diff options
author | Trashguy <trashguy@gmail.com> | 2024-10-11 12:21:42 -0400 |
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committer | Spartan322 <Megacake1234@gmail.com> | 2024-10-13 15:05:24 -0400 |
commit | 9901f655fb46bd345770ad5f4a1638c4051b1816 (patch) | |
tree | bb22b4881145f122568c8f2e51e912078ad1b4fc /misc/dist/shell/godot.fish | |
parent | 6699ae7897658e44efc3cfb2cba91c11a8f5aa6a (diff) | |
download | redot-engine-9901f655fb46bd345770ad5f4a1638c4051b1816.tar.gz |
Rebrand Godot 4.3 to Redot
Diffstat (limited to 'misc/dist/shell/godot.fish')
-rw-r--r-- | misc/dist/shell/godot.fish | 139 |
1 files changed, 70 insertions, 69 deletions
diff --git a/misc/dist/shell/godot.fish b/misc/dist/shell/godot.fish index 3f0675fcb2..ddaac0514a 100644 --- a/misc/dist/shell/godot.fish +++ b/misc/dist/shell/godot.fish @@ -1,7 +1,8 @@ -# Fish completion for the Godot editor +# Fish completion for the Redot editor # To use it, install this file in `~/.config/fish/completions` then restart your shell. # You can also `source` this file directly in your shell startup file. # +# Copyright (c) 2024-present Redot Engine contributors (see REDOT_AUTHORS.md). # Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # @@ -37,81 +38,81 @@ function godot_rendering_driver_args echo -e "dummy\tDummy renderer" end -# Erase existing completions for Godot. -complete -c godot -e +# Erase existing completions for Redot. +complete -c redot -e # General options: -complete -c godot -s h -l help -d "Display the full help message" -complete -c godot -l version -d "Display the version string" -complete -c godot -s v -l verbose -d "Use verbose stdout mode" -complete -c godot -s q -l quiet -d "Quiet mode, silences stdout messages (errors are still displayed)" +complete -c redot -s h -l help -d "Display the full help message" +complete -c redot -l version -d "Display the version string" +complete -c redot -s v -l verbose -d "Use verbose stdout mode" +complete -c redot -s q -l quiet -d "Quiet mode, silences stdout messages (errors are still displayed)" # Run options: -complete -c godot -s e -l editor -d "Start the editor instead of running the scene" -complete -c godot -s p -l project-manager -d "Start the project manager, even if a project is auto-detected" -complete -c godot -l debug-server -d "Start the editor debug server (<protocol>://<host/IP>[:<port>] address)" -x -complete -c godot -l quit -d "Quit after the first iteration" -complete -c godot -s l -l language -d "Use a specific locale (<locale> being a two-letter code)" -x -complete -c godot -l path -d "Path to a project (<directory> must contain a 'project.godot' file)" -r -complete -c godot -s u -l upwards -d "Scan folders upwards for project.godot file" -complete -c godot -l main-pack -d "Path to a pack (.pck) file to load" -r -complete -c godot -l render-thread -d "Set the render thread mode" -x -a "unsafe safe separate" -complete -c godot -l remote-fs -d "Use a remote filesystem (<host/IP>[:<port>] address)" -x -complete -c godot -l remote-fs-password -d "Password for remote filesystem" -x -complete -c godot -l audio-driver -d "Set the audio driver" -x -complete -c godot -l audio-output-latency -d "Override audio output latency in milliseconds (default is 15 ms)" -x -complete -c godot -l display-driver -d "Set the display driver" -x -complete -c godot -l rendering-method -d "Set the renderer" -x -a "(godot_rendering_method_args)" -complete -c godot -l rendering-driver -d "Set the rendering driver" -x -a "(godot_rendering_driver_args)" -complete -c godot -l gpu-index -d "Use a specific GPU (run with --verbose to get available device list)" -x -complete -c godot -l text-driver -d "Set the text driver" -x -complete -c godot -l tablet-driver -d "Set the pen tablet input driver" -x -complete -c godot -l headless -d "Enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script" -complete -c godot -l log-file -d "Write output/error log to the specified path instead of the default location defined by the project" -x -complete -c godot -l write-movie -d "Write a video to the specified path (usually with .avi or .png extension). --fixed-fps is forced when enabled" -x +complete -c redot -s e -l editor -d "Start the editor instead of running the scene" +complete -c redot -s p -l project-manager -d "Start the project manager, even if a project is auto-detected" +complete -c redot -l debug-server -d "Start the editor debug server (<protocol>://<host/IP>[:<port>] address)" -x +complete -c redot -l quit -d "Quit after the first iteration" +complete -c redot -s l -l language -d "Use a specific locale (<locale> being a two-letter code)" -x +complete -c redot -l path -d "Path to a project (<directory> must contain a 