diff options
3556 files changed, 15056 insertions, 7572 deletions
diff --git a/.git-blame-ignore-revs b/.git-blame-ignore-revs index 1c78dde7a4..5a6b413fc2 100644 --- a/.git-blame-ignore-revs +++ b/.git-blame-ignore-revs @@ -57,3 +57,6 @@ df61dc4b2bd54a5a40c515493c76f5a458e5b541 # Style: Apply new `clang-format` fixes b37fc1014abf7adda70dc30b0822d775b3a4433f + +# Rebrand preambles to Redot +e8542b06acca3c1bdeee4b528411771f0819f084 diff --git a/.github/ISSUE_TEMPLATE/bug_report.yml b/.github/ISSUE_TEMPLATE/bug_report.yml index 6803d9afd5..893566e831 100644 --- a/.github/ISSUE_TEMPLATE/bug_report.yml +++ b/.github/ISSUE_TEMPLATE/bug_report.yml @@ -1,5 +1,5 @@ name: Bug report -description: Report a bug in Godot +description: Report a bug in Redot body: - type: markdown @@ -8,8 +8,8 @@ body: When reporting bugs, please follow the guidelines in this template. This helps identify the problem precisely and thus enables contributors to fix it faster. - Write a descriptive issue title above. - The golden rule is to **always open *one* issue for *one* bug**. If you notice several bugs and want to report them, make sure to create one new issue for each of them. - - Search [open](https://github.com/godotengine/godot/issues) and [closed](https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported. If you don't find a relevant match or if you're unsure, don't hesitate to **open a new issue**. The bugsquad will handle it from there if it's a duplicate. - - Verify that you are using a [supported Godot version](https://docs.godotengine.org/en/latest/about/release_policy.html). Please always check if your issue is reproducible in the latest version – it may already have been fixed! + - Search [open](https://github.com/Redot-Engine/redot-engine/issues) and [closed](https://github.com/Redot-Engine/redot-engine/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported. If you don't find a relevant match or if you're unsure, don't hesitate to **open a new issue**. The bugsquad will handle it from there if it's a duplicate. + - Verify that you are using a [supported Godot version](https://docs.redotengine.org/en/latest/about/release_policy.html). Please always check if your issue is reproducible in the latest version – it may already have been fixed! - If you use a custom build, please test if your issue is reproducible in official builds too. Likewise if you use any C++ modules, GDExtensions, or editor plugins, you should check if the bug is reproducible in a project without these. - type: textarea @@ -17,8 +17,8 @@ body: label: Tested versions description: | To properly fix a bug, we need to identify if the bug was recently introduced in the engine, or if it was always present. - - Please specify the Godot version you found the issue in, including the **Git commit hash** if using a development or non-official build. The exact Godot version (including the commit hash) can be copied by clicking the version shown in the editor (bottom bar) or in the project manager (top bar). - - If you can, **please test earlier Godot versions** (previous stable branch, and development snapshots of the current feature release) and, if applicable, newer versions (development snapshots for the next feature release). Mention whether the bug is reproducible or not in the versions you tested. You can find all Godot releases in our [download archive](https://godotengine.org/download/archive/). + - Please specify the Redot version you found the issue in, including the **Git commit hash** if using a development or non-official build. The exact Redot version (including the commit hash) can be copied by clicking the version shown in the editor (bottom bar) or in the project manager (top bar). + - If you can, **please test earlier Redot versions** (previous stable branch, and development snapshots of the current feature release) and, if applicable, newer versions (development snapshots for the next feature release). Mention whether the bug is reproducible or not in the versions you tested. You can find all Redot releases in our [download archive](https://redotengine.org/download/archive/). - The aim is for us to identify whether a bug is a **regression**, i.e. an issue that didn't exist in a previous version, but was introduced later on, breaking existing functionality. For example, if a bug is reproducible in 4.2.stable but not in 4.1.stable, we would like you to test intermediate 4.2 dev and beta snapshots to find which snapshot is the first one where the issue can be reproduced. placeholder: | @@ -35,8 +35,8 @@ body: - For issues that are likely OS-specific and/or graphics-related, please specify the CPU model and architecture. - For graphics-related issues, specify the GPU model, driver version, and the rendering backend (GLES2, GLES3, Vulkan). - **Bug reports not including the required information may be closed at the maintainers' discretion.** If in doubt, always include all the requested information; it's better to include too much information than not enough information. - - **Starting from Godot 4.1, you can copy this information to your clipboard by using *Help > Copy System Info* at the top of the editor window.** - placeholder: Windows 10 - Godot v4.0.3.stable - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (nvidia, 510.85.02) - Intel Core i7-10700KF CPU @ 3.80GHz (16 Threads) + - **Starting from Redot 4.1, you can copy this information to your clipboard by using *Help > Copy System Info* at the top of the editor window.** + placeholder: Windows 10 - Redot v4.0.3.stable - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (nvidia, 510.85.02) - Intel Core i7-10700KF CPU @ 3.80GHz (16 Threads) validations: required: true @@ -63,7 +63,7 @@ body: attributes: label: Minimal reproduction project (MRP) description: | - - A small Godot project which reproduces the issue, with no unnecessary files included. Be sure to not include the `.godot` folder in the archive (but keep `project.godot`). + - A small Redot project which reproduces the issue, with no unnecessary files included. Be sure to not include the `.godot` folder in the archive (but keep `project.godot`). - Having an MRP is very important for contributors to be able to reproduce the bug in the same way that you are experiencing it. When testing a potential fix for the issue, contributors will use the MRP to validate that the fix is working as intended. - If the reproduction steps are not project dependent (e.g. the bug is visible in a brand new project), you can write "N/A" in the field. - Drag and drop a ZIP archive to upload it (max 10 MB). **Do not select another field until the project is done uploading.** diff --git a/.github/ISSUE_TEMPLATE/config.yml b/.github/ISSUE_TEMPLATE/config.yml index f787bec00e..730f333b58 100644 --- a/.github/ISSUE_TEMPLATE/config.yml +++ b/.github/ISSUE_TEMPLATE/config.yml @@ -1,14 +1,14 @@ blank_issues_enabled: false contact_links: - - name: Godot proposals - url: https://github.com/godotengine/godot-proposals - about: Please submit feature proposals on the Godot proposals repository, not here. + - name: Redot proposals + url: https://github.com/Redot-Engine/redot-proposals + about: Please submit feature proposals on the Redot proposals repository, not here. - - name: Godot documentation repository - url: https://github.com/godotengine/godot-docs - about: Please report issues with documentation on the Godot documentation repository, not here. + - name: Redot documentation repository + url: https://github.com/Redot-Engine/redot-docs + about: Please report issues with documentation on the Redot documentation repository, not here. - - name: Godot community channels - url: https://godotengine.org/community + - name: Redot community channels + url: https://redotengine.org/community about: Please ask for technical support on one of the other community channels, not here. diff --git a/.github/workflows/linux_builds.yml b/.github/workflows/linux_builds.yml index 348e2bb317..c4885ce131 100644 --- a/.github/workflows/linux_builds.yml +++ b/.github/workflows/linux_builds.yml @@ -27,7 +27,7 @@ jobs: cache-name: linux-editor-mono target: editor sconsflags: module_mono_enabled=yes - bin: ./bin/godot.linuxbsd.editor.x86_64.mono + bin: ./bin/redot.linuxbsd.editor.x86_64.mono build-mono: true tests: false # Disabled due freeze caused by mix Mono build and CI doc-test: true @@ -40,7 +40,7 @@ jobs: target: editor # Debug symbols disabled as they're huge on this build and we hit the 14 GB limit for runners. sconsflags: dev_build=yes scu_build=yes debug_symbols=no precision=double use_asan=yes use_ubsan=yes linker=gold - bin: ./bin/godot.linuxbsd.editor.dev.double.x86_64.san + bin: ./bin/redot.linuxbsd.editor.dev.double.x86_64.san build-mono: false tests: true proj-test: true @@ -53,7 +53,7 @@ jobs: cache-name: linux-editor-llvm-sanitizers target: editor sconsflags: dev_build=yes use_asan=yes use_ubsan=yes use_llvm=yes linker=lld - bin: ./bin/godot.linuxbsd.editor.dev.x86_64.llvm.san + bin: ./bin/redot.linuxbsd.editor.dev.x86_64.llvm.san build-mono: false tests: true # Skip 2GiB artifact speeding up action. @@ -66,7 +66,7 @@ jobs: target: editor tests: true sconsflags: dev_build=yes use_tsan=yes use_llvm=yes linker=lld - bin: ./bin/godot.linuxbsd.editor.dev.x86_64.llvm.san + bin: ./bin/redot.linuxbsd.editor.dev.x86_64.llvm.san build-mono: false # Skip 2GiB artifact speeding up action. artifact: false @@ -75,7 +75,7 @@ jobs: cache-name: linux-template-mono target: template_release sconsflags: module_mono_enabled=yes - bin: ./bin/godot.linuxbsd.template_release.x86_64.mono + bin: ./bin/redot.linuxbsd.template_release.x86_64.mono build-mono: false tests: true artifact: true @@ -84,7 +84,7 @@ jobs: cache-name: linux-template-minimal target: template_release sconsflags: modules_enabled_by_default=no disable_3d=yes disable_advanced_gui=yes deprecated=no minizip=no - bin: ./bin/godot.linuxbsd.template_release.x86_64 + bin: ./bin/redot.linuxbsd.template_release.x86_64 tests: true artifact: true @@ -162,8 +162,8 @@ jobs: - name: Prepare artifact if: matrix.artifact run: | - strip bin/godot.* - chmod +x bin/godot.* + strip bin/redot.* + chmod +x bin/redot.* - name: Upload artifact uses: ./.github/actions/upload-artifact diff --git a/.github/workflows/macos_builds.yml b/.github/workflows/macos_builds.yml index fcf4b00afb..cc789d4c4a 100644 --- a/.github/workflows/macos_builds.yml +++ b/.github/workflows/macos_builds.yml @@ -24,14 +24,14 @@ jobs: cache-name: macos-editor target: editor tests: true - bin: ./bin/godot.macos.editor.universal + bin: ./bin/redot.macos.editor.universal - name: Template (target=template_release, tests=yes) cache-name: macos-template target: template_release tests: true sconsflags: debug_symbols=no - bin: ./bin/godot.macos.template_release.universal + bin: ./bin/redot.macos.template_release.universal steps: - name: Checkout @@ -76,10 +76,10 @@ jobs: - name: Prepare artifact run: | - lipo -create ./bin/godot.macos.${{ matrix.target }}.x86_64 ./bin/godot.macos.${{ matrix.target }}.arm64 -output ./bin/godot.macos.${{ matrix.target }}.universal - rm ./bin/godot.macos.${{ matrix.target }}.x86_64 ./bin/godot.macos.${{ matrix.target }}.arm64 - strip bin/godot.* - chmod +x bin/godot.* + lipo -create ./bin/redot.macos.${{ matrix.target }}.x86_64 ./bin/redot.macos.${{ matrix.target }}.arm64 -output ./bin/redot.macos.${{ matrix.target }}.universal + rm ./bin/redot.macos.${{ matrix.target }}.x86_64 ./bin/redot.macos.${{ matrix.target }}.arm64 + strip bin/redot.* + chmod +x bin/redot.* - name: Upload artifact uses: ./.github/actions/upload-artifact diff --git a/.github/workflows/release.yml b/.github/workflows/release.yml new file mode 100644 index 0000000000..12bb6abca0 --- /dev/null +++ b/.github/workflows/release.yml @@ -0,0 +1,337 @@ +name: Build Redot Project + +on: + workflow_dispatch: + +jobs: + build-linux: + runs-on: ubuntu-latest + + steps: + - name: Checkout Repository + uses: actions/checkout@v3 + with: + repository: Redot-Engine/redot-engine # Adjust this to the actual repo + ref: master + + - name: Install Dependencies + run: | + sudo apt-get update + sudo apt-get install -y \ + scons \ + pkg-config \ + libx11-dev \ + libxcursor-dev \ + libxrandr-dev \ + libxi-dev \ + libgl1-mesa-dev \ + libglu1-mesa-dev \ + build-essential \ + gcc \ + g++ \ + python3 + + - name: Build Redot Project for Linux + run: | + scons platform=linuxbsd production=yes + + - name: Upload Linux dev artifact + uses: actions/upload-artifact@v4 + with: + name: redot-linux-dev + path: bin + + build-linux-template: + runs-on: ubuntu-latest + + steps: + - name: Checkout Repository + uses: actions/checkout@v3 + with: + repository: Redot-Engine/redot-engine + ref: master + + - name: Install Dependencies + run: | + sudo apt-get update + sudo apt-get install -y \ + scons \ + pkg-config \ + libx11-dev \ + libxcursor-dev \ + libxrandr-dev \ + libxi-dev \ + libgl1-mesa-dev \ + libglu1-mesa-dev \ + build-essential \ + gcc \ + g++ \ + python3 + + - name: Build Redot Templates for Linux + run: | + scons platform=linuxbsd target=template_release + + - name: Upload Linux Template Artifact + uses: actions/upload-artifact@v4 + with: + name: redot-linux-template + path: bin + + build-windows: + runs-on: windows-latest + + steps: + - name: Checkout Repository + uses: actions/checkout@v3 + with: + repository: Redot-Engine/redot-engine + ref: master + + - name: Setup Scoop + uses: MinoruSekine/setup-scoop@v4.0.1 + with: + buckets: extras + apps: gcc python scons make mingw + + - name: Build Redot Project for Windows + run: | + scons platform=windows production=yes + + - name: Upload Windows dev artifact + uses: actions/upload-artifact@v4 + with: + name: redot-windows-dev + path: bin + + build-windows-template: + runs-on: windows-latest + + steps: + - name: Checkout Repository + uses: actions/checkout@v3 + with: + repository: Redot-Engine/redot-engine + ref: master + + - name: Setup Scoop + uses: MinoruSekine/setup-scoop@v4.0.1 + with: + buckets: extras + apps: gcc python scons make mingw + + - name: Build Redot Templates for Windows + run: | + scons platform=windows target=template_release + + - name: Upload Windows Template Artifact + uses: actions/upload-artifact@v4 + with: + name: redot-windows-template + path: bin + + build-macos-x64: + runs-on: macos-latest + + steps: + - name: Checkout Repository + uses: actions/checkout@v3 + with: + repository: Redot-Engine/redot-engine + ref: master + - name: Setup Vulkan SDK + run: | + sh misc/scripts/install_vulkan_sdk_macos.sh + - name: Install Dependencies + run: | + brew install scons pkg-config + + - name: Build Redot Project for macOS x64 + run: | + scons platform=macos arch=x64 production=yes + + - name: Upload macOS x64 dev artifact + uses: actions/upload-artifact@v4 + with: + name: redot-macos-x64-dev + path: bin + + build-macos-arm64: + runs-on: macos-latest + + steps: + - name: Checkout Repository + uses: actions/checkout@v3 + with: + repository: Redot-Engine/redot-engine + ref: master + + - name: Setup Vulkan SDK + run: | + sh misc/scripts/install_vulkan_sdk_macos.sh + - name: Install Dependencies + run: | + brew install scons pkg-config + + - name: Build Redot Project for macOS arm64 + run: | + scons platform=macos arch=arm64 + + - name: Upload macOS arm64 dev artifact + uses: actions/upload-artifact@v4 + with: + name: redot-macos-arm64-dev + path: bin + + build-macos-x64-template: + runs-on: macos-latest + + steps: + - name: Checkout Repository + uses: actions/checkout@v3 + with: + repository: Redot-Engine/redot-engine + ref: master + - name: Setup Vulkan SDK + run: | + sh misc/scripts/install_vulkan_sdk_macos.sh + - name: Install Dependencies + run: | + brew install scons pkg-config + + - name: Build Redot Templates for macOS x64 + run: | + scons platform=macos arch=x64 target=template_release + + - name: Upload macOS x64 Template Artifact + uses: actions/upload-artifact@v4 + with: + name: redot-macos-x64-template + path: bin + + build-macos-arm64-template: + runs-on: macos-latest + + steps: + - name: Checkout Repository + uses: actions/checkout@v3 + with: + repository: Redot-Engine/redot-engine + ref: master + - name: Setup Vulkan SDK + run: | + sh misc/scripts/install_vulkan_sdk_macos.sh + - name: Install Dependencies + run: | + brew install scons pkg-config + + - name: Build Redot Templates for macOS arm64 + run: | + scons platform=macos arch=arm64 target=template_release + + - name: Upload macOS arm64 Template Artifact + uses: actions/upload-artifact@v4 + with: + name: redot-macos-arm64-template + path: bin + + release: + needs: [build-linux, build-windows, build-linux-template, build-windows-template, build-macos-x64, build-macos-arm64, build-macos-x64-template, build-macos-arm64-template] + runs-on: ubuntu-latest + permissions: + contents: write + + steps: + - name: Download Linux dev artifact + uses: actions/download-artifact@v4 + with: + name: redot-linux-dev + path: redot-linux-dev + + - name: Download Windows dev artifact + uses: actions/download-artifact@v4 + with: + name: redot-windows-dev + path: redot-windows-dev + + - name: Download Linux template artifact + uses: actions/download-artifact@v4 + with: + name: redot-linux-template + path: redot-linux-template + + - name: Download Windows template artifact + uses: actions/download-artifact@v4 + with: + name: redot-windows-template + path: redot-windows-template + + - name: Download macOS x64 dev artifact + uses: actions/download-artifact@v4 + with: + name: redot-macos-x64-dev + path: redot-macos-x64-dev + + - name: Download macOS arm64 dev artifact + uses: actions/download-artifact@v4 + with: + name: redot-macos-arm64-dev + path: redot-macos-arm64-dev + + - name: Download macOS x64 template artifact + uses: actions/download-artifact@v4 + with: + name: redot-macos-x64-template + path: redot-macos-x64-template + + - name: Download macOS arm64 template artifact + uses: actions/download-artifact@v4 + with: + name: redot-macos-arm64-template + path: redot-macos-arm64-template + + - name: Get the current date + id: date + run: echo "CURRENT_DATE=$(date +'%Y%m%d%H')" >> $GITHUB_ENV + + - name: Zip the dev artifact + run: | + zip -r redot-linuxbsd.zip redot-linux-dev/* + zip -r redot-windowsx64.zip redot-windows-dev/* + zip -r redot-macos-x64.zip redot-macos-x64-dev/* + zip -r redot-macos-arm64.zip redot-macos-arm64-dev/* + zip -r redot-linux-template.zip redot-linux-template/* + zip -r redot-windows-template.zip redot-windows-template/* + zip -r redot-macos-x64-template.zip redot-macos-x64-template/* + zip -r redot-macos-arm64-template.zip redot-macos-arm64-template/* + + # - name: Upload release artifacts + # uses: actions/upload-artifact@v4 + # with: + # name: redot-release-${{ env.CURRENT_DATE }} + # path: | + # redot-linuxbsd.zip + # redot-windowsx64.zip + # redot-macos-x64.zip + # redot-macos-arm64.zip + # redot-linux-template.zip + # redot-windows-template.zip + # redot-macos-x64-template.zip + # redot-macos-arm64-template.zip + + - name: Upload dev build artifacts to GitHub dev + uses: softprops/action-gh-release@v2 + with: + tag_name: ${{ env.CURRENT_DATE }} + name: Build ${{ env.CURRENT_DATE }} + draft: false + make_latest: true + files: | + redot-linuxbsd.zip + redot-windowsx64.zip + redot-macos-x64.zip + redot-macos-arm64.zip + redot-linux-template.zip + redot-windows-template.zip + redot-macos-x64-template.zip + redot-macos-arm64-template.zip diff --git a/.github/workflows/windows_builds.yml b/.github/workflows/windows_builds.yml index 384284b604..240ea6a535 100644 --- a/.github/workflows/windows_builds.yml +++ b/.github/workflows/windows_builds.yml @@ -29,7 +29,7 @@ jobs: tests: true # Skip debug symbols, they're way too big with MSVC. sconsflags: debug_symbols=no vsproj=yes vsproj_gen_only=no windows_subsystem=console - bin: ./bin/godot.windows.editor.x86_64.exe + bin: ./bin/redot.windows.editor.x86_64.exe compiler: msvc - name: Editor w/ clang-cl (target=editor, tests=yes, use_llvm=yes) @@ -37,7 +37,7 @@ jobs: target: editor tests: true sconsflags: debug_symbols=no windows_subsystem=console use_llvm=yes - bin: ./bin/godot.windows.editor.x86_64.llvm.exe + bin: ./bin/redot.windows.editor.x86_64.llvm.exe compiler: clang - name: Template (target=template_release, tests=yes) @@ -45,7 +45,7 @@ jobs: target: template_release tests: true sconsflags: debug_symbols=no - bin: ./bin/godot.windows.template_release.x86_64.console.exe + bin: ./bin/redot.windows.template_release.x86_64.console.exe compiler: msvc - name: Template w/ GCC (target=template_release, tests=yes, use_mingw=yes) @@ -54,7 +54,7 @@ jobs: target: template_release tests: true sconsflags: debug_symbols=no use_mingw=yes - bin: ./bin/godot.windows.template_release.x86_64.console.exe + bin: ./bin/redot.windows.template_release.x86_64.console.exe compiler: gcc steps: @@ -102,6 +102,14 @@ jobs: target: ${{ matrix.target }} tests: ${{ matrix.tests }} + - name: Generate Glue Code + if: ${{ matrix.cache-name == 'windows-editor-mono' }} + run: ./bin/redot.windows.editor.x86_64.mono.exe --headless --generate-mono-glue modules/mono/glue + + - name: Build GodotSharp + if: ${{ matrix.cache-name == 'windows-editor-mono' }} + run: python modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin + - name: Save Godot build cache uses: ./.github/actions/godot-cache-save with: diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index 50e8036775..ab224c9785 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -1,9 +1,9 @@ # Contributors guidelines This document summarizes the most important points for people interested in -contributing to Godot, especially via bug reports or pull requests. +contributing to Redot, especially via bug reports or pull requests. -The Godot documentation has a dedicated [Contributing section](https://docs.godotengine.org/en/latest/contributing/how_to_contribute.html) +The [Redot Documentation](https://docs-stable.redotengine.org/contributing/development) has a dedicated Contributing section which details these points and more, and is a recommended read. ## Table of contents @@ -11,25 +11,29 @@ which details these points and more, and is a recommended read. - [Reporting bugs](#reporting-bugs) - [Proposing features or improvements](#proposing-features-or-improvements) - [Contributing pull requests](#contributing-pull-requests) -- [Contributing to Godot translations](#contributing-to-godot-translations) +- [Contributing to Redot translations](#contributing-to-redot-translations) - [Communicating with developers](#communicating-with-developers) ## Reporting bugs -Report bugs [here](https://github.com/godotengine/godot/issues/new?assignees=&labels=&template=bug_report.yml). +If you are reporting a bug with an unstable development build, it helps us greatly +if you open your project in Godot's current dev builds to ensure that it is not +a bug we've inherited from their upstream work process, as we must let them +work on those bugs to minimize merge conflicts on our end. + +Report bugs [here](https://github.com/Redot-Engine/redot-engine/issues/new?assignees=&labels=&template=bug_report.yml). Please follow the instructions in the template when you do. Notably, please include a Minimal Reproduction Project (MRP), which is a small -Godot project which reproduces the issue, with no unnecessary files included. +Redot project which reproduces the issue, with no unnecessary files included. Be sure to not include the `.godot` folder in the archive to save space. -Make sure that the bug you are experiencing is reproducible in the latest Godot -releases. You can find an overview of all Godot releases [on the website](https://godotengine.org/download/archive/) -to confirm whether your current version is the latest one. It's worth testing -against both the latest stable release and the latest dev snapshot for the next -Godot release. +Make sure that the bug you are experiencing is reproducible in the latest Redot +releases. It's worth testing against both the latest stable release and the +latest dev snapshot for the next Redot release, as well as the latest Godot +dev snapshot. -If you run into a bug which wasn't present in an earlier Godot version (what we +If you run into a bug which wasn't present in an earlier Redot version (what we call a _regression_), please mention it and clarify which versions you tested (both the one(s) working and the one(s) exhibiting the bug). @@ -37,11 +41,21 @@ call a _regression_), please mention it and clarify which versions you tested **The main issue tracker is for bug reports and does not accept feature proposals.** -Instead, head to the [Godot Proposals repository](https://github.com/godotengine/godot-proposals) -and follow the instructions in the README file and issue template. +Visit the [Redot Proposals Repo](https://github.com/Redot-Engine/redot-proposals) +to suggest features or improvements to the engine. ## Contributing pull requests +Please refer to these links for detailed guides on workflow: +(credit to Godot for these fantastic workflow guides) +- [Code Style](https://docs.redotengine.org/en/stable/contributing/development/code_style_guidelines.html) +- [PR Workflow](https://docs.redotengine.org/en/latest/contributing/workflow/pr_workflow.html) +- [PR Review](https://docs.redotengine.org/en/latest/contributing/workflow/pr_review_guidelines.html) + +Additionally, we expect all PR contributors to be using [Pre-Commit](https://pre-commit.com/) to +speed up PR workflow. See the Code Style doc above for more information. + + If you want to add new engine features, please make sure that: - This functionality is desired, which means that it solves a common use case @@ -55,18 +69,8 @@ Similar rules can be applied when contributing bug fixes - it's always best to discuss the implementation in the bug report first if you are not 100% about what would be the best fix. -You can refer to the [Pull request review process](https://docs.godotengine.org/en/latest/contributing/workflow/pr_review_guidelines.html) -for insights into the intended lifecycle of pull requests. This should help you -ensure that your pull request fulfills the requirements. - -In addition to the following tips, also take a look at the -[Engine development guide](https://docs.godotengine.org/en/latest/contributing/development/index.html) -for an introduction to developing on Godot. - -The [Contributing docs](https://docs.godotengine.org/en/latest/contributing/how_to_contribute.html) -also have important information on the [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html) -(with a helpful guide for Git usage), and our [Code style guidelines](https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html) -which all contributions need to follow. +Read the [Redot Documentation](https://docs-stable.redotengine.org/contributing/development) +for information and guides related to contribution and pull requests. ### Be mindful of your commits @@ -84,9 +88,6 @@ stable state, i.e. if your first commit has a bug that you fixed in the second commit, try to merge them together before making your pull request. This includes fixing build issues or typos, adding documentation, etc. -See our [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html) -documentation for tips on using Git, amending commits and rebasing branches. - This [Git style guide](https://github.com/agis-/git-style-guide) also has some good practices to have in mind. @@ -125,12 +126,12 @@ description is also manually wrapped at 80 chars for readability): ```text Prevent French fries carbonization by fixing heat regulation -When using the French fries frying module, Godot would not regulate the heat +When using the French fries frying module, Redot would not regulate the heat and thus bring the oil bath to supercritical liquid conditions, thus causing unwanted side effects in the physics engine. By fixing the regulation system via an added binding to the internal feature, -this commit now ensures that Godot will not go past the ebullition temperature +this commit now ensures that Redot will not go past the ebullition temperature of cooking oil under normal atmospheric conditions. ``` @@ -145,10 +146,10 @@ scripting APIs, you **must** update the class reference to document those. This is to ensure the documentation coverage doesn't decrease as contributions are merged. -[Update documentation XML files](https://docs.godotengine.org/en/latest/contributing/documentation/updating_the_class_reference.html) +[Update documentation XML files](https://docs.redotengine.org/en/latest/contributing/documentation/updating_the_class_reference.html) using your compiled binary, then fill in the descriptions. Follow the style guide described in the -[Documentation writing guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/docs_writing_guidelines.html). +[Documentation writing guidelines](https://docs.redotengine.org/en/latest/contributing/documentation/docs_writing_guidelines.html). If your pull request modifies parts of the code in a non-obvious way, make sure to add comments in the code as well. This helps other people understand the @@ -174,40 +175,33 @@ applicable. Feel free to contribute standalone pull requests to add new tests or improve existing tests as well. -See [Unit testing](https://docs.godotengine.org/en/latest/contributing/development/core_and_modules/unit_testing.html) -for information on writing tests in Godot's C++ codebase. +See [Unit testing](https://docs.redotengine.org/en/latest/contributing/development/core_and_modules/unit_testing.html) +for information on writing tests in Redot's C++ codebase. -## Contributing to Godot translations +## Contributing to Redot translations -You can contribute to Godot translations on [Hosted Weblate](https://hosted.weblate.org/projects/godot-engine/), -an open source and web-based translation platform. +You can contribute to Redot translations by leaving a volunteer application +on the [Redot Discord](https://discord.gg/redot) for us to review. -Please refer to our [editor and documentation localization guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/editor_and_docs_localization.html) +Please refer to Redot's [editor and documentation localization guidelines](https://docs.redotengine.org/en/latest/contributing/documentation/editor_and_docs_localization.html) for an overview of the translation resources and what they correspond to. ## Communicating with developers -The Godot Engine community has [many communication -channels](https://godotengine.org/community), some used more for user-level -discussions and support, others more for development discussions. +The Redot Engine community is largely centralized on the [Redot Discord](https://discord.gg/redot) at this time, feel free to drop by! To communicate with developers (e.g. to discuss a feature you want to implement or a bug you want to fix), the following channels can be used: -- [Godot Contributors Chat](https://chat.godotengine.org): You will - find most core developers there, so it's the go-to platform for direct chat - about Godot Engine development. Browse the [Directory](https://chat.godotengine.org/directory/channels) - for an overview of public channels focusing on various engine areas which you - might be interested in. -- [Bug tracker](https://github.com/godotengine/godot/issues): If there is an +- [Redot Discord](https://discord.gg/redot): General community chat and development can all be found here. +- [Bug tracker](https://github.com/Redot-Engine/redot-engine/issues): If there is an existing issue about a topic you want to discuss, you can participate directly. If not, you can open a new issue. Please mind the guidelines outlined above for bug reporting. -- [Feature proposals](https://github.com/godotengine/godot-proposals/issues): - To propose a new feature, we have a dedicated issue tracker for that. Don't - hesitate to start by talking about your idea on the Godot Contributors Chat - to make sure that it makes sense in Godot's context. +- [Redot Proposals Repo](https://github.com/Redot-Engine/redot-proposals): Feature +or improvement proposals. +- [Redot](https://x.com/redotengine) on Twitter Thanks for your interest in contributing! -—The Godot development team +—Redot Development Community diff --git a/COPYRIGHT.txt b/COPYRIGHT.txt index 6d227d6615..ccf1f8021c 100644 --- a/COPYRIGHT.txt +++ b/COPYRIGHT.txt @@ -1,9 +1,9 @@ -# Exhaustive licensing information for files in the Godot Engine repository +# Exhaustive licensing information for files in the Redot Engine repository # ========================================================================= # # This file aims at documenting the copyright and license for every source -# file in the Godot Engine repository, and especially outline the files -# whose license differs from the MIT/Expat license used by Godot Engine. +# file in the Redot Engine repository, and especially outline the files +# whose license differs from the MIT/Expat license used by Redot Engine. # # It is written as a machine-readable format following the debian/copyright # specification. Globbing patterns (e.g. "Files: *") mean that they affect @@ -27,38 +27,43 @@ # License: Zlib # The exact copyright for each file in that library *may* differ, and some # files or code snippets might be distributed under other compatible licenses -# (e.g. a public domain dedication), but as far as Godot Engine is concerned +# (e.g. a public domain dedication), but as far as Redot Engine is concerned # the library is considered as a whole under the Zlib license. # # Note: When linking dynamically against thirdparty libraries instead of -# building them into the Godot binary, you may remove the corresponding +# building them into the Redot binary, you may remove the corresponding # license details from this file. ----------------------------------------------------------------------- Format: https://www.debian.org/doc/packaging-manuals/copyright-format/1.0/ -Upstream-Name: Godot Engine -Upstream-Contact: Rémi Verschelde <contact@godotengine.org> -Source: https://github.com/godotengine/godot +Upstream-Name: Redot Engine +Upstream-Contact: Andevrs <redotengine@gmail.com> +Source: https://github.com/Redot-Engine/redot-engine Files: * -Comment: Godot Engine -Copyright: 2014-present, Godot Engine contributors +Comment: Redot Engine +Copyright: 2024-present, Redot Engine contributors + 2014-present, Godot Engine contributors 2007-2014, Juan Linietsky, Ariel Manzur License: Expat -Files: ./icon.png - ./icon.svg - ./logo.png +Files: ./logo.png ./logo.svg -Comment: Godot Engine logo -Copyright: 2017, Andrea Calabró + ./logo_outlined.png + ./logo_outlined.svg + ./editor/icons/TitleBarLogo.svg + ./icon.png + ./icon.svg +Comment: Redot Engine Logos and Icons +Copyright: 2024, Asrorul Irsyad License: CC-BY-4.0 Files: ./core/math/convex_hull.cpp ./core/math/convex_hull.h Comment: Bullet Continuous Collision Detection and Physics Library Copyright: 2011, Ole Kniemeyer, MAXON, www.maxon.net + 2024-present, Redot Engine contributors 2014-present, Godot Engine contributors 2007-2014, Juan Linietsky, Ariel Manzur License: Expat and Zlib @@ -84,6 +89,7 @@ Files: ./modules/godot_physics_3d/gjk_epa.cpp ./modules/godot_physics_3d/godot_shape_3d.h Comment: Bullet Continuous Collision Detection and Physics Library Copyright: 2003-2008, Erwin Coumans + 2024-present, Redot Engine contributors 2014-present, Godot Engine contributors 2007-2014, Juan Linietsky, Ariel Manzur License: Expat and Zlib @@ -97,6 +103,7 @@ Files: ./modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.cpp ./modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.h Comment: Bullet Continuous Collision Detection and Physics Library Copyright: 2007, Starbreeze Studios + 2024-present, Redot Engine contributors 2014-present, Godot Engine contributors 2007-2014, Juan Linietsky, Ariel Manzur License: Expat and Zlib @@ -104,6 +111,7 @@ License: Expat and Zlib Files: ./modules/lightmapper_rd/lm_compute.glsl Comment: Joint Non-Local Means (JNLM) denoiser Copyright: 2020, Manuel Prandini + 2024-present, Redot Engine contributors 2014-present, Godot Engine contributors 2007-2014, Juan Linietsky, Ariel Manzur License: Expat @@ -127,6 +135,7 @@ License: Apache-2.0 Files: ./scene/animation/easing_equations.h Comment: Robert Penner's Easing Functions Copyright: 2001, Robert Penner + 2024-present, Redot Engine contributors 2014-present, Godot Engine contributors 2007-2014, Juan Linietsky, Ariel Manzur License: Expat diff --git a/LICENSE.txt b/LICENSE.txt index 0e3ba08d6b..fc5e93cf53 100644 --- a/LICENSE.txt +++ b/LICENSE.txt @@ -1,3 +1,4 @@ +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. diff --git a/LOGO_LICENSE.txt b/LOGO_LICENSE.txt index 9d7c7f00c5..286e7723cf 100644 --- a/LOGO_LICENSE.txt +++ b/LOGO_LICENSE.txt @@ -1,5 +1,5 @@ -Godot Engine Logo -Copyright (c) 2017 Andrea Calabró +Redot Engine Logo +Copyright (c) 2024 Asrorul Irsyad This work is licensed under the Creative Commons Attribution 4.0 International license (CC BY 4.0 International): https://creativecommons.org/licenses/by/4.0/ @@ -1,78 +1,65 @@ -# Godot Engine +# Redot Engine <p align="center"> - <a href="https://godotengine.org"> - <img src="logo_outlined.svg" width="400" alt="Godot Engine logo"> + <a href="https://redotengine.org/"> + <img src="logo_outlined.png" width="400" alt="Redot Engine logo"> </a> </p> ## 2D and 3D cross-platform game engine -**[Godot Engine](https://godotengine.org) is a feature-packed, cross-platform +**[Redot Engine](https://redotengine.org) is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface.