a [url=https://github.com/KhronosGroup/KTX-Software]KTX[/url] file. Unlike most image formats, KTX can store VRAM-compressed data and embed mipmaps. - [b]Note:[/b] Godot's libktx implementation only supports 2D images. Cubemaps, texture arrays, and de-padding are not supported. + [b]Note:[/b] Redot's libktx implementation only supports 2D images. Cubemaps, texture arrays, and de-padding are not supported. [b]Note:[/b] This method is only available in engine builds with the KTX module enabled. By default, the KTX module is enabled, but it can be disabled at build-time using the [code]module_ktx_enabled=no[/code] SCons option. diff --git a/doc/classes/InputEventMIDI.xml b/doc/classes/InputEventMIDI.xml index f8a9de67edf..bc2e2d23508 100644 --- a/doc/classes/InputEventMIDI.xml +++ b/doc/classes/InputEventMIDI.xml @@ -57,7 +57,7 @@ } [/csharp] [/codeblocks] - [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. + [b]Note:[/b] Redot does not support MIDI output, so there is no way to emit MIDI messages from Redot. Only MIDI input is supported. https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-status-bytes diff --git a/doc/classes/JSON.xml b/doc/classes/JSON.xml index fe5fdfa89af..d441fb1f441 100644 --- a/doc/classes/JSON.xml +++ b/doc/classes/JSON.xml @@ -6,7 +6,7 @@ The [JSON] class enables all data types to be converted to and from a JSON string. This is useful for serializing data, e.g. to save to a file or send over the network. [method stringify] is used to convert any data type into a JSON string. - [method parse] is used to convert any existing JSON data into a [Variant] that can be used within Godot. If successfully parsed, use [member data] to retrieve the [Variant], and use [method @GlobalScope.typeof] to check if the Variant's type is what you expect. JSON Objects are converted into a [Dictionary], but JSON data can be used to store [Array]s, numbers, [String]s and even just a boolean. + [method parse] is used to convert any existing JSON data into a [Variant] that can be used within Redot. If successfully parsed, use [member data] to retrieve the [Variant], and use [method @GlobalScope.typeof] to check if the Variant's type is what you expect. JSON Objects are converted into a [Dictionary], but JSON data can be used to store [Array]s, numbers, [String]s and even just a boolean. [codeblock] var data_to_send = ["a", "b", "c"] var json_string = JSON.stringify(data_to_send) diff --git a/doc/classes/MainLoop.xml b/doc/classes/MainLoop.xml index 09fe61c9b96..0a00345a475 100644 --- a/doc/classes/MainLoop.xml +++ b/doc/classes/MainLoop.xml @@ -5,7 +5,7 @@ [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. + 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] @@ -111,7 +111,7 @@ Specific to the macOS platform. - Notification received from Godot's crash handler when the engine is about to crash. + Notification received from Redot's crash handler when the engine is about to crash. Implemented on desktop platforms if the crash handler is enabled. diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index b00674b518f..3374f6795bf 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -4,7 +4,7 @@ Base class for all scene objects. - 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. + Nodes are Redot'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 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. @@ -19,7 +19,7 @@ $DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html - https://github.com/godotengine/godot-demo-projects/ + https://github.com/redot-engine/redot-demo-projects/ @@ -1235,7 +1235,7 @@ Implemented only on macOS. - Notification received from Godot's crash handler when the engine is about to crash. + Notification received from Redot's crash handler when the engine is about to crash. Implemented on desktop platforms, if the crash handler is enabled. diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index 0b2dfcea031..400dca3bbd6 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -8,7 +8,7 @@ $DOCS_URL/tutorials/2d/custom_drawing_in_2d.html - https://github.com/godotengine/godot-demo-projects/tree/master/2d + https://github.com/redot-engine/redot-demo-projects/tree/master/2d @@ -23,7 +23,7 @@ Returns the angle between the node and the [param point] in radians. - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/node2d_get_angle_to.png]Illustration of the returned angle.[/url] + [url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/node2d_get_angle_to.png]Illustration of the returned angle.[/url] @@ -124,7 +124,7 @@ The node's scale, relative to the node's parent. Unscaled value: [code](1, 1)[/code]. See also [member global_scale]. - [b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed. + [b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Redot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed. If set to a non-zero value, slants the node in one direction or another. This can be used for pseudo-3D effects. See also [member global_skew]. diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 9a9646d17d2..25b74143788 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -5,7 +5,7 @@ The [OS] class wraps the most common functionalities for communicating with the host operating system, such as the video driver, delays, environment variables, execution of binaries, command line, etc. - [b]Note:[/b] In Godot 4, [OS] functions related to window management, clipboard, and TTS were moved to the [DisplayServer] singleton (and the [Window] class). Functions related to time were removed and are only available in the [Time] class. + [b]Note:[/b] In Redot 4, [OS] functions related to window management, clipboard, and TTS were moved to the [DisplayServer] singleton (and the [Window] class). Functions related to time were removed and are only available in the [Time] class. https://godotengine.org/asset-library/asset/2789 @@ -50,7 +50,7 @@ - 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. + Creates a new process that runs independently of Redot. 