'project.godot' file)" -r +complete -c redot -s u -l upwards -d "Scan folders upwards for project.godot file" +complete -c redot -l main-pack -d "Path to a pack (.pck) file to load" -r +complete -c redot -l render-thread -d "Set the render thread mode" -x -a "unsafe safe separate" +complete -c redot -l remote-fs -d "Use a remote filesystem (<host/IP>[:<port>] address)" -x +complete -c redot -l remote-fs-password -d "Password for remote filesystem" -x +complete -c redot -l audio-driver -d "Set the audio driver" -x +complete -c redot -l audio-output-latency -d "Override audio output latency in milliseconds (default is 15 ms)" -x +complete -c redot -l display-driver -d "Set the display driver" -x +complete -c redot -l rendering-method -d "Set the renderer" -x -a "(godot_rendering_method_args)" +complete -c redot -l rendering-driver -d "Set the rendering driver" -x -a "(godot_rendering_driver_args)" +complete -c redot -l gpu-index -d "Use a specific GPU (run with --verbose to get available device list)" -x +complete -c redot -l text-driver -d "Set the text driver" -x +complete -c redot -l tablet-driver -d "Set the pen tablet input driver" -x +complete -c redot -l headless -d "Enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script" +complete -c redot -l log-file -d "Write output/error log to the specified path instead of the default location defined by the project" -x +complete -c redot -l write-movie -d "Write a video to the specified path (usually with .avi or .png extension). --fixed-fps is forced when enabled" -x # Display options: -complete -c godot -s f -l fullscreen -d "Request fullscreen mode" -complete -c godot -s m -l maximized -d "Request a maximized window" -complete -c godot -s w -l windowed -d "Request windowed mode" -complete -c godot -s t -l always-on-top -d "Request an always-on-top window" -complete -c godot -l resolution -d "Request window resolution" -x -complete -c godot -l position -d "Request window position" -x -complete -c godot -l single-window -d "Use a single window (no separate subwindows)" -complete -c godot -l xr-mode -d "Select Extended Reality (XR) mode" -a "default off on" +complete -c redot -s f -l fullscreen -d "Request fullscreen mode" +complete -c redot -s m -l maximized -d "Request a maximized window" +complete -c redot -s w -l windowed -d "Request windowed mode" +complete -c redot -s t -l always-on-top -d "Request an always-on-top window" +complete -c redot -l resolution -d "Request window resolution" -x +complete -c redot -l position -d "Request window position" -x +complete -c redot -l single-window -d "Use a single window (no separate subwindows)" +complete -c redot -l xr-mode -d "Select Extended Reality (XR) mode" -a "default off on" # Debug options: -complete -c godot -s d -l debug -d "Debug (local stdout debugger)" -complete -c godot -s b -l breakpoints -d "Specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)" -x -complete -c godot -l profiling -d "Enable profiling in the script debugger" -complete -c godot -l gpu-profile -d "Show a GPU profile of the tasks that took the most time during frame rendering" -complete -c godot -l gpu-validation -d "Enable graphics API validation layers for debugging" -complete -c godot -l gpu-abort -d "Abort on graphics API usage errors (usually validation layer errors)" -complete -c godot -l remote-debug -d "Enable remote debugging" -complete -c godot -l debug-collisions -d "Show collision shapes when running the scene" -complete -c godot -l debug-navigation -d "Show navigation polygons when running the scene" -complete -c godot -l debug-stringnames -d "Print all StringName allocations to stdout when the engine quits" -complete -c godot -l max-fps -d "Set a maximum number of frames per second rendered (can be used to limit power usage), a value of 0 results in unlimited framerate" -x -complete -c godot -l frame-delay -d "Simulate high CPU load (delay each frame by the given number of milliseconds)" -x -complete -c godot -l time-scale -d "Force time scale (higher values are faster, 1.0 is normal speed)" -x -complete -c godot -l disable-render-loop -d "Disable render loop so rendering only occurs when called explicitly from script" -complete -c godot -l disable-crash-handler -d "Disable crash handler when supported by the platform code" -complete -c godot -l fixed-fps -d "Force a fixed number of frames per second (this setting disables real-time synchronization)" -x -complete -c godot -l print-fps -d "Print the frames per second to the stdout" +complete -c redot -s d -l debug -d "Debug (local stdout debugger)" +complete -c redot -s b -l breakpoints -d "Specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)" -x +complete -c redot -l profiling -d "Enable profiling in