** It provides a -comprehensive set of [common tools](https://godotengine.org/features), so that +comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported with one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as -Web-based platforms and [consoles](https://docs.godotengine.org/en/latest/tutorials/platform/consoles.html). +Web-based platforms and consoles. ## Free, open source and community-driven -Godot is completely free and open source under the very permissive [MIT license](https://godotengine.org/license). +Redot is a completely free and open source fork of Godot under the very permissive MIT license. No strings attached, no royalties, nothing. The users' games are theirs, down -to the last line of engine code. Godot's development is fully independent and +to the last line of engine code. Redot's development is fully independent and truly community-driven, empowering users to help shape their engine to match their -expectations. It is supported by the [Godot Foundation](https://godot.foundation/) -not-for-profit. +expectations. Before being open sourced in [February 2014](https://github.com/godotengine/godot/commit/0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac), Godot had been developed by [Juan Linietsky](https://github.com/reduz) and -[Ariel Manzur](https://github.com/punto-) (both still maintaining the project) +[Ariel Manzur](https://github.com/punto-) (both still maintaining Godot) for several years as an in-house engine, used to publish several work-for-hire titles. - +Redot was forked from Godot in [September 2024](https://github.com/Redot-Engine/redot-engine/commit/a12e9de5dd831e1ce0c839f0420b278ef0a6aa5b), +intending to improve upon Godot in order to fulfill its potential and contribute to the shared +codebase of both through a more genuinely community-driven model than Godot. + +[Kaetram - 2D Pixel Cross-Platform MMORPG by Keros](https://kaetram.com) +<p align="center"> + <img src="screenshot.jpg" width="900" alt="Redot Engine screenshot!"> +</p> ## Getting the engine ### Binary downloads -Official binaries for the Godot editor and the export templates can be found -[on the Godot website](https://godotengine.org/download). +Official binaries for the Redot editor and the export templates will be found +[on the Redot website](https://redotengine.org/download) once it's set up and on the [GitHub page](https://github.com/Redot-Engine/redot-engine) until then. ### Compiling from source -[See the official docs](https://docs.godotengine.org/en/latest/contributing/development/compiling) +[For the time being, see the official Godot docs](https://docs.godotengine.org/en/latest/contributing/development/compiling) for compilation instructions for every supported platform. ## Community and contributing -Godot is not only an engine but an ever-growing community of users and engine -developers. The main community channels are listed [on the homepage](https://godotengine.org/community). - -The best way to get in touch with the core engine developers is to join the -[Godot Contributors Chat](https://chat.godotengine.org). +Redot is not only an engine but an ever-growing community of users and engine +developers. Please visit our [Discord server](https://discord.gg/redot)! To get started contributing to the project, see the [contributing guide](CONTRIBUTING.md). This document also includes guidelines for reporting bugs. +Follow [Redot on Twitter](https://x.com/redotengine)! ## Documentation and demos -The official documentation is hosted on [Read the Docs](https://docs.godotengine.org). -It is maintained by the Godot community in its own [GitHub repository](https://github.com/godotengine/godot-docs). - -The [class reference](https://docs.godotengine.org/en/latest/classes/) -is also accessible from the Godot editor. - -We also maintain official demos in their own [GitHub repository](https://github.com/godotengine/godot-demo-projects) -as well as a list of [awesome Godot community resources](https://github.com/godotengine/awesome-godot). - -There are also a number of other -[learning resources](https://docs.godotengine.org/en/latest/community/tutorials.html) -provided by the community, such as text and video tutorials, demos, etc. -Consult the [community channels](https://godotengine.org/community) -for more information. - -[](https://www.codetriage.com/godotengine/godot) -[](https://hosted.weblate.org/engage/godot-engine/?utm_source=widget) -[](https://www.tickgit.com/browse?repo=github.com/godotengine/godot) +The class reference is accessible from the Redot editor. diff --git a/REDOT_AUTHORS.md b/REDOT_AUTHORS.md new file mode 100644 index 0000000000..0159263fb9 --- /dev/null +++ b/REDOT_AUTHORS.md @@ -0,0 +1,49 @@ +# Redot Engine authors + +Redot is a Fork of the Godot Engine that is developed by a community of +voluntary contributors who contribute code, bug reports, documentation, +translations, support, etc., across multiple repositories. + +It is impossible to list them all; nevertheless, this file aims at listing +the developers who contributed significant improvements to the engine code. + +To keep the list curated, we use a threshold of a minimum of 11 commits. + +This file does not strictly reflect copyright ownership for the engine +source code. For this, refer to the Git history to know which contributor +wrote which part of the codebase. + +GitHub usernames are indicated in parentheses, or as sole entry when no other +name is available. + +## Project Founders + + Nicholai + Andevrs (tindrew) + Red Otter + William (JohnnyThunder2) + +## Lead Developer + + + +## Project Manager + + + +## Developers + + Adam Vondersaar (trashguy) + Bioblaze Payne (Bioblaze) + ChocolateChipAussie (RadenTheFolf) + Chris (Norrox) + Craptain (Adikhoff) + decryptedchaos + George L Albany (spartan322) + McDubh (mcdubhghlas) + Skogi (SkogiB) + Starkium + Tekisasu-JohnK + verypleasentusername + zaftnotameni + Wesam Almasruri (wesamdev) diff --git a/SConstruct b/SConstruct index 785cc0b1a3..9b5380db63 100644 --- a/SConstruct +++ b/SConstruct @@ -211,7 +211,7 @@ opts.Add(BoolVariable("debug_symbols", "Build with debugging symbols", False)) opts.Add(BoolVariable("separate_debug_symbols", "Extract debugging symbols to a separate file", False)) opts.Add(BoolVariable("debug_paths_relative", "Make file paths in debug symbols relative (if supported)", False)) opts.Add(EnumVariable("lto", "Link-time optimization (production builds)", "none", ("none", "auto", "thin", "full"))) -opts.Add(BoolVariable("production", "Set defaults to build Godot for use in production", False)) +opts.Add(BoolVariable("production", "Set defaults to build Redot for use in production", False)) opts.Add(BoolVariable("threads", "Enable threading support", True)) # Components @@ -254,7 +254,7 @@ opts.Add(BoolVariable("werror", "Treat compiler warnings as errors", False)) opts.Add("extra_suffix", "Custom extra suffix added to the base filename of all generated binary files", "") opts.Add("object_prefix", "Custom prefix added to the base filename of all generated object files", "") opts.Add(BoolVariable("vsproj", "Generate a Visual Studio solution", False)) -opts.Add("vsproj_name", "Name of the Visual Studio solution", "godot") +opts.Add("vsproj_name", "Name of the Visual Studio solution", "redot") opts.Add("import_env_vars", "A comma-separated list of environment variables to copy from the outer environment.", "") opts.Add(BoolVariable("disable_3d", "Disable 3D nodes for a smaller executable", False)) opts.Add(BoolVariable("disable_advanced_gui", "Disable advanced GUI nodes and behaviors", False)) @@ -353,24 +353,24 @@ if env["platform"] == "": if env["platform"] == "osx": # Deprecated alias kept for compatibility. - print_warning('Platform "osx" has been renamed to "macos" in Godot 4. Building for platform "macos".') + print_warning('Platform "osx" has been renamed to "macos" in Redot 4. Building for platform "macos".') env["platform"] = "macos" if env["platform"] == "iphone": # Deprecated alias kept for compatibility. - print_warning('Platform "iphone" has been renamed to "ios" in Godot 4. Building for platform "ios".') + print_warning('Platform "iphone" has been renamed to "ios" in Redot 4. Building for platform "ios".') env["platform"] = "ios" if env["platform"] in ["linux", "bsd", "x11"]: if env["platform"] == "x11": # Deprecated alias kept for compatibility. - print_warning('Platform "x11" has been renamed to "linuxbsd" in Godot 4. Building for platform "linuxbsd".') + print_warning('Platform "x11" has been renamed to "linuxbsd" in Redot 4. Building for platform "linuxbsd".') # Alias for convenience. env["platform"] = "linuxbsd" if env["platform"] == "javascript": # Deprecated alias kept for compatibility. - print_warning('Platform "javascript" has been renamed to "web" in Godot 4. Building for platform "web".') + print_warning('Platform "javascript" has been renamed to "web" in Redot 4. Building for platform "web".') env["platform"] = "web" if env["platform"] not in platform_list: @@ -653,7 +653,7 @@ elif methods.using_gcc(env): if cc_version_major < 9: print_error( "Detected GCC version older than 9, which does not fully support " - "C++17, or has bugs when compiling Godot. Supported versions are 9 " + "C++17, or has bugs when compiling Redot. Supported versions are 9 " "and later. Use a newer GCC version, or Clang 6 or later by passing " '"use_llvm=yes" to the SCons command line.' ) @@ -706,18 +706,18 @@ elif env.msvc: if cc_version_major == 16 and cc_version_minor < 11: print_error( "Detected Visual Studio 2019 version older than 16.11, which has bugs " - "when compiling Godot. Use a newer VS2019 version, or VS2022." + "when compiling Redot. Use a newer VS2019 version, or VS2022." ) Exit(255) if cc_version_major == 15 and cc_version_minor < 9: print_error( "Detected Visual Studio 2017 version older than 15.9, which has bugs " - "when compiling Godot. Use a newer VS2017 version, or VS2019/VS2022." + "when compiling Redot. Use a newer VS2017 version, or VS2019/VS2022." ) Exit(255) if cc_version_major < 15: print_error( - "Detected Visual Studio 2015 or earlier, which is unsupported in Godot. " + "Detected Visual Studio 2015 or earlier, which is unsupported in Redot. " "Supported versions are Visual Studio 2017 and later." ) Exit(255) diff --git a/core/SCsub b/core/SCsub index 8bda230b87..1c01bbbef6 100644 --- a/core/SCsub +++ b/core/SCsub @@ -158,7 +158,7 @@ if env["builtin_zstd"]: env.core_sources += thirdparty_obj -# Godot source files +# Redot source files env.add_source_files(env.core_sources, "*.cpp") @@ -186,11 +186,16 @@ def version_info_builder(target, source, env): #define VERSION_MINOR {minor} #define VERSION_PATCH {patch} #define VERSION_STATUS "{status}" +#define VERSION_STATUS_VERSION {status_version} #define VERSION_BUILD "{build}" #define VERSION_MODULE_CONFIG "{module_config}" #define VERSION_WEBSITE "{website}" #define VERSION_DOCS_BRANCH "{docs_branch}" -#define VERSION_DOCS_URL "https://docs.godotengine.org/en/" VERSION_DOCS_BRANCH +#define VERSION_DOCS_URL "https://docs.redotengine.org/en/" VERSION_DOCS_BRANCH +#define GODOT_VERSION_MAJOR {godot_major} +#define GODOT_VERSION_MINOR {godot_minor} +#define GODOT_VERSION_PATCH {godot_patch} +#define GODOT_VERSION_STATUS "{godot_status}" """.format(**env.version_info) ) @@ -260,6 +265,10 @@ env.CommandNoCache( ) # Authors +env.Depends("#core/redot_authors.gen.h", "../REDOT_AUTHORS.md") +env.CommandNoCache("#core/redot_authors.gen.h", "../REDOT_AUTHORS.md", env.Run(core_builders.make_redot_authors_header)) + +# Authors env.Depends("#core/authors.gen.h", "../AUTHORS.md") env.CommandNoCache("#core/authors.gen.h", "../AUTHORS.md", env.Run(core_builders.make_authors_header)) diff --git a/core/config/engine.cpp b/core/config/engine.cpp index 9db2e6fbe9..fa6bbe0646 100644 --- a/core/config/engine.cpp +++ b/core/config/engine.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -34,8 +36,10 @@ #include "core/config/project_settings.h" #include "core/donors.gen.h" #include "core/license.gen.h" +#include "core/redot_authors.gen.h" #include "core/variant/typed_array.h" #include "core/version.h" +#include "core/version_generated.gen.h" void Engine::set_physics_ticks_per_second(int p_ips) { ERR_FAIL_COND_MSG(p_ips <= 0, "Engine iterations per second must be greater than 0."); @@ -121,6 +125,7 @@ Dictionary Engine::get_version_info() const { dict["hex"] = VERSION_HEX; dict["status"] = VERSION_STATUS; dict["build"] = VERSION_BUILD; + dict["status_version"] = VERSION_STATUS_VERSION; String hash = String(VERSION_HASH); dict["hash"] = hash.is_empty() ? String("unknown") : hash; @@ -131,7 +136,32 @@ Dictionary Engine::get_version_info() const { if ((int)dict["patch"] != 0) { stringver += "." + String(dict["patch"]); } - stringver += "-" + String(dict["status"]) + " (" + String(dict["build"]) + ")"; + stringver += "-" + String(dict["status"]); + + if ((int)dict["status_version"] != 0) { + stringver += "." + String(dict["status_version"]); + } + + stringver += " (" + String(dict["build"]) + ")"; + dict["string"] = stringver; + + return dict; +} + +Dictionary Engine::get_godot_compatible_version_info() const { + Dictionary dict; + dict["major"] = GODOT_VERSION_MAJOR; + dict["minor"] = GODOT_VERSION_MINOR; + dict["patch"] = GODOT_VERSION_PATCH; + dict["hex"] = GODOT_VERSION_HEX; + dict["status"] = GODOT_VERSION_STATUS; + + String stringver = String(dict["major"]) + "." + String(dict["minor"]); + if ((int)dict["patch"] != 0) { + stringver += "." + String(dict["patch"]); + } + // stringver += "-" + String(dict["status"]) + " (" + String(dict["build"]) + ")"; TODO: add godot automated build identification? + stringver += "-" + String(dict["status"]); dict["string"] = stringver; return dict; @@ -156,6 +186,17 @@ static Array array_from_info_count(const char *const *info_list, int info_count) Dictionary Engine::get_author_info() const { Dictionary dict; + dict["lead_developers"] = array_from_info(REDOT_AUTHORS_LEAD_DEVELOPERS); + dict["project_managers"] = array_from_info(REDOT_AUTHORS_PROJECT_MANAGERS); + dict["founders"] = array_from_info(REDOT_AUTHORS_FOUNDERS); + dict["developers"] = array_from_info(REDOT_AUTHORS_DEVELOPERS); + + return dict; +} + +Dictionary Engine::get_godot_author_info() const { + Dictionary dict; + dict["lead_developers"] = array_from_info(AUTHORS_LEAD_DEVELOPERS); dict["project_managers"] = array_from_info(AUTHORS_PROJECT_MANAGERS); dict["founders"] = array_from_info(AUTHORS_FOUNDERS); @@ -188,6 +229,19 @@ TypedArray<Dictionary> Engine::get_copyright_info() const { Dictionary Engine::get_donor_info() const { Dictionary donors; + donors["patrons"] = Array(); + donors["platinum_sponsors"] = Array(); + donors["gold_sponsors"] = Array(); + donors["silver_sponsors"] = Array(); + donors["diamond_members"] = Array(); + donors["titanium_members"] = Array(); + donors["platinum_members"] = Array(); + donors["gold_members"] = Array(); + return donors; +} + +Dictionary Engine::get_godot_donor_info() const { + Dictionary donors; donors["patrons"] = array_from_info(DONORS_PATRONS); donors["platinum_sponsors"] = array_from_info(DONORS_SPONSORS_PLATINUM); donors["gold_sponsors"] = array_from_info(DONORS_SPONSORS_GOLD); diff --git a/core/config/engine.h b/core/config/engine.h index fd7fbd717e..c71b7975ed 100644 --- a/core/config/engine.h +++ b/core/config/engine.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -171,9 +173,12 @@ public: #endif Dictionary get_version_info() const; + Dictionary get_godot_compatible_version_info() const; Dictionary get_author_info() const; + Dictionary get_godot_author_info() const; TypedArray<Dictionary> get_copyright_info() const; Dictionary get_donor_info() const; + Dictionary get_godot_donor_info() const; Dictionary get_license_info() const; String get_license_text() const; diff --git a/core/config/project_settings.cpp b/core/config/project_settings.cpp index b389e5a58e..a342d4963c 100644 --- a/core/config/project_settings.cpp +++ b/core/config/project_settings.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -74,7 +76,7 @@ String ProjectSettings::get_imported_files_path() const { } #ifdef TOOLS_ENABLED -// Returns the features that a project must have when opened with this build of Godot. +// Returns the features that a project must have when opened with this build of Redot. // This is used by the project manager to provide the initial_settings for config/features. const PackedStringArray ProjectSettings::get_required_features() { PackedStringArray features; @@ -85,7 +87,7 @@ const PackedStringArray ProjectSettings::get_required_features() { return features; } -// Returns the features supported by this build of Godot. Includes all required features. +// Returns the features supported by this build of Redot. Includes all required features. const PackedStringArray ProjectSettings::_get_supported_features() { PackedStringArray features = get_required_features(); #ifdef MODULE_MONO_ENABLED @@ -108,7 +110,7 @@ const PackedStringArray ProjectSettings::_get_supported_features() { return features; } -// Returns the features that this project needs but this build of Godot lacks. +// Returns the features that this project needs but this build of Redot lacks. const PackedStringArray ProjectSettings::get_unsupported_features(const PackedStringArray &p_project_features) { PackedStringArray unsupported_features; PackedStringArray supported_features = singleton->_get_supported_features(); @@ -125,7 +127,7 @@ const PackedStringArray ProjectSettings::get_unsupported_features(const PackedSt return unsupported_features; } -// Returns the features that both this project has and this build of Godot has, ensuring required features exist. +// Returns the features that both this project has and this build of Redot has, ensuring required features exist. const PackedStringArray ProjectSettings::_trim_to_supported_features(const PackedStringArray &p_project_features) { // Remove unsupported features if present. PackedStringArray features = PackedStringArray(p_project_features); @@ -586,7 +588,7 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b bool found = _load_resource_pack(exec_path); // Attempt with exec_name.pck. - // (This is the usual case when distributing a Godot game.) + // (This is the usual case when distributing a Redot game.) String exec_dir = exec_path.get_base_dir(); String exec_filename = exec_path.get_file(); String exec_basename = exec_filename.get_basename(); @@ -1420,7 +1422,7 @@ void ProjectSettings::_add_builtin_input_map() { ProjectSettings::ProjectSettings() { // Initialization of engine variables should be done in the setup() method, - // so that the values can be overridden from project.godot or project.binary. + // so that the values can be overridden from project.redot or project.binary. CRASH_COND_MSG(singleton != nullptr, "Instantiating a new ProjectSettings singleton is not supported."); singleton = this; @@ -1524,7 +1526,7 @@ ProjectSettings::ProjectSettings() { GLOBAL_DEF("debug/settings/crash_handler/message", String("Please include this when reporting the bug to the project developer.")); GLOBAL_DEF("debug/settings/crash_handler/message.editor", - String("Please include this when reporting the bug on: https://github.com/godotengine/godot/issues")); + String("Please include this when reporting the bug on: https://github.com/Redot-Engine/redot-engine/issues")); GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/occlusion_culling/bvh_build_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), 2); GLOBAL_DEF_RST("rendering/occlusion_culling/jitter_projection", true); diff --git a/core/config/project_settings.h b/core/config/project_settings.h index 922c88c151..f90124c48e 100644 --- a/core/config/project_settings.h +++ b/core/config/project_settings.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/core_bind.compat.inc b/core/core_bind.compat.inc index 3e8ac3c5de..70df0fd441 100644 --- a/core/core_bind.compat.inc +++ b/core/core_bind.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/core_bind.cpp b/core/core_bind.cpp index 095c6c44dd..9bec2a9504 100644 --- a/core/core_bind.cpp +++ b/core/core_bind.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -287,18 +289,18 @@ String OS::get_executable_path() const { Error OS::shell_open(const String &p_uri) { if (p_uri.begins_with("res://")) { - WARN_PRINT("Attempting to open an URL with the \"res://\" protocol. Use `ProjectSettings.globalize_path()` to convert a Godot-specific path to a system path before opening it with `OS.shell_open()`."); + WARN_PRINT("Attempting to open an URL with the \"res://\" protocol. Use `ProjectSettings.globalize_path()` to convert a Redot-specific path to a system path before opening it with `OS.shell_open()`."); } else if (p_uri.begins_with("user://")) { - WARN_PRINT("Attempting to open an URL with the \"user://\" protocol. Use `ProjectSettings.globalize_path()` to convert a Godot-specific path to a system path before opening it with `OS.shell_open()`."); + WARN_PRINT("Attempting to open an URL with the \"user://\" protocol. Use `ProjectSettings.globalize_path()` to convert a Redot-specific path to a system path before opening it with `OS.shell_open()`."); } return ::OS::get_singleton()->shell_open(p_uri); } Error OS::shell_show_in_file_manager(const String &p_path, bool p_open_folder) { if (p_path.begins_with("res://")) { - WARN_PRINT("Attempting to explore file path with the \"res://\" protocol. Use `ProjectSettings.globalize_path()` to convert a Godot-specific path to a system path before opening it with `OS.shell_show_in_file_manager()`."); + WARN_PRINT("Attempting to explore file path with the \"res://\" protocol. Use `ProjectSettings.globalize_path()` to convert a Redot-specific path to a system path before opening it with `OS.shell_show_in_file_manager()`."); } else if (p_path.begins_with("user://")) { - WARN_PRINT("Attempting to explore file path with the \"user://\" protocol. Use `ProjectSettings.globalize_path()` to convert a Godot-specific path to a system path before opening it with `OS.shell_show_in_file_manager()`."); + WARN_PRINT("Attempting to explore file path with the \"user://\" protocol. Use `ProjectSettings.globalize_path()` to convert a Redot-specific path to a system path before opening it with `OS.shell_show_in_file_manager()`."); } return ::OS::get_singleton()->shell_show_in_file_manager(p_path, p_open_folder); } @@ -1777,10 +1779,18 @@ Dictionary Engine::get_version_info() const { return ::Engine::get_singleton()->get_version_info(); } +Dictionary Engine::get_godot_compatible_version_info() const { + return ::Engine::get_singleton()->get_godot_compatible_version_info(); +} + Dictionary Engine::get_author_info() const { return ::Engine::get_singleton()->get_author_info(); } +Dictionary Engine::get_godot_author_info() const { + return ::Engine::get_singleton()->get_godot_author_info(); +} + TypedArray<Dictionary> Engine::get_copyright_info() const { return ::Engine::get_singleton()->get_copyright_info(); } @@ -1789,6 +1799,10 @@ Dictionary Engine::get_donor_info() const { return ::Engine::get_singleton()->get_donor_info(); } +Dictionary Engine::get_godot_donor_info() const { + return ::Engine::get_singleton()->get_godot_donor_info(); +} + Dictionary Engine::get_license_info() const { return ::Engine::get_singleton()->get_license_info(); } @@ -1918,9 +1932,12 @@ void Engine::_bind_methods() { ClassDB::bind_method(D_METHOD("get_main_loop"), &Engine::get_main_loop); ClassDB::bind_method(D_METHOD("get_version_info"), &Engine::get_version_info); + ClassDB::bind_method(D_METHOD("get_godot_compatible_version_info"), &Engine::get_godot_compatible_version_info); ClassDB::bind_method(D_METHOD("get_author_info"), &Engine::get_author_info); + ClassDB::bind_method(D_METHOD("get_godot_author_info"), &Engine::get_godot_author_info); ClassDB::bind_method(D_METHOD("get_copyright_info"), &Engine::get_copyright_info); ClassDB::bind_method(D_METHOD("get_donor_info"), &Engine::get_donor_info); + ClassDB::bind_method(D_METHOD("get_godot_donor_info"), &Engine::get_godot_donor_info); ClassDB::bind_method(D_METHOD("get_license_info"), &Engine::get_license_info); ClassDB::bind_method(D_METHOD("get_license_text"), &Engine::get_license_text); diff --git a/core/core_bind.h b/core/core_bind.h index b690376551..1467bfc7ab 100644 --- a/core/core_bind.h +++ b/core/core_bind.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -543,9 +545,12 @@ public: MainLoop *get_main_loop() const; Dictionary get_version_info() const; + Dictionary get_godot_compatible_version_info() const; Dictionary get_author_info() const; + Dictionary get_godot_author_info() const; TypedArray<Dictionary> get_copyright_info() const; Dictionary get_donor_info() const; + Dictionary get_godot_donor_info() const; Dictionary get_license_info() const; String get_license_text() const; diff --git a/core/core_builders.py b/core/core_builders.py index a3dc935b79..0c161db364 100644 --- a/core/core_builders.py +++ b/core/core_builders.py @@ -53,6 +53,55 @@ def make_certs_header(target, source, env): g.write("#endif // CERTS_COMPRESSED_GEN_H") +def make_redot_authors_header(target, source, env): + sections = [ + "Project Founders", + "Lead Developer", + "Project Manager", + "Developers", + ] + sections_id = [ + "REDOT_AUTHORS_FOUNDERS", + "REDOT_AUTHORS_LEAD_DEVELOPERS", + "REDOT_AUTHORS_PROJECT_MANAGERS", + "REDOT_AUTHORS_DEVELOPERS", + ] + + src = str(source[0]) + dst = str(target[0]) + with open(src, "r", encoding="utf-8") as f, open(dst, "w", encoding="utf-8", newline="\n") as g: + g.write("/* THIS FILE IS GENERATED DO NOT EDIT */\n") + g.write("#ifndef REDOT_AUTHORS_GEN_H\n") + g.write("#define REDOT_AUTHORS_GEN_H\n") + + reading = False + + def close_section(): + g.write("\t0\n") + g.write("};\n") + + for line in f: + if reading: + if line.startswith(" "): + g.write('\t"' + escape_string(line.strip()) + '",\n') + continue + if line.startswith("## "): + if reading: + close_section() + reading = False + for section, section_id in zip(sections, sections_id): + if line.strip().endswith(section): + current_section = escape_string(section_id) + reading = True + g.write("const char *const " + current_section + "[] = {\n") + break + + if reading: + close_section() + + g.write("#endif // REDOT_AUTHORS_GEN_H\n") + + def make_authors_header(target, source, env): sections = [ "Project Founders", diff --git a/core/core_constants.cpp b/core/core_constants.cpp index 25da49fa5c..e9051162fc 100644 --- a/core/core_constants.cpp +++ b/core/core_constants.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/core_constants.h b/core/core_constants.h index 82d626c749..dae39b30e2 100644 --- a/core/core_constants.h +++ b/core/core_constants.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/core_globals.cpp b/core/core_globals.cpp index b164f5348a..c2ee8c5ff0 100644 --- a/core/core_globals.cpp +++ b/core/core_globals.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/core_globals.h b/core/core_globals.h index ebb1f41a74..f955b77278 100644 --- a/core/core_globals.h +++ b/core/core_globals.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/core_string_names.cpp b/core/core_string_names.cpp index 9bf625cc15..7a58aee8a6 100644 --- a/core/core_string_names.cpp +++ b/core/core_string_names.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/core_string_names.h b/core/core_string_names.h index d4ba9110c3..f19fa7aba8 100644 --- a/core/core_string_names.h +++ b/core/core_string_names.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/crypto/SCsub b/core/crypto/SCsub index 3cea6bfb47..3d5533ee86 100644 --- a/core/crypto/SCsub +++ b/core/crypto/SCsub @@ -54,7 +54,7 @@ elif is_builtin: # Needed to force rebuilding the core files when the configuration file is updated. thirdparty_obj = ["#thirdparty/mbedtls/include/godot_module_mbedtls_config.h"] -# Godot source files +# Redot source files core_obj = [] diff --git a/core/crypto/aes_context.cpp b/core/crypto/aes_context.cpp index 7596f4e0e2..fc82a0c8f9 100644 --- a/core/crypto/aes_context.cpp +++ b/core/crypto/aes_context.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/crypto/aes_context.h b/core/crypto/aes_context.h index f6aeab221f..a0c1eeca69 100644 --- a/core/crypto/aes_context.h +++ b/core/crypto/aes_context.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/crypto/crypto.cpp b/core/crypto/crypto.cpp index 62bacadf91..a3e80d8232 100644 --- a/core/crypto/crypto.cpp +++ b/core/crypto/crypto.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/crypto/crypto.h b/core/crypto/crypto.h index c19e6b6773..49ec3b3205 100644 --- a/core/crypto/crypto.h +++ b/core/crypto/crypto.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/crypto/crypto_core.cpp b/core/crypto/crypto_core.cpp index 69a83284cc..20e65a0214 100644 --- a/core/crypto/crypto_core.cpp +++ b/core/crypto/crypto_core.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/crypto/crypto_core.h b/core/crypto/crypto_core.h index 4a9ffda842..c5b5c161ea 100644 --- a/core/crypto/crypto_core.h +++ b/core/crypto/crypto_core.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/crypto/hashing_context.cpp b/core/crypto/hashing_context.cpp index 01acbdbc17..8269fb0939 100644 --- a/core/crypto/hashing_context.cpp +++ b/core/crypto/hashing_context.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/crypto/hashing_context.h b/core/crypto/hashing_context.h index ab7affabaa..2b32890a7b 100644 --- a/core/crypto/hashing_context.h +++ b/core/crypto/hashing_context.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/debugger/debugger_marshalls.cpp b/core/debugger/debugger_marshalls.cpp index f4283e0ea9..cdd94356d8 100644 --- a/core/debugger/debugger_marshalls.cpp +++ b/core/debugger/debugger_marshalls.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/debugger/debugger_marshalls.h b/core/debugger/debugger_marshalls.h index 1b81623688..49c655ec83 100644 --- a/core/debugger/debugger_marshalls.h +++ b/core/debugger/debugger_marshalls.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/debugger/engine_debugger.cpp b/core/debugger/engine_debugger.cpp index 97a020e4c3..abc8f76dc0 100644 --- a/core/debugger/engine_debugger.cpp +++ b/core/debugger/engine_debugger.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/debugger/engine_debugger.h b/core/debugger/engine_debugger.h index 16050778aa..87bcbb01b8 100644 --- a/core/debugger/engine_debugger.h +++ b/core/debugger/engine_debugger.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/debugger/engine_profiler.cpp b/core/debugger/engine_profiler.cpp index abe0a4df77..f3c719d4f2 100644 --- a/core/debugger/engine_profiler.cpp +++ b/core/debugger/engine_profiler.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/debugger/engine_profiler.h b/core/debugger/engine_profiler.h index d3d0021e67..2f9f2b4ddf 100644 --- a/core/debugger/engine_profiler.h +++ b/core/debugger/engine_profiler.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/debugger/local_debugger.cpp b/core/debugger/local_debugger.cpp index dc46ffc307..4dfeb23472 100644 --- a/core/debugger/local_debugger.cpp +++ b/core/debugger/local_debugger.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/debugger/local_debugger.h b/core/debugger/local_debugger.h index 13c975c4bd..0f4fc0b387 100644 --- a/core/debugger/local_debugger.h +++ b/core/debugger/local_debugger.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/debugger/remote_debugger.cpp b/core/debugger/remote_debugger.cpp index fc1b7b74f9..d79f906ffd 100644 --- a/core/debugger/remote_debugger.cpp +++ b/core/debugger/remote_debugger.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/debugger/remote_debugger.h b/core/debugger/remote_debugger.h index e91d09be17..41294b317e 100644 --- a/core/debugger/remote_debugger.h +++ b/core/debugger/remote_debugger.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/debugger/remote_debugger_peer.cpp b/core/debugger/remote_debugger_peer.cpp index 9dca47a0b4..e5279e6263 100644 --- a/core/debugger/remote_debugger_peer.cpp +++ b/core/debugger/remote_debugger_peer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/debugger/remote_debugger_peer.h b/core/debugger/remote_debugger_peer.h index 37da0a927e..ccfd87889b 100644 --- a/core/debugger/remote_debugger_peer.h +++ b/core/debugger/remote_debugger_peer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/debugger/script_debugger.cpp b/core/debugger/script_debugger.cpp index e7d8654a0b..02621b7637 100644 --- a/core/debugger/script_debugger.cpp +++ b/core/debugger/script_debugger.