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: @@ -223,7 +223,7 @@ 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] - # redot has been executed with the following command: + # Redot has been executed with the following command: # redot --fullscreen -- --level=2 --hardcore OS.get_cmdline_args() # Returns ["--fullscreen", "--level=2", "--hardcore"] @@ -285,7 +285,7 @@ Returns the file path to the current engine executable. - [b]Note:[/b] On macOS, if you want to launch another instance of Godot, always use [method create_instance] instead of relying on the executable path. + [b]Note:[/b] On macOS, if you want to launch another instance of Redot, always use [method create_instance] instead of relying on the executable path. @@ -537,7 +537,7 @@ - Returns the absolute directory path where user data is written (the [code]user://[/code] directory in Godot). The path depends on the project name and [member ProjectSettings.application/config/use_custom_user_dir]. + Returns the absolute directory path where user data is written (the [code]user://[/code] directory in Redot). The path depends on the project name and [member ProjectSettings.application/config/use_custom_user_dir]. - On Windows, this is [code]%AppData%\Godot\app_userdata\[project_name][/code], or [code]%AppData%\[custom_name][/code] if [code]use_custom_user_dir[/code] is set. [code]%AppData%[/code] expands to [code]%UserProfile%\AppData\Roaming[/code]. - On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/[project_name][/code], or [code]~/Library/Application Support/[custom_name][/code] if [code]use_custom_user_dir[/code] is set. - On Linux and BSD, this is [code]~/.local/share/godot/app_userdata/[project_name][/code], or [code]~/.local/share/[custom_name][/code] if [code]use_custom_user_dir[/code] is set. @@ -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 Redot website. + - [code]OS.shell_open("https://www.redotengine.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. diff --git a/doc/classes/PackedByteArray.xml b/doc/classes/PackedByteArray.xml index 106dbc5c411..70457895ffb 100644 --- a/doc/classes/PackedByteArray.xml +++ b/doc/classes/PackedByteArray.xml @@ -175,7 +175,7 @@ Returns a new [PackedByteArray] with the data decompressed. Set [param buffer_size] to the size of the uncompressed data. Set the compression mode using one of [enum FileAccess.CompressionMode]'s constants. - [b]Note:[/b] Decompression is not guaranteed to work with data not compressed by Godot, for example if data compressed with the deflate compression mode lacks a checksum or header. + [b]Note:[/b] Decompression is not guaranteed to work with data not compressed by Redot, for example if data compressed with the deflate compression mode lacks a checksum or header. @@ -186,7 +186,7 @@ Returns a new [PackedByteArray] with the data decompressed. Set the compression mode using one of [enum FileAccess.CompressionMode]'s constants. [b]This method only accepts brotli, gzip, and deflate compression modes.[/b] This method is potentially slower than [method decompress], as it may have to re-allocate its output buffer multiple times while decompressing, whereas [method decompress] knows it's output buffer size from the beginning. GZIP has a maximal compression ratio of 1032:1, meaning it's very possible for a small compressed payload to decompress to a potentially very large output. To guard against this, you may provide a maximum size this function is allowed to allocate in bytes via [param max_output_size]. Passing -1 will allow for unbounded output. If any positive value is passed, and the decompression exceeds that amount in bytes, then an error will be returned. - [b]Note:[/b] Decompression is not guaranteed to work with data not compressed by Godot, for example if data compressed with the deflate compression mode lacks a checksum or header. + [b]Note:[/b] Decompression is not guaranteed to work with data not compressed by Redot, for example if data compressed with the deflate compression mode lacks a checksum or header. diff --git a/doc/classes/PhysicsServer2DExtension.xml b/doc/classes/PhysicsServer2DExtension.xml index 07c65915c6f..5432dad3f6d 100644 --- a/doc/classes/PhysicsServer2DExtension.xml +++ b/doc/classes/PhysicsServer2DExtension.xml @@ -423,7 +423,7 @@ Overridable version of [PhysicsServer2D]'s internal [code]body_get_contacts_reported_depth_threshold[/code] method. - [b]Note:[/b] This method is currently unused by Godot's default physics implementation. + [b]Note:[/b] This method is currently unused by Redot's default physics implementation. @@ -591,7 +591,7 @@ Overridable version of [PhysicsServer2D]'s internal [code]body_set_contacts_reported_depth_threshold[/code] method. - [b]Note:[/b] This method is currently unused by Godot's default physics implementation. + [b]Note:[/b] This method is currently unused by Redot's default physics implementation. diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index 427502cbd4c..f3f8ea94030 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -1141,7 +1141,7 @@ Returns the given soft body state (see [enum BodyState] constants). - [b]Note:[/b] Godot's default physics implementation does not support [constant BODY_STATE_LINEAR_VELOCITY], [constant BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING], or [constant BODY_STATE_CAN_SLEEP]. + [b]Note:[/b] Redot's default physics implementation does not support [constant BODY_STATE_LINEAR_VELOCITY], [constant BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING], or [constant BODY_STATE_CAN_SLEEP]. @@ -1223,7 +1223,7 @@ Sets the drag coefficient of the given soft body. Higher values increase this body's air resistance. - [b]Note:[/b] This value is currently unused by Godot's default physics implementation. + [b]Note:[/b] This value is currently unused by Redot's default physics implementation. @@ -1281,7 +1281,7 @@ Sets the given body state for the given body (see [enum BodyState] constants). - [b]Note:[/b] Godot's default physics implementation does not support [constant BODY_STATE_LINEAR_VELOCITY], [constant BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING], or [constant BODY_STATE_CAN_SLEEP]. + [b]Note:[/b] Redot's default physics implementation does not support [constant BODY_STATE_LINEAR_VELOCITY], [constant BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING], or [constant BODY_STATE_CAN_SLEEP]. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 0a6a508963d..0f0bd7f2810 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -992,8 +992,8 @@ When generating script file names from the selected node, set the type of casing to use in this project. This is mostly an editor setting. - 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 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. + The command-line arguments to append to Redot's own command line when running the project. This doesn't affect the editor itself. + It is possible to make another executable run Redot by using the [code]%command%[/code] placeholder. The placeholder will be replaced with Redot's own command line. Program-specific arguments should be placed [i]before[/i] the placeholder, whereas Redot-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% @@ -2167,7 +2167,7 @@ Maximum size (in kiB) for the [WebRTCDataChannel] input buffer. - The CA certificates bundle to use for TLS connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used. + The CA certificates bundle to use for TLS connections. If this is set to a non-empty value, this will [i]override[/i] Redot's default [url=https://github.com/redot-engine/godot-engine/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used. If in doubt, leave this setting empty. @@ -2175,7 +2175,7 @@ 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] 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. + [b]Warning:[/b] Redot'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. The default gravity strength in 2D (in pixels per second squared). @@ -2210,7 +2210,7 @@ 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] 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. + [b]Warning:[/b] Redot'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. Sets which physics engine to use for 2D physics. @@ -2254,7 +2254,7 @@ 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] 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. + [b]Warning:[/b] Redot'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. The default gravity strength in 3D (in meters per second squared). @@ -2289,7 +2289,7 @@ 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] 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. + [b]Warning:[/b] Redot'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. Sets which physics engine to use for 3D physics. @@ -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 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. + Enables the use of physically based units for light sources. Physically based units tend to be much larger than the arbitrary units used by Redot, 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. diff --git a/doc/classes/RDPipelineColorBlendStateAttachment.xml b/doc/classes/RDPipelineColorBlendStateAttachment.xml index 616e6343bab..201bc51e8a3 100644 --- a/doc/classes/RDPipelineColorBlendStateAttachment.xml +++ b/doc/classes/RDPipelineColorBlendStateAttachment.xml @@ -5,7 +5,7 @@ Controls how blending between source and destination fragments is performed when using [RenderingDevice]. - For reference, this is how common user-facing blend modes are implemented in Godot's 2D renderer: + For reference, this is how common user-facing blend modes are implemented in Redot's 2D renderer: [b]Mix:[/b] [codeblock] var attachment = RDPipelineColorBlendStateAttachment.new() diff --git a/doc/classes/RDPipelineDepthStencilState.xml b/doc/classes/RDPipelineDepthStencilState.xml