diff options
| author | Trashguy <trashguy@gmail.com> | 2024-10-11 12:21:42 -0400 |
|---|---|---|
| committer | Spartan322 <Megacake1234@gmail.com> | 2024-10-13 15:05:24 -0400 |
| commit | 9901f655fb46bd345770ad5f4a1638c4051b1816 (patch) | |
| tree | bb22b4881145f122568c8f2e51e912078ad1b4fc /servers | |
| parent | 6699ae7897658e44efc3cfb2cba91c11a8f5aa6a (diff) | |
| download | redot-engine-9901f655fb46bd345770ad5f4a1638c4051b1816.tar.gz | |
Rebrand Godot 4.3 to Redot
Diffstat (limited to 'servers')
| -rw-r--r-- | servers/audio/effects/audio_effect_pitch_shift.cpp | 4 | ||||
| -rw-r--r-- | servers/audio/effects/audio_effect_record.cpp | 2 | ||||
| -rw-r--r-- | servers/rendering/renderer_rd/effects/SCsub | 4 | ||||
| -rw-r--r-- | servers/rendering/renderer_rd/effects/fsr2.cpp | 2 | ||||
| -rw-r--r-- | servers/rendering/renderer_rd/effects/fsr2.h | 2 | ||||
| -rw-r--r-- | servers/rendering/renderer_rd/shader_rd.cpp | 4 | ||||
| -rw-r--r-- | servers/rendering/rendering_device_driver.h | 2 | ||||
| -rw-r--r-- | servers/rendering/rendering_light_culler.cpp | 2 | ||||
| -rw-r--r-- | servers/rendering/storage/environment_storage.h | 2 | ||||
| -rw-r--r-- | servers/rendering_server.cpp | 4 | ||||
| -rw-r--r-- | servers/xr/xr_interface.h | 2 | ||||
| -rw-r--r-- | servers/xr_server.h | 4 |
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(); |