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/debugger/script_debugger.h b/core/debugger/script_debugger.h index ee037b91fa..00806c1fd8 100644 --- a/core/debugger/script_debugger.h +++ b/core/debugger/script_debugger.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/doc_data.cpp b/core/doc_data.cpp index f40e878d52..e1e7ffbe47 100644 --- a/core/doc_data.cpp +++ b/core/doc_data.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/doc_data.h b/core/doc_data.h index 6a7f4355db..222c26486e 100644 --- a/core/doc_data.h +++ b/core/doc_data.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/error/error_list.cpp b/core/error/error_list.cpp index f14cc84bb4..f3a7142577 100644 --- a/core/error/error_list.cpp +++ b/core/error/error_list.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/error/error_list.h b/core/error/error_list.h index cdf06eb06d..844325c6bc 100644 --- a/core/error/error_list.h +++ b/core/error/error_list.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/error/error_macros.cpp b/core/error/error_macros.cpp index a2369992e6..2a6dfe67d8 100644 --- a/core/error/error_macros.cpp +++ b/core/error/error_macros.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/error/error_macros.h b/core/error/error_macros.h index 752fd605e0..ec5f07dc21 100644 --- a/core/error/error_macros.h +++ b/core/error/error_macros.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/extension/extension_api_dump.cpp b/core/extension/extension_api_dump.cpp index c5f7502c12..2df3f7ef74 100644 --- a/core/extension/extension_api_dump.cpp +++ b/core/extension/extension_api_dump.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/extension/extension_api_dump.h b/core/extension/extension_api_dump.h index 204a115f84..a625a96356 100644 --- a/core/extension/extension_api_dump.h +++ b/core/extension/extension_api_dump.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/extension/gdextension.compat.inc b/core/extension/gdextension.compat.inc index 9dea865dbd..ef06874982 100644 --- a/core/extension/gdextension.compat.inc +++ b/core/extension/gdextension.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/extension/gdextension.cpp b/core/extension/gdextension.cpp index 7cba5cb161..c87dd1090f 100644 --- a/core/extension/gdextension.cpp +++ b/core/extension/gdextension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -99,7 +101,7 @@ public: virtual Variant call(Object *p_object, const Variant **p_args, int p_arg_count, Callable::CallError &r_error) const override { #ifdef TOOLS_ENABLED - ERR_FAIL_COND_V_MSG(!valid, Variant(), vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Godot.", name)); + ERR_FAIL_COND_V_MSG(!valid, Variant(), vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Redot.", name)); ERR_FAIL_COND_V_MSG(p_object && p_object->is_extension_placeholder(), Variant(), vformat("Cannot call GDExtension method bind '%s' on placeholder instance.", name)); #endif Variant ret; @@ -113,7 +115,7 @@ public: } virtual void validated_call(Object *p_object, const Variant **p_args, Variant *r_ret) const override { #ifdef TOOLS_ENABLED - ERR_FAIL_COND_MSG(!valid, vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Godot.", name)); + ERR_FAIL_COND_MSG(!valid, vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Redot.", name)); ERR_FAIL_COND_MSG(p_object && p_object->is_extension_placeholder(), vformat("Cannot call GDExtension method bind '%s' on placeholder instance.", name)); #endif ERR_FAIL_COND_MSG(vararg, "Vararg methods don't have validated call support. This is most likely an engine bug."); @@ -145,7 +147,7 @@ public: virtual void ptrcall(Object *p_object, const void **p_args, void *r_ret) const override { #ifdef TOOLS_ENABLED - ERR_FAIL_COND_MSG(!valid, vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Godot.", name)); + ERR_FAIL_COND_MSG(!valid, vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Redot.", name)); ERR_FAIL_COND_MSG(p_object && p_object->is_extension_placeholder(), vformat("Cannot call GDExtension method bind '%s' on placeholder instance.", name)); #endif ERR_FAIL_COND_MSG(vararg, "Vararg methods don't have ptrcall support. This is most likely an engine bug."); @@ -379,10 +381,10 @@ void GDExtension::_register_extension_class_internal(GDExtensionClassLibraryPtr if (self->is_reloading && self->extension_classes.has(class_name)) { extension = &self->extension_classes[class_name]; if (!parent_extension && parent_class_name != extension->gdextension.parent_class_name) { - ERR_FAIL_MSG(vformat("GDExtension class '%s' cannot change parent type from '%s' to '%s' on hot reload. Restart Godot for this change to take effect.", class_name, extension->gdextension.parent_class_name, parent_class_name)); + ERR_FAIL_MSG(vformat("GDExtension class '%s' cannot change parent type from '%s' to '%s' on hot reload. Restart Redot for this change to take effect.", class_name, extension->gdextension.parent_class_name, parent_class_name)); } if (extension->gdextension.is_runtime != is_runtime) { - ERR_PRINT(vformat("GDExtension class '%s' cannot change to/from runtime class on hot reload. Restart Godot for this change to take effect.", class_name)); + ERR_PRINT(vformat("GDExtension class '%s' cannot change to/from runtime class on hot reload. Restart Redot for this change to take effect.", class_name)); is_runtime = extension->gdextension.is_runtime; } extension->is_reloading = false; diff --git a/core/extension/gdextension.h b/core/extension/gdextension.h index 706bc7e189..e45f8267ac 100644 --- a/core/extension/gdextension.h +++ b/core/extension/gdextension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/extension/gdextension_compat_hashes.cpp b/core/extension/gdextension_compat_hashes.cpp index b07f5b1858..78ec5c21bf 100644 --- a/core/extension/gdextension_compat_hashes.cpp +++ b/core/extension/gdextension_compat_hashes.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/extension/gdextension_compat_hashes.h b/core/extension/gdextension_compat_hashes.h index 813859d9e6..6afcd21e42 100644 --- a/core/extension/gdextension_compat_hashes.h +++ b/core/extension/gdextension_compat_hashes.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/extension/gdextension_interface.cpp b/core/extension/gdextension_interface.cpp index 91f0b4a2de..da8dd515db 100644 --- a/core/extension/gdextension_interface.cpp +++ b/core/extension/gdextension_interface.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/extension/gdextension_interface.h b/core/extension/gdextension_interface.h index 374dbfd071..57a8213e47 100644 --- a/core/extension/gdextension_interface.h +++ b/core/extension/gdextension_interface.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/extension/gdextension_library_loader.cpp b/core/extension/gdextension_library_loader.cpp index d5f2eb668f..1ad030275e 100644 --- a/core/extension/gdextension_library_loader.cpp +++ b/core/extension/gdextension_library_loader.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -315,7 +317,7 @@ Error GDExtensionLibraryLoader::parse_gdextension_file(const String &p_path) { compatible = VERSION_PATCH >= compatibility_minimum[2]; } if (!compatible) { - ERR_PRINT(vformat("GDExtension only compatible with Godot version %d.%d.%d or later: %s", compatibility_minimum[0], compatibility_minimum[1], compatibility_minimum[2], p_path)); + ERR_PRINT(vformat("GDExtension only compatible with Redot version %d.%d.%d or later: %s", compatibility_minimum[0], compatibility_minimum[1], compatibility_minimum[2], p_path)); return ERR_INVALID_DATA; } @@ -347,7 +349,7 @@ Error GDExtensionLibraryLoader::parse_gdextension_file(const String &p_path) { #endif if (!compatible) { - ERR_PRINT(vformat("GDExtension only compatible with Godot version %s or earlier: %s", compat_string, p_path)); + ERR_PRINT(vformat("GDExtension only compatible with Redot version %s or earlier: %s", compat_string, p_path)); return ERR_INVALID_DATA; } } diff --git a/core/extension/gdextension_library_loader.h b/core/extension/gdextension_library_loader.h index f781611b30..c423e461db 100644 --- a/core/extension/gdextension_library_loader.h +++ b/core/extension/gdextension_library_loader.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/extension/gdextension_loader.h b/core/extension/gdextension_loader.h index 2289550329..8565e0eee9 100644 --- a/core/extension/gdextension_loader.h +++ b/core/extension/gdextension_loader.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/extension/gdextension_manager.cpp b/core/extension/gdextension_manager.cpp index fff938858f..9bed94864e 100644 --- a/core/extension/gdextension_manager.cpp +++ b/core/extension/gdextension_manager.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/extension/gdextension_manager.h b/core/extension/gdextension_manager.h index 39a600474c..fd3cb7a7e9 100644 --- a/core/extension/gdextension_manager.h +++ b/core/extension/gdextension_manager.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/input/default_controller_mappings.h b/core/input/default_controller_mappings.h index 34e7d5d81f..6097dc5234 100644 --- a/core/input/default_controller_mappings.h +++ b/core/input/default_controller_mappings.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/input/godotcontrollerdb.txt b/core/input/godotcontrollerdb.txt index 8e8ec4c718..1b67d86072 100644 --- a/core/input/godotcontrollerdb.txt +++ b/core/input/godotcontrollerdb.txt @@ -1,5 +1,5 @@ -# Game Controller DB for Godot in SDL 2.0.16 format -# Source: https://github.com/godotengine/godot +# Game Controller DB for Redot in SDL 2.0.16 format +# Source: https://github.com/Redot-Engine/redot-engine # Windows __XINPUT_DEVICE__,XInput Gamepad,a:b12,b:b13,x:b14,y:b15,start:b4,guide:b10,back:b5,leftstick:b6,rightstick:b7,leftshoulder:b8,rightshoulder:b9,dpup:b0,dpdown:b1,dpleft:b2,dpright:b3,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Windows, diff --git a/core/input/input.compat.inc b/core/input/input.compat.inc index cbc8b1df0f..e1b159ff76 100644 --- a/core/input/input.compat.inc +++ b/core/input/input.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/input/input.cpp b/core/input/input.cpp index 6261a435fa..eb3bd5b56d 100644 --- a/core/input/input.cpp +++ b/core/input/input.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/input/input.h b/core/input/input.h index 95dd623cc0..237961850e 100644 --- a/core/input/input.h +++ b/core/input/input.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/input/input_enums.h b/core/input/input_enums.h index 7974ee639d..8986a5e9f4 100644 --- a/core/input/input_enums.h +++ b/core/input/input_enums.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/input/input_event.cpp b/core/input/input_event.cpp index d125bad252..b9a167c9e2 100644 --- a/core/input/input_event.cpp +++ b/core/input/input_event.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/input/input_event.h b/core/input/input_event.h index 80bca28fbf..ab2399ba31 100644 --- a/core/input/input_event.h +++ b/core/input/input_event.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/input/input_map.compat.inc b/core/input/input_map.compat.inc index da4bd962b6..7978f6dc9b 100644 --- a/core/input/input_map.compat.inc +++ b/core/input/input_map.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/input/input_map.cpp b/core/input/input_map.cpp index 5b9377fe59..5c5677c306 100644 --- a/core/input/input_map.cpp +++ b/core/input/input_map.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/input/input_map.h b/core/input/input_map.h index 45798490f7..80a565981e 100644 --- a/core/input/input_map.h +++ b/core/input/input_map.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/input/shortcut.cpp b/core/input/shortcut.cpp index cdc6e2e8f7..cd967a2bf0 100644 --- a/core/input/shortcut.cpp +++ b/core/input/shortcut.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/input/shortcut.h b/core/input/shortcut.h index 4109e31f23..4a60fcb5e9 100644 --- a/core/input/shortcut.h +++ b/core/input/shortcut.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/compression.cpp b/core/io/compression.cpp index 4e4627c40b..1d1e26bcfa 100644 --- a/core/io/compression.cpp +++ b/core/io/compression.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -146,7 +148,7 @@ int Compression::decompress(uint8_t *p_dst, int p_dst_max_size, const uint8_t *p ERR_FAIL_COND_V(res != BROTLI_DECODER_RESULT_SUCCESS, -1); return ret_size; #else - ERR_FAIL_V_MSG(-1, "Godot was compiled without brotli support."); + ERR_FAIL_V_MSG(-1, "Redot was compiled without brotli support."); #endif } break; case MODE_FASTLZ: { @@ -267,7 +269,7 @@ int Compression::decompress_dynamic(Vector<uint8_t> *p_dst_vect, int p_max_dst_s BrotliDecoderDestroyInstance(state); return Z_OK; #else - ERR_FAIL_V_MSG(Z_ERRNO, "Godot was compiled without brotli support."); + ERR_FAIL_V_MSG(Z_ERRNO, "Redot was compiled without brotli support."); #endif } else { // This function only supports GZip and Deflate. diff --git a/core/io/compression.h b/core/io/compression.h index a5a2d657da..94dad6f14c 100644 --- a/core/io/compression.h +++ b/core/io/compression.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/config_file.cpp b/core/io/config_file.cpp index 0a4d5a3be6..921d9bd4dc 100644 --- a/core/io/config_file.cpp +++ b/core/io/config_file.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/config_file.h b/core/io/config_file.h index 05b4ed899e..dd6b3dc63d 100644 --- a/core/io/config_file.h +++ b/core/io/config_file.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/dir_access.cpp b/core/io/dir_access.cpp index 2f3fe4deeb..e059943348 100644 --- a/core/io/dir_access.cpp +++ b/core/io/dir_access.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/dir_access.h b/core/io/dir_access.h index e9c864c56b..f4a37ef29f 100644 --- a/core/io/dir_access.h +++ b/core/io/dir_access.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/dtls_server.cpp b/core/io/dtls_server.cpp index 7638328dc3..6ec9fe9376 100644 --- a/core/io/dtls_server.cpp +++ b/core/io/dtls_server.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/dtls_server.h b/core/io/dtls_server.h index 5ffed1ecc3..efb159e0fc 100644 --- a/core/io/dtls_server.h +++ b/core/io/dtls_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/file_access.cpp b/core/io/file_access.cpp index d919243e6b..94b813fe20 100644 --- a/core/io/file_access.cpp +++ b/core/io/file_access.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/file_access.h b/core/io/file_access.h index 2f4d1a8604..163e395d95 100644 --- a/core/io/file_access.h +++ b/core/io/file_access.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/file_access_compressed.cpp b/core/io/file_access_compressed.cpp index 3602baf8c5..628dd84bb1 100644 --- a/core/io/file_access_compressed.cpp +++ b/core/io/file_access_compressed.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/file_access_compressed.h b/core/io/file_access_compressed.h index ea9837dd03..d9c729d86e 100644 --- a/core/io/file_access_compressed.h +++ b/core/io/file_access_compressed.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/file_access_encrypted.cpp b/core/io/file_access_encrypted.cpp index 13d1e0c8fc..8ab4765162 100644 --- a/core/io/file_access_encrypted.cpp +++ b/core/io/file_access_encrypted.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/file_access_encrypted.h b/core/io/file_access_encrypted.h index 5f8c803d60..c3d4abfb3b 100644 --- a/core/io/file_access_encrypted.h +++ b/core/io/file_access_encrypted.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/file_access_memory.cpp b/core/io/file_access_memory.cpp index 1541a5ed4a..9c69b048f7 100644 --- a/core/io/file_access_memory.cpp +++ b/core/io/file_access_memory.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/file_access_memory.h b/core/io/file_access_memory.h index 39e1528d97..2317ab5c94 100644 --- a/core/io/file_access_memory.h +++ b/core/io/file_access_memory.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/file_access_pack.cpp b/core/io/file_access_pack.cpp index 1340382eaa..4cda039565 100644 --- a/core/io/file_access_pack.cpp +++ b/core/io/file_access_pack.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/file_access_pack.h b/core/io/file_access_pack.h index 57b7a5f87f..d0dfe52682 100644 --- a/core/io/file_access_pack.h +++ b/core/io/file_access_pack.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -38,7 +40,7 @@ #include "core/templates/list.h" #include "core/templates/rb_map.h" -// Godot's packed file magic header ("GDPC" in ASCII). +// Redot's packed file magic header ("GDPC" in ASCII). #define PACK_HEADER_MAGIC 0x43504447 // The current packed file format version number. #define PACK_FORMAT_VERSION 2 diff --git a/core/io/file_access_zip.cpp b/core/io/file_access_zip.cpp index b33b7b35c3..b541ca5537 100644 --- a/core/io/file_access_zip.cpp +++ b/core/io/file_access_zip.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/file_access_zip.h b/core/io/file_access_zip.h index 1e11e050df..8ca5d218e7 100644 --- a/core/io/file_access_zip.h +++ b/core/io/file_access_zip.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/http_client.cpp b/core/io/http_client.cpp index fc91341bed..99f891b83c 100644 --- a/core/io/http_client.cpp +++ b/core/io/http_client.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/http_client.h b/core/io/http_client.h index 5945291122..bc8faf93b8 100644 --- a/core/io/http_client.h +++ b/core/io/http_client.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/http_client_tcp.cpp b/core/io/http_client_tcp.cpp index 70fcad543a..57528ddd28 100644 --- a/core/io/http_client_tcp.cpp +++ b/core/io/http_client_tcp.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -196,7 +198,7 @@ Error HTTPClientTCP::request(Method p_method, const String &p_url, const Vector< // Should it add utf8 encoding? } if (add_uagent) { - request += "User-Agent: GodotEngine/" + String(VERSION_FULL_BUILD) + " (" + OS::get_singleton()->get_name() + ")\r\n"; + request += "User-Agent: RedotEngine/" + String(VERSION_FULL_BUILD) + " (" + OS::get_singleton()->get_name() + ")\r\n"; } if (add_accept) { request += "Accept: */*\r\n"; diff --git a/core/io/http_client_tcp.h b/core/io/http_client_tcp.h index dd6cc6b84f..05931e843c 100644 --- a/core/io/http_client_tcp.h +++ b/core/io/http_client_tcp.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/image.cpp b/core/io/image.cpp index d782af931f..b7af940ad7 100644 --- a/core/io/image.cpp +++ b/core/io/image.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -4034,7 +4036,7 @@ Error Image::load_tga_from_buffer(const Vector<uint8_t> &p_array) { ERR_FAIL_NULL_V_MSG( _tga_mem_loader_func, ERR_UNAVAILABLE, - "The TGA module isn't enabled. Recompile the Godot editor or export template binary with the `module_tga_enabled=yes` SCons option."); + "The TGA module isn't enabled. Recompile the Redot editor or export template binary with the `module_tga_enabled=yes` SCons option."); return _load_from_buffer(p_array, _tga_mem_loader_func); } @@ -4042,7 +4044,7 @@ Error Image::load_bmp_from_buffer(const Vector<uint8_t> &p_array) { ERR_FAIL_NULL_V_MSG( _bmp_mem_loader_func, ERR_UNAVAILABLE, - "The BMP module isn't enabled. Recompile the Godot editor or export template binary with the `module_bmp_enabled=yes` SCons option."); + "The BMP module isn't enabled. Recompile the Redot editor or export template binary with the `module_bmp_enabled=yes` SCons option."); return _load_from_buffer(p_array, _bmp_mem_loader_func); } @@ -4050,7 +4052,7 @@ Error Image::load_svg_from_buffer(const Vector<uint8_t> &p_array, float scale) { ERR_FAIL_NULL_V_MSG( _svg_scalable_mem_loader_func, ERR_UNAVAILABLE, - "The SVG module isn't enabled. Recompile the Godot editor or export template binary with the `module_svg_enabled=yes` SCons option."); + "The SVG module isn't enabled. Recompile the Redot editor or export template binary with the `module_svg_enabled=yes` SCons option."); int buffer_size = p_array.size(); @@ -4072,7 +4074,7 @@ Error Image::load_ktx_from_buffer(const Vector<uint8_t> &p_array) { ERR_FAIL_NULL_V_MSG( _ktx_mem_loader_func, ERR_UNAVAILABLE, - "The KTX module isn't enabled. Recompile the Godot editor or export template binary with the `module_ktx_enabled=yes` SCons option."); + "The KTX module isn't enabled. Recompile the Redot editor or export template binary with the `module_ktx_enabled=yes` SCons option."); return _load_from_buffer(p_array, _ktx_mem_loader_func); } diff --git a/core/io/image.h b/core/io/image.h index 78757246e0..0c1ae82e57 100644 --- a/core/io/image.h +++ b/core/io/image.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/image_loader.cpp b/core/io/image_loader.cpp index 92c690dc2a..64a8481b0d 100644 --- a/core/io/image_loader.cpp +++ b/core/io/image_loader.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/image_loader.h b/core/io/image_loader.h index 26af650344..4b8619f4be 100644 --- a/core/io/image_loader.h +++ b/core/io/image_loader.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/ip.cpp b/core/io/ip.cpp index 38c71b19fa..d9ec091d58 100644 --- a/core/io/ip.cpp +++ b/core/io/ip.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/ip.h b/core/io/ip.h index 4816d59ac2..5c6203a105 100644 --- a/core/io/ip.h +++ b/core/io/ip.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/ip_address.cpp b/core/io/ip_address.cpp index a93876a2b5..518b11a2ea 100644 --- a/core/io/ip_address.cpp +++ b/core/io/ip_address.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/ip_address.h b/core/io/ip_address.h index da7b0f77db..530ecd9758 100644 --- a/core/io/ip_address.h +++ b/core/io/ip_address.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/json.cpp b/core/io/json.cpp index 22219fca29..1599c09d2c 100644 --- a/core/io/json.cpp +++ b/core/io/json.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -1022,7 +1024,7 @@ Variant JSON::to_native(const Variant &p_json, bool p_allow_classes, bool p_allo case Variant::DICTIONARY: { Dictionary d = p_json; if (d.has(GDTYPE)) { - // Specific Godot Variant types serialized to JSON. + // Specific Redot Variant types serialized to JSON. String type = d[GDTYPE]; if (type == Variant::get_type_name(Variant::VECTOR2)) { ERR_FAIL_COND_V(!d.has(VALUES), Variant()); diff --git a/core/io/json.h b/core/io/json.h index 67b5e09afa..dd614be853 100644 --- a/core/io/json.h +++ b/core/io/json.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/logger.cpp b/core/io/logger.cpp index 26b60f6738..b43463c759 100644 --- a/core/io/logger.cpp +++ b/core/io/logger.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/logger.h b/core/io/logger.h index 85ef3031ec..926023f0de 100644 --- a/core/io/logger.h +++ b/core/io/logger.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/marshalls.cpp b/core/io/marshalls.cpp index 67469de5cc..4d171a5ff5 100644 --- a/core/io/marshalls.cpp +++ b/core/io/marshalls.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/marshalls.h b/core/io/marshalls.h index 6f015ac386..360c711458 100644 --- a/core/io/marshalls.h +++ b/core/io/marshalls.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/missing_resource.cpp b/core/io/missing_resource.cpp index c78195bc46..b1a847830e 100644 --- a/core/io/missing_resource.cpp +++ b/core/io/missing_resource.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/missing_resource.h b/core/io/missing_resource.h index f32d818ccb..ce7ad26e4c 100644 --- a/core/io/missing_resource.h +++ b/core/io/missing_resource.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/net_socket.cpp b/core/io/net_socket.cpp index f7a2c5e38c..9db13e4157 100644 --- a/core/io/net_socket.cpp +++ b/core/io/net_socket.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/net_socket.h b/core/io/net_socket.h index 120ad5e85b..beee7a269a 100644 --- a/core/io/net_socket.h +++ b/core/io/net_socket.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/packed_data_container.cpp b/core/io/packed_data_container.cpp index ca236ce05c..ed65614827 100644 --- a/core/io/packed_data_container.cpp +++ b/core/io/packed_data_container.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/packed_data_container.h b/core/io/packed_data_container.h index f4ffa09022..1099ac70a4 100644 --- a/core/io/packed_data_container.h +++ b/core/io/packed_data_container.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/packet_peer.cpp b/core/io/packet_peer.cpp index 614f81c42a..3ec075f85b 100644 --- a/core/io/packet_peer.cpp +++ b/core/io/packet_peer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/packet_peer.h b/core/io/packet_peer.h index 86ebe32cb6..b361bb42dd 100644 --- a/core/io/packet_peer.h +++ b/core/io/packet_peer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/packet_peer_dtls.cpp b/core/io/packet_peer_dtls.cpp index 231c48d887..f44d0f0d75 100644 --- a/core/io/packet_peer_dtls.cpp +++ b/core/io/packet_peer_dtls.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/packet_peer_dtls.h b/core/io/packet_peer_dtls.h index 03d97a5903..492c298ebf 100644 --- a/core/io/packet_peer_dtls.h +++ b/core/io/packet_peer_dtls.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/packet_peer_udp.cpp b/core/io/packet_peer_udp.cpp index fae3de2a98..499b7fc1a2 100644 --- a/core/io/packet_peer_udp.cpp +++ b/core/io/packet_peer_udp.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/packet_peer_udp.h b/core/io/packet_peer_udp.h index c69a138c53..a36029aa9b 100644 --- a/core/io/packet_peer_udp.h +++ b/core/io/packet_peer_udp.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/pck_packer.cpp b/core/io/pck_packer.cpp index 93179d9a11..6b20b10219 100644 --- a/core/io/pck_packer.cpp +++ b/core/io/pck_packer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/pck_packer.h b/core/io/pck_packer.h index 5aac833532..dd6d741f4e 100644 --- a/core/io/pck_packer.h +++ b/core/io/pck_packer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/plist.cpp b/core/io/plist.cpp index 8d91e6dec2..3d7f4c683f 100644 --- a/core/io/plist.cpp +++ b/core/io/plist.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/plist.h b/core/io/plist.h index 7d8b8ef0b4..782e6153f1 100644 --- a/core/io/plist.h +++ b/core/io/plist.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/remote_filesystem_client.cpp b/core/io/remote_filesystem_client.cpp index 1198810441..a30240f954 100644 --- a/core/io/remote_filesystem_client.cpp +++ b/core/io/remote_filesystem_client.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -168,6 +170,7 @@ Error RemoteFilesystemClient::_synchronize_with_server(const String &p_host, int // Connection OK, now send the current file state. print_verbose("Remote Filesystem: Connection OK."); + // FIXME: Is rebranding needed here, to "GDFS"? // Header (GRFS) - Godot Remote File System print_verbose("Remote Filesystem: Sending header"); tcp_client->put_u8('G'); diff --git a/core/io/remote_filesystem_client.h b/core/io/remote_filesystem_client.h index fcb5c1cfc3..19c360f735 100644 --- a/core/io/remote_filesystem_client.h +++ b/core/io/remote_filesystem_client.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/resource.cpp b/core/io/resource.cpp index 0ff4fbe490..c33a485776 100644 --- a/core/io/resource.cpp +++ b/core/io/resource.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/resource.h b/core/io/resource.h index 015f7ad197..488781e6e7 100644 --- a/core/io/resource.h +++ b/core/io/resource.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/resource_format_binary.cpp b/core/io/resource_format_binary.cpp index ecbb9c0104..ca1cc09180 100644 --- a/core/io/resource_format_binary.cpp +++ b/core/io/resource_format_binary.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/resource_format_binary.h b/core/io/resource_format_binary.h index 222e633e58..6b4c9a75c8 100644 --- a/core/io/resource_format_binary.h +++ b/core/io/resource_format_binary.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/resource_importer.cpp b/core/io/resource_importer.cpp index 1ae50d2d0d..98bfb24987 100644 --- a/core/io/resource_importer.cpp +++ b/core/io/resource_importer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/resource_importer.h b/core/io/resource_importer.h index 221f38494b..84836b96d4 100644 --- a/core/io/resource_importer.h +++ b/core/io/resource_importer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/resource_loader.cpp b/core/io/resource_loader.cpp index f026d5416c..22cf741f8a 100644 --- a/core/io/resource_loader.cpp +++ b/core/io/resource_loader.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/resource_loader.h b/core/io/resource_loader.h index caaf9f8f45..8f5fe067e5 100644 --- a/core/io/resource_loader.h +++ b/core/io/resource_loader.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/resource_saver.cpp b/core/io/resource_saver.cpp index 1dc1245355..b3dd546f8c 100644 --- a/core/io/resource_saver.cpp +++ b/core/io/resource_saver.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/resource_saver.h b/core/io/resource_saver.h index 3e0821926a..f7df92ff24 100644 --- a/core/io/resource_saver.h +++ b/core/io/resource_saver.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/resource_uid.cpp b/core/io/resource_uid.cpp index c14121a53b..9c41431c64 100644 --- a/core/io/resource_uid.cpp +++ b/core/io/resource_uid.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/resource_uid.h b/core/io/resource_uid.h index e56b89f603..0f746b33a2 100644 --- a/core/io/resource_uid.h +++ b/core/io/resource_uid.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/stream_peer.cpp b/core/io/stream_peer.cpp index c49e15a3a0..da74dad962 100644 --- a/core/io/stream_peer.cpp +++ b/core/io/stream_peer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/stream_peer.h b/core/io/stream_peer.h index 29cdb82615..0aeef09ca9 100644 --- a/core/io/stream_peer.h +++ b/core/io/stream_peer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/stream_peer_gzip.cpp b/core/io/stream_peer_gzip.cpp index 514bcf59b8..e77f850760 100644 --- a/core/io/stream_peer_gzip.cpp +++ b/core/io/stream_peer_gzip.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/stream_peer_gzip.h b/core/io/stream_peer_gzip.h index a2e25ea422..fc0f4b7fc1 100644 --- a/core/io/stream_peer_gzip.h +++ b/core/io/stream_peer_gzip.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/stream_peer_tcp.cpp b/core/io/stream_peer_tcp.cpp index 90a8f49a75..156649341b 100644 --- a/core/io/stream_peer_tcp.cpp +++ b/core/io/stream_peer_tcp.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/stream_peer_tcp.h b/core/io/stream_peer_tcp.h index d7da7503f9..c79ace607c 100644 --- a/core/io/stream_peer_tcp.h +++ b/core/io/stream_peer_tcp.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/stream_peer_tls.cpp b/core/io/stream_peer_tls.cpp index f04e217a26..123ac4e596 100644 --- a/core/io/stream_peer_tls.cpp +++ b/core/io/stream_peer_tls.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/stream_peer_tls.h b/core/io/stream_peer_tls.h index 3e03e25a2d..66fe6df8ed 100644 --- a/core/io/stream_peer_tls.h +++ b/core/io/stream_peer_tls.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/tcp_server.cpp b/core/io/tcp_server.cpp index f2b3d5e56a..7372810a37 100644 --- a/core/io/tcp_server.cpp +++ b/core/io/tcp_server.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/tcp_server.h b/core/io/tcp_server.h index 472d86f36a..5a538e5370 100644 --- a/core/io/tcp_server.h +++ b/core/io/tcp_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/translation_loader_po.cpp b/core/io/translation_loader_po.cpp index 812fbc774e..ae58081470 100644 --- a/core/io/translation_loader_po.cpp +++ b/core/io/translation_loader_po.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/translation_loader_po.h b/core/io/translation_loader_po.h index a695826e59..0ef8ba06fd 100644 --- a/core/io/translation_loader_po.h +++ b/core/io/translation_loader_po.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/udp_server.cpp b/core/io/udp_server.cpp index 75ba784dbd..575873cceb 100644 --- a/core/io/udp_server.cpp +++ b/core/io/udp_server.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/udp_server.h b/core/io/udp_server.h index 39b7fd989f..50000489b5 100644 --- a/core/io/udp_server.h +++ b/core/io/udp_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/xml_parser.cpp b/core/io/xml_parser.cpp index 06888c7cda..d5f66d31d1 100644 --- a/core/io/xml_parser.cpp +++ b/core/io/xml_parser.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/xml_parser.h b/core/io/xml_parser.h index 77df99a881..a29a3a71b8 100644 --- a/core/io/xml_parser.h +++ b/core/io/xml_parser.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/zip_io.cpp b/core/io/zip_io.cpp index 972656e237..3f9162b60a 100644 --- a/core/io/zip_io.cpp +++ b/core/io/zip_io.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/io/zip_io.h b/core/io/zip_io.h index cd5c873c4b..807436fc05 100644 --- a/core/io/zip_io.h +++ b/core/io/zip_io.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/a_star.compat.inc b/core/math/a_star.compat.inc index 664d7ffd5e..75803ef87f 100644 --- a/core/math/a_star.compat.inc +++ b/core/math/a_star.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/a_star.cpp b/core/math/a_star.cpp index c85201a973..6de12e32a0 100644 --- a/core/math/a_star.cpp +++ b/core/math/a_star.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/a_star.h b/core/math/a_star.h index cbaafc1018..3ff025ec41 100644 --- a/core/math/a_star.h +++ b/core/math/a_star.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/a_star_grid_2d.compat.inc b/core/math/a_star_grid_2d.compat.inc index e7124c2477..2c136c0ac5 100644 --- a/core/math/a_star_grid_2d.compat.inc +++ b/core/math/a_star_grid_2d.