index dc1e70eb558..b06acd81384 100644 --- a/doc/classes/RDPipelineDepthStencilState.xml +++ b/doc/classes/RDPipelineDepthStencilState.xml @@ -43,7 +43,7 @@ If [code]true[/code], each depth value will be tested to see if it is between [member depth_range_min] and [member depth_range_max]. If it is outside of these values, it is discarded. - If [code]true[/code], enables depth testing which allows objects to be automatically occluded by other objects based on their depth. This also allows objects to be partially occluded by other objects. If [code]false[/code], objects will appear in the order they were drawn (like in Godot's 2D renderer). + If [code]true[/code], enables depth testing which allows objects to be automatically occluded by other objects based on their depth. This also allows objects to be partially occluded by other objects. If [code]false[/code], objects will appear in the order they were drawn (like in Redot's 2D renderer). If [code]true[/code], writes to the depth buffer whenever the depth test returns true. Only works when enable_depth_test is also true. diff --git a/doc/classes/RDShaderFile.xml b/doc/classes/RDShaderFile.xml index 62e2b02e2c1..3e8b80858d6 100644 --- a/doc/classes/RDShaderFile.xml +++ b/doc/classes/RDShaderFile.xml @@ -1,11 +1,11 @@ - Compiled shader file in SPIR-V form (used by [RenderingDevice]). Not to be confused with Godot's own [Shader]. + Compiled shader file in SPIR-V form (used by [RenderingDevice]). Not to be confused with Redot's own [Shader]. Compiled shader file in SPIR-V form. - See also [RDShaderSource]. [RDShaderFile] is only meant to be used with the [RenderingDevice] API. It should not be confused with Godot's own [Shader] resource, which is what Godot's various nodes use for high-level shader programming. + See also [RDShaderSource]. [RDShaderFile] is only meant to be used with the [RenderingDevice] API. It should not be confused with Redot's own [Shader] resource, which is what Redot's various nodes use for high-level shader programming. diff --git a/doc/classes/RDShaderSPIRV.xml b/doc/classes/RDShaderSPIRV.xml index dd8a292c610..c22d19d92e5 100644 --- a/doc/classes/RDShaderSPIRV.xml +++ b/doc/classes/RDShaderSPIRV.xml @@ -58,19 +58,19 @@ The SPIR-V bytecode for the vertex shader stage. - The compilation error message for the compute shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful. + The compilation error message for the compute shader stage (set by the SPIR-V compiler and Redot). If empty, shader compilation was successful. - The compilation error message for the fragment shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful. + The compilation error message for the fragment shader stage (set by the SPIR-V compiler and Redot). If empty, shader compilation was successful. - The compilation error message for the tessellation control shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful. + The compilation error message for the tessellation control shader stage (set by the SPIR-V compiler and Redot). If empty, shader compilation was successful. - The compilation error message for the tessellation evaluation shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful. + The compilation error message for the tessellation evaluation shader stage (set by the SPIR-V compiler and Redot). If empty, shader compilation was successful. - The compilation error message for the vertex shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful. + The compilation error message for the vertex shader stage (set by the SPIR-V compiler and Redot). If empty, shader compilation was successful. diff --git a/doc/classes/RDShaderSource.xml b/doc/classes/RDShaderSource.xml index a7b897d56e6..ff36cf1c06c 100644 --- a/doc/classes/RDShaderSource.xml +++ b/doc/classes/RDShaderSource.xml @@ -5,7 +5,7 @@ Shader source code in text form. - See also [RDShaderFile]. [RDShaderSource] is only meant to be used with the [RenderingDevice] API. It should not be confused with Godot's own [Shader] resource, which is what Godot's various nodes use for high-level shader programming. + See also [RDShaderFile]. [RDShaderSource] is only meant to be used with the [RenderingDevice] API. It should not be confused with Redot's own [Shader] resource, which is what Redot's various nodes use for high-level shader programming. @@ -23,7 +23,7 @@ Sets [param source] code for the specified shader [param stage]. Equivalent to setting one of [member source_compute], [member source_fragment], [member source_tesselation_control], [member source_tesselation_evaluation] or [member source_vertex]. - [b]Note:[/b] If you set the compute shader source code using this method directly, remember to remove the Godot-specific hint [code]#[compute][/code]. + [b]Note:[/b] If you set the compute shader source code using this method directly, remember to remove the Redot-specific hint [code]#[compute][/code]. diff --git a/doc/classes/RandomNumberGenerator.xml b/doc/classes/RandomNumberGenerator.xml index 44e29d23227..5135b23d658 100644 --- a/doc/classes/RandomNumberGenerator.xml +++ b/doc/classes/RandomNumberGenerator.xml @@ -88,7 +88,7 @@ [b]Note:[/b] The default value of this property is pseudo-random, and changes when calling [method randomize]. The [code]0[/code] value documented here is a placeholder, and not