the script debugger" +complete -c redot -l gpu-profile -d "Show a GPU profile of the tasks that took the most time during frame rendering" +complete -c redot -l gpu-validation -d "Enable graphics API validation layers for debugging" +complete -c redot -l gpu-abort -d "Abort on graphics API usage errors (usually validation layer errors)" +complete -c redot -l remote-debug -d "Enable remote debugging" +complete -c redot -l debug-collisions -d "Show collision shapes when running the scene" +complete -c redot -l debug-navigation -d "Show navigation polygons when running the scene" +complete -c redot -l debug-stringnames -d "Print all StringName allocations to stdout when the engine quits" +complete -c redot -l max-fps -d "Set a maximum number of frames per second rendered (can be used to limit power usage), a value of 0 results in unlimited framerate" -x +complete -c redot -l frame-delay -d "Simulate high CPU load (delay each frame by the given number of milliseconds)" -x +complete -c redot -l time-scale -d "Force time scale (higher values are faster, 1.0 is normal speed)" -x +complete -c redot -l disable-render-loop -d "Disable render loop so rendering only occurs when called explicitly from script" +complete -c redot -l disable-crash-handler -d "Disable crash handler when supported by the platform code" +complete -c redot -l fixed-fps -d "Force a fixed number of frames per second (this setting disables real-time synchronization)" -x +complete -c redot -l print-fps -d "Print the frames per second to the stdout" # Standalone tools: -complete -c godot -s s -l script -d "Run a script" -r -complete -c godot -l check-only -d "Only parse for errors and quit (use with --script)" -complete -c godot -l export-release -d "Export the project in release mode using the given preset and output path" -x -complete -c godot -l export-debug -d "Export the project in debug mode using the given preset and output path" -x -complete -c godot -l export-pack -d "Export the project data only as a PCK or ZIP file using the given preset and output path" -x -complete -c godot -l convert-3to4 -d "Converts project from Godot 3.x to Godot 4.x" -complete -c godot -l validate-conversion-3to4 -d "Shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x" -complete -c godot -l doctool -d "Dump the engine API reference to the given path in XML format, merging if existing files are found" -r -complete -c godot -l no-docbase -d "Disallow dumping the base types (used with --doctool)" -complete -c godot -l build-solutions -d "Build the scripting solutions (e.g. for C# projects)" -complete -c godot -l dump-gdextension-interface -d "Generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension" -complete -c godot -l dump-extension-api -d "Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder" -complete -c godot -l benchmark -d "Benchmark the run time and print it to console" -complete -c godot -l benchmark-file -d "Benchmark the run time and save it to a given file in JSON format" -x -complete -c godot -l test -d "Run all unit tests; run with '--test --help' for more information" -x +complete -c redot -s s -l script -d "Run a script" -r +complete -c redot -l check-only -d "Only parse for errors and quit (use with --script)" +complete -c redot -l export-release -d "Export the project in release mode using the given preset and output path" -x +complete -c redot -l export-debug -d "Export the project in debug mode using the given preset and output path" -x +complete -c redot -l export-pack -d "Export the project data only as a PCK or ZIP file using the given preset and output path" -x +complete -c redot -l convert-3to4 -d "Converts project from Redot 3.x to Redot 4.x" +complete -c redot -l validate-conversion-3to4 -d "Shows what elements will be renamed when converting project from Redot 3.x to Redot 4.x" +complete -c redot -l doctool -d "Dump the engine API reference to the given path in XML format, merging if existing files are found" -r +complete -c redot -l no-docbase -d "Disallow dumping the base types (used with --doctool)" +complete -c redot -l build-solutions -d "Build the scripting solutions (e.g. for C# projects)" +complete -c redot -l dump-gdextension-interface -d "Generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension" +complete -c redot -l dump-extension-api -d "Generate JSON dump of the Redot API for GDExtension bindings named 'extension_api.json' in the current folder" +complete -c redot -l benchmark -d "Benchmark the run time and print it to console" +complete -c redot -l benchmark-file -d "Benchmark the run time and save it to a given file in JSON format" -x +complete -c redot -l test -d "Run all unit tests; run with '--test --help' for more information" -x |