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/a_star_grid_2d.cpp b/core/math/a_star_grid_2d.cpp index 7e0e982c62..e166211a59 100644 --- a/core/math/a_star_grid_2d.cpp +++ b/core/math/a_star_grid_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -188,6 +190,14 @@ bool AStarGrid2D::is_jumping_enabled() const { return jumping_enabled; } +int64_t AStarGrid2D::get_max_traversals() const { + return max_traversals; +} + +void AStarGrid2D::set_max_traversals(int64_t p_max_traversals) { + max_traversals = p_max_traversals; +} + void AStarGrid2D::set_diagonal_mode(DiagonalMode p_diagonal_mode) { ERR_FAIL_INDEX((int)p_diagonal_mode, (int)DIAGONAL_MODE_MAX); diagonal_mode = p_diagonal_mode; @@ -500,6 +510,7 @@ bool AStarGrid2D::_solve(Point *p_begin_point, Point *p_end_point, bool p_allow_ } bool found_route = false; + int64_t traversal_count = 0; LocalVector<Point *> open_list; SortArray<Point *, SortPoints> sorter; @@ -524,6 +535,14 @@ bool AStarGrid2D::_solve(Point *p_begin_point, Point *p_end_point, bool p_allow_ break; } + // If we have a limit on traversals, increment and stop once we reach the threshold. + if (max_traversals > 0 && traversal_count >= max_traversals) { + break; + } + + // Increment traversals for each node we process. + traversal_count++; + sorter.pop_heap(0, open_list.size(), open_list.ptr()); // Remove the current point from the open list. open_list.remove_at(open_list.size() - 1); p->closed_pass = pass; // Mark the point as closed. @@ -751,6 +770,8 @@ void AStarGrid2D::_bind_methods() { ClassDB::bind_method(D_METHOD("update"), &AStarGrid2D::update); ClassDB::bind_method(D_METHOD("set_jumping_enabled", "enabled"), &AStarGrid2D::set_jumping_enabled); ClassDB::bind_method(D_METHOD("is_jumping_enabled"), &AStarGrid2D::is_jumping_enabled); + ClassDB::bind_method(D_METHOD("set_max_traversals", "max_traversals"), &AStarGrid2D::set_max_traversals); + ClassDB::bind_method(D_METHOD("get_max_traversals"), &AStarGrid2D::get_max_traversals); ClassDB::bind_method(D_METHOD("set_diagonal_mode", "mode"), &AStarGrid2D::set_diagonal_mode); ClassDB::bind_method(D_METHOD("get_diagonal_mode"), &AStarGrid2D::get_diagonal_mode); ClassDB::bind_method(D_METHOD("set_default_compute_heuristic", "heuristic"), &AStarGrid2D::set_default_compute_heuristic); @@ -780,6 +801,7 @@ void AStarGrid2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_shape", PROPERTY_HINT_ENUM, "Square,IsometricRight,IsometricDown"), "set_cell_shape", "get_cell_shape"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "jumping_enabled"), "set_jumping_enabled", "is_jumping_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "max_traversals", PROPERTY_HINT_RANGE, "0,65536,0"), "set_max_traversals", "get_max_traversals"); ADD_PROPERTY(PropertyInfo(Variant::INT, "default_compute_heuristic", PROPERTY_HINT_ENUM, "Euclidean,Manhattan,Octile,Chebyshev"), "set_default_compute_heuristic", "get_default_compute_heuristic"); ADD_PROPERTY(PropertyInfo(Variant::INT, "default_estimate_heuristic", PROPERTY_HINT_ENUM, "Euclidean,Manhattan,Octile,Chebyshev"), "set_default_estimate_heuristic", "get_default_estimate_heuristic"); ADD_PROPERTY(PropertyInfo(Variant::INT, "diagonal_mode", PROPERTY_HINT_ENUM, "Never,Always,At Least One Walkable,Only If No Obstacles"), "set_diagonal_mode", "get_diagonal_mode"); diff --git a/core/math/a_star_grid_2d.h b/core/math/a_star_grid_2d.h index 0536b8109b..3034de93d7 100644 --- a/core/math/a_star_grid_2d.h +++ b/core/math/a_star_grid_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -71,6 +73,7 @@ private: CellShape cell_shape = CELL_SHAPE_SQUARE; bool jumping_enabled = false; + int64_t max_traversals = 0; DiagonalMode diagonal_mode = DIAGONAL_MODE_ALWAYS; Heuristic default_compute_heuristic = HEURISTIC_EUCLIDEAN; Heuristic default_estimate_heuristic = HEURISTIC_EUCLIDEAN; @@ -202,6 +205,9 @@ public: void set_jumping_enabled(bool p_enabled); bool is_jumping_enabled() const; + void set_max_traversals(int64_t p_max_traversals); + int64_t get_max_traversals() const; + void set_diagonal_mode(DiagonalMode p_diagonal_mode); DiagonalMode get_diagonal_mode() const; diff --git a/core/math/aabb.cpp b/core/math/aabb.cpp index 7d1d7c5648..da42d89f54 100644 --- a/core/math/aabb.cpp +++ b/core/math/aabb.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/aabb.h b/core/math/aabb.h index 7a5581b5d4..ceed814689 100644 --- a/core/math/aabb.h +++ b/core/math/aabb.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/audio_frame.h b/core/math/audio_frame.h index e205126cdf..49b1ec6ae1 100644 --- a/core/math/audio_frame.h +++ b/core/math/audio_frame.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/basis.cpp b/core/math/basis.cpp index 34ed1c2d85..7c73bd94a6 100644 --- a/core/math/basis.cpp +++ b/core/math/basis.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/basis.h b/core/math/basis.h index 236d666103..8ffe0dbbae 100644 --- a/core/math/basis.h +++ b/core/math/basis.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/bvh.h b/core/math/bvh.h index 4815466e89..2445c3c4e3 100644 --- a/core/math/bvh.h +++ b/core/math/bvh.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/bvh_abb.h b/core/math/bvh_abb.h index 3d32c250c9..6ccb4db30b 100644 --- a/core/math/bvh_abb.h +++ b/core/math/bvh_abb.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/bvh_tree.h b/core/math/bvh_tree.h index 0faa50555f..d971a4ce41 100644 --- a/core/math/bvh_tree.h +++ b/core/math/bvh_tree.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/color.cpp b/core/math/color.cpp index 1638acd74d..bf191fafc2 100644 --- a/core/math/color.cpp +++ b/core/math/color.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/color.h b/core/math/color.h index 70fad78acb..97e04b282a 100644 --- a/core/math/color.h +++ b/core/math/color.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/color_names.inc b/core/math/color_names.inc index 6c0d2a4bfd..77f23558e5 100644 --- a/core/math/color_names.inc +++ b/core/math/color_names.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/convex_hull.cpp b/core/math/convex_hull.cpp index 620a7541e4..d3216bd834 100644 --- a/core/math/convex_hull.cpp +++ b/core/math/convex_hull.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -2326,7 +2328,7 @@ Error ConvexHullComputer::convex_hull(const Vector<Vector3> &p_points, Geometry3 e = e->get_next_edge_of_face(); } while (e != e_start); - // reverse indices: Godot wants clockwise, but this is counter-clockwise + // reverse indices: Redot wants clockwise, but this is counter-clockwise if (face.indices.size() > 2) { // reverse all but the first index. int *indices = face.indices.ptr(); diff --git a/core/math/convex_hull.h b/core/math/convex_hull.h index 75787f7bb5..d0904b1d09 100644 --- a/core/math/convex_hull.h +++ b/core/math/convex_hull.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/delaunay_2d.h b/core/math/delaunay_2d.h index 0bc67a92f6..1eea1651df 100644 --- a/core/math/delaunay_2d.h +++ b/core/math/delaunay_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/delaunay_3d.h b/core/math/delaunay_3d.h index 4f21a665de..da7f8505ed 100644 --- a/core/math/delaunay_3d.h +++ b/core/math/delaunay_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/disjoint_set.h b/core/math/disjoint_set.h index 4348da992d..36cd7ccf34 100644 --- a/core/math/disjoint_set.h +++ b/core/math/disjoint_set.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/dynamic_bvh.cpp b/core/math/dynamic_bvh.cpp index e1315d1c64..374bcf21e8 100644 --- a/core/math/dynamic_bvh.cpp +++ b/core/math/dynamic_bvh.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/dynamic_bvh.h b/core/math/dynamic_bvh.h index 26fc517f7f..dc5b3045a2 100644 --- a/core/math/dynamic_bvh.h +++ b/core/math/dynamic_bvh.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/expression.cpp b/core/math/expression.cpp index 0692ece1e6..a7a1a70270 100644 --- a/core/math/expression.cpp +++ b/core/math/expression.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/expression.h b/core/math/expression.h index 46bc3618df..8d87726ca9 100644 --- a/core/math/expression.h +++ b/core/math/expression.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/face3.cpp b/core/math/face3.cpp index 1dff0ee4a6..234d020ebc 100644 --- a/core/math/face3.cpp +++ b/core/math/face3.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/face3.h b/core/math/face3.h index 519dcb6414..91d48f8bfe 100644 --- a/core/math/face3.h +++ b/core/math/face3.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/geometry_2d.cpp b/core/math/geometry_2d.cpp index a49826958a..2812ebbe51 100644 --- a/core/math/geometry_2d.cpp +++ b/core/math/geometry_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/geometry_2d.h b/core/math/geometry_2d.h index abd395d8df..e811597a88 100644 --- a/core/math/geometry_2d.h +++ b/core/math/geometry_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/geometry_3d.cpp b/core/math/geometry_3d.cpp index 4d55455166..5b92fb0e51 100644 --- a/core/math/geometry_3d.cpp +++ b/core/math/geometry_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/geometry_3d.h b/core/math/geometry_3d.h index ff39d82595..138529a5df 100644 --- a/core/math/geometry_3d.h +++ b/core/math/geometry_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/math_defs.h b/core/math/math_defs.h index fe53121a03..5de2756e18 100644 --- a/core/math/math_defs.h +++ b/core/math/math_defs.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/math_fieldwise.cpp b/core/math/math_fieldwise.cpp index 4064e6aaa6..cacf2e3fba 100644 --- a/core/math/math_fieldwise.cpp +++ b/core/math/math_fieldwise.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/math_fieldwise.h b/core/math/math_fieldwise.h index 6d222c1578..dfaccec879 100644 --- a/core/math/math_fieldwise.h +++ b/core/math/math_fieldwise.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/math_funcs.cpp b/core/math/math_funcs.cpp index 0d5b0faa9d..4a306dbc79 100644 --- a/core/math/math_funcs.cpp +++ b/core/math/math_funcs.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h index 1afc5f4bbb..6ba0529a8d 100644 --- a/core/math/math_funcs.h +++ b/core/math/math_funcs.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/plane.cpp b/core/math/plane.cpp index 6b9bcea081..06eb4cd6c2 100644 --- a/core/math/plane.cpp +++ b/core/math/plane.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/plane.h b/core/math/plane.h index 6529fea60a..07d2da90f4 100644 --- a/core/math/plane.h +++ b/core/math/plane.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/projection.cpp b/core/math/projection.cpp index d0ca7c5684..119d0a8142 100644 --- a/core/math/projection.cpp +++ b/core/math/projection.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -596,101 +598,229 @@ Projection Projection::inverse() const { } void Projection::invert() { - int i, j, k; - int pvt_i[4], pvt_j[4]; /* Locations of pivot matrix */ - real_t pvt_val; /* Value of current pivot element */ - real_t hold; /* Temporary storage */ - real_t determinant = 1.0f; - for (k = 0; k < 4; k++) { - /** Locate k'th pivot element **/ - pvt_val = columns[k][k]; /** Initialize for search **/ - pvt_i[k] = k; - pvt_j[k] = k; - for (i = k; i < 4; i++) { - for (j = k; j < 4; j++) { - if (Math::abs(columns[i][j]) > Math::abs(pvt_val)) { - pvt_i[k] = i; - pvt_j[k] = j; - pvt_val = columns[i][j]; - } - } - } - - /** Product of pivots, gives determinant when finished **/ - determinant *= pvt_val; - if (Math::is_zero_approx(determinant)) { - return; /** Matrix is singular (zero determinant). **/ - } - - /** "Interchange" rows (with sign change stuff) **/ - i = pvt_i[k]; - if (i != k) { /** If rows are different **/ - for (j = 0; j < 4; j++) { - hold = -columns[k][j]; - columns[k][j] = columns[i][j]; - columns[i][j] = hold; - } - } - - /** "Interchange" columns **/ - j = pvt_j[k]; - if (j != k) { /** If columns are different **/ - for (i = 0; i < 4; i++) { - hold = -columns[i][k]; - columns[i][k] = columns[i][j]; - columns[i][j] = hold; - } - } - - /** Divide column by minus pivot value **/ - for (i = 0; i < 4; i++) { - if (i != k) { - columns[i][k] /= (-pvt_val); - } - } - - /** Reduce the matrix **/ - for (i = 0; i < 4; i++) { - hold = columns[i][k]; - for (j = 0; j < 4; j++) { - if (i != k && j != k) { - columns[i][j] += hold * columns[k][j]; - } - } - } - - /** Divide row by pivot **/ - for (j = 0; j < 4; j++) { - if (j != k) { - columns[k][j] /= pvt_val; - } - } - - /** Replace pivot by reciprocal (at last we can touch it). **/ - columns[k][k] = 1.0 / pvt_val; + // Adapted from Mesa's `src/util/u_math.c` `util_invert_mat4x4`. + // MIT licensed. Copyright 2008 VMware, Inc. Authored by Jacques Leroy. + Projection temp; + real_t *out = (real_t *)temp.columns; + real_t *m = (real_t *)columns; + + real_t wtmp[4][8]; + real_t m0, m1, m2, m3, s; + real_t *r0, *r1, *r2, *r3; + +#define MAT(m, r, c) (m)[(c) * 4 + (r)] + + r0 = wtmp[0]; + r1 = wtmp[1]; + r2 = wtmp[2]; + r3 = wtmp[3]; + + r0[0] = MAT(m, 0, 0); + r0[1] = MAT(m, 0, 1); + r0[2] = MAT(m, 0, 2); + r0[3] = MAT(m, 0, 3); + r0[4] = 1.0; + r0[5] = 0.0; + r0[6] = 0.0; + r0[7] = 0.0; + + r1[0] = MAT(m, 1, 0); + r1[1] = MAT(m, 1, 1); + r1[2] = MAT(m, 1, 2); + r1[3] = MAT(m, 1, 3); + r1[5] = 1.0; + r1[4] = 0.0; + r1[6] = 0.0; + r1[7] = 0.0; + + r2[0] = MAT(m, 2, 0); + r2[1] = MAT(m, 2, 1); + r2[2] = MAT(m, 2, 2); + r2[3] = MAT(m, 2, 3); + r2[6] = 1.0; + r2[4] = 0.0; + r2[5] = 0.0; + r2[7] = 0.0; + + r3[0] = MAT(m, 3, 0); + r3[1] = MAT(m, 3, 1); + r3[2] = MAT(m, 3, 2); + r3[3] = MAT(m, 3, 3); + + r3[7] = 1.0; + r3[4] = 0.0; + r3[5] = 0.0; + r3[6] = 0.0; + + /* choose pivot - or die */ + if (Math::abs(r3[0]) > Math::abs(r2[0])) { + SWAP(r3, r2); + } + if (Math::abs(r2[0]) > Math::abs(r1[0])) { + SWAP(r2, r1); + } + if (Math::abs(r1[0]) > Math::abs(r0[0])) { + SWAP(r1, r0); + } + ERR_FAIL_COND(0.0 == r0[0]); + + /* eliminate first variable */ + m1 = r1[0] / r0[0]; + m2 = r2[0] / r0[0]; + m3 = r3[0] / r0[0]; + s = r0[1]; + r1[1] -= m1 * s; + r2[1] -= m2 * s; + r3[1] -= m3 * s; + s = r0[2]; + r1[2] -= m1 * s; + r2[2] -= m2 * s; + r3[2] -= m3 * s; + s = r0[3]; + r1[3] -= m1 * s; + r2[3] -= m2 * s; + r3[3] -= m3 * s; + s = r0[4]; + if (s != 0.0) { + r1[4] -= m1 * s; + r2[4] -= m2 * s; + r3[4] -= m3 * s; + } + s = r0[5]; + if (s != 0.0) { + r1[5] -= m1 * s; + r2[5] -= m2 * s; + r3[5] -= m3 * s; + } + s = r0[6]; + if (s != 0.0) { + r1[6] -= m1 * s; + r2[6] -= m2 * s; + r3[6] -= m3 * s; + } + s = r0[7]; + if (s != 0.0) { + r1[7] -= m1 * s; + r2[7] -= m2 * s; + r3[7] -= m3 * s; } - /* That was most of the work, one final pass of row/column interchange */ - /* to finish */ - for (k = 4 - 2; k >= 0; k--) { /* Don't need to work with 1 by 1 corner*/ - i = pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */ - if (i != k) { /* If rows are different */ - for (j = 0; j < 4; j++) { - hold = columns[k][j]; - columns[k][j] = -columns[i][j]; - columns[i][j] = hold; - } - } + /* choose pivot - or die */ + if (Math::abs(r3[1]) > Math::abs(r2[1])) { + SWAP(r3, r2); + } + if (Math::abs(r2[1]) > Math::abs(r1[1])) { + SWAP(r2, r1); + } + ERR_FAIL_COND(0.0 == r1[1]); + + /* eliminate second variable */ + m2 = r2[1] / r1[1]; + m3 = r3[1] / r1[1]; + r2[2] -= m2 * r1[2]; + r3[2] -= m3 * r1[2]; + r2[3] -= m2 * r1[3]; + r3[3] -= m3 * r1[3]; + s = r1[4]; + if (0.0 != s) { + r2[4] -= m2 * s; + r3[4] -= m3 * s; + } + s = r1[5]; + if (0.0 != s) { + r2[5] -= m2 * s; + r3[5] -= m3 * s; + } + s = r1[6]; + if (0.0 != s) { + r2[6] -= m2 * s; + r3[6] -= m3 * s; + } + s = r1[7]; + if (0.0 != s) { + r2[7] -= m2 * s; + r3[7] -= m3 * s; + } - j = pvt_i[k]; /* Columns to swap correspond to pivot ROW */ - if (j != k) { /* If columns are different */ - for (i = 0; i < 4; i++) { - hold = columns[i][k]; - columns[i][k] = -columns[i][j]; - columns[i][j] = hold; - } - } + /* choose pivot - or die */ + if (Math::abs(r3[2]) > Math::abs(r2[2])) { + SWAP(r3, r2); } + ERR_FAIL_COND(0.0 == r2[2]); + + /* eliminate third variable */ + m3 = r3[2] / r2[2]; + r3[3] -= m3 * r2[3]; + r3[4] -= m3 * r2[4]; + r3[5] -= m3 * r2[5]; + r3[6] -= m3 * r2[6]; + r3[7] -= m3 * r2[7]; + + /* last check */ + ERR_FAIL_COND(0.0 == r3[3]); + + s = 1.0 / r3[3]; /* now back substitute row 3 */ + r3[4] *= s; + r3[5] *= s; + r3[6] *= s; + r3[7] *= s; + + m2 = r2[3]; /* now back substitute row 2 */ + s = 1.0 / r2[2]; + r2[4] = s * (r2[4] - r3[4] * m2); + r2[5] = s * (r2[5] - r3[5] * m2); + r2[6] = s * (r2[6] - r3[6] * m2); + r2[7] = s * (r2[7] - r3[7] * m2); + m1 = r1[3]; + r1[4] -= r3[4] * m1; + r1[5] -= r3[5] * m1; + r1[6] -= r3[6] * m1; + r1[7] -= r3[7] * m1; + m0 = r0[3]; + r0[4] -= r3[4] * m0; + r0[5] -= r3[5] * m0; + r0[6] -= r3[6] * m0; + r0[7] -= r3[7] * m0; + + m1 = r1[2]; /* now back substitute row 1 */ + s = 1.0 / r1[1]; + r1[4] = s * (r1[4] - r2[4] * m1); + r1[5] = s * (r1[5] - r2[5] * m1), + r1[6] = s * (r1[6] - r2[6] * m1); + r1[7] = s * (r1[7] - r2[7] * m1); + m0 = r0[2]; + r0[4] -= r2[4] * m0; + r0[5] -= r2[5] * m0; + r0[6] -= r2[6] * m0; + r0[7] -= r2[7] * m0; + + m0 = r0[1]; /* now back substitute row 0 */ + s = 1.0 / r0[0]; + r0[4] = s * (r0[4] - r1[4] * m0); + r0[5] = s * (r0[5] - r1[5] * m0), + r0[6] = s * (r0[6] - r1[6] * m0); + r0[7] = s * (r0[7] - r1[7] * m0); + + MAT(out, 0, 0) = r0[4]; + MAT(out, 0, 1) = r0[5]; + MAT(out, 0, 2) = r0[6]; + MAT(out, 0, 3) = r0[7]; + MAT(out, 1, 0) = r1[4]; + MAT(out, 1, 1) = r1[5]; + MAT(out, 1, 2) = r1[6]; + MAT(out, 1, 3) = r1[7]; + MAT(out, 2, 0) = r2[4]; + MAT(out, 2, 1) = r2[5]; + MAT(out, 2, 2) = r2[6]; + MAT(out, 2, 3) = r2[7]; + MAT(out, 3, 0) = r3[4]; + MAT(out, 3, 1) = r3[5]; + MAT(out, 3, 2) = r3[6]; + MAT(out, 3, 3) = r3[7]; + +#undef MAT + + *this = temp; } void Projection::flip_y() { diff --git a/core/math/projection.h b/core/math/projection.h index 5af43561c0..093745b64a 100644 --- a/core/math/projection.h +++ b/core/math/projection.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/quaternion.cpp b/core/math/quaternion.cpp index 08eac14b76..891ca7d353 100644 --- a/core/math/quaternion.cpp +++ b/core/math/quaternion.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/quaternion.h b/core/math/quaternion.h index 655e55e0a2..bda615bbc5 100644 --- a/core/math/quaternion.h +++ b/core/math/quaternion.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/quick_hull.cpp b/core/math/quick_hull.cpp index 6a60a5925d..0cee972ca5 100644 --- a/core/math/quick_hull.cpp +++ b/core/math/quick_hull.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/quick_hull.h b/core/math/quick_hull.h index d7ff880f1a..00f6381dc6 100644 --- a/core/math/quick_hull.h +++ b/core/math/quick_hull.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/random_number_generator.cpp b/core/math/random_number_generator.cpp index 226d748c52..1746998593 100644 --- a/core/math/random_number_generator.cpp +++ b/core/math/random_number_generator.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/random_number_generator.h b/core/math/random_number_generator.h index 7ec4cdffb0..0b9285923a 100644 --- a/core/math/random_number_generator.h +++ b/core/math/random_number_generator.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/random_pcg.cpp b/core/math/random_pcg.cpp index c286a60421..b1d11a7524 100644 --- a/core/math/random_pcg.cpp +++ b/core/math/random_pcg.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/random_pcg.h b/core/math/random_pcg.h index 6bad70059f..8774506ba8 100644 --- a/core/math/random_pcg.h +++ b/core/math/random_pcg.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/rect2.cpp b/core/math/rect2.cpp index c55226a57e..6c47d4c309 100644 --- a/core/math/rect2.cpp +++ b/core/math/rect2.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/rect2.h b/core/math/rect2.h index 817923c134..980cf40ebf 100644 --- a/core/math/rect2.h +++ b/core/math/rect2.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/rect2i.cpp b/core/math/rect2i.cpp index 807fe0707a..1008b92a12 100644 --- a/core/math/rect2i.cpp +++ b/core/math/rect2i.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/rect2i.h b/core/math/rect2i.h index 5f3a3d54f5..df1fcb5690 100644 --- a/core/math/rect2i.h +++ b/core/math/rect2i.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/static_raycaster.cpp b/core/math/static_raycaster.cpp index 9fa89a5f1e..808e4ed6e5 100644 --- a/core/math/static_raycaster.cpp +++ b/core/math/static_raycaster.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/static_raycaster.h b/core/math/static_raycaster.h index 74e4b75163..88b5b3a434 100644 --- a/core/math/static_raycaster.h +++ b/core/math/static_raycaster.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/transform_2d.cpp b/core/math/transform_2d.cpp index f6525fe5ca..262d9e6ef1 100644 --- a/core/math/transform_2d.cpp +++ b/core/math/transform_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/transform_2d.h b/core/math/transform_2d.h index 1ee7d3d84f..6716f770c1 100644 --- a/core/math/transform_2d.h +++ b/core/math/transform_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/transform_3d.cpp b/core/math/transform_3d.cpp index 2c91a7604b..1aab01c62a 100644 --- a/core/math/transform_3d.cpp +++ b/core/math/transform_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/transform_3d.h b/core/math/transform_3d.h index b1de233445..fe3fd62f4f 100644 --- a/core/math/transform_3d.h +++ b/core/math/transform_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/transform_interpolator.cpp b/core/math/transform_interpolator.cpp index 1cd35b3d1a..482d5fdc76 100644 --- a/core/math/transform_interpolator.cpp +++ b/core/math/transform_interpolator.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -183,8 +185,9 @@ void TransformInterpolator::interpolate_basis_linear(const Basis &p_prev, const r_result = p_prev.lerp(p_curr, p_fraction); // It turns out we need to guard against zero scale basis. - // This is kind of silly, as we should probably fix the bugs elsewhere in Godot that can't deal with + // This is kind of silly, as we should probably fix the bugs elsewhere in Redot that can't deal with // zero scale, but until that time... + // TODO: Rewrite this ^ for (int n = 0; n < 3; n++) { Vector3 &axis = r_result[n]; @@ -286,7 +289,7 @@ TransformInterpolator::Method TransformInterpolator::_test_basis(Basis p_basis, r_needed_normalize = true; } - // Apply less stringent tests than the built in slerp, the standard Godot slerp + // Apply less stringent tests than the built in slerp, the standard Redot slerp // is too susceptible to float error to be useful. real_t det = p_basis.determinant(); if (!Math::is_equal_approx(det, 1, (real_t)0.01f)) { @@ -341,7 +344,7 @@ bool TransformInterpolator::_basis_is_orthogonal(const Basis &p_basis, real_t p_ Basis identity; Basis m = p_basis * p_basis.transposed(); - // Less stringent tests than the standard Godot slerp. + // Less stringent tests than the standard Redot slerp. if (!_vec3_is_equal_approx(m[0], identity[0], p_epsilon) || !_vec3_is_equal_approx(m[1], identity[1], p_epsilon) || !_vec3_is_equal_approx(m[2], identity[2], p_epsilon)) { return false; } diff --git a/core/math/transform_interpolator.h b/core/math/transform_interpolator.h index cc556707e4..84c3f228a2 100644 --- a/core/math/transform_interpolator.h +++ b/core/math/transform_interpolator.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/triangle_mesh.cpp b/core/math/triangle_mesh.cpp index 01b733183d..08809d1788 100644 --- a/core/math/triangle_mesh.cpp +++ b/core/math/triangle_mesh.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/triangle_mesh.h b/core/math/triangle_mesh.h index 24fc12dda9..e427c1f8b3 100644 --- a/core/math/triangle_mesh.h +++ b/core/math/triangle_mesh.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/triangulate.cpp b/core/math/triangulate.cpp index 5923423b92..7e39d40b02 100644 --- a/core/math/triangulate.cpp +++ b/core/math/triangulate.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/triangulate.h b/core/math/triangulate.h index 0b88f7ec4c..395ef1965f 100644 --- a/core/math/triangulate.h +++ b/core/math/triangulate.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/vector2.cpp b/core/math/vector2.cpp index e86b97d6a8..bf7595acad 100644 --- a/core/math/vector2.cpp +++ b/core/math/vector2.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/vector2.h b/core/math/vector2.h index edb47db6fd..a7da94fbd7 100644 --- a/core/math/vector2.h +++ b/core/math/vector2.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/vector2i.cpp b/core/math/vector2i.cpp index 790f564734..a055fdf085 100644 --- a/core/math/vector2i.cpp +++ b/core/math/vector2i.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/vector2i.h b/core/math/vector2i.h index fff9b0a658..0163817df3 100644 --- a/core/math/vector2i.h +++ b/core/math/vector2i.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/vector3.cpp b/core/math/vector3.cpp index 1e90002665..558629db34 100644 --- a/core/math/vector3.cpp +++ b/core/math/vector3.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/vector3.h b/core/math/vector3.h index 14bc44c4e7..03e77bdb3b 100644 --- a/core/math/vector3.h +++ b/core/math/vector3.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/vector3i.cpp b/core/math/vector3i.cpp index 93f9d15ac1..48d8fc23bf 100644 --- a/core/math/vector3i.cpp +++ b/core/math/vector3i.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/vector3i.h b/core/math/vector3i.h index 40d0700bf7..128d58dc42 100644 --- a/core/math/vector3i.h +++ b/core/math/vector3i.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/vector4.cpp b/core/math/vector4.cpp index b6b914f36d..276a7d29fc 100644 --- a/core/math/vector4.cpp +++ b/core/math/vector4.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/vector4.h b/core/math/vector4.h index 9197e3587a..7cfea1cc1b 100644 --- a/core/math/vector4.h +++ b/core/math/vector4.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/vector4i.cpp b/core/math/vector4i.cpp index afa77a4988..d31928dd90 100644 --- a/core/math/vector4i.cpp +++ b/core/math/vector4i.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/math/vector4i.h b/core/math/vector4i.h index a9036d684a..b9ac2927bd 100644 --- a/core/math/vector4i.h +++ b/core/math/vector4i.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/callable_method_pointer.cpp b/core/object/callable_method_pointer.cpp index ed400788b1..1852f90a30 100644 --- a/core/object/callable_method_pointer.cpp +++ b/core/object/callable_method_pointer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/callable_method_pointer.h b/core/object/callable_method_pointer.h index 86c66593bd..123103127b 100644 --- a/core/object/callable_method_pointer.h +++ b/core/object/callable_method_pointer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/class_db.cpp b/core/object/class_db.cpp index 9826d73a9d..883968c580 100644 --- a/core/object/class_db.cpp +++ b/core/object/class_db.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/class_db.h b/core/object/class_db.h index 81100d7586..1418f616d6 100644 --- a/core/object/class_db.h +++ b/core/object/class_db.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -177,7 +179,7 @@ public: // Native structs, used by binder struct NativeStruct { - String ccode; // C code to create the native struct, fields separated by ; Arrays accepted (even containing other structs), also function pointers. All types must be Godot types. + String ccode; // C code to create the native struct, fields separated by ; Arrays accepted (even containing other structs), also function pointers. All types must be Redot types. uint64_t struct_size; // local size of struct, for comparison }; static HashMap<StringName, NativeStruct> native_structs; diff --git a/core/object/message_queue.cpp b/core/object/message_queue.cpp index 4b0b1ce63d..dc41f38d6d 100644 --- a/core/object/message_queue.cpp +++ b/core/object/message_queue.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/message_queue.h b/core/object/message_queue.h index 673eb3845b..49431722ee 100644 --- a/core/object/message_queue.h +++ b/core/object/message_queue.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/method_bind.cpp b/core/object/method_bind.cpp index b530101058..86ff6085fa 100644 --- a/core/object/method_bind.cpp +++ b/core/object/method_bind.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/method_bind.h b/core/object/method_bind.h index 2f9a2d1679..10fbe04ee5 100644 --- a/core/object/method_bind.h +++ b/core/object/method_bind.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/object.cpp b/core/object/object.cpp index b3a4ec6e2e..4b1dd93dca 100644 --- a/core/object/object.cpp +++ b/core/object/object.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/object.h b/core/object/object.h index 110d2790c5..6673f553d2 100644 --- a/core/object/object.h +++ b/core/object/object.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/object_id.h b/core/object/object_id.h index 7b677cb05b..e48fa2e442 100644 --- a/core/object/object_id.h +++ b/core/object/object_id.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/ref_counted.cpp b/core/object/ref_counted.cpp index 1a43c1e18c..9996f79c28 100644 --- a/core/object/ref_counted.cpp +++ b/core/object/ref_counted.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/ref_counted.h b/core/object/ref_counted.h index 22eb5a7a3f..b695e2b6cd 100644 --- a/core/object/ref_counted.h +++ b/core/object/ref_counted.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/script_instance.cpp b/core/object/script_instance.cpp index 65f44e8a6b..f49e557bc2 100644 --- a/core/object/script_instance.cpp +++ b/core/object/script_instance.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/script_instance.h b/core/object/script_instance.h index 2c8132ec1f..f5bfa81cc1 100644 --- a/core/object/script_instance.h +++ b/core/object/script_instance.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/script_language.cpp b/core/object/script_language.cpp index c5856a8a81..eb837665ed 100644 --- a/core/object/script_language.cpp +++ b/core/object/script_language.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/script_language.h b/core/object/script_language.h index 3ddfbb3e7d..36ab271e1b 100644 --- a/core/object/script_language.h +++ b/core/object/script_language.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -112,7 +114,7 @@ class Script : public Resource { OBJ_SAVE_TYPE(Script); protected: - // Scripts are reloaded via the Script Editor when edited in Godot, + // Scripts are reloaded via the Script Editor when edited in Redot, // the LSP server when edited in a connected external editor, or // through EditorFileSystem::_update_script_documentation when updated directly on disk. virtual bool editor_can_reload_from_file() override { return false; } diff --git a/core/object/script_language_extension.cpp b/core/object/script_language_extension.cpp index 73f7ec5a54..780083aa14 100644 --- a/core/object/script_language_extension.cpp +++ b/core/object/script_language_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/script_language_extension.h b/core/object/script_language_extension.h index d2dce34d4f..5ab48263f2 100644 --- a/core/object/script_language_extension.h +++ b/core/object/script_language_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/undo_redo.cpp b/core/object/undo_redo.cpp index 03537dbeb1..804c96f582 100644 --- a/core/object/undo_redo.cpp +++ b/core/object/undo_redo.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/undo_redo.h b/core/object/undo_redo.h index ded962670c..bc0187b3c4 100644 --- a/core/object/undo_redo.h +++ b/core/object/undo_redo.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/worker_thread_pool.cpp b/core/object/worker_thread_pool.cpp index 08903d6196..20d5c25d82 100644 --- a/core/object/worker_thread_pool.cpp +++ b/core/object/worker_thread_pool.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/object/worker_thread_pool.h b/core/object/worker_thread_pool.h index 62296ac040..52a319f1d5 100644 --- a/core/object/worker_thread_pool.h +++ b/core/object/worker_thread_pool.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/condition_variable.h b/core/os/condition_variable.h index c819fa6b40..0fc0db2e33 100644 --- a/core/os/condition_variable.h +++ b/core/os/condition_variable.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/keyboard.cpp b/core/os/keyboard.cpp index 973c216d15..fe36dad278 100644 --- a/core/os/keyboard.cpp +++ b/core/os/keyboard.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/keyboard.h b/core/os/keyboard.h index 2051973336..5281a1cf44 100644 --- a/core/os/keyboard.h +++ b/core/os/keyboard.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/main_loop.cpp b/core/os/main_loop.cpp index 5e21490164..48dc85053b 100644 --- a/core/os/main_loop.cpp +++ b/core/os/main_loop.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/main_loop.h b/core/os/main_loop.h index 9c22cbaf3c..e72db02dbf 100644 --- a/core/os/main_loop.h +++ b/core/os/main_loop.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/memory.cpp b/core/os/memory.cpp index dae0a31fe0..c7c124938a 100644 --- a/core/os/memory.cpp +++ b/core/os/memory.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/memory.h b/core/os/memory.h index 033e417cb5..1d8846f2c6 100644 --- a/core/os/memory.h +++ b/core/os/memory.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/midi_driver.cpp b/core/os/midi_driver.cpp index 6c748b1498..ab9e980450 100644 --- a/core/os/midi_driver.cpp +++ b/core/os/midi_driver.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/midi_driver.h b/core/os/midi_driver.h index ddce63f9c8..09c87835c2 100644 --- a/core/os/midi_driver.h +++ b/core/os/midi_driver.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/mutex.cpp b/core/os/mutex.cpp index 9a8a2a2961..40ae517b07 100644 --- a/core/os/mutex.cpp +++ b/core/os/mutex.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/mutex.h b/core/os/mutex.h index a968fd7029..43d9b45e59 100644 --- a/core/os/mutex.h +++ b/core/os/mutex.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/os.cpp b/core/os/os.cpp index 642de11a9f..0953bf0ce1 100644 --- a/core/os/os.cpp +++ b/core/os/os.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/os.h b/core/os/os.h index c42a39e0a4..970b3126a8 100644 --- a/core/os/os.h +++ b/core/os/os.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/rw_lock.h b/core/os/rw_lock.h index e5bb6aec2b..a466c482eb 100644 --- a/core/os/rw_lock.h +++ b/core/os/rw_lock.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/safe_binary_mutex.h b/core/os/safe_binary_mutex.h index 74a20043a3..980bd38e3b 100644 --- a/core/os/safe_binary_mutex.h +++ b/core/os/safe_binary_mutex.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -48,7 +50,7 @@ // - Must have recursive semnantics (or simulate, as this one does). // The implementation keeps the lock count in TS. Therefore, only // one object of each version of the template can exists; hence the Tag argument. -// Tags must be unique across the Godot codebase. +// Tags must be unique across the Redot codebase. // Also, don't forget to declare the thread_local variable on each use. template <int Tag> class SafeBinaryMutex { diff --git a/core/os/semaphore.h b/core/os/semaphore.h index 19ef1dedc0..0044171f60 100644 --- a/core/os/semaphore.h +++ b/core/os/semaphore.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/shared_object.h b/core/os/shared_object.h index 88423bed13..ec09ef574d 100644 --- a/core/os/shared_object.h +++ b/core/os/shared_object.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/spin_lock.h b/core/os/spin_lock.h index d386cd5890..27f9696c05 100644 --- a/core/os/spin_lock.h +++ b/core/os/spin_lock.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/thread.cpp b/core/os/thread.cpp index afc74364f6..9ac3d10e0c 100644 --- a/core/os/thread.cpp +++ b/core/os/thread.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/thread.h b/core/os/thread.h index a0ecc24c91..efeb84633f 100644 --- a/core/os/thread.h +++ b/core/os/thread.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/thread_safe.cpp b/core/os/thread_safe.cpp index 96b7de8ed2..494cf7f8ec 100644 --- a/core/os/thread_safe.cpp +++ b/core/os/thread_safe.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/thread_safe.h b/core/os/thread_safe.h index 042a0b7d98..b78e439c67 100644 --- a/core/os/thread_safe.h +++ b/core/os/thread_safe.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/time.cpp b/core/os/time.cpp index d1d3588d09..eb4e78f2d4 100644 --- a/core/os/time.cpp +++ b/core/os/time.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/time.h b/core/os/time.h index 6550cd905e..7274a30b04 100644 --- a/core/os/time.h +++ b/core/os/time.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/os/time_enums.h b/core/os/time_enums.h index a61bdaa73c..6b2229c044 100644 --- a/core/os/time_enums.h +++ b/core/os/time_enums.