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authorTrashguy <trashguy@gmail.com>2024-10-11 12:21:42 -0400
committerSpartan322 <Megacake1234@gmail.com>2024-10-13 15:05:24 -0400
commit9901f655fb46bd345770ad5f4a1638c4051b1816 (patch)
treebb22b4881145f122568c8f2e51e912078ad1b4fc /servers
parent6699ae7897658e44efc3cfb2cba91c11a8f5aa6a (diff)
downloadredot-engine-9901f655fb46bd345770ad5f4a1638c4051b1816.tar.gz
Rebrand Godot 4.3 to Redot
Diffstat (limited to 'servers')
-rw-r--r--servers/audio/effects/audio_effect_pitch_shift.cpp4
-rw-r--r--servers/audio/effects/audio_effect_record.cpp2
-rw-r--r--servers/rendering/renderer_rd/effects/SCsub4
-rw-r--r--servers/rendering/renderer_rd/effects/fsr2.cpp2
-rw-r--r--servers/rendering/renderer_rd/effects/fsr2.h2
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp4
-rw-r--r--servers/rendering/rendering_device_driver.h2
-rw-r--r--servers/rendering/rendering_light_culler.cpp2
-rw-r--r--servers/rendering/storage/environment_storage.h2
-rw-r--r--servers/rendering_server.cpp4
-rw-r--r--servers/xr/xr_interface.h2
-rw-r--r--servers/xr_server.h4
12 files changed, 17 insertions, 17 deletions
diff --git a/servers/audio/effects/audio_effect_pitch_shift.cpp b/servers/audio/effects/audio_effect_pitch_shift.cpp
index beca503904..3b3b8b22f8 100644
--- a/servers/audio/effects/audio_effect_pitch_shift.cpp
+++ b/servers/audio/effects/audio_effect_pitch_shift.cpp
@@ -33,7 +33,7 @@
#include "core/math/math_funcs.h"
#include "servers/audio_server.h"
-/* Thirdparty code, so disable clang-format with Godot style */
+/* Thirdparty code, so disable clang-format with Redot style */
/* clang-format off */
/****************************************************************************
@@ -282,7 +282,7 @@ void SMBPitchShift::smbFft(float *fftBuffer, long fftFrameSize, long sign)
}
-/* Godot code again */
+/* Redot code again */
/* clang-format on */
void AudioEffectPitchShiftInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
diff --git a/servers/audio/effects/audio_effect_record.cpp b/servers/audio/effects/audio_effect_record.cpp
index e30a8fa99e..f02f24e8c6 100644
--- a/servers/audio/effects/audio_effect_record.cpp
+++ b/servers/audio/effects/audio_effect_record.cpp
@@ -169,7 +169,7 @@ void AudioEffectRecord::ensure_thread_stopped() {
void AudioEffectRecord::set_recording_active(bool p_record) {
if (p_record) {
if (current_instance == nullptr) {
- WARN_PRINT("Recording should not be set as active before Godot has initialized.");
+ WARN_PRINT("Recording should not be set as active before Redot has initialized.");
return;
}
ensure_thread_stopped();
diff --git a/servers/rendering/renderer_rd/effects/SCsub b/servers/rendering/renderer_rd/effects/SCsub
index 8e13715447..ec93c29fe5 100644
--- a/servers/rendering/renderer_rd/effects/SCsub
+++ b/servers/rendering/renderer_rd/effects/SCsub
@@ -15,7 +15,7 @@ thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
env_effects.Prepend(CPPPATH=[thirdparty_dir])
# This flag doesn't actually control anything GCC specific in FSR2. It determines
-# if symbols should be exported, which is not required for Godot.
+# if symbols should be exported, which is not required for Redot.
env_effects.Append(CPPDEFINES=["FFX_GCC"])
env_thirdparty = env_effects.Clone()
@@ -23,7 +23,7 @@ env_thirdparty.disable_warnings()
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
env.servers_sources += thirdparty_obj
-# Godot source files
+# Redot source files
module_obj = []
diff --git a/servers/rendering/renderer_rd/effects/fsr2.cpp b/servers/rendering/renderer_rd/effects/fsr2.cpp
index 551ea5dd97..005f74ebb6 100644
--- a/servers/rendering/renderer_rd/effects/fsr2.cpp
+++ b/servers/rendering/renderer_rd/effects/fsr2.cpp
@@ -543,7 +543,7 @@ FSR2Effect::FSR2Effect() {
Vector<String> modes;
modes.push_back("");
- // Since Godot currently lacks a shader reflection mechanism to persist the name of the bindings in the shader cache and
+ // Since Redot currently lacks a shader reflection mechanism to persist the name of the bindings in the shader cache and
// there's also no mechanism to compile the shaders offline, the bindings are created manually by looking at the GLSL
// files included in FSR2 and mapping the macro bindings (#define FSR2_BIND_*) to their respective implementation names.
//
diff --git a/servers/rendering/renderer_rd/effects/fsr2.h b/servers/rendering/renderer_rd/effects/fsr2.h
index 789714cc77..db8c43d411 100644
--- a/servers/rendering/renderer_rd/effects/fsr2.h
+++ b/servers/rendering/renderer_rd/effects/fsr2.h
@@ -41,7 +41,7 @@
#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_tcr_autogen_pass.glsl.gen.h"
// This flag doesn't actually control anything GCC specific in FSR2. It determines
-// if symbols should be exported, which is not required for Godot.