the actual default seed. [codeblock] var rng = RandomNumberGenerator.new() - rng.seed = hash("Godot") + rng.seed = hash("Redot") rng.state = 100 # Restore to some previously saved state. [/codeblock] diff --git a/doc/classes/TextureButton.xml b/doc/classes/TextureButton.xml index 861981f9794..1fb6a3a1347 100644 --- a/doc/classes/TextureButton.xml +++ b/doc/classes/TextureButton.xml @@ -4,7 +4,7 @@ Texture-based button. Supports Pressed, Hover, Disabled and Focused states. - [TextureButton] has the same functionality as [Button], except it uses sprites instead of Godot's [Theme] resource. It is faster to create, but it doesn't support localization like more complex [Control]s. + [TextureButton] has the same functionality as [Button], except it uses sprites instead of Redot's [Theme] resource. It is faster to create, but it doesn't support localization like more complex [Control]s. The "normal" state must contain a texture ([member texture_normal]); other textures are optional. See also [BaseButton] which contains common properties and methods associated with this node. diff --git a/doc/classes/TextureProgressBar.xml b/doc/classes/TextureProgressBar.xml index d6382508ac4..74505073f0a 100644 --- a/doc/classes/TextureProgressBar.xml +++ b/doc/classes/TextureProgressBar.xml @@ -4,7 +4,7 @@ Texture-based progress bar. Useful for loading screens and life or stamina bars. - TextureProgressBar works like [ProgressBar], but uses up to 3 textures instead of Godot's [Theme] resource. It can be used to create horizontal, vertical and radial progress bars. + TextureProgressBar works like [ProgressBar], but uses up to 3 textures instead of Redot's [Theme] resource. It can be used to create horizontal, vertical and radial progress bars. diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index 17d920b01e2..373ac04955a 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -28,7 +28,7 @@ [/codeblocks] 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. + - C# is statically typed, but uses its own implementation of the Variant type in place of Redot'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]). [codeblocks] [gdscript] @@ -64,7 +64,7 @@ [/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. - 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. + 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 Redot's systems. A Variant: - Can store almost any datatype. - Can perform operations between many variants. GDScript uses Variant as its atomic/native datatype. diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 78183ae36ce..c0e2be7a599 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -15,7 +15,7 @@ $DOCS_URL/tutorials/math/vectors_advanced.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab https://godotengine.org/asset-library/asset/2787 - https://github.com/godotengine/godot-demo-projects/tree/master/2d + https://github.com/redot-engine/redot-demo-projects/tree/master/2d @@ -59,7 +59,7 @@ Returns this vector's angle with respect to the positive X axis, or [code](1, 0)[/code] vector, in radians. For example, [code]Vector2.RIGHT.angle()[/code] will return zero, [code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return [code]-PI / 4[/code] (a negative eighth turn, or -45 degrees). - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/vector2_angle.png]Illustration of the returned angle.[/url] + [url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/vector2_angle.png]Illustration of the returned angle.[/url] Equivalent to the result of [method @GlobalScope.atan2] when called with the vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]. @@ -68,7 +68,7 @@ Returns the angle to the given vector, in radians. - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/vector2_angle_to.png]Illustration of the returned angle.[/url] + [url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/vector2_angle_to.png]Illustration of the returned angle.[/url] @@ -77,7 +77,7 @@ Returns the angle between the line connecting the two points and the X axis, in radians. [code]a.angle_to_point(b)[/code] is equivalent of doing [code](b - a).angle()[/code]. - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/vector2_angle_to_point.png]Illustration of the returned angle.[/url] + [url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/vector2_angle_to_point.png]Illustration of the returned angle.[/url] @@ -361,7 +361,7 @@ Returns the result of reflecting the vector from a line defined by the given direction vector [param line]. - [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] takes a normal direction which is a direction perpendicular to the line. In Godot, you specify the direction of the line directly. 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] takes a normal direction which is a direction perpendicular to the line. In Redot, you specify the direction of the line directly. See also [method bounce] which does what most engines call [code skip-lint]reflect()[/code]. diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index ae2f9c6ba17..ca5ce433532 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -15,7 +15,7 @@ $DOCS_URL/tutorials/math/vectors_advanced.