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/register_core_types.cpp b/core/register_core_types.cpp index 3a578d01a6..47f0989d74 100644 --- a/core/register_core_types.cpp +++ b/core/register_core_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/register_core_types.h b/core/register_core_types.h index eba569272e..dbae407793 100644 --- a/core/register_core_types.h +++ b/core/register_core_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/char_range.inc b/core/string/char_range.inc index efae757802..7a7bf8422d 100644 --- a/core/string/char_range.inc +++ b/core/string/char_range.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/char_utils.h b/core/string/char_utils.h index 62ab4e9584..c5ef140b72 100644 --- a/core/string/char_utils.h +++ b/core/string/char_utils.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/locales.h b/core/string/locales.h index 840fca65a7..4db369ea79 100644 --- a/core/string/locales.h +++ b/core/string/locales.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/node_path.cpp b/core/string/node_path.cpp index fdc72bc8dc..e2dbc90a4f 100644 --- a/core/string/node_path.cpp +++ b/core/string/node_path.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/node_path.h b/core/string/node_path.h index 56799839d7..56d0f33fc8 100644 --- a/core/string/node_path.h +++ b/core/string/node_path.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/optimized_translation.cpp b/core/string/optimized_translation.cpp index 71be8524cf..f535111984 100644 --- a/core/string/optimized_translation.cpp +++ b/core/string/optimized_translation.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/optimized_translation.h b/core/string/optimized_translation.h index 3992cc5149..f58469ecd9 100644 --- a/core/string/optimized_translation.h +++ b/core/string/optimized_translation.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/print_string.cpp b/core/string/print_string.cpp index 0f019c405f..b0a9406a51 100644 --- a/core/string/print_string.cpp +++ b/core/string/print_string.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/print_string.h b/core/string/print_string.h index 570e08c5fb..a7b61aead6 100644 --- a/core/string/print_string.h +++ b/core/string/print_string.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/string_buffer.h b/core/string/string_buffer.h index e094c7627e..3d123fbbda 100644 --- a/core/string/string_buffer.h +++ b/core/string/string_buffer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/string_builder.cpp b/core/string/string_builder.cpp index 4f74a2e42d..fbdb7fda7f 100644 --- a/core/string/string_builder.cpp +++ b/core/string/string_builder.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -70,7 +72,7 @@ String StringBuilder::as_string() const { for (int i = 0; i < appended_strings.size(); i++) { if (appended_strings[i] == -1) { - // Godot string + // Redot string const String &s = strings[godot_string_elem]; memcpy(buffer + current_position, s.ptr(), s.length() * sizeof(char32_t)); diff --git a/core/string/string_builder.h b/core/string/string_builder.h index 1a989e8422..5cc70df37b 100644 --- a/core/string/string_builder.h +++ b/core/string/string_builder.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -40,7 +42,7 @@ class StringBuilder { Vector<String> strings; Vector<const char *> c_strings; - // -1 means it's a Godot String + // -1 means it's a Redot String // a natural number means C string. Vector<int32_t> appended_strings; diff --git a/core/string/string_name.cpp b/core/string/string_name.cpp index dff19b3a41..773cb42423 100644 --- a/core/string/string_name.cpp +++ b/core/string/string_name.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/string_name.h b/core/string/string_name.h index d4b70d311d..2b1d0eed97 100644 --- a/core/string/string_name.h +++ b/core/string/string_name.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/translation.cpp b/core/string/translation.cpp index 020949371f..7cd39e91ff 100644 --- a/core/string/translation.cpp +++ b/core/string/translation.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/translation.h b/core/string/translation.h index 4e8cffc90c..80d8c8af83 100644 --- a/core/string/translation.h +++ b/core/string/translation.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/translation_domain.cpp b/core/string/translation_domain.cpp index 53b9ce8379..bb87e64f36 100644 --- a/core/string/translation_domain.cpp +++ b/core/string/translation_domain.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/translation_domain.h b/core/string/translation_domain.h index 55592d3b35..115d69c413 100644 --- a/core/string/translation_domain.h +++ b/core/string/translation_domain.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/translation_po.cpp b/core/string/translation_po.cpp index 8e275505b0..c49c0c72da 100644 --- a/core/string/translation_po.cpp +++ b/core/string/translation_po.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/translation_po.h b/core/string/translation_po.h index ba820c6ee4..9267626812 100644 --- a/core/string/translation_po.h +++ b/core/string/translation_po.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/translation_server.cpp b/core/string/translation_server.cpp index 92b473b61f..b63eecd351 100644 --- a/core/string/translation_server.cpp +++ b/core/string/translation_server.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/translation_server.h b/core/string/translation_server.h index 2438349a69..4d3e8c9466 100644 --- a/core/string/translation_server.h +++ b/core/string/translation_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/ucaps.h b/core/string/ucaps.h index 01b81943c1..e26dfaab26 100644 --- a/core/string/ucaps.h +++ b/core/string/ucaps.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/ustring.cpp b/core/string/ustring.cpp index 4e9eb922f6..c6ce1ffbcb 100644 --- a/core/string/ustring.cpp +++ b/core/string/ustring.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/string/ustring.h b/core/string/ustring.h index aa62c9cb18..363741d56c 100644 --- a/core/string/ustring.h +++ b/core/string/ustring.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/a_hash_map.cpp b/core/templates/a_hash_map.cpp index 04a14c261a..ebb0373924 100644 --- a/core/templates/a_hash_map.cpp +++ b/core/templates/a_hash_map.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/a_hash_map.h b/core/templates/a_hash_map.h index 29983ea268..d390b3af0d 100644 --- a/core/templates/a_hash_map.h +++ b/core/templates/a_hash_map.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/bin_sorted_array.h b/core/templates/bin_sorted_array.h index 30c1fefbbd..4659fec241 100644 --- a/core/templates/bin_sorted_array.h +++ b/core/templates/bin_sorted_array.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/command_queue_mt.cpp b/core/templates/command_queue_mt.cpp index 5fa767263f..bdc05a6940 100644 --- a/core/templates/command_queue_mt.cpp +++ b/core/templates/command_queue_mt.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/command_queue_mt.h b/core/templates/command_queue_mt.h index 8ef5dd3064..7e3873794f 100644 --- a/core/templates/command_queue_mt.h +++ b/core/templates/command_queue_mt.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/cowdata.h b/core/templates/cowdata.h index fedcfaec3b..276d39e135 100644 --- a/core/templates/cowdata.h +++ b/core/templates/cowdata.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/hash_map.cpp b/core/templates/hash_map.cpp index 93664dd2e1..e5735deba9 100644 --- a/core/templates/hash_map.cpp +++ b/core/templates/hash_map.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/hash_map.h b/core/templates/hash_map.h index 329952e8d4..9e8d4f6571 100644 --- a/core/templates/hash_map.h +++ b/core/templates/hash_map.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -247,7 +249,7 @@ public: _FORCE_INLINE_ uint32_t get_capacity() const { return hash_table_size_primes[capacity_index]; } _FORCE_INLINE_ uint32_t size() const { return num_elements; } - /* Standard Godot Container API */ + /* Standard Redot Container API */ bool is_empty() const { return num_elements == 0; diff --git a/core/templates/hash_set.h b/core/templates/hash_set.h index 295b07e5e7..0ea67768a0 100644 --- a/core/templates/hash_set.h +++ b/core/templates/hash_set.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -230,7 +232,7 @@ public: _FORCE_INLINE_ uint32_t get_capacity() const { return hash_table_size_primes[capacity_index]; } _FORCE_INLINE_ uint32_t size() const { return num_elements; } - /* Standard Godot Container API */ + /* Standard Redot Container API */ bool is_empty() const { return num_elements == 0; diff --git a/core/templates/hashfuncs.h b/core/templates/hashfuncs.h index 7818ed0706..fbe3f41fa7 100644 --- a/core/templates/hashfuncs.h +++ b/core/templates/hashfuncs.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/list.h b/core/templates/list.h index 6663f06c30..c0c88d6e61 100644 --- a/core/templates/list.h +++ b/core/templates/list.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/local_vector.h b/core/templates/local_vector.h index c281d70d92..9bcc08437d 100644 --- a/core/templates/local_vector.h +++ b/core/templates/local_vector.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/lru.h b/core/templates/lru.h index 919c5605aa..777326c037 100644 --- a/core/templates/lru.h +++ b/core/templates/lru.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/oa_hash_map.h b/core/templates/oa_hash_map.h index 7afb58b7c2..b69850fe31 100644 --- a/core/templates/oa_hash_map.h +++ b/core/templates/oa_hash_map.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/paged_allocator.h b/core/templates/paged_allocator.h index 0b70fa02f3..c83cc2fd64 100644 --- a/core/templates/paged_allocator.h +++ b/core/templates/paged_allocator.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/paged_array.h b/core/templates/paged_array.h index 1aa8fa2485..abbd19ff5d 100644 --- a/core/templates/paged_array.h +++ b/core/templates/paged_array.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/pair.h b/core/templates/pair.h index fd774641c2..3754a30167 100644 --- a/core/templates/pair.h +++ b/core/templates/pair.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/pass_func.h b/core/templates/pass_func.h index 497d3bae5d..adca5f0b53 100644 --- a/core/templates/pass_func.h +++ b/core/templates/pass_func.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/pooled_list.h b/core/templates/pooled_list.h index 0e7048732e..7f48c078d9 100644 --- a/core/templates/pooled_list.h +++ b/core/templates/pooled_list.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/rb_map.h b/core/templates/rb_map.h index ef555e4a16..7b9ceeb912 100644 --- a/core/templates/rb_map.h +++ b/core/templates/rb_map.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/rb_set.h b/core/templates/rb_set.h index ac7a8df36a..ec5d99d792 100644 --- a/core/templates/rb_set.h +++ b/core/templates/rb_set.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/rid.h b/core/templates/rid.h index 3f6a62ff15..747e1eb60f 100644 --- a/core/templates/rid.h +++ b/core/templates/rid.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/rid_owner.cpp b/core/templates/rid_owner.cpp index 459672c1a6..de099c4ce9 100644 --- a/core/templates/rid_owner.cpp +++ b/core/templates/rid_owner.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/rid_owner.h b/core/templates/rid_owner.h index 4200159054..749ec4d440 100644 --- a/core/templates/rid_owner.h +++ b/core/templates/rid_owner.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/ring_buffer.h b/core/templates/ring_buffer.h index f5161cefa4..4f3d52936b 100644 --- a/core/templates/ring_buffer.h +++ b/core/templates/ring_buffer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/safe_list.h b/core/templates/safe_list.h index 60ccdd9423..1f46bf48c6 100644 --- a/core/templates/safe_list.h +++ b/core/templates/safe_list.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/safe_refcount.h b/core/templates/safe_refcount.h index 16b605eaff..4dcb7763da 100644 --- a/core/templates/safe_refcount.h +++ b/core/templates/safe_refcount.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/search_array.h b/core/templates/search_array.h index 835bcd63a6..109b164446 100644 --- a/core/templates/search_array.h +++ b/core/templates/search_array.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/self_list.h b/core/templates/self_list.h index a04972594e..bf69b560c0 100644 --- a/core/templates/self_list.h +++ b/core/templates/self_list.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/simple_type.h b/core/templates/simple_type.h index 197115ddb9..54fddb6351 100644 --- a/core/templates/simple_type.h +++ b/core/templates/simple_type.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/sort_array.h b/core/templates/sort_array.h index 5bf5b2819d..d51e1ce969 100644 --- a/core/templates/sort_array.h +++ b/core/templates/sort_array.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/vector.h b/core/templates/vector.h index 52c10eea68..e41beddd54 100644 --- a/core/templates/vector.h +++ b/core/templates/vector.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/vmap.h b/core/templates/vmap.h index 2ad074942b..42cc30924b 100644 --- a/core/templates/vmap.h +++ b/core/templates/vmap.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/templates/vset.h b/core/templates/vset.h index 614d0e1e5f..6f44ac7173 100644 --- a/core/templates/vset.h +++ b/core/templates/vset.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/typedefs.h b/core/typedefs.h index 35c4668581..1b08b9eb51 100644 --- a/core/typedefs.h +++ b/core/typedefs.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/array.cpp b/core/variant/array.cpp index 3e62d3dffa..a2821b56c9 100644 --- a/core/variant/array.cpp +++ b/core/variant/array.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/array.h b/core/variant/array.h index 6c3bae6ccb..a85996cc15 100644 --- a/core/variant/array.h +++ b/core/variant/array.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/binder_common.h b/core/variant/binder_common.h index 0aa49f6d68..bb7cc0f72e 100644 --- a/core/variant/binder_common.h +++ b/core/variant/binder_common.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/callable.cpp b/core/variant/callable.cpp index 5ce90cd8ff..4914df904e 100644 --- a/core/variant/callable.cpp +++ b/core/variant/callable.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/callable.h b/core/variant/callable.h index e3c940a0e5..fef7307d2b 100644 --- a/core/variant/callable.h +++ b/core/variant/callable.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/callable_bind.cpp b/core/variant/callable_bind.cpp index d82aa3583d..f076e4b6d1 100644 --- a/core/variant/callable_bind.cpp +++ b/core/variant/callable_bind.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/callable_bind.h b/core/variant/callable_bind.h index 43cebb45f0..b0c49213ce 100644 --- a/core/variant/callable_bind.h +++ b/core/variant/callable_bind.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/container_type_validate.h b/core/variant/container_type_validate.h index 0a23c69cb4..0c90710233 100644 --- a/core/variant/container_type_validate.h +++ b/core/variant/container_type_validate.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/dictionary.cpp b/core/variant/dictionary.cpp index 501ca69205..3bef11ebcf 100644 --- a/core/variant/dictionary.cpp +++ b/core/variant/dictionary.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/dictionary.h b/core/variant/dictionary.h index bbfb5b3083..818301297f 100644 --- a/core/variant/dictionary.h +++ b/core/variant/dictionary.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/method_ptrcall.h b/core/variant/method_ptrcall.h index 1e10709b12..6cca06adbd 100644 --- a/core/variant/method_ptrcall.h +++ b/core/variant/method_ptrcall.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/native_ptr.h b/core/variant/native_ptr.h index 33ba038132..ebbafe3162 100644 --- a/core/variant/native_ptr.h +++ b/core/variant/native_ptr.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/type_info.h b/core/variant/type_info.h index 6bb703f2dd..61869a6e09 100644 --- a/core/variant/type_info.h +++ b/core/variant/type_info.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/typed_array.h b/core/variant/typed_array.h index 07bf8afa7b..48d809496a 100644 --- a/core/variant/typed_array.h +++ b/core/variant/typed_array.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/typed_dictionary.h b/core/variant/typed_dictionary.h index 67fc33b4fc..1c1c01e579 100644 --- a/core/variant/typed_dictionary.h +++ b/core/variant/typed_dictionary.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant.cpp b/core/variant/variant.cpp index e2865a06be..d427934faa 100644 --- a/core/variant/variant.cpp +++ b/core/variant/variant.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant.h b/core/variant/variant.h index 3b1924e8ea..0d67b5805d 100644 --- a/core/variant/variant.h +++ b/core/variant/variant.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant_call.cpp b/core/variant/variant_call.cpp index 29e11462c9..be643ae0aa 100644 --- a/core/variant/variant_call.cpp +++ b/core/variant/variant_call.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant_callable.cpp b/core/variant/variant_callable.cpp index 21f9a4f52b..56df64938d 100644 --- a/core/variant/variant_callable.cpp +++ b/core/variant/variant_callable.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant_callable.h b/core/variant/variant_callable.h index 1811f3bb9a..de07a85581 100644 --- a/core/variant/variant_callable.h +++ b/core/variant/variant_callable.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant_construct.cpp b/core/variant/variant_construct.cpp index 6c37d5e4b7..d12f61d935 100644 --- a/core/variant/variant_construct.cpp +++ b/core/variant/variant_construct.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant_construct.h b/core/variant/variant_construct.h index f625419da7..0494b876d5 100644 --- a/core/variant/variant_construct.h +++ b/core/variant/variant_construct.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant_destruct.cpp b/core/variant/variant_destruct.cpp index 409f4bd07b..b3cd7e71b6 100644 --- a/core/variant/variant_destruct.cpp +++ b/core/variant/variant_destruct.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant_destruct.h b/core/variant/variant_destruct.h index d91d99b02e..44fe1efe62 100644 --- a/core/variant/variant_destruct.h +++ b/core/variant/variant_destruct.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant_internal.h b/core/variant/variant_internal.h index 58652d26e0..312ea2a9e8 100644 --- a/core/variant/variant_internal.h +++ b/core/variant/variant_internal.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant_op.cpp b/core/variant/variant_op.cpp index ce27fbdf67..5512551771 100644 --- a/core/variant/variant_op.cpp +++ b/core/variant/variant_op.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant_op.h b/core/variant/variant_op.h index 0bd8b830e0..3df86b771e 100644 --- a/core/variant/variant_op.h +++ b/core/variant/variant_op.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant_parser.cpp b/core/variant/variant_parser.cpp index f05b9cd83a..361654db16 100644 --- a/core/variant/variant_parser.cpp +++ b/core/variant/variant_parser.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant_parser.h b/core/variant/variant_parser.h index b0ac07170d..22da7a0693 100644 --- a/core/variant/variant_parser.h +++ b/core/variant/variant_parser.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant_setget.cpp b/core/variant/variant_setget.cpp index 1652f81d99..76ec501321 100644 --- a/core/variant/variant_setget.cpp +++ b/core/variant/variant_setget.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant_setget.h b/core/variant/variant_setget.h index cdacbad373..1e7db6aec0 100644 --- a/core/variant/variant_setget.h +++ b/core/variant/variant_setget.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant_utility.cpp b/core/variant/variant_utility.cpp index 384fe6c4a6..3a9708ef4f 100644 --- a/core/variant/variant_utility.cpp +++ b/core/variant/variant_utility.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/variant/variant_utility.h b/core/variant/variant_utility.h index 75cde4942b..00a3c52396 100644 --- a/core/variant/variant_utility.h +++ b/core/variant/variant_utility.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/core/version.h b/core/version.h index 18a97cadf0..19365ac8f0 100644 --- a/core/version.h +++ b/core/version.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -41,7 +43,7 @@ #define _MKSTR(m_x) _STR(m_x) #endif -// Godot versions are of the form <major>.<minor> for the initial release, +// Redot versions are of the form <major>.<minor> for the initial release, // and then <major>.<minor>.<patch> for subsequent bugfix releases where <patch> != 0 // That's arbitrary, but we find it pretty and it's the current policy. @@ -62,18 +64,22 @@ // Example: 3.1.4 will be 0x030104, making comparison easy from script. #define VERSION_HEX 0x10000 * VERSION_MAJOR + 0x100 * VERSION_MINOR + VERSION_PATCH -// Describes the full configuration of that Godot version, including the version number, +// Describes the full configuration of that Redot version, including the version number, // the status (beta, stable, etc.) and potential module-specific features (e.g. mono). // Example: "3.1.4.stable.mono" -#define VERSION_FULL_CONFIG VERSION_NUMBER "." VERSION_STATUS VERSION_MODULE_CONFIG +#if VERSION_STATUS_VERSION == 0 +#define VERSION_FULL_CONFIG VERSION_NUMBER "." VERSION_STATUS "." VERSION_MODULE_CONFIG +#else +#define VERSION_FULL_CONFIG VERSION_NUMBER "." VERSION_STATUS "." _MKSTR(VERSION_STATUS_VERSION) VERSION_MODULE_CONFIG +#endif // Similar to VERSION_FULL_CONFIG, but also includes the (potentially custom) VERSION_BUILD // description (e.g. official, custom_build, etc.). // Example: "3.1.4.stable.mono.official" #define VERSION_FULL_BUILD VERSION_FULL_CONFIG "." VERSION_BUILD -// Same as above, but prepended with Godot's name and a cosmetic "v" for "version". -// Example: "Godot v3.1.4.stable.official.mono" +// Same as above, but prepended with Redot's name and a cosmetic "v" for "version". +// Example: "Redot v3.1.4.stable.official.mono" #define VERSION_FULL_NAME VERSION_NAME " v" VERSION_FULL_BUILD // Git commit hash, generated at build time in `core/version_hash.gen.cpp`. @@ -83,4 +89,44 @@ extern const char *const VERSION_HASH; // Set to 0 if unknown. extern const uint64_t VERSION_TIMESTAMP; +// Defines the main "branch" version. Patch versions in this branch should be +// forward-compatible. +// Example: "3.1" +#define GODOT_VERSION_BRANCH _MKSTR(GODOT_VERSION_MAJOR) "." _MKSTR(GODOT_VERSION_MINOR) +#if GODOT_VERSION_PATCH +// Example: "3.1.4" +#define GODOT_VERSION_NUMBER GODOT_VERSION_BRANCH "." _MKSTR(GODOT_VERSION_PATCH) +#else // patch is 0, we don't include it in the "pretty" version number. +// Example: "3.1" instead of "3.1.0" +#define GODOT_VERSION_NUMBER GODOT_VERSION_BRANCH +#endif // GODOT_VERSION_PATCH + +// Version number encoded as hexadecimal int with one byte for each number, +// for easy comparison from code. +// Example: 3.1.4 will be 0x030104, making comparison easy from script. +#define GODOT_VERSION_HEX 0x10000 * GODOT_VERSION_MAJOR + 0x100 * GODOT_VERSION_MINOR + GODOT_VERSION_PATCH + +// TODO: determine how to deal with godot compatible versioning behavior + +// Describes the full configuration of that Redot version, including the version number, +// the status (beta, stable, etc.) and potential module-specific features (e.g. mono). +// Example: "3.1.4.stable.mono" +// #define GODOT_VERSION_FULL_CONFIG VERSION_NUMBER "." GODOT_VERSION_STATUS VERSION_MODULE_CONFIG + +// Similar to GODOT_VERSION_FULL_CONFIG, but also includes the (potentially custom) VERSION_BUILD +// description (e.g. official, custom_build, etc.). +// Example: "3.1.4.stable.mono.official" +// #define GODOT_VERSION_FULL_BUILD GODOT_VERSION_FULL_CONFIG "." GODOT_VERSION_BUILD + +// Same as above, but prepended with Redot's name and a cosmetic "v" for "version". +// Example: "Godot v3.1.4.stable.official.mono" +// #define GODOT_VERSION_FULL_NAME GODOT_VERSION_NAME " v" GODOT_VERSION_FULL_BUILD + +// Git commit hash, generated at build time in `core/version_hash.gen.cpp`. +// extern const char *const GODOT_VERSION_HASH; + +// Git commit date UNIX timestamp (in seconds), generated at build time in `core/version_hash.gen.cpp`. +// Set to 0 if unknown. +// extern const uint64_t GODOT_VERSION_TIMESTAMP; + #endif // VERSION_H diff --git a/doc/Doxyfile b/doc/Doxyfile index 26d86cb127..6d965478fd 100644 --- a/doc/Doxyfile +++ b/doc/Doxyfile @@ -32,7 +32,7 @@ DOXYFILE_ENCODING = UTF-8 # title of most generated pages and in a few other places. # The default value is: My Project. -PROJECT_NAME = Godot +PROJECT_NAME = Redot # The PROJECT_NUMBER tag can be used to enter a project or revision number. This # could be handy for archiving the generated documentation or if some version diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 66f15f7494..660783a84a 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]. </description> </method> @@ -900,7 +900,7 @@ <method name="printraw" qualifiers="vararg"> <description> Prints one or more arguments to strings in the best way possible to the OS terminal. Unlike [method print], no newline is automatically added at the end. - [b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output dock. The output sent to the OS terminal can be seen when running Godot from a terminal. On Windows, this requires using the [code]console.exe[/code] executable. + [b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output dock. The output sent to the OS terminal can be seen when running Redot from a terminal. On Windows, this requires using the [code]console.exe[/code] executable. [codeblocks] [gdscript] printraw("A") @@ -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 @@ -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 @@ -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] </description> </method> <method name="snapped"> @@ -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). diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 188d9652a8..4d39294f01 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -56,7 +56,7 @@ GD.Print(absolute.Size); // Prints (20, 10, 5) [/csharp] [/codeblocks] - [b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Godot assume that the [member size]'s components are greater than [code]0[/code]. + [b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Redot assume that the [member size]'s components are greater than [code]0[/code]. </description> </method> <method name="encloses" qualifiers="const"> @@ -352,7 +352,7 @@ </member> <member name="size" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)"> The bounding box's width, height, and depth starting from [member position]. Setting this value also affects the [member end] point. - [b]Note:[/b] It's recommended setting the width, height, and depth to non-negative values. This is because most methods in Godot assume that the [member position] is the bottom-left-back corner, and the [member end] is the top-right-forward corner. To get an equivalent bounding box with non-negative size, use [method abs]. + [b]Note:[/b] It's recommended setting the width, height, and depth to non-negative values. This is because most methods in Redot assume that the [member position] is the bottom-left-back corner, and the [member end] is the top-right-forward corner. To get an equivalent bounding box with non-negative size, use [method abs]. </member> </members> <operators> diff --git a/doc/classes/AStar3D.xml b/doc/classes/AStar3D.xml index 2e8ae37a20..a84649ef63 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. </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] diff --git a/doc/classes/AStarGrid2D.xml b/doc/classes/AStarGrid2D.xml index 8e1972af11..97405bfd7e 100644 --- a/doc/classes/AStarGrid2D.xml +++ b/doc/classes/AStarGrid2D.xml @@ -189,6 +189,9 @@ Enables or disables jumping to skip up the intermediate points and speeds up the searching algorithm. [b]Note:[/b] Currently, toggling it on disables the consideration of weight scaling in pathfinding. </member> + <member name="max_traversals" type="int" setter="set_max_traversals" getter="get_max_traversals" default="0"> + The maximum number of points to traverse before giving up. If set to [code]0[/code], the search will continue until the end point is reached or the whole grid is traversed. + </member> <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)"> The offset of the grid which will be applied to calculate the resulting point position returned by [method get_point_path]. If changed, [method update] needs to be called before finding the next path. </member> diff --git a/doc/classes/AnimationMixer.xml b/doc/classes/AnimationMixer.xml index d762ffa5a6..69686ff121 100644 --- a/doc/classes/AnimationMixer.xml +++ b/doc/classes/AnimationMixer.xml @@ -8,7 +8,7 @@ After instantiating the playback information data within the extended class, the blending is processed by the [AnimationMixer]. </description> <tutorials> - <link title="Migrating Animations from Godot 4.0 to 4.3">https://godotengine.org/article/migrating-animations-from-godot-4-0-to-4-3/</link> + <link title="Migrating Animations from Redot 4.0 to 4.3">https://godotengine.org/article/migrating-animations-from-godot-4-0-to-4-3/</link> </tutorials> <methods> <method name="_post_process_key_value" qualifiers="virtual const"> diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index c80dabb8c0..3c0f5f54f3 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -46,7 +46,7 @@ [/codeblocks] The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown. See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural geometry generation. - [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. + [b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. </description> <tutorials> <link title="Procedural geometry using the ArrayMesh">$DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.html</link> diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml index ed0a0c5b08..9d4a2d557e 100644 --- a/doc/classes/AudioEffectRecord.xml +++ b/doc/classes/AudioEffectRecord.xml @@ -4,7 +4,7 @@ Audio effect used for recording the sound from an audio bus. </brief_description> <description> - Allows the user to record the sound from an audio bus into an [AudioStreamWAV]. When used on the "Master" audio bus, this includes all audio output by Godot. + Allows the user to record the sound from an audio bus into an [AudioStreamWAV]. When used on the "Master" audio bus, this includes all audio output by Redot. Unlike [AudioEffectCapture], this effect encodes the recording with the given format (8-bit, 16-bit, or compressed) instead of giving access to the raw audio samples. Can be used (with an [AudioStreamMicrophone]) to record from a microphone. [b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be [code]true[/code] for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings. diff --git a/doc/classes/AudioStreamMicrophone.xml b/doc/classes/AudioStreamMicrophone.xml index 2225ad2d35..fd3b0d30a3 100644 --- a/doc/classes/AudioStreamMicrophone.xml +++ b/doc/classes/AudioStreamMicrophone.xml @@ -9,6 +9,6 @@ </description> <tutorials> <link title="Recording with microphone">$DOCS_URL/tutorials/audio/recording_with_microphone.html</link> - <link title="Audio Mic Record Demo">https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record</link> + <link title="Audio Mic Record Demo">https://github.com/Redot-Engine/redot-demo-projects/tree/master/audio/mic_record</link> </tutorials> </class> diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index fc8af02869..b4ba75b1d4 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -166,7 +166,7 @@ </member> <member name="detail_normal" type="Texture2D" setter="set_texture" getter="get_texture"> Texture that specifies the per-pixel normal of the detail overlay. The [member detail_normal] texture only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member detail_normal] is oriented around the surface normal provided by the [Mesh]. - [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. + [b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </member> <member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV" default="0"> Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options. @@ -290,7 +290,7 @@ <member name="normal_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture used to specify the normal at a given pixel. The [member normal_texture] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member normal_texture] is oriented around the surface normal provided by the [Mesh]. [b]Note:[/b] The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with [SurfaceTool], you can use [method SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to automatically generate normals and tangents respectively. - [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. + [b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. [b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To display a normal map [i]above[/i] the [member detail_albedo] texture, use [member detail_normal] instead. </member> <member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture"> diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 322d2ab9d4..aa7c1975c1 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -8,7 +8,7 @@ A [Basis] is composed by 3 axis vectors, each representing a column of the matrix: [member x], [member y], and [member z]. The length of each axis ([method Vector3.length]) influences the basis's scale, while the direction of all axes influence the rotation. Usually, these axes are perpendicular to one another. However, when you rotate any axis individually, the basis becomes sheared. Applying a sheared basis to a 3D model will make the model appear distorted. A [Basis] is [b]orthogonal[/b] if its axes are perpendicular to each other. A basis is [b]normalized[/b] if the length of every axis is [code]1[/code]. A basis is [b]uniform[/b] if all axes share the same length (see [method get_scale]). A basis is [b]orthonormal[/b] if it is both orthogonal and normalized, which allows it to only represent rotations. A basis is [b]conformal[/b] if it is both orthogonal and uniform, which ensures it is not distorted. For a general introduction, see the [url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]Matrices and transforms[/url] tutorial. - [b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-hand_rule]right-handed coordinate system[/url], which is a common standard. For directions, the convention for built-in types like [Camera3D] is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions]3D asset direction conventions[/url] tutorial. + [b]Note:[/b] Redot uses a [url=https://en.wikipedia.org/wiki/Right-hand_rule]right-handed coordinate system[/url], which is a common standard. For directions, the convention for built-in types like [Camera3D] is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions]3D asset direction conventions[/url] tutorial. [b]Note:[/b] The basis matrices are exposed as [url=https://www.mindcontrol.org/~hplus/graphics/matrix-layout.html]column-major[/url] order, which is the same as OpenGL. However, they are stored internally in row-major order, which is the same as DirectX. </description> <tutorials> diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml index 27194122d5..225c65cc41 100644 --- a/doc/classes/Camera3D.xml +++ b/doc/classes/Camera3D.xml @@ -58,7 +58,7 @@ <return type="bool" /> <param index="0" name="world_point" type="Vector3" /> <description> - Returns [code]true[/code] if the given position is behind the camera (the blue part of the linked diagram). [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods. + Returns [code]true[/code] if the given position is behind the camera (the blue part of the linked diagram). [url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods. [b]Note:[/b] A position which returns [code]false[/code] may still be outside the camera's field of view. </description> </method> @@ -66,7 +66,7 @@ <return type="bool" /> <param index="0" name="world_point" type="Vector3" /> <description> - Returns [code]true[/code] if the given position is inside the camera's frustum (the green part of the linked diagram). [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods. + Returns [code]true[/code] if the given position is inside the camera's frustum (the green part of the linked diagram). [url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods. </description> </method> <method name="make_current"> diff --git a/doc/classes/CameraFeed.xml b/doc/classes/CameraFeed.xml index 2b6db13906..794704d17e 100644 --- a/doc/classes/CameraFeed.xml +++ b/doc/classes/CameraFeed.xml @@ -4,8 +4,8 @@ A camera feed gives you access to a single physical camera attached to your device. </brief_description> <description> - A camera feed gives you access to a single physical camera attached to your device. When enabled, Godot will start capturing frames from the camera which can then be used. See also [CameraServer]. - [b]Note:[/b] Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Godot does this automatically for you if you set the environment to show the camera image in the background. + A camera feed gives you access to a single physical camera attached to your device. When enabled, Redot will start capturing frames from the camera which can then be used. See also [CameraServer]. + [b]Note:[/b] Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Redot does this automatically for you if you set the environment to show the camera image in the background. </description> <tutorials> </tutorials> diff --git a/doc/classes/CameraServer.xml b/doc/classes/CameraServer.xml index b09010147e..fc566ec51a 100644 --- a/doc/classes/CameraServer.xml +++ b/doc/classes/CameraServer.