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Redot rebranding (Deref Godot: doc/) + fixed email / repo points #684

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16 changes: 8 additions & 8 deletions doc/classes/@GlobalScope.xml
Original file line number Diff line number Diff line change
Expand Up @@ -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].
</description>
</method>
Expand Down Expand Up @@ -945,7 +945,7 @@
</method>
<method name="push_error" qualifiers="vararg">
<description>
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
Expand All @@ -959,7 +959,7 @@
</method>
<method name="push_warning" qualifiers="vararg">
<description>
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
Expand Down Expand Up @@ -1157,15 +1157,15 @@
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)
var b = randf() + randi()
# 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);
Expand Down Expand Up @@ -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]
</description>
</method>
<method name="snapped">
Expand Down Expand Up @@ -2752,7 +2752,7 @@
</constant>
<constant name="ERR_BUG" value="47" enum="Error">
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].
</constant>
<constant name="ERR_PRINTER_ON_FIRE" value="48" enum="Error">
Printer on fire error (This is an easter egg, no built-in methods return this error code).
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/AStar3D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
An implementation of A* for finding the shortest path between two vertices on a connected graph in 3D space.
</brief_description>
<description>
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]
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/CameraServer.xml
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
Server keeping track of different cameras accessible in Redot.
</brief_description>
<description>
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.
</description>
Expand Down
6 changes: 3 additions & 3 deletions doc/classes/Color.xml
Original file line number Diff line number Diff line change
Expand Up @@ -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]
</description>
<tutorials>
<link title="2D GD Paint Demo">https://godotengine.org/asset-library/asset/2768</link>
Expand Down Expand Up @@ -443,7 +443,7 @@
<method name="to_rgba32" qualifiers="const">
<return type="int" />
<description>
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)
Expand All @@ -459,7 +459,7 @@
<method name="to_rgba64" qualifiers="const">
<return type="int" />
<description>
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)
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/CompressedCubemap.xml
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
An optionally compressed [Cubemap].
</brief_description>
<description>
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)
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/CompressedCubemapArray.xml
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
An optionally compressed [CubemapArray].
</brief_description>
<description>
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)
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/CompressedTexture2D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
Texture with 2 dimensions, optionally compressed.
</brief_description>
<description>
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)
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/CompressedTexture2DArray.xml
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
Array of 2-dimensional textures, optionally compressed.
</brief_description>
<description>
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)
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/CompressedTexture3D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
Texture with 3 dimensions, optionally compressed.
</brief_description>
<description>
[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.
</description>
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/ConfigFile.xml
Original file line number Diff line number Diff line change
Expand Up @@ -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.
</description>
<tutorials>
</tutorials>
Expand Down
4 changes: 2 additions & 2 deletions doc/classes/Control.xml
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@
</brief_description>
<description>
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.
Expand All @@ -20,7 +20,7 @@
<link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="Control node gallery">$DOCS_URL/tutorials/ui/control_node_gallery.html</link>
<link title="Multiple resolutions">$DOCS_URL/tutorials/rendering/multiple_resolutions.html</link>
<link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link>
<link title="All GUI Demos">https://github.com/redot-engine/redot-demo-projects/tree/master/gui</link>
</tutorials>
<methods>
<method name="_can_drop_data" qualifiers="virtual const">
Expand Down
10 changes: 5 additions & 5 deletions doc/classes/Dictionary.xml
Original file line number Diff line number Diff line change
Expand Up @@ -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].
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/DisplayServer.xml
Original file line number Diff line number Diff line change
Expand Up @@ -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]
</constant>
<constant name="FEATURE_IME" value="10" enum="Feature">
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]
</constant>
<constant name="FEATURE_WINDOW_TRANSPARENCY" value="11" enum="Feature">
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]
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/EditorExportPlatform.xml
Original file line number Diff line number Diff line change
Expand Up @@ -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.
</description>
<tutorials>
<link title="Console support in Godot">$DOCS_URL/tutorials/platform/consoles.html</link>
<link title="Console support in Redot">$DOCS_URL/tutorials/platform/consoles.html</link>
</tutorials>
<methods>
<method name="add_message">
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/EditorExportPlugin.xml
Original file line number Diff line number Diff line change
Expand Up @@ -113,7 +113,7 @@
<param index="1" name="debug" type="bool" />
<description>
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.
</description>
</method>
Expand Down
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