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab https://godotengine.org/asset-library/asset/2787 - https://github.com/godotengine/godot-demo-projects/tree/master/3d + https://github.com/redot-engine/redot-demo-projects/tree/master/3d diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml index 17b597ca5a4..ff472e409f2 100644 --- a/doc/classes/VehicleWheel3D.xml +++ b/doc/classes/VehicleWheel3D.xml @@ -90,7 +90,7 @@ The radius of the wheel in meters. - This is the distance in meters the wheel is lowered from its origin point. Don't set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Godot) to the position the wheel will take when bottoming out, then use the rest length to move the wheel down to the position it should be in when the car is in rest. + This is the distance in meters the wheel is lowered from its origin point. Don't set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Redot) to the position the wheel will take when bottoming out, then use the rest length to move the wheel down to the position it should be in when the car is in rest. This value affects the roll of your vehicle. If set to 1.0 for all wheels, your vehicle will resist body roll, while a value of 0.0 will be prone to rolling over. diff --git a/doc/classes/VideoStreamPlayer.xml b/doc/classes/VideoStreamPlayer.xml index f903f171d10..f1903fb94c5 100644 --- a/doc/classes/VideoStreamPlayer.xml +++ b/doc/classes/VideoStreamPlayer.xml @@ -16,7 +16,7 @@ The length of the current stream, in seconds. - [b]Note:[/b] For [VideoStreamTheora] streams (the built-in format supported by Godot), this value will always be zero, as getting the stream length is not implemented yet. The feature may be supported by video formats implemented by a GDExtension add-on. + [b]Note:[/b] For [VideoStreamTheora] streams (the built-in format supported by Redot), this value will always be zero, as getting the stream length is not implemented yet. The feature may be supported by video formats implemented by a GDExtension add-on. diff --git a/doc/classes/VisualShaderNodeComment.xml b/doc/classes/VisualShaderNodeComment.xml index 28496a715ae..6efd4a6edc3 100644 --- a/doc/classes/VisualShaderNodeComment.xml +++ b/doc/classes/VisualShaderNodeComment.xml @@ -10,7 +10,7 @@ - This property only exists to preserve data authored in earlier versions of Godot. It has currently no function. + This property only exists to preserve data authored in earlier versions of Redot. It has currently no function. diff --git a/doc/classes/VisualShaderNodeFloatFunc.xml b/doc/classes/VisualShaderNodeFloatFunc.xml index 8cde07bfccd..8d0f8307ff2 100644 --- a/doc/classes/VisualShaderNodeFloatFunc.xml +++ b/doc/classes/VisualShaderNodeFloatFunc.xml @@ -15,58 +15,58 @@ - Returns the sine of the parameter. Translates to [code]sin(x)[/code] in the Godot Shader Language. + Returns the sine of the parameter. Translates to [code]sin(x)[/code] in the GodotShader Language. - Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in the Godot Shader Language. + Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in the GodotShader Language. - Returns the tangent of the parameter. Translates to [code]tan(x)[/code] in the Godot Shader Language. + Returns the tangent of the parameter. Translates to [code]tan(x)[/code] in the GodotShader Language. - Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] in the Godot Shader Language. + Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] in the GodotShader Language. - Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/code] in the Godot Shader Language. + Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/code] in the GodotShader Language. - Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/code] in the Godot Shader Language. + Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/code] in the GodotShader Language. - Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/code] in the Godot Shader Language. + Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/code] in the GodotShader Language. - Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/code] in the Godot Shader Language. + Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/code] in the GodotShader Language. - Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)[/code] in the Godot Shader Language. + Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)[/code] in the GodotShader Language. - Returns the natural logarithm of the parameter. Translates to [code]log(x)[/code] in the Godot Shader Language. + Returns the natural logarithm of the parameter. Translates to [code]log(x)[/code] in the GodotShader Language. - Returns the natural exponentiation of the parameter. Translates to [code]exp(x)[/code] in the Godot Shader Language. + Returns the natural exponentiation of the parameter. Translates to [code]exp(x)[/code] in the GodotShader Language. - Returns the square root of the parameter. Translates to [code]sqrt(x)[/code] in the Godot Shader Language. + Returns the square root of the parameter. Translates to [code]sqrt(x)[/code] in the GodotShader Language. - Returns the absolute value of the parameter. Translates to [code]abs(x)[/code] in the Godot Shader Language. + Returns the absolute value of the parameter. Translates to [code]abs(x)[/code] in the GodotShader Language. - Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the Godot Shader Language. + Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the