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CameraServer" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Server keeping track of different cameras accessible in Godot. + 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> diff --git a/doc/classes/CanvasTexture.xml b/doc/classes/CanvasTexture.xml index a14f71cc46..4ba8a18359 100644 --- a/doc/classes/CanvasTexture.xml +++ b/doc/classes/CanvasTexture.xml @@ -16,7 +16,7 @@ </member> <member name="normal_texture" type="Texture2D" setter="set_normal_texture" getter="get_normal_texture"> The normal map texture to use. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture]. - [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. + [b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </member> <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" /> <member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color(1, 1, 1, 1)"> diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml index 136b8e5fc5..64b4df3522 100644 --- a/doc/classes/CodeEdit.xml +++ b/doc/classes/CodeEdit.xml @@ -624,7 +624,7 @@ Marks the option as a function. </constant> <constant name="KIND_SIGNAL" value="2" enum="CodeCompletionKind"> - Marks the option as a Godot signal. + Marks the option as a Redot signal. </constant> <constant name="KIND_VARIABLE" value="3" enum="CodeCompletionKind"> Marks the option as a variable. @@ -639,7 +639,7 @@ Marks the option as a constant. </constant> <constant name="KIND_NODE_PATH" value="7" enum="CodeCompletionKind"> - Marks the option as a Godot node path. + Marks the option as a Redot node path. </constant> <constant name="KIND_FILE_PATH" value="8" enum="CodeCompletionKind"> Marks the option as a file path. diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index 9fe42fff90..043ff7a6be 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] </description> <tutorials> <link title="2D GD Paint Demo">https://godotengine.org/asset-library/asset/2768</link> @@ -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) @@ -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) diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml index cf26f917e1..51c5c73207 100644 --- a/doc/classes/ColorPicker.xml +++ b/doc/classes/ColorPicker.xml @@ -70,12 +70,18 @@ <member name="deferred_mode" type="bool" setter="set_deferred_mode" getter="is_deferred_mode" default="false"> If [code]true[/code], the color will apply only after the user releases the mouse button, otherwise it will apply immediately even in mouse motion event (which can cause performance issues). </member> + <member name="display_old_color" type="bool" setter="set_display_old_color" getter="is_displaying_old_color" default="false"> + If [code]true[/code], [member old_color] will be displayed instead of [member color]. + </member> <member name="edit_alpha" type="bool" setter="set_edit_alpha" getter="is_editing_alpha" default="true"> If [code]true[/code], shows an alpha channel slider (opacity). </member> <member name="hex_visible" type="bool" setter="set_hex_visible" getter="is_hex_visible" default="true"> If [code]true[/code], the hex color code input field is visible. </member> + <member name="old_color" type="Color" setter="set_old_color" getter="get_old_color" default="Color(0, 0, 0, 1)"> + The currently stored old color. See also [member display_old_color]. + </member> <member name="picker_shape" type="int" setter="set_picker_shape" getter="get_picker_shape" enum="ColorPicker.PickerShapeType" default="0"> The shape of the color space view. See [enum PickerShapeType]. </member> diff --git a/doc/classes/CompositorEffect.xml b/doc/classes/CompositorEffect.xml index 8961e10f91..1446f76510 100644 --- a/doc/classes/CompositorEffect.xml +++ b/doc/classes/CompositorEffect.xml @@ -57,7 +57,7 @@ var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers() var roughness_buffer = render_scene_buffers.get_texture("forward_clustered", "normal_roughness") [/codeblock] - The raw normal and roughness buffer is stored in an optimized format, different than the one available in Spatial shaders. When sampling the buffer, a conversion function must be applied. Use this function, copied from [url=https://github.com/godotengine/godot/blob/da5f39889f155658cef7f7ec3cc1abb94e17d815/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl#L334-L341]here[/url]: + The raw normal and roughness buffer is stored in an optimized format, different than the one available in Spatial shaders. When sampling the buffer, a conversion function must be applied. Use this function, copied from [url=https://github.com/Redot-Engine/redot-engine/blob/da5f39889f155658cef7f7ec3cc1abb94e17d815/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl#L334-L341]here[/url]: [codeblock] vec4 normal_roughness_compatibility(vec4 p_normal_roughness) { float roughness = p_normal_roughness.w; diff --git a/doc/classes/CompressedCubemap.xml b/doc/classes/CompressedCubemap.xml index 406ab4909a..aed3430f73 100644 --- a/doc/classes/CompressedCubemap.xml +++ b/doc/classes/CompressedCubemap.xml @@ -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) diff --git a/doc/classes/CompressedCubemapArray.xml b/doc/classes/CompressedCubemapArray.xml index 195449ee99..f7f073d437 100644 --- a/doc/classes/CompressedCubemapArray.xml +++ b/doc/classes/CompressedCubemapArray.xml @@ -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) diff --git a/doc/classes/CompressedTexture2D.xml b/doc/classes/CompressedTexture2D.xml index cc4c4c8182..29a1e5ae4b 100644 --- a/doc/classes/CompressedTexture2D.xml +++ b/doc/classes/CompressedTexture2D.xml @@ -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) diff --git a/doc/classes/CompressedTexture2DArray.xml b/doc/classes/CompressedTexture2DArray.xml index 6570e8f931..1f1b3c72cd 100644 --- a/doc/classes/CompressedTexture2DArray.xml +++ b/doc/classes/CompressedTexture2DArray.xml @@ -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) diff --git a/doc/classes/CompressedTexture3D.xml b/doc/classes/CompressedTexture3D.xml index 797fbc9da5..5d6c4ecb4d 100644 --- a/doc/classes/CompressedTexture3D.xml +++ b/doc/classes/CompressedTexture3D.xml @@ -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> diff --git a/doc/classes/ConfigFile.xml b/doc/classes/ConfigFile.xml index feeea339fe..5066970571 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. </description> <tutorials> </tutorials> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 702777466f..7e26e2913f 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -5,9 +5,9 @@ </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] - Godot 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. + 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. Call [method accept_event] so no other node receives the event. Once you accept an input, it becomes handled so [method Node._unhandled_input] will not process it. Only one [Control] node can be in focus. Only the node in focus will receive events. To get the focus, call [method grab_focus]. [Control] nodes lose focus when another node grabs it, or if you hide the node in focus. @@ -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"> @@ -28,7 +28,7 @@ <param index="0" name="at_position" type="Vector2" /> <param index="1" name="data" type="Variant" /> <description> - Godot calls this method to test if [param data] from a control's [method _get_drag_data] can be dropped at [param at_position]. [param at_position] is local to this control. + Redot calls this method to test if [param data] from a control's [method _get_drag_data] can be dropped at [param at_position]. [param at_position] is local to this control. This method should only be used to test the data. Process the data in [method _drop_data]. [codeblocks] [gdscript] @@ -53,7 +53,7 @@ <param index="0" name="at_position" type="Vector2" /> <param index="1" name="data" type="Variant" /> <description> - Godot calls this method to pass you the [param data] from a control's [method _get_drag_data] result. Godot first calls [method _can_drop_data] to test if [param data] is allowed to drop at [param at_position] where [param at_position] is local to this control. + Redot calls this method to pass you the [param data] from a control's [method _get_drag_data] result. Redot first calls [method _can_drop_data] to test if [param data] is allowed to drop at [param at_position] where [param at_position] is local to this control. [codeblocks] [gdscript] func _can_drop_data(position, data): @@ -80,7 +80,7 @@ <return type="Variant" /> <param index="0" name="at_position" type="Vector2" /> <description> - Godot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Returns [code]null[/code] if there is no data to drag. Controls that want to receive drop data should implement [method _can_drop_data] and [method _drop_data]. [param at_position] is local to this control. Drag may be forced with [method force_drag]. + Redot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Returns [code]null[/code] if there is no data to drag. Controls that want to receive drop data should implement [method _can_drop_data] and [method _drop_data]. [param at_position] is local to this control. Drag may be forced with [method force_drag]. A preview that will follow the mouse that should represent the data can be set with [method set_drag_preview]. A good time to set the preview is in this method. [codeblocks] [gdscript] @@ -950,24 +950,24 @@ The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard, gamepad, and mouse signals. </member> <member name="focus_neighbor_bottom" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")" keywords="focus_neighbour_bottom"> - Tells Godot which node it should give focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_down] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one. + Tells Redot which node it should give focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_down] input action. The node must be a [Control]. If this property is not set, Redot will give focus to the closest [Control] to the bottom of this one. </member> <member name="focus_neighbor_left" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")" keywords="focus_neighbour_left"> - Tells Godot which node it should give focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_left] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one. + Tells Redot which node it should give focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_left] input action. The node must be a [Control]. If this property is not set, Redot will give focus to the closest [Control] to the left of this one. </member> <member name="focus_neighbor_right" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")" keywords="focus_neighbour_right"> - Tells Godot which node it should give focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_right] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the right of this one. + Tells Redot which node it should give focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_right] input action. The node must be a [Control]. If this property is not set, Redot will give focus to the closest [Control] to the right of this one. </member> <member name="focus_neighbor_top" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")" keywords="focus_neighbour_top"> - Tells Godot which node it should give focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_up] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the top of this one. + Tells Redot which node it should give focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_up] input action. The node must be a [Control]. If this property is not set, Redot will give focus to the closest [Control] to the top of this one. </member> <member name="focus_next" type="NodePath" setter="set_focus_next" getter="get_focus_next" default="NodePath("")"> - Tells Godot which node it should give focus to if the user presses [kbd]Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_next] input action. - If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree. + Tells Redot which node it should give focus to if the user presses [kbd]Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_next] input action. + If this property is not set, Redot will select a "best guess" based on surrounding nodes in the scene tree. </member> <member name="focus_previous" type="NodePath" setter="set_focus_previous" getter="get_focus_previous" default="NodePath("")"> - Tells Godot which node it should give focus to if the user presses [kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_prev] input action. - If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree. + Tells Redot which node it should give focus to if the user presses [kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_prev] input action. + If this property is not set, Redot will select a "best guess" based on surrounding nodes in the scene tree. </member> <member name="global_position" type="Vector2" setter="_set_global_position" getter="get_global_position"> The node's global position, relative to the world (usually to the [CanvasLayer]). @@ -986,7 +986,7 @@ [b]Note:[/b] Numbers within the text are not automatically converted, it can be done manually, using [method TextServer.format_number]. </member> <member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" enum="Control.CursorShape" default="0"> - The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors. + The default cursor shape for this control. Useful for Redot plugins and applications or games that use the system's mouse cursors. [b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the system. </member> <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" enum="Control.MouseFilter" default="0"> diff --git a/doc/classes/Cubemap.xml b/doc/classes/Cubemap.xml index b7da3c4ec6..7679db3467 100644 --- a/doc/classes/Cubemap.xml +++ b/doc/classes/Cubemap.xml @@ -5,9 +5,9 @@ </brief_description> <description> A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections in 3D rendering (see [ReflectionProbe]). It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods. - This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of [Cubemap] resources. - To create such a texture file yourself, reimport your image files using the Godot Editor import presets. - [b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map. + This resource is typically used as a uniform in custom shaders. Few core Redot methods make use of [Cubemap] resources. + To create such a texture file yourself, reimport your image files using the Redot Editor import presets. + [b]Note:[/b] Redot doesn't support using cubemaps in a [PanoramaSkyMaterial]. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map. </description> <tutorials> </tutorials> diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml index 6e5e466fcf..935126ba5b 100644 --- a/doc/classes/CubemapArray.xml +++ b/doc/classes/CubemapArray.xml @@ -6,7 +6,7 @@ <description> [CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they are made of multiple textures, the amount of which must be divisible by 6 (one for each face of the cube). The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s are allocated in adjacent cache regions on the GPU, which makes [CubemapArray]s the most efficient way to store multiple [Cubemap]s. - [b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, including the [Sky] if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code]. To create such a texture file yourself, reimport your image files using the import presets of the File System dock. + [b]Note:[/b] Redot uses [CubemapArray]s internally for many effects, including the [Sky] if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code]. To create such a texture file yourself, reimport your image files using the import presets of the File System dock. [b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend. </description> <tutorials> diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml index 10ac769e77..03688c0a6d 100644 --- a/doc/classes/Decal.xml +++ b/doc/classes/Decal.xml @@ -6,7 +6,7 @@ <description> [Decal]s are used to project a texture onto a [Mesh] in the scene. Use Decals to add detail to a scene without affecting the underlying [Mesh]. They are often used to add weathering to building, add dirt or mud to the ground, or add variety to props. Decals can be moved at any time, making them suitable for things like blob shadows or laser sight dots. They are made of an [AABB] and a group of [Texture2D]s specifying [Color], normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals are projected within their [AABB] so altering the orientation of the Decal affects the direction in which they are projected. By default, Decals are projected down (i.e. from positive Y to negative Y). - The [Texture2D]s associated with the Decal are automatically stored in a texture atlas which is used for drawing the decals so all decals can be drawn at once. Godot uses clustered decals, meaning they are stored in cluster data and drawn when the mesh is drawn, they are not drawn as a post-processing effect after. + The [Texture2D]s associated with the Decal are automatically stored in a texture atlas which is used for drawing the decals so all decals can be drawn at once. Redot uses clustered decals, meaning they are stored in cluster data and drawn when the mesh is drawn, they are not drawn as a post-processing effect after. [b]Note:[/b] Decals cannot affect an underlying material's transparency, regardless of its transparency mode (alpha blend, alpha scissor, alpha hash, opaque pre-pass). This means translucent or transparent areas of a material will remain translucent or transparent even if an opaque decal is applied on them. [b]Note:[/b] Decals are only supported in the Forward+ and Mobile rendering methods, not Compatibility. When using the Mobile rendering method, only 8 decals can be displayed on each mesh resource. Attempting to display more than 8 decals on a single mesh resource will result in decals flickering in and out as the camera moves. [b]Note:[/b] When using the Mobile rendering method, decals will only correctly affect meshes whose visibility AABB intersects with the decal's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the decal may not be visible on the mesh. diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index 5c9b22fe4a..a94abda0cb 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 45e802519e..02e5ca0333 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -264,7 +264,7 @@ <method name="get_window_list" qualifiers="const"> <return type="PackedInt32Array" /> <description> - Returns the list of Godot window IDs belonging to this process. + Returns the list of Redot window IDs belonging to this process. [b]Note:[/b] Native dialogs are not included in this list. </description> </method> @@ -1041,7 +1041,7 @@ <param index="0" name="object" type="Object" /> <description> Registers an [Object] which represents an additional output that will be rendered too, beyond normal windows. The [Object] is only used as an identifier, which can be later passed to [method unregister_additional_output]. - This can be used to prevent Godot from skipping rendering when no normal windows are visible. + This can be used to prevent Redot from skipping rendering when no normal windows are visible. </description> </method> <method name="screen_get_dpi" qualifiers="const"> @@ -1285,7 +1285,7 @@ - [code]name[/code] is voice name. - [code]id[/code] is voice identifier. - [code]language[/code] is language code in [code]lang_Variant[/code] format. The [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 standard, in lowercase. The [code skip-lint]Variant[/code] part is an engine-dependent string describing country, region or/and dialect. - Note that Godot depends on system libraries for text-to-speech functionality. These libraries are installed by default on Windows and macOS, but not on all Linux distributions. If they are not present, this method will return an empty list. This applies to both Godot users on Linux, as well as end-users on Linux running Godot games that use text-to-speech. + Note that Redot depends on system libraries for text-to-speech functionality. These libraries are installed by default on Windows and macOS, but not on all Linux distributions. If they are not present, this method will return an empty list. This applies to both Redot users on Linux, as well as end-users on Linux running Redot games that use text-to-speech. [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/Wayland), macOS, and Windows. [b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech. </description> @@ -1847,7 +1847,7 @@ 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] diff --git a/doc/classes/EditorCommandPalette.xml b/doc/classes/EditorCommandPalette.xml index e6af82b1c3..71530b5ff2 100644 --- a/doc/classes/EditorCommandPalette.xml +++ b/doc/classes/EditorCommandPalette.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="EditorCommandPalette" inherits="ConfirmationDialog" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Godot editor's command palette. + Redot editor's command palette. </brief_description> <description> Object that holds all the available Commands and their shortcuts text. These Commands can be accessed through [b]Editor > Command Palette[/b] menu. diff --git a/doc/classes/EditorExportPlatform.xml b/doc/classes/EditorExportPlatform.xml index 8792bbedc3..12a7a10d8f 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. </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"> diff --git a/doc/classes/EditorExportPlugin.xml b/doc/classes/EditorExportPlugin.xml index aa8e4b3d56..482f1e135d 100644 --- a/doc/classes/EditorExportPlugin.xml +++ b/doc/classes/EditorExportPlugin.xml @@ -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> diff --git a/doc/classes/EditorFeatureProfile.xml b/doc/classes/EditorFeatureProfile.xml index 3aa1e63aac..24e02b7ee5 100644 --- a/doc/classes/EditorFeatureProfile.xml +++ b/doc/classes/EditorFeatureProfile.xml @@ -4,7 +4,7 @@ An editor feature profile which can be used to disable specific features. </brief_description> <description> - An editor feature profile can be used to disable specific features of the Godot editor. When disabled, the features won't appear in the editor, which makes the editor less cluttered. This is useful in education settings to reduce confusion or when working in a team. For example, artists and level designers could use a feature profile that disables the script editor to avoid accidentally making changes to files they aren't supposed to edit. + An editor feature profile can be used to disable specific features of the Redot editor. When disabled, the features won't appear in the editor, which makes the editor less cluttered. This is useful in education settings to reduce confusion or when working in a team. For example, artists and level designers could use a feature profile that disables the script editor to avoid accidentally making changes to files they aren't supposed to edit. To manage editor feature profiles visually, use [b]Editor > Manage Feature Profiles...[/b] at the top of the editor window. </description> <tutorials> diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index 28614b6631..4a75b87e36 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -207,7 +207,7 @@ <method name="_get_resource_type" qualifiers="virtual const"> <return type="String" /> <description> - 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]. </description> </method> <method name="_get_save_extension" qualifiers="virtual const"> diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml index 43059db8b2..f44a375573 100644 --- a/doc/classes/EditorInterface.xml +++ b/doc/classes/EditorInterface.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="EditorInterface" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Godot editor's interface. + Redot editor's interface. </brief_description> <description> - [EditorInterface] gives you control over Godot editor's window. It allows customizing the window, saving and (re-)loading scenes, rendering mesh previews, inspecting and editing resources and objects, and provides access to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], [ScriptEditor], the editor viewport, and information about scenes. + [EditorInterface] gives you control over Redot editor's window. It allows customizing the window, saving and (re-)loading scenes, rendering mesh previews, inspecting and editing resources and objects, and provides access to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], [ScriptEditor], the editor viewport, and information about scenes. [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton directly by its name. [codeblocks] [gdscript] @@ -46,7 +46,7 @@ <method name="get_base_control" qualifiers="const"> <return type="Control" /> <description> - Returns the main container of Godot editor's window. For example, you can use it to retrieve the size of the container and place your controls accordingly. + Returns the main container of Redot editor's window. For example, you can use it to retrieve the size of the container and place your controls accordingly. [b]Warning:[/b] Removing and freeing this node will render the editor useless and may cause a crash. </description> </method> diff --git a/doc/classes/EditorPaths.xml b/doc/classes/EditorPaths.xml index f57e728c93..9aa82d0379 100644 --- a/doc/classes/EditorPaths.xml +++ b/doc/classes/EditorPaths.xml @@ -6,10 +6,10 @@ <description> This editor-only singleton returns OS-specific paths to various data folders and files. It can be used in editor plugins to ensure files are saved in the correct location on each operating system. [b]Note:[/b] This singleton is not accessible in exported projects. Attempting to access it in an exported project will result in a script error as the singleton won't be declared. To prevent script errors in exported projects, use [method Engine.has_singleton] to check whether the singleton is available before using it. - [b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url]. You can override environment variables following the specification to change the editor and project data paths. + [b]Note:[/b] On the Linux/BSD platform, Redot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url]. You can override environment variables following the specification to change the editor and project data paths. </description> <tutorials> - <link title="File paths in Godot projects">$DOCS_URL/tutorials/io/data_paths.html</link> + <link title="File paths in Redot projects">$DOCS_URL/tutorials/io/data_paths.html</link> </tutorials> <methods> <method name="get_cache_dir" qualifiers="const"> @@ -57,17 +57,17 @@ <method name="get_self_contained_file" qualifiers="const"> <return type="String" /> <description> - Returns the absolute path to the self-contained file that makes the current Godot editor instance be considered as self-contained. Returns an empty string if the current Godot editor instance isn't self-contained. See also [method is_self_contained]. + Returns the absolute path to the self-contained file that makes the current Redot editor instance be considered as self-contained. Returns an empty string if the current Redot editor instance isn't self-contained. See also [method is_self_contained]. </description> </method> <method name="is_self_contained" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the editor is marked as self-contained, [code]false[/code] otherwise. When self-contained mode is enabled, user configuration, data and cache files are saved in an [code]editor_data/[/code] folder next to the editor binary. This makes portable usage easier and ensures the Godot editor minimizes file writes outside its own folder. Self-contained mode is not available for exported projects. + Returns [code]true[/code] if the editor is marked as self-contained, [code]false[/code] otherwise. When self-contained mode is enabled, user configuration, data and cache files are saved in an [code]editor_data/[/code] folder next to the editor binary. This makes portable usage easier and ensures the Redot editor minimizes file writes outside its own folder. Self-contained mode is not available for exported projects. Self-contained mode can be enabled by creating a file named [code]._sc_[/code] or [code]_sc_[/code] in the same folder as the editor binary or macOS .app bundle while the editor is not running. See also [method get_self_contained_file]. [b]Note:[/b] On macOS, quarantine flag should be manually removed before using self-contained mode, see [url=https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos.html]Running on macOS[/url]. [b]Note:[/b] On macOS, placing [code]_sc_[/code] or any other file inside .app bundle will break digital signature and make it non-portable, consider placing it in the same folder as the .app bundle instead. - [b]Note:[/b] The Steam release of Godot uses self-contained mode by default. + [b]Note:[/b] The Steam release of Redot uses self-contained mode by default. </description> </method> </methods> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 8189f253fb..6561ae2109 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -259,7 +259,7 @@ <method name="_get_plugin_name" qualifiers="virtual const"> <return type="String" /> <description> - Override this method in your plugin to provide the name of the plugin when displayed in the Godot editor. + Override this method in your plugin to provide the name of the plugin when displayed in the Redot editor. For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons. </description> </method> diff --git a/doc/classes/EditorResourcePicker.xml b/doc/classes/EditorResourcePicker.xml index 4649e26edf..141ede81f0 100644 --- a/doc/classes/EditorResourcePicker.xml +++ b/doc/classes/EditorResourcePicker.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="EditorResourcePicker" inherits="HBoxContainer" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Godot editor's control for selecting [Resource] type properties. + Redot editor's control for selecting [Resource] type properties. </brief_description> <description> This [Control] node is used in the editor's Inspector dock to allow editing of [Resource] type properties. It provides options for creating, loading, saving and converting resources. Can be used with [EditorInspectorPlugin] to recreate the same behavior. diff --git a/doc/classes/EditorScript.xml b/doc/classes/EditorScript.xml index bd18852dbc..82aa8f4ffc 100644 --- a/doc/classes/EditorScript.xml +++ b/doc/classes/EditorScript.xml @@ -4,7 +4,7 @@ Base script that can be used to add extension functions to the editor. </brief_description> <description> - Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File > Run[/b] menu option (or by pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using [EditorPlugin]s instead. + Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File > Run[/b] menu option (or by pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is useful for adding custom in-editor functionality to Redot. For more complex additions, consider using [EditorPlugin]s instead. [b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled. [b]Example script:[/b] [codeblocks] @@ -13,22 +13,22 @@ extends EditorScript func _run(): - print("Hello from the Godot Editor!") + print("Hello from the Redot Editor!") [/gdscript] [csharp] - using Godot; + using Redot; [Tool] public partial class HelloEditor : EditorScript { public override void _Run() { - GD.Print("Hello from the Godot Editor!"); + GD.Print("Hello from the Redot Editor!"); } } [/csharp] [/codeblocks] - [b]Note:[/b] The script is run in the Editor context, which means the output is visible in the console window started with the Editor (stdout) instead of the usual Godot [b]Output[/b] dock. + [b]Note:[/b] The script is run in the Editor context, which means the output is visible in the console window started with the Editor (stdout) instead of the usual Redot [b]Output[/b] dock. [b]Note:[/b] EditorScript is [RefCounted], meaning it is destroyed when nothing references it. This can cause errors during asynchronous operations if there are no references to the script. </description> <tutorials> diff --git a/doc/classes/EditorScriptPicker.xml b/doc/classes/EditorScriptPicker.xml index 31a1c50379..3321c5d916 100644 --- a/doc/classes/EditorScriptPicker.xml +++ b/doc/classes/EditorScriptPicker.