+// if symbols should be exported, which is not required for Redot.
#ifndef FFX_GCC
#define FFX_GCC
#endif
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index 1c1b8366e5..05b0f73647 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -118,9 +118,9 @@ void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, con
}
StringBuilder tohash;
- tohash.append("[GodotVersionNumber]");
+ tohash.append("[RedotVersionNumber]");
tohash.append(VERSION_NUMBER);
- tohash.append("[GodotVersionHash]");
+ tohash.append("[RedotVersionHash]");
tohash.append(VERSION_HASH);
tohash.append("[SpirvCacheKey]");
tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
diff --git a/servers/rendering/rendering_device_driver.h b/servers/rendering/rendering_device_driver.h
index 0b5fc51a1d..72f0edb3ef 100644
--- a/servers/rendering/rendering_device_driver.h
+++ b/servers/rendering/rendering_device_driver.h
@@ -54,7 +54,7 @@
#include <algorithm>
-// This may one day be used in Godot for interoperability between C arrays, Vector and LocalVector.
+// This may one day be used in Redot for interoperability between C arrays, Vector and LocalVector.
// (See https://github.com/godotengine/godot-proposals/issues/5144.)
template <typename T>
class VectorView {
diff --git a/servers/rendering/rendering_light_culler.cpp b/servers/rendering/rendering_light_culler.cpp
index 8dc2d85bdf..deb0771514 100644
--- a/servers/rendering/rendering_light_culler.cpp
+++ b/servers/rendering/rendering_light_culler.cpp
@@ -643,7 +643,7 @@ uint8_t RenderingLightCuller::Data::LUT_entries[LUT_SIZE][8] = {
// See e.g. http://lspiroengine.com/?p=153 for reference.
// Principles are the same, but differences to the article:
-// * Order of planes / points is different in Godot.
+// * Order of planes / points is different in Redot.
// * We use a lookup table at runtime.
void RenderingLightCuller::create_LUT() {
// Each pair of planes that are opposite can have an edge.
diff --git a/servers/rendering/storage/environment_storage.h b/servers/rendering/storage/environment_storage.h
index 9f78808ff7..b136e6b292 100644
--- a/servers/rendering/storage/environment_storage.h
+++ b/servers/rendering/storage/environment_storage.h
@@ -40,7 +40,7 @@ private:
// Environment
struct Environment {
- // Note, we capture and store all environment parameters received from Godot here.
+ // Note, we capture and store all environment parameters received from Redot here.
// Not all renderers support all effects and should just ignore the bits they don't support.
// Background
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 70b585d683..e84c238d86 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -2144,7 +2144,7 @@ void RenderingServer::fix_surface_compatibility(SurfaceData &p_surface, const St
}
if (warn_on_surface_upgrade) {
- WARN_PRINT_ONCE_ED("At least one surface uses an old surface format and needs to be upgraded. The upgrade happens automatically at load time every time until the mesh is saved again or re-imported. Once saved (or re-imported), this mesh will be incompatible with earlier versions of Godot.");
+ WARN_PRINT_ONCE_ED("At least one surface uses an old surface format and needs to be upgraded. The upgrade happens automatically at load time every time until the mesh is saved again or re-imported. Once saved (or re-imported), this mesh will be incompatible with earlier versions of Redot.");
if (!p_path.is_empty()) {
WARN_PRINT("A surface of " + p_path + " uses an old surface format and needs to be upgraded.");
@@ -3511,7 +3511,7 @@ TypedArray<StringName> RenderingServer::_global_shader_parameter_get_list() cons
}
void RenderingServer::init() {
- // These are overrides, even if they are false Godot will still
+ // These are overrides, even if they are false Redot will still
// import the texture formats that the host platform needs.
// See `const bool can_s3tc_bptc` in the resource importer.
GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc_bptc", false);
diff --git a/servers/xr/xr_interface.h b/servers/xr/xr_interface.h
index 7beec219bb..1710bd363d 100644
--- a/servers/xr/xr_interface.h
+++ b/servers/xr/xr_interface.h
@@ -42,7 +42,7 @@ struct BlitToScreen;
/**
The XR interface is a template class on top of which we build interface to different AR, VR and tracking SDKs.
The idea is that we subclass this class, implement the logic, and then instantiate a singleton of each interface
- when Godot starts. These instances do not initialize themselves but register themselves with the AR/VR server.
+ when Redot starts. These instances do not initialize themselves but register themselves with the AR/VR server.
If the user wants to enable AR/VR the choose the interface they want to use and initialize it.
diff --git a/servers/xr_server.h b/servers/xr_server.h
index cd9c241bb0..6352cf89ea 100644
--- a/servers/xr_server.h
+++ b/servers/xr_server.h
@@ -199,7 +199,7 @@ public:
Transform3D get_hmd_transform();
/*
- Interfaces are objects that 'glue' Godot to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc.
+ Interfaces are objects that 'glue' Redot to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc.
*/
void add_interface(const Ref<XRInterface> &p_interface);
void remove_interface(const Ref<XRInterface> &p_interface);
@@ -239,7 +239,7 @@ public:
// Many of these interfaces will also do a predictive sync which ensures we run at a steady framerate.
void pre_render();
- // End-frame is called right after Godot has finished its rendering bits.
+ // End-frame is called right after Redot has finished its rendering bits.
void end_frame();
XRServer();