GodotShader Language. - Finds the nearest integer less than or equal to the parameter. Translates to [code]floor(x)[/code] in the Godot Shader Language. + Finds the nearest integer less than or equal to the parameter. Translates to [code]floor(x)[/code] in the GodotShader Language. - Finds the nearest integer to the parameter. Translates to [code]round(x)[/code] in the Godot Shader Language. + Finds the nearest integer to the parameter. Translates to [code]round(x)[/code] in the GodotShader Language. - Finds the nearest integer that is greater than or equal to the parameter. Translates to [code]ceil(x)[/code] in the Godot Shader Language. + Finds the nearest integer that is greater than or equal to the parameter. Translates to [code]ceil(x)[/code] in the GodotShader Language. - Computes the fractional part of the argument. Translates to [code]fract(x)[/code] in the Godot Shader Language. + Computes the fractional part of the argument. Translates to [code]fract(x)[/code] in the GodotShader Language. Clamps the value between [code]0.0[/code] and [code]1.0[/code] using [code]min(max(x, 0.0), 1.0)[/code]. @@ -75,37 +75,37 @@ Negates the [code]x[/code] using [code]-(x)[/code]. - Returns the arc-hyperbolic-cosine of the parameter. Translates to [code]acosh(x)[/code] in the Godot Shader Language. + Returns the arc-hyperbolic-cosine of the parameter. Translates to [code]acosh(x)[/code] in the GodotShader Language. - Returns the arc-hyperbolic-sine of the parameter. Translates to [code]asinh(x)[/code] in the Godot Shader Language. + Returns the arc-hyperbolic-sine of the parameter. Translates to [code]asinh(x)[/code] in the GodotShader Language. - Returns the arc-hyperbolic-tangent of the parameter. Translates to [code]atanh(x)[/code] in the Godot Shader Language. + Returns the arc-hyperbolic-tangent of the parameter. Translates to [code]atanh(x)[/code] in the GodotShader Language. - Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/code] in the Godot Shader Language. + Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/code] in the GodotShader Language. - Returns 2 raised by the power of the parameter. Translates to [code]exp2(x)[/code] in the Godot Shader Language. + Returns 2 raised by the power of the parameter. Translates to [code]exp2(x)[/code] in the GodotShader Language. - Returns the inverse of the square root of the parameter. Translates to [code]inversesqrt(x)[/code] in the Godot Shader Language. + Returns the inverse of the square root of the parameter. Translates to [code]inversesqrt(x)[/code] in the GodotShader Language. - Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/code] in the Godot Shader Language. + Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/code] in the GodotShader Language. - Convert a quantity in degrees to radians. Translates to [code]radians(x)[/code] in the Godot Shader Language. + Convert a quantity in degrees to radians. Translates to [code]radians(x)[/code] in the GodotShader Language. Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/code]). - Finds the nearest even integer to the parameter. Translates to [code]roundEven(x)[/code] in the Godot Shader Language. + Finds the nearest even integer to the parameter. Translates to [code]roundEven(x)[/code] in the GodotShader Language. - 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 Godot Shader Language. + 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 GodotShader Language. Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code]). diff --git a/doc/classes/VisualShaderNodeFloatOp.xml b/doc/classes/VisualShaderNodeFloatOp.xml index de95a3f174f..2730cc1efcc 100644 --- a/doc/classes/VisualShaderNodeFloatOp.xml +++ b/doc/classes/VisualShaderNodeFloatOp.xml @@ -27,22 +27,22 @@ Divides two numbers using [code]a / b[/code]. - Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/code] in the Godot Shader Language. + Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/code] in the Redot Shader Language. - Raises the [code]a[/code] to the power of [code]b[/code]. Translates to [code]pow(a, b)[/code] in the Godot Shader Language. + Raises the [code]a[/code] to the power of [code]b[/code]. Translates to [code]pow(a, b)[/code] in the Redot Shader Language. - Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in the Godot Shader Language. + Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in the Redot Shader Language. - Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in the Godot Shader Language. + Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in the Redot Shader Language. - Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)[/code] in the Godot Shader Language. + Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)[/code] in the Redot Shader Language. - Generates a step function by comparing [code]b[/code](x) to [code]a[/code](edge). Returns 0.0 if [code]x[/code] is smaller than [code]edge[/code] and otherwise 1.0. Translates to [code]step(a, b)[/code] in the Godot Shader Language. + Generates a step function by comparing [code]b[/code](x) to [code]a[/code](edge). Returns 0.0 if [code]x[/code] is smaller than [code]edge[/code] and otherwise 1.0. Translates to [code]step(a, b)[/code] in the Redot Shader Language. Represents the size of the [enum Operator] enum. diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml index 79ed8dde9eb..10535c16831 100644 --- a/doc/classes/VisualShaderNodeInput.xml +++ b/doc/classes/VisualShaderNodeInput.xml @@ -13,7 +13,7 @@ - Returns a translated name of the current constant in the Godot Shader Language. E.g. [code]"ALBEDO"[/code] if the [member input_name] equal to [code]"albedo"[/code]. + Returns a translated name of the current constant in the Redot Shader Language. E.g. [code]"ALBEDO"[/code] if the [member input_name] equal to [code]"albedo"[/code]. diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml index b5c6c84b055..36225867a93 100644 --- a/doc/classes/XRInterface.xml +++ b/doc/classes/XRInterface.xml @@ -91,7 +91,7 @@ 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. + [b]Note:[/b] You must enable the XR mode on the main viewport for any device that uses the main output of Redot, such as for mobile VR. 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. @@ -222,7 +222,7 @@ This interface supports stereoscopic rendering. - This interface supports quad rendering (not yet supported by Godot). + This interface supports quad rendering (not yet supported by Redot). This interface supports VR. diff --git a/doc/translations/de.po b/doc/translations/de.po index 3e14ad7cf1c..0294c7632e1 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -97,7 +97,7 @@ msgid "" msgstr "" "Project-Id-Version: Redot Engine class reference\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Report-Msgid-Bugs-To: https://github.com/redot-engine/redot-engine\n" "PO-Revision-Date: 2024-08-13 23:09+0000\n" "Last-Translator: Johannes Oskar Silvennoinen \n" @@ -2534,7 +2534,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [method Tween.interpolate_value]." @@ -2553,7 +2553,7 @@ msgstr "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "Siehe auch [Methode smoothstep]. Wenn Sie komplexere Übergänge durchführen " "möchten, verwenden Sie [method Tween.interpolate_value]." @@ -4126,7 +4126,7 @@ msgid "" "smoothstep] returns the smoothest possible curve with no sudden changes in " "the derivative. If you need to perform more advanced transitions, use [Tween] " "or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -4150,7 +4150,7 @@ msgstr "" "liefert [method smoothstep] die glatteste Kurve ohne plötzliche Änderungen in " "der Ableitung. Wenn Sie fortgeschrittenere Übergänge durchführen möchten, " "verwenden Sie [Tween] oder [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/" "smoothstep_ease_comparison.png]Vergleich zwischen den Rückgabewerten von " "smoothstep() und ease(x, -1.6521)[/url]" @@ -6213,12 +6213,12 @@ msgstr "" msgid "" "Bug error, caused by an implementation issue in the method.\n" "[b]Note:[/b] If a built-in method returns this code, please open an issue on " -"[url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/" +"[url=https://github.com/redot-engine/redot-engine/issues]the GitHub Issue Tracker[/" "url]." msgstr "" "Fehler, verursacht durch ein Implementierungsproblem in der Methode.\n" "[b]Hinweis:[/b] Wenn eine eingebaute Methode diesen Code zurückgibt, öffnen " -"Sie bitte ein Problem auf [url=https://github.com/godotengine/godot/" +"Sie bitte ein Problem auf [url=https://github.com/redot-engine/redot-engine/" "issues]dem GitHub Issue Tracker[/url]." msgid "" diff --git a/doc/translations/es.po b/doc/translations/es.po index cb5d76267af..ceff8cebb86 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -95,7 +95,7 @@ msgid "" msgstr "" "Project-Id-Version: Redot Engine class reference\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Report-Msgid-Bugs-To: https://github.com/redot-engine/redot-engine\n" "PO-Revision-Date: 2024-09-13 04:52+0000\n" "Last-Translator: Keider Kaize \n" "Language-Team: Spanish \n" diff --git a/misc/dist/linux/godot.6 b/misc/dist/linux/godot.6 index b128bd4dc0a..9eaa571ee3d 100644 --- a/misc/dist/linux/godot.6 +++ b/misc/dist/linux/godot.6 @@ -193,11 +193,11 @@ Detailed licensing information. .RE .SH "SEE ALSO" See the project website at \fIhttps://redotengine.org\fR and the source -code repository at \fIhttps://github.com/redotengine/redot\fR for more details. +code repository at \fIhttps://github.com/redot-engine/redot-engine\fR for more details. .SH BUGS Redot Engine is a free and open source project and welcomes any kind of contributions. In particular, you can report issues or make suggestions on -Redot's issue tracker at \fIhttps://github.com/redotengine/redot/issues\fR. +Redot's issue tracker at \fIhttps://github.com/redot-engine/redot-engine/issues\fR. .SH AUTHOR Man page written by Bioblaze Payne on behalf of the Redot Engine development team. diff --git a/misc/dist/linux/org.godotengine.Godot.appdata.xml b/misc/dist/linux/org.godotengine.Godot.appdata.xml index 6dd2835a3f6..d4d33abcd78 100644 --- a/misc/dist/linux/org.godotengine.Godot.appdata.xml +++ b/misc/dist/linux/org.godotengine.Godot.appdata.xml @@ -26,11 +26,11 @@ https://redotengine.org - https://github.com/redotengine/redot/issues + https://github.com/Redot-Engine/redot-engine/issues https://docs.godotengine.org/en/latest/about/faq.html https://docs.godotengine.org https://www.savethechildren.org https://hosted.weblate.org/projects/godot-engine/godot The Redot Engine Community - bioblazepayne_at_gmail_dot_com + redotengine@proton.me