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="EditorScriptPicker" inherits="EditorResourcePicker" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Godot editor's control for selecting the [code]script[/code] property of a [Node]. + Redot editor's control for selecting the [code]script[/code] property of a [Node]. </brief_description> <description> Similar to [EditorResourcePicker] this [Control] node is used in the editor's Inspector dock, but only to edit the [code]script[/code] property of a [Node]. Default options for creating new resources of all possible subtypes are replaced with dedicated buttons that open the "Attach Node Script" dialog. Can be used with [EditorInspectorPlugin] to recreate the same behavior. diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index a5097521dc..911f7a2653 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -5,7 +5,7 @@ </brief_description> <description> Object that holds the project-independent editor settings. These settings are generally visible in the [b]Editor > Editor Settings[/b] menu. - Property names use slash delimiters to distinguish sections. Setting values can be of any [Variant] type. It's recommended to use [code]snake_case[/code] for editor settings to be consistent with the Godot editor itself. + Property names use slash delimiters to distinguish sections. Setting values can be of any [Variant] type. It's recommended to use [code]snake_case[/code] for editor settings to be consistent with the Redot editor itself. Accessing the settings can be done using the following methods, such as: [codeblocks] [gdscript] @@ -189,7 +189,7 @@ [b]Warning:[/b] Enabling this setting can cause stuttering when running a project with a large amount of nodes (typically a few thousands of nodes or more), even if the editor window isn't focused. This is due to the remote scene tree being updated every second regardless of whether the editor is focused. </member> <member name="debugger/profile_native_calls" type="bool" setter="" getter=""> - If [code]true[/code], enables collection of profiling data from non-GDScript Godot functions, such as engine class methods. Enabling this slows execution while profiling further. + If [code]true[/code], enables collection of profiling data from non-GDScript Redot functions, such as engine class methods. Enabling this slows execution while profiling further. </member> <member name="debugger/profiler_frame_history_size" type="int" setter="" getter=""> The size of the profiler's frame history. The default value (3600) allows seeing up to 60 seconds of profiling if the project renders at a constant 60 FPS. Higher values allow viewing longer periods of profiling in the graphs, especially when the project is running at high framerates. @@ -295,7 +295,7 @@ <member name="editors/3d/freelook/freelook_activation_modifier" type="int" setter="" getter=""> The modifier key to use to enable freelook in the 3D editor (on top of pressing the right mouse button). [b]Note:[/b] Regardless of this setting, the freelook toggle keyboard shortcut ([kbd]Shift + F[/kbd] by default) is always available. - [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed. + [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Redot will not see the modifier key as being pressed. </member> <member name="editors/3d/freelook/freelook_base_speed" type="float" setter="" getter=""> The base 3D freelook speed in units per second. This can be adjusted by using the mouse wheel while in freelook mode, or by holding down the "fast" or "slow" modifier keys ([kbd]Shift[/kbd] and [kbd]Alt[/kbd] by default, respectively). @@ -359,11 +359,11 @@ <member name="editors/3d/navigation/navigation_scheme" type="int" setter="" getter=""> 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]. - [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed. + [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Redot will not see the modifier key as being pressed. </member> <member name="editors/3d/navigation/orbit_mouse_button" type="int" setter="" getter=""> The mouse button that needs to be held down to orbit in the 3D editor viewport. @@ -658,7 +658,7 @@ </member> <member name="filesystem/external_programs/terminal_emulator" type="String" setter="" getter=""> The terminal emulator program to use when using [b]Open in Terminal[/b] context menu action in the FileSystem dock. You can enter an absolute path to a program binary, or a path to a program that is present in the [code]PATH[/code] environment variable. - If left empty, Godot will use the default terminal emulator for the system: + If left empty, Redot will use the default terminal emulator for the system: - [b]Windows:[/b] PowerShell - [b]macOS:[/b] Terminal.app - [b]Linux:[/b] The first terminal found on the system in this order: gnome-terminal, konsole, xfce4-terminal, lxterminal, kitty, alacritty, urxvt, xterm. @@ -669,7 +669,7 @@ <member name="filesystem/external_programs/terminal_emulator_flags" type="String" setter="" getter=""> The command-line arguments to pass to the terminal emulator that is run when using [b]Open in Terminal[/b] context menu action in the FileSystem dock. See also [member filesystem/external_programs/terminal_emulator]. If left empty, the default flags are [code]{directory}[/code], which is replaced by the absolute path to the directory that is being opened in the terminal. - [b]Note:[/b] If the terminal emulator is set to PowerShell, cmd, or Konsole, Godot will automatically prepend arguments to this list, as these terminals require nonstandard arguments to open in the correct folder. + [b]Note:[/b] If the terminal emulator is set to PowerShell, cmd, or Konsole, Redot will automatically prepend arguments to this list, as these terminals require nonstandard arguments to open in the correct folder. </member> <member name="filesystem/external_programs/vector_image_editor" type="String" setter="" getter=""> The program that opens vector image files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program. @@ -696,12 +696,12 @@ To enable this feature for your specific project, use [member ProjectSettings.filesystem/import/blender/enabled]. </member> <member name="filesystem/import/blender/rpc_port" type="int" setter="" getter=""> - The port number used for Remote Procedure Call (RPC) communication with Godot's created process of the blender executable. - Setting this to 0 effectively disables communication with Godot and the blender process, making performance slower. + 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. </member> <member name="filesystem/import/blender/rpc_server_uptime" type="float" setter="" getter=""> The maximum idle uptime (in seconds) of the Blender process. - This prevents Godot from having to create a new process for each import within the given seconds. + This prevents Redot from having to create a new process for each import within the given seconds. </member> <member name="filesystem/import/fbx/fbx2gltf_path" type="String" setter="" getter=""> The path to the FBX2glTF executable used for converting Autodesk FBX 3D scene files [code].fbx[/code] to glTF 2.0 format during import. @@ -735,7 +735,7 @@ [b]Note:[/b] Input accumulation is [i]enabled[/i] by default. </member> <member name="interface/editor/accept_dialog_cancel_ok_buttons" type="int" setter="" getter=""> - How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. Different platforms have different standard behaviors for this, which can be overridden using this setting. This is useful if you use Godot both on Windows and macOS/Linux and your Godot muscle memory is stronger than your OS specific one. + How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. Different platforms have different standard behaviors for this, which can be overridden using this setting. This is useful if you use Redot both on Windows and macOS/Linux and your Redot muscle memory is stronger than your OS specific one. - [b]Auto[/b] follows the platform convention: Cancel first on macOS and Linux, OK first on Windows. - [b]Cancel First[/b] forces the ordering Cancel/OK. - [b]OK First[/b] forces the ordering OK/Cancel. @@ -990,7 +990,7 @@ The corner radius to use for interface elements (in pixels). [code]0[/code] is square. </member> <member name="interface/theme/custom_theme" type="String" setter="" getter=""> - The custom theme resource to use for the editor. Must be a Godot theme resource in [code].tres[/code] or [code].res[/code] format. + The custom theme resource to use for the editor. Must be a Redot theme resource in [code].tres[/code] or [code].res[/code] format. </member> <member name="interface/theme/draw_extra_borders" type="bool" setter="" getter=""> If [code]true[/code], draws additional borders around interactive UI elements in the editor. This is automatically enabled when using the [b]Black (OLED)[/b] theme preset, as this theme preset uses a fully black background. @@ -1001,7 +1001,7 @@ <member name="interface/theme/icon_and_font_color" type="int" setter="" getter=""> 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). </member> <member name="interface/theme/icon_saturation" type="float" setter="" getter=""> @@ -1043,27 +1043,27 @@ - [b]Check Newest Preview[/b] (default for preview versions) will check for the newest available development snapshot. - [b]Check Newest Stable[/b] (default for stable versions) will check for the newest available stable version. - [b]Check Newest Patch[/b] will check for the latest available stable version, but only within the same minor version. E.g. if your version is [code]4.3.stable[/code], you will be notified about [code]4.3.1.stable[/code], but not [code]4.4.stable[/code]. - All update modes will ignore builds with different major versions (e.g. Godot 4 -> Godot 5). + All update modes will ignore builds with different major versions (e.g. Redot 4 -> Redot 5). </member> <member name="network/connection/network_mode" type="int" setter="" getter=""> - Determines whether online features are enabled in the editor, such as the Asset Library or update checks. Disabling these online features helps alleviate privacy concerns by preventing the editor from making HTTP requests to the Godot website or third-party platforms hosting assets from the Asset Library. + Determines whether online features are enabled in the editor, such as the Asset Library or update checks. Disabling these online features helps alleviate privacy concerns by preventing the editor from making HTTP requests to the Redot website or third-party platforms hosting assets from the Asset Library. </member> <member name="network/debug/remote_host" type="String" setter="" getter=""> The address to listen to when starting the remote debugger. This can be set to [code]0.0.0.0[/code] to allow external clients to connect to the remote debugger (instead of restricting the remote debugger to connections from [code]localhost[/code]). </member> <member name="network/debug/remote_port" type="int" setter="" getter=""> - The port to listen to when starting the remote debugger. Godot will try to use port numbers above the configured number if the configured number is already taken by another application. + The port to listen to when starting the remote debugger. Redot will try to use port numbers above the configured number if the configured number is already taken by another application. </member> <member name="network/http_proxy/host" type="String" setter="" getter=""> The host to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also [member network/http_proxy/port]. - [b]Note:[/b] Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed. + [b]Note:[/b] Redot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed. </member> <member name="network/http_proxy/port" type="int" setter="" getter=""> The port number to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also [member network/http_proxy/host]. - [b]Note:[/b] Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed. + [b]Note:[/b] Redot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed. </member> <member name="network/tls/editor_tls_certificates" type="String" setter="" getter=""> - 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. </member> <member name="project_manager/default_renderer" type="String" setter="" getter=""> 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/EditorSpinSlider.xml b/doc/classes/EditorSpinSlider.xml index 83c65b736e..60f68d67fc 100644 --- a/doc/classes/EditorSpinSlider.xml +++ b/doc/classes/EditorSpinSlider.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="EditorSpinSlider" inherits="Range" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Godot editor's control for editing numeric values. + Redot editor's control for editing numeric values. </brief_description> <description> This [Control] node is used in the editor's Inspector dock to allow editing of numeric values. Can be used with [EditorInspectorPlugin] to recreate the same behavior. diff --git a/doc/classes/EditorUndoRedoManager.xml b/doc/classes/EditorUndoRedoManager.xml index 0f8c69a1bb..44f33c57ad 100644 --- a/doc/classes/EditorUndoRedoManager.xml +++ b/doc/classes/EditorUndoRedoManager.xml @@ -10,7 +10,7 @@ - If the object is a built-in resource, use the scene from its path; - If the object is external resource or anything else, use global history. This guessing can sometimes yield false results, so you can provide a custom context object when creating an action. - [EditorUndoRedoManager] is intended to be used by Godot editor plugins. You can obtain it using [method EditorPlugin.get_undo_redo]. For non-editor uses or plugins that don't need to integrate with the editor's undo history, use [UndoRedo] instead. + [EditorUndoRedoManager] is intended to be used by Redot editor plugins. You can obtain it using [method EditorPlugin.get_undo_redo]. For non-editor uses or plugins that don't need to integrate with the editor's undo history, use [UndoRedo] instead. The manager's API is mostly the same as in [UndoRedo], so you can refer to its documentation for more examples. The main difference is that [EditorUndoRedoManager] uses object + method name for actions, instead of [Callable]. </description> <tutorials> diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index bba5157053..0974399fe1 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -4,7 +4,7 @@ Provides access to engine properties. </brief_description> <description> - 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. </description> <tutorials> </tutorials> @@ -12,35 +12,36 @@ <method name="get_architecture_name" qualifiers="const"> <return type="String" /> <description> - Returns the name of the CPU architecture the Godot binary was built for. Possible return values include [code]"x86_64"[/code], [code]"x86_32"[/code], [code]"arm64"[/code], [code]"arm32"[/code], [code]"rv64"[/code], [code]"riscv"[/code], [code]"ppc64"[/code], [code]"ppc"[/code], [code]"wasm64"[/code], and [code]"wasm32"[/code]. + Returns the name of the CPU architecture the Redot binary was built for. Possible return values include [code]"x86_64"[/code], [code]"x86_32"[/code], [code]"arm64"[/code], [code]"arm32"[/code], [code]"rv64"[/code], [code]"riscv"[/code], [code]"ppc64"[/code], [code]"ppc"[/code], [code]"wasm64"[/code], and [code]"wasm32"[/code]. To detect whether the current build is 64-bit, you can use the fact that all 64-bit architecture names contain [code]64[/code] in their name: [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] Godot binary on an [code]x86_64[/code] system, the returned value will still be [code]"x86_32"[/code]. + [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]. </description> </method> <method name="get_author_info" qualifiers="const"> <return type="Dictionary" /> <description> - Returns the engine author information as a [Dictionary], where each entry is an [Array] of strings with the names of notable contributors to the Godot Engine: [code]lead_developers[/code], [code]founders[/code], [code]project_managers[/code], and [code]developers[/code]. + Returns the engine author information as a [Dictionary], where each entry is an [Array] of strings with the names of notable contributors to the Redot Engine: [code]lead_developers[/code], [code]founders[/code], [code]project_managers[/code], and [code]developers[/code]. + See also [method get_godot_author_info] for Godot's author info. </description> </method> <method name="get_copyright_info" qualifiers="const"> <return type="Dictionary[]" /> <description> - 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; @@ -52,6 +53,8 @@ <description> Returns a [Dictionary] of categorized donor names. Each entry is an [Array] of strings: {[code]platinum_sponsors[/code], [code]gold_sponsors[/code], [code]silver_sponsors[/code], [code]bronze_sponsors[/code], [code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/code], [code]bronze_donors[/code]} + See also [method get_godot_donor_info] for Godot's donor info. + [b]Warning:[/b] All donor names are empty. This currently maintained for compatibility with Redot. </description> </method> <method name="get_frames_drawn"> @@ -67,16 +70,64 @@ Returns the average frames rendered every second (FPS), also known as the framerate. </description> </method> + <method name="get_godot_author_info" qualifiers="const"> + <return type="Dictionary" /> + <description> + Returns the engine author information for Redot as a [Dictionary], where each entry is an [Array] of strings with the names of notable contributors to the Redot Engine: [code]lead_developers[/code], [code]founders[/code], [code]project_managers[/code], and [code]developers[/code]. + See also [method get_author_info] for Redot's author info. + </description> + </method> + <method name="get_godot_compatible_version_info" qualifiers="const"> + <return type="Dictionary" /> + <description> + Returns the current engine minimal version compatibility info in relation to Redot as a [Dictionary] containing the following entries: + - [code]major[/code] - Major version number as an int; + - [code]minor[/code] - Minor version number as an int; + - [code]patch[/code] - Patch version number as an int; + - [code]hex[/code] - Full version encoded as a hexadecimal int with one byte (2 hex digits) per number (see example below); + - [code]status[/code] - Status (such as "beta", "rc1", "rc2", "stable", etc.) as a String; + - [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/code], and [code]status[/code] in a single String. + The [code]hex[/code] value is encoded as follows, from left to right: one byte for the major, one byte for the minor, one byte for the patch version. For example, "3.1.12" would be [code]0x03010C[/code]. + [b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and printing it will give you its decimal representation, which is not particularly meaningful. Use hexadecimal literals for quick version comparisons from code: + [codeblocks] + [gdscript] + if Engine.get_godot_compatible_version_info().hex >= 0x040100: + pass # Do things specifically based on Godot version 4.1 compatibility or later. + else: + pass # Do things specific to versions before 4.1. + [/gdscript] + [csharp] + if ((int)Engine.GetGodotCompatibleVersionInfo()["hex"] >= 0x040100) + { + // Do things specifically based on Godot version 4.1 compatibility or later. + } + else + { + // Do things specific to versions before 4.1. + } + [/csharp] + [/codeblocks] + See also [method get_version_info] for Redot's version info. + </description> + </method> + <method name="get_godot_donor_info" qualifiers="const"> + <return type="Dictionary" /> + <description> + Returns a [Dictionary] of categorized donor names for Godot. Each entry is an [Array] of strings: + {[code]platinum_sponsors[/code], [code]gold_sponsors[/code], [code]silver_sponsors[/code], [code]bronze_sponsors[/code], [code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/code], [code]bronze_donors[/code]} + See also [method get_donor_info] for Redot's donor info. + </description> + </method> <method name="get_license_info" qualifiers="const"> <return type="Dictionary" /> <description> - Returns a [Dictionary] of licenses used by Godot and included third party components. Each entry is a license name (such as "[url=https://en.wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]") and its associated text. + Returns a [Dictionary] of licenses used by Redot and included third party components. Each entry is a license name (such as "[url=https://en.wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]") and its associated text. </description> </method> <method name="get_license_text" qualifiers="const"> <return type="String" /> <description> - Returns the full Godot license text. + Returns the full Redot license text. </description> </method> <method name="get_main_loop" qualifiers="const"> @@ -177,7 +228,8 @@ - [code]minor[/code] - Minor version number as an int; - [code]patch[/code] - Patch version number as an int; - [code]hex[/code] - Full version encoded as a hexadecimal int with one byte (2 hex digits) per number (see example below); - - [code]status[/code] - Status (such as "beta", "rc1", "rc2", "stable", etc.) as a String; + - [code]status[/code] - Status (such as "beta", "rc", "stable", etc.) as a String; + - [code]status_version[/code] - Status version number as an int, [code]0[/code] if status is [code]"stable"[/code]; - [code]build[/code] - Build name (e.g. "custom_build") as a String; - [code]hash[/code] - Full Git commit hash as a String; - [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in seconds as an int, or [code]0[/code] if unavailable; @@ -202,6 +254,7 @@ } [/csharp] [/codeblocks] + See also [method get_godot_compatible_version_info] for Redot's minimal compatibility version info. </description> </method> <method name="get_write_movie_path" qualifiers="const"> @@ -329,7 +382,7 @@ [b]Note:[/b] When using a custom physics interpolation solution, or within a network game, it's recommended to disable the physics jitter fix by setting this property to [code]0[/code]. </member> <member name="physics_ticks_per_second" type="int" setter="set_physics_ticks_per_second" getter="get_physics_ticks_per_second" default="60"> - The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around collision tunneling issues, but keep in mind doing so will increase CPU usage. See also [member max_fps] and [member ProjectSettings.physics/common/physics_ticks_per_second]. + The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Redot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around collision tunneling issues, but keep in mind doing so will increase CPU usage. See also [member max_fps] and [member ProjectSettings.physics/common/physics_ticks_per_second]. [b]Note:[/b] Only [member max_physics_steps_per_frame] physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended to also increase [member max_physics_steps_per_frame] if increasing [member physics_ticks_per_second] significantly above its default value. </member> <member name="print_error_messages" type="bool" setter="set_print_error_messages" getter="is_printing_error_messages" default="true"> diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 1779408a4d..2c3854f3c1 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -259,7 +259,7 @@ Sets the strength of the additional level of detail for the screen-space ambient occlusion effect. A high value makes the detail pass more prominent, but it may contribute to aliasing in your final image. </member> <member name="ssao_enabled" type="bool" setter="set_ssao_enabled" getter="is_ssao_enabled" default="false"> - If [code]true[/code], the screen-space ambient occlusion effect is enabled. This darkens objects' corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. Godot uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is itself a form of Horizon Based Ambient Occlusion. + If [code]true[/code], the screen-space ambient occlusion effect is enabled. This darkens objects' corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. Redot uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is itself a form of Horizon Based Ambient Occlusion. [b]Note:[/b] SSAO is only supported in the Forward+ rendering method, not Mobile or Compatibility. </member> <member name="ssao_horizon" type="float" setter="set_ssao_horizon" getter="get_ssao_horizon" default="0.06"> @@ -316,7 +316,7 @@ The default exposure used for tonemapping. Higher values result in a brighter image. See also [member tonemap_white]. </member> <member name="tonemap_mode" type="int" setter="set_tonemapper" getter="get_tonemapper" enum="Environment.ToneMapper" default="0"> - The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on an LDR display. (Godot doesn't support rendering on HDR displays yet.) + The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on an LDR display. (Redot doesn't support rendering on HDR displays yet.) </member> <member name="tonemap_white" type="float" setter="set_tonemap_white" getter="get_tonemap_white" default="1.0"> The white reference value for tonemapping (also called "whitepoint"). Higher values can make highlights look less blown out, and will also slightly darken the whole scene as a result. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]. See also [member tonemap_exposure]. diff --git a/doc/classes/FileAccess.xml b/doc/classes/FileAccess.xml index 5888e30339..7114948f23 100644 --- a/doc/classes/FileAccess.xml +++ b/doc/classes/FileAccess.xml @@ -299,7 +299,7 @@ <param index="2" name="compression_mode" type="int" enum="FileAccess.CompressionMode" default="0" /> <description> 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. </description> </method> diff --git a/doc/classes/FileSystemDock.xml b/doc/classes/FileSystemDock.xml index b3dc51ffaa..04b9ec8dc2 100644 --- a/doc/classes/FileSystemDock.xml +++ b/doc/classes/FileSystemDock.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="FileSystemDock" inherits="VBoxContainer" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Godot editor's dock for managing files in the project. + Redot editor's dock for managing files in the project. </brief_description> <description> This class is available only in [EditorPlugin]s and can't be instantiated. You can access it using [method EditorInterface.get_file_system_dock]. diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 0fd84fb452..ddc983258e 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -341,7 +341,7 @@ <param index="0" name="buffer" type="PackedByteArray" /> <description> 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. </description> </method> @@ -364,7 +364,7 @@ <param index="0" name="buffer" type="PackedByteArray" /> <description> 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. </description> </method> @@ -462,7 +462,7 @@ <param index="0" name="path" type="String" /> <param index="1" name="grayscale" type="bool" default="false" /> <description> - Saves the image as an EXR file to [param path]. If [param grayscale] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR module. + Saves the image as an EXR file to [param path]. If [param grayscale] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return [constant ERR_UNAVAILABLE] if Redot was compiled without the TinyEXR module. [b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is called from an exported project. </description> </method> @@ -470,7 +470,7 @@ <return type="PackedByteArray" /> <param index="0" name="grayscale" type="bool" default="false" /> <description> - Saves the image as an EXR file to a byte array. If [param grayscale] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return an empty byte array if Godot was compiled without the TinyEXR module. + Saves the image as an EXR file to a byte array. If [param grayscale] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return an empty byte array if Redot was compiled without the TinyEXR module. [b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means [method save_exr] will return an empty byte array when it is called from an exported project. </description> </method> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 6fe5b7a802..70a635738f 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -118,7 +118,7 @@ <return type="String" /> <param index="0" name="device" type="int" /> <description> - Returns an SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns [code]"Default Gamepad"[/code] otherwise. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names and mappings based on this GUID. + Returns an SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns [code]"Default Gamepad"[/code] otherwise. Redot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names and mappings based on this GUID. </description> </method> <method name="get_joy_info" qualifiers="const"> @@ -129,7 +129,7 @@ On Windows the dictionary contains the following fields: [code]xinput_index[/code]: The index of the controller in the XInput system. On Linux: - [code]raw_name[/code]: The name of the controller as it came from the OS, before getting renamed by the godot controller database. + [code]raw_name[/code]: The name of the controller as it came from the OS, before getting renamed by the redot controller database. [code]vendor_id[/code]: The USB vendor ID of the device. [code]product_id[/code]: The USB product ID of the device. [code]steam_input_index[/code]: The Steam Input gamepad index, if the device is not a Steam Input device this key won't be present. @@ -140,7 +140,7 @@ <return type="String" /> <param index="0" name="device" type="int" /> <description> - Returns the name of the joypad at the specified device index, e.g. [code]PS4 Controller[/code]. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names. + Returns the name of the joypad at the specified device index, e.g. [code]PS4 Controller[/code]. Redot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names. </description> </method> <method name="get_joy_vibration_duration"> diff --git a/doc/classes/InputEventMIDI.xml b/doc/classes/InputEventMIDI.xml index 4dcaf98747..bc2e2d2350 100644 --- a/doc/classes/InputEventMIDI.xml +++ b/doc/classes/InputEventMIDI.xml @@ -6,7 +6,7 @@ <description> InputEventMIDI stores information about messages from [url=https://en.wikipedia.org/wiki/MIDI]MIDI[/url] (Musical Instrument Digital Interface) devices. These may include musical keyboards, synthesizers, and drum machines. MIDI messages can be received over a 5-pin MIDI connector or over USB. If your device supports both be sure to check the settings in the device to see which output it is using. - By default, Godot does not detect MIDI devices. You need to call [method OS.open_midi_inputs], first. You can check which devices are detected with [method OS.get_connected_midi_inputs], and close the connection with [method OS.close_midi_inputs]. + By default, Redot does not detect MIDI devices. You need to call [method OS.open_midi_inputs], first. You can check which devices are detected with [method OS.get_connected_midi_inputs], and close the connection with [method OS.close_midi_inputs]. [codeblocks] [gdscript] func _ready(): @@ -57,7 +57,7 @@ } [/csharp] [/codeblocks] - [b]Note:[/b] Godot 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. </description> <tutorials> <link title="MIDI Message Status Byte List">https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-status-bytes</link> diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index 4c1461d03a..30fb33eddd 100644 --- a/doc/classes/InputEventMouseMotion.xml +++ b/doc/classes/InputEventMouseMotion.xml @@ -6,7 +6,7 @@ <description> Stores information about a mouse or a pen motion. This includes relative position, absolute position, and velocity. See [method Node._input]. [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, set [member Input.use_accumulated_input] to [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider using [method Geometry2D.bresenham_line] as well to avoid visible gaps in lines if the user is moving the mouse quickly. - [b]Note:[/b] This event may be emitted even when the mouse hasn't moved, either by the operating system or by Godot itself. If you really need to know if the mouse has moved (e.g. to suppress displaying a tooltip), you should check that [code]relative.is_zero_approx()[/code] is [code]false[/code]. + [b]Note:[/b] This event may be emitted even when the mouse hasn't moved, either by the operating system or by Redot itself. If you really need to know if the mouse has moved (e.g. to suppress displaying a tooltip), you should check that [code]relative.is_zero_approx()[/code] is [code]false[/code]. </description> <tutorials> <link title="Using InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link> diff --git a/doc/classes/JSON.xml b/doc/classes/JSON.xml index fe5fdfa89a..d441fb1f44 100644 --- a/doc/classes/JSON.xml +++ b/doc/classes/JSON.xml @@ -6,7 +6,7 @@ <description> 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/JavaClassWrapper.xml b/doc/classes/JavaClassWrapper.xml index b43e149e9f..1f1eb87991 100644 --- a/doc/classes/JavaClassWrapper.xml +++ b/doc/classes/JavaClassWrapper.xml @@ -4,7 +4,7 @@ Provides access to the Java Native Interface. </brief_description> <description> - The JavaClassWrapper singleton provides a way for the Godot application to send and receive data through the [url=https://developer.android.com/training/articles/perf-jni]Java Native Interface[/url] (JNI). + The JavaClassWrapper singleton provides a way for the Redot application to send and receive data through the [url=https://developer.android.com/training/articles/perf-jni]Java Native Interface[/url] (JNI). [b]Note:[/b] This singleton is only available in Android builds. [codeblock] var LocalDateTime = JavaClassWrapper.wrap("java.time.LocalDateTime") @@ -23,7 +23,7 @@ <return type="JavaClass" /> <param index="0" name="name" type="String" /> <description> - Wraps a class defined in Java, and returns it as a [JavaClass] [Object] type that Godot can interact with. + Wraps a class defined in Java, and returns it as a [JavaClass] [Object] type that Redot can interact with. [b]Note:[/b] This method only works on Android. On every other platform, this method does nothing and returns an empty [JavaClass]. </description> </method> diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index 966d0fdcb4..a78c64767c 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -94,7 +94,7 @@ [b]Note:[/b] Light projector textures are only supported in the Forward+ and Mobile rendering methods, not Compatibility. </member> <member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0" keywords="pcss"> - The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier (also called percentage-closer soft shadows, or PCSS). This can be used to simulate area lights to an extent. Increasing this value above [code]0.0[/code] for lights with shadows enabled will have a noticeable performance cost due to PCSS. + The size of the light in Redot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier (also called percentage-closer soft shadows, or PCSS). This can be used to simulate area lights to an extent. Increasing this value above [code]0.0[/code] for lights with shadows enabled will have a noticeable performance cost due to PCSS. [b]Note:[/b] [member light_size] is not affected by [member Node3D.scale] (the light's scale or its parent's scale). [b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and Mobile rendering methods, not Compatibility. </member> diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml index e7d44411ef..2bd595755e 100644 --- a/doc/classes/LightmapGI.xml +++ b/doc/classes/LightmapGI.xml @@ -117,7 +117,7 @@ Lightmap baking failed as the lightmap data resource is embedded in a foreign resource. </constant> <constant name="BAKE_ERROR_NO_LIGHTMAPPER" value="3" enum="BakeError"> - Lightmap baking failed as there is no lightmapper available in this Godot build. + Lightmap baking failed as there is no lightmapper available in this Redot build. </constant> <constant name="BAKE_ERROR_NO_SAVE_PATH" value="4" enum="BakeError"> Lightmap baking failed as the [LightmapGIData] save path isn't configured in the resource. @@ -129,7 +129,7 @@ Lightmap baking failed as the lightmapper failed to analyze some of the meshes marked as static for baking. </constant> <constant name="BAKE_ERROR_CANT_CREATE_IMAGE" value="7" enum="BakeError"> - Lightmap baking failed as the resulting image couldn't be saved or imported by Godot after it was saved. + Lightmap baking failed as the resulting image couldn't be saved or imported by Redot after it was saved. </constant> <constant name="BAKE_ERROR_USER_ABORTED" value="8" enum="BakeError"> The user aborted the lightmap baking operation (typically by clicking the [b]Cancel[/b] button in the progress dialog). diff --git a/doc/classes/Lightmapper.xml b/doc/classes/Lightmapper.xml index 1febd39829..e841e0e66f 100644 --- a/doc/classes/Lightmapper.xml +++ b/doc/classes/Lightmapper.xml @@ -5,7 +5,7 @@ </brief_description> <description> This class should be extended by custom lightmapper classes. Lightmappers can then be used with [LightmapGI] to provide fast baked global illumination in 3D. - Godot contains a built-in GPU-based lightmapper [LightmapperRD] that uses compute shaders, but custom lightmappers can be implemented by C++ modules. + Redot contains a built-in GPU-based lightmapper [LightmapperRD] that uses compute shaders, but custom lightmappers can be implemented by C++ modules. </description> <tutorials> </tutorials> diff --git a/doc/classes/MainLoop.xml b/doc/classes/MainLoop.xml index 17cc0d78d3..0a00345a47 100644 --- a/doc/classes/MainLoop.xml +++ b/doc/classes/MainLoop.xml @@ -4,8 +4,8 @@ Abstract base class for the game's main loop. </brief_description> <description> - [MainLoop] is the abstract base class for a Godot project's game loop. It is inherited by [SceneTree], which is the default game loop implementation used in Godot 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]godot -s my_loop.gd[/code]) or the "Main Loop Type" project setting is overwritten. + [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. Here is an example script implementing a simple [MainLoop]: [codeblocks] [gdscript] @@ -111,7 +111,7 @@ Specific to the macOS platform. </constant> <constant name="NOTIFICATION_CRASH" value="2012"> - 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. </constant> <constant name="NOTIFICATION_OS_IME_UPDATE" value="2013"> @@ -128,11 +128,11 @@ [b]Note:[/b] On iOS, you only have approximately 5 seconds to finish a task started by this signal. If you go over this allotment, iOS will kill the app instead of pausing it. </constant> <constant name="NOTIFICATION_APPLICATION_FOCUS_IN" value="2016"> - Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Godot instance. + Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Redot instance. Implemented on desktop and mobile platforms. </constant> <constant name="NOTIFICATION_APPLICATION_FOCUS_OUT" value="2017"> - Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a thirdparty application. + Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Redot instance to the OS desktop or a thirdparty application. Implemented on desktop and mobile platforms. </constant> <constant name="NOTIFICATION_TEXT_SERVER_CHANGED" value="2018"> diff --git a/doc/classes/MenuButton.xml b/doc/classes/MenuButton.xml index 16b3772fa9..5fbd8cc631 100644 --- a/doc/classes/MenuButton.xml +++ b/doc/classes/MenuButton.xml @@ -4,7 +4,7 @@ A button that brings up a [PopupMenu] when clicked. </brief_description> <description> - A button that brings up a [PopupMenu] when clicked. To create new items inside this [PopupMenu], use [code]get_popup().add_item("My Item Name")[/code]. You can also create them directly from Godot editor's inspector. + A button that brings up a [PopupMenu] when clicked. To create new items inside this [PopupMenu], use [code]get_popup().add_item("My Item Name")[/code]. You can also create them directly from Redot editor's inspector. See also [BaseButton] which contains common properties and methods associated with this node. </description> <tutorials> diff --git a/doc/classes/MeshDataTool.xml b/doc/classes/MeshDataTool.xml index f339a26e93..855a340e38 100644 --- a/doc/classes/MeshDataTool.xml +++ b/doc/classes/MeshDataTool.xml @@ -46,7 +46,7 @@ [/csharp] [/codeblocks] See also [ArrayMesh], [ImmediateMesh] and [SurfaceTool] for procedural geometry generation. - [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. + [b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. </description> <tutorials> <link title="Using the MeshDataTool">$DOCS_URL/tutorials/3d/procedural_geometry/meshdatatool.html</link> diff --git a/doc/classes/MovieWriter.xml b/doc/classes/MovieWriter.xml index e96080d6a8..16fcdafd2c 100644 --- a/doc/classes/MovieWriter.xml +++ b/doc/classes/MovieWriter.xml @@ -4,9 +4,9 @@ Abstract class for non-real-time video recording encoders. </brief_description> <description> - Godot can record videos with non-real-time simulation. Like the [code]--fixed-fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url], this forces the reported [code]delta[/code] in [method Node._process] functions to be identical across frames, regardless of how long it actually took to render the frame. This can be used to record high-quality videos with perfect frame pacing regardless of your hardware's capabilities. - Godot has 2 built-in [MovieWriter]s: - - AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most. + Redot can record videos with non-real-time simulation. Like the [code]--fixed-fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url], this forces the reported [code]delta[/code] in [method Node._process] functions to be identical across frames, regardless of how long it actually took to render the frame. This can be used to record high-quality videos with perfect frame pacing regardless of your hardware's capabilities. + Redot has 2 built-in [MovieWriter]s: + - AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Redot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most. - PNG image sequence for video and WAV for audio ([code].png[/code] file extension). Lossless compression, large file sizes, slow encoding. Designed to be encoded to a video file with another tool such as [url=https://ffmpeg.org/]FFmpeg[/url] after recording. Transparency is currently not supported, even if the root viewport is set to be transparent. If you need to encode to a different format or pipe a stream through third-party software, you can extend the [MovieWriter] class to create your own movie writers. This should typically be done using GDExtension for performance reasons. [b]Editor usage:[/b] A default movie file path can be specified in [member ProjectSettings.editor/movie_writer/movie_file]. Alternatively, for running single scenes, a [code]movie_file[/code] metadata can be added to the root node, specifying the path to a movie file that will be used when recording that scene. Once a path is set, click the video reel icon in the top-right corner of the editor to enable Movie Maker mode, then run any scene as usual. The engine will start recording as soon as the splash screen is finished, and it will only stop recording when the engine quits. Click the video reel icon again to disable Movie Maker mode. Note that toggling Movie Maker mode does not affect project instances that are already running. diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml index edb2c39e24..d8f21fb6ee 100644 --- a/doc/classes/MultiplayerPeer.xml +++ b/doc/classes/MultiplayerPeer.xml @@ -5,7 +5,7 @@ </brief_description> <description> Manages the connection with one or more remote peers acting as server or client and assigning unique IDs to each of them. See also [MultiplayerAPI]. - [b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice. + [b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and isn't meant to be used by non-Redot servers. It may change without notice. [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. </description> <tutorials> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index c07948b546..2228541591 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -4,8 +4,8 @@ Base class for all scene objects. </brief_description> <description> - 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. - 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 Godot projects. + 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. This means that when adding a node to the scene tree, the following order will be used for the callbacks: [method _enter_tree] of the parent, [method _enter_tree] of the children, [method _ready] of the children and finally [method _ready] of the parent (recursively for the entire scene tree). @@ -14,12 +14,12 @@ To keep track of the scene hierarchy (especially when instantiating scenes into other scenes), an "owner" can be set for the node with the [member owner] property. This keeps track of who instantiated what. This is mostly useful when writing editors and tools, though. Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children. [b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See [method add_to_group], [method is_in_group] and [method remove_from_group]. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on [SceneTree]. - [b]Networking with nodes:[/b] After connecting to a server (or making one, see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos. + [b]Networking with nodes:[/b] After connecting to a server (or making one, see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Redot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos. [b]Note:[/b] The [code]script[/code] property is part of the [Object] class, not [Node]. It isn't exposed like most properties but does have a setter and getter (see [method Object.set_script] and [method Object.get_script]). </description> <tutorials> <link title="Nodes and scenes">$DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html</link> - <link title="All Demos">https://github.com/godotengine/godot-demo-projects/</link> + <link title="All Demos">https://github.com/redot-engine/redot-demo-projects/</link> </tutorials> <methods> <method name="_enter_tree" qualifiers="virtual"> @@ -132,6 +132,17 @@ [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan). </description> </method> + <method name="_unhandled_picking_input" qualifiers="virtual"> + <return type="void" /> + <param index="0" name="event" type="InputEvent" /> + <description> + Called when an [InputEventKey] hasn't been consumed by physics picking. The input event propagates up through the node tree in the current [Viewport] until a node consumes it. + It is only called if unhandled picking input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_picking_input]. + To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called. + This method can be used to handle mouse and touch events that were not set to handled during physics picking. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan). + </description> + </method> <method name="add_child"> <return type="void" /> <param index="0" name="node" type="Node" /> @@ -696,6 +707,12 @@ Returns [code]true[/code] if the node is processing unhandled key input (see [method set_process_unhandled_key_input]). </description> </method> + <method name="is_processing_unhandled_picking_input" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if the node is processing unhandled physics input (see [method set_process_unhandled_picking_input]). + </description> + </method> <method name="move_child"> <return type="void" /> <param index="0" name="child_node" type="Node" /> @@ -960,6 +977,13 @@ [b]Note:[/b] If [method _unhandled_key_input] is overridden, this will be automatically enabled before [method _ready] is called. </description> </method> + <method name="set_process_unhandled_picking_input"> + <return type="void" /> + <param index="0" name="enable" type="bool" /> + <description> + Enables unhandled picking input processing. Enabled automatically if [method _unhandled_picking_input] is overridden. Any calls to this before [method _ready] will be ignored. + </description> + </method> <method name="set_scene_instance_load_placeholder"> <return type="void" /> <param index="0" name="load_placeholder" type="bool" /> @@ -1175,10 +1199,10 @@ Notification received when [method reset_physics_interpolation] is called on the node or its ancestors. </constant> <constant name="NOTIFICATION_EDITOR_PRE_SAVE" value="9001"> - Notification received right before the scene with the node is saved in the editor. This notification is only sent in the Godot editor and will not occur in exported projects. + Notification received right before the scene with the node is saved in the editor. This notification is only sent in the Redot editor and will not occur in exported projects. </constant> <constant name="NOTIFICATION_EDITOR_POST_SAVE" value="9002"> - Notification received right after the scene with the node is saved in the editor. This notification is only sent in the Godot editor and will not occur in exported projects. + Notification received right after the scene with the node is saved in the editor. This notification is only sent in the Redot editor and will not occur in exported projects. </constant> <constant name="NOTIFICATION_WM_MOUSE_ENTER" value="1002"> Notification received when the mouse enters the window. @@ -1237,7 +1261,7 @@ Implemented only on macOS. </constant> <constant name="NOTIFICATION_CRASH" value="2012"> - 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. </constant> <constant name="NOTIFICATION_OS_IME_UPDATE" value="2013"> @@ -1254,11 +1278,11 @@ [b]Note:[/b] On iOS, you only have approximately 5 seconds to finish a task started by this signal. If you go over this allotment, iOS will kill the app instead of pausing it. </constant> <constant name="NOTIFICATION_APPLICATION_FOCUS_IN" value="2016"> - Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Godot instance. + Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Redot instance. Implemented on desktop and mobile platforms. </constant> <constant name="NOTIFICATION_APPLICATION_FOCUS_OUT" value="2017"> - Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a thirdparty application. + Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Redot instance to the OS desktop or a thirdparty application. Implemented on desktop and mobile platforms. </constant> <constant name="NOTIFICATION_TEXT_SERVER_CHANGED" value="2018"> diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index 0b2dfcea03..400dca3bbd 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -8,7 +8,7 @@ </description> <tutorials> <link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html</link> - <link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link> + <link title="All 2D Demos">https://github.com/redot-engine/redot-demo-projects/tree/master/2d</link> </tutorials> <methods> <method name="apply_scale"> @@ -23,7 +23,7 @@ <param index="0" name="point" type="Vector2" /> <description> 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] </description> </method> <method name="get_relative_transform_to_parent" qualifiers="const"> @@ -124,7 +124,7 @@ </member> <member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)"> 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. </member> <member name="skew" type="float" setter="set_skew" getter="get_skew" default="0.0"> 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/Node3D.xml b/doc/classes/Node3D.xml index ae13af4b82..a129ce2400 100644 --- a/doc/classes/Node3D.xml +++ b/doc/classes/Node3D.xml @@ -7,11 +7,11 @@ Most basic 3D game object, with a [Transform3D] and visibility settings. All other 3D game objects inherit from [Node3D]. Use [Node3D] as a parent node to move, scale, rotate and show/hide children in a 3D project. Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Node3D] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Node3D]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Node3D] object itself is referred to as object-local coordinate system. [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg_to_rad]. - [b]Note:[/b] Be aware that "Spatial" nodes are now called "Node3D" starting with Godot 4. Any Godot 3.x references to "Spatial" nodes refer to "Node3D" in Godot 4. + [b]Note:[/b] Be aware that "Spatial" nodes are now called "Node3D" starting with Redot 4. Any Redot 3.x references to "Spatial" nodes refer to "Node3D" in Redot 4. </description> <tutorials> <link title="Introduction to 3D">$DOCS_URL/tutorials/3d/introduction_to_3d.html</link> - <link title="All 3D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/3d</link> + <link title="All 3D Demos">https://github.com/Redot-Engine/redot-demo-projects/tree/master/3d</link> </tutorials> <methods> <method name="add_gizmo"> @@ -320,7 +320,7 @@ </member> <member name="scale" type="Vector3" setter="set_scale" getter="get_scale" default="Vector3(1, 1, 1)"> Scale part of the local transformation. - [b]Note:[/b] Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, the scale values will either be all positive or all negative. + [b]Note:[/b] Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Redot, the scale values will either be all positive or all negative. [b]Note:[/b] Not all nodes are visually scaled by the [member scale] property. For example, [Light3D]s are not visually affected by [member scale]. </member> <member name="top_level" type="bool" setter="set_as_top_level" getter="is_set_as_top_level" default="false"> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 777950c075..25b7414378 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -5,7 +5,7 @@ </brief_description> <description> 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. </description> <tutorials> <link title="Operating System Testing Demo">https://godotengine.org/asset-library/asset/2789</link> @@ -22,7 +22,7 @@ <method name="close_midi_inputs"> <return type="void" /> <description> - Shuts down the system MIDI driver. Godot will no longer receive [InputEventMIDI]. See also [method open_midi_inputs] and [method get_connected_midi_inputs]. + Shuts down the system MIDI driver. Redot will no longer receive [InputEventMIDI]. See also [method open_midi_inputs] and [method get_connected_midi_inputs]. [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> @@ -38,7 +38,7 @@ <return type="int" /> <param index="0" name="arguments" type="PackedStringArray" /> <description> - Creates a new instance of Godot that runs independently. The [param arguments] are used in the given order and separated by a space. + Creates a new instance of Redot that runs independently. The [param arguments] are used in the given order and separated by a space. If the process is successfully created, this method returns the new process' ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process cannot be created, this method returns [code]-1[/code]. See [method create_process] if you wish to run a different process. [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows. @@ -50,7 +50,7 @@ <param index="1" name="arguments" type="PackedStringArray" /> <param index="2" name="open_console" type="bool" default="false" /> <description> - Creates a new process that runs independently of Godot. It will not terminate when Godot 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: @@ -134,7 +134,7 @@ <param index="1" name="arguments" type="PackedStringArray" /> <param index="2" name="blocking" type="bool" default="true" /> <description> - Creates a new process that runs independently of Godot with redirected IO. It will not terminate when Godot 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 with redirected IO. 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. If [param blocking] is [code]false[/code], created pipes work in non-blocking mode, i.e. read and write operations will return immediately. Use [method FileAccess.get_error] to check if the last read/write operation was successful. If the process cannot be created, this method returns an empty [Dictionary]. Otherwise, this method returns a [Dictionary] with the following keys: - [code]"stdio"[/code] - [FileAccess] to access the process stdin and stdout pipes (read/write). @@ -173,7 +173,7 @@ <return type="String" /> <description> Returns the [i]global[/i] cache data directory according to the operating system's standards. - On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. + On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. </description> </method> @@ -223,8 +223,8 @@ <description> 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] - # Godot has been executed with the following command: - # godot --fullscreen -- --level=2 --hardcore + # Redot has been executed with the following command: + # redot --fullscreen -- --level=2 --hardcore OS.get_cmdline_args() # Returns ["--fullscreen", "--level=2", "--hardcore"] OS.get_cmdline_user_args() # Returns ["--level=2", "--hardcore"] @@ -236,7 +236,7 @@ <return type="String" /> <description> Returns the [i]global[/i] user configuration directory according to the operating system's standards. - On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. + On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. </description> </method> @@ -251,7 +251,7 @@ <return type="String" /> <description> Returns the [i]global[/i] user data directory according to the operating system's standards. - On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. + On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. </description> </method> @@ -285,7 +285,7 @@ <return type="String" /> <description> 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. </description> </method> <method name="get_granted_permissions" qualifiers="const"> @@ -537,7 +537,7 @@ <method name="get_user_data_dir" qualifiers="const"> <return type="String" /> <description> - 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. @@ -587,9 +587,9 @@ <method name="is_debug_build" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the Godot binary used to run the project is a [i]debug[/i] export template, or when running in the editor. - Returns [code]false[/code] if the Godot binary used to run the project is a [i]release[/i] export template. - [b]Note:[/b] To check whether the Godot binary used to run the project is an export template (debug or release), use [code]OS.has_feature("template")[/code] instead. + Returns [code]true[/code] if the Redot binary used to run the project is a [i]debug[/i] export template, or when running in the editor. + Returns [code]false[/code] if the Redot binary used to run the project is a [i]release[/i] export template. + [b]Note:[/b] To check whether the Redot binary used to run the project is an export template (debug or release), use [code]OS.has_feature("template")[/code] instead. </description> </method> <method name="is_keycode_unicode" qualifiers="const"> @@ -679,7 +679,7 @@ <method name="open_midi_inputs"> <return type="void" /> <description> - Initializes the singleton for the system MIDI driver, allowing Godot to receive [InputEventMIDI]. See also [method get_connected_midi_inputs] and [method close_midi_inputs]. + Initializes the singleton for the system MIDI driver, allowing Redot to receive [InputEventMIDI]. See also [method get_connected_midi_inputs] and [method close_midi_inputs]. [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> @@ -717,7 +717,7 @@ <param index="0" name="variable" type="String" /> <param index="1" name="value" type="String" /> <description> - Sets the value of the environment variable [param variable] to [param value]. The environment variable will be set for the Godot process and any process executed with [method execute] after running [method set_environment]. The environment variable will [i]not[/i] persist to processes run after the Godot process was terminated. + Sets the value of the environment variable [param variable] to [param value]. The environment variable will be set for the Redot process and any process executed with [method execute] after running [method set_environment]. The environment variable will [i]not[/i] persist to processes run after the Redot process was terminated. [b]Note:[/b] Environment variable names are case-sensitive on all platforms except Windows. The [param variable] name cannot be empty or include the [code]=[/code] character. On Windows, there is a 32767 characters limit for the combined length of [param variable], [param value], and the [code]=[/code] and null terminator characters that will be registered in the environment block. </description> </method> @@ -744,7 +744,7 @@ <param index="0" name="enabled" type="bool" /> <description> If [param enabled] is [code]true[/code], when opening a file for writing, a temporary file is used in its place. When closed, it is automatically applied to the target file. - This can useful when files may be opened by other applications, such as antiviruses, text editors, or even the Godot editor itself. + This can useful when files may be opened by other applications, such as antiviruses, text editors, or even the Redot editor itself. </description> </method> <method name="shell_open"> @@ -753,7 +753,7 @@ <description> 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 Godot 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. @@ -775,7 +775,7 @@ <return type="void" /> <param index="0" name="variable" type="String" /> <description> - Removes the given environment variable from the current environment, if it exists. The [param variable] name cannot be empty or include the [code]=[/code] character. The environment variable will be removed for the Godot process and any process executed with [method execute] after running [method unset_environment]. The removal of the environment variable will [i]not[/i] persist to processes run after the Godot process was terminated. + Removes the given environment variable from the current environment, if it exists. The [param variable] name cannot be empty or include the [code]=[/code] character. The environment variable will be removed for the Redot process and any process executed with [method execute] after running [method unset_environment]. The removal of the environment variable will [i]not[/i] persist to processes run after the Redot process was terminated. [b]Note:[/b] Environment variable names are case-sensitive on all platforms except Windows. </description> </method> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 2767a11e80..e5c685605a 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -9,7 +9,7 @@ To delete an Object instance, call [method free]. This is necessary for most classes inheriting Object, because they do not manage memory on their own, and will otherwise cause memory leaks when no longer in use. There are a few classes that perform memory management. For example, [RefCounted] (and by extension [Resource]) deletes itself when no longer referenced, and [Node] deletes its children when freed. Objects can have a [Script] attached to them. Once the [Script] is instantiated, it effectively acts as an extension to the base class, allowing it to define and inherit new properties, methods and signals. Inside a [Script], [method _get_property_list] may be overridden to customize properties in several ways. This allows them to be available to the editor, display as lists of options, sub-divide into groups, save on disk, etc. Scripting languages offer easier ways to customize properties, such as with the [annotation @GDScript.@export] annotation. - Godot is very dynamic. An object's script, and therefore its properties, methods and signals, can be changed at run-time. Because of this, there can be occasions where, for example, a property required by a method may not exist. To prevent run-time errors, see methods such as [method set], [method get], [method call], [method has_method], [method has_signal], etc. Note that these methods are [b]much[/b] slower than direct references. + Redot is very dynamic. An object's script, and therefore its properties, methods and signals, can be changed at run-time. Because of this, there can be occasions where, for example, a property required by a method may not exist. To prevent run-time errors, see methods such as [method set], [method get], [method call], [method has_method], [method has_signal], etc. Note that these methods are [b]much[/b] slower than direct references. In GDScript, you can also check if a given property, method, or signal name exists in an object with the [code]in[/code] operator: [codeblock] var node = Node.new() @@ -340,11 +340,11 @@ Override this method to customize the return value of [method to_string], and therefore the object's representation as a [String]. [codeblock] func _to_string(): - return "Welcome to Godot 4!" + return "Welcome to Redot 4!" func _init(): - print(self) # Prints Welcome to Godot 4!" - var a = str(self) # a is "Welcome to Godot 4!" + print(self) # Prints Welcome to Redot 4!" + var a = str(self) # a is "Welcome to Redot 4!" [/codeblock] </description> </method> @@ -447,7 +447,7 @@ node.Call(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f); [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="call_deferred" qualifiers="vararg"> @@ -468,7 +468,7 @@ [/csharp] [/codeblocks] See also [method Callable.call_deferred]. - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. [b]Note:[/b] If you're looking to delay the function call by a frame, refer to the [signal SceneTree.process_frame] and [signal SceneTree.physics_frame] signals. [codeblock] var node = Node3D.new() @@ -496,7 +496,7 @@ node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f }); [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="can_translate_messages" qualifiers="const"> @@ -521,7 +521,7 @@ A signal can only be connected once to the same [Callable]. If the signal is already connected, this method returns [constant ERR_INVALID_PARAMETER] and pushes an error message, unless the signal is connected with [constant CONNECT_REFERENCE_COUNTED]. To prevent this, use [method is_connected] first to check for existing connections. If the [param callable]'s object is freed, the connection will be lost. [b]Examples with recommended syntax:[/b] - Connecting signals is one of the most common operations in Godot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach. + Connecting signals is one of the most common operations in Redot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach. [codeblocks] [gdscript] func _ready(): @@ -669,7 +669,7 @@ EmitSignal(SignalName.GameOver); [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Redot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="free" keywords="delete, remove, kill, die"> @@ -695,7 +695,7 @@ var a = node.Get(Node2D.PropertyName.Rotation); // a is 1.5 [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Redot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="get_class" qualifiers="const"> @@ -734,7 +734,7 @@ var b = node.GetIndexed("position:y"); // b is -10 [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Redot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. [b]Note:[/b] This method does not support actual paths to nodes in the [SceneTree], only sub-property paths. In the context of nodes, use [method Node.get_node_and_resource] instead. </description> </method> @@ -766,7 +766,7 @@ <param index="0" name="method" type="StringName" /> <description> Returns the number of arguments of the given [param method] by name. - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="get_method_list" qualifiers="const"> @@ -792,7 +792,7 @@ - [code]hint[/code] is [i]how[/i] the property is meant to be edited (see [enum PropertyHint]); - [code]hint_string[/code] depends on the hint (see [enum PropertyHint]); - [code]usage[/code] is a combination of [enum PropertyUsageFlags]. - [b]Note:[/b] In GDScript, all class members are treated as properties. In C# and GDExtension, it may be necessary to explicitly mark class members as Godot properties using decorators or attributes. + [b]Note:[/b] In GDScript, all class members are treated as properties. In C# and GDExtension, it may be necessary to explicitly mark class members as Redot properties using decorators or attributes. </description> </method> <method name="get_script" qualifiers="const"> @@ -829,7 +829,7 @@ <param index="0" name="signal" type="StringName" /> <description> Returns [code]true[/code] if any connection exists on the given [param signal] name. - [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="has_meta" qualifiers="const"> @@ -846,7 +846,7 @@ <param index="0" name="method" type="StringName" /> <description> Returns [code]true[/code] if the given [param method] name exists in the object. - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="has_signal" qualifiers="const"> @@ -854,7 +854,7 @@ <param index="0" name="signal" type="StringName" /> <description> Returns [code]true[/code] if the given [param signal] name exists in the object. - [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="has_user_signal" qualifiers="const"> @@ -898,7 +898,7 @@ <param index="1" name="callable" type="Callable" /> <description> Returns [code]true[/code] if a connection exists between the given [param signal] name and [param callable]. - [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="is_queued_for_deletion" qualifiers="const"> @@ -994,7 +994,7 @@ GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5) [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Redot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="set_block_signals"> @@ -1032,7 +1032,7 @@ GD.Print(node.Rotation); // Prints 3.0 [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Redot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="set_indexed"> @@ -1055,7 +1055,7 @@ GD.Print(node.Position); // Prints (42, -10) [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Redot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="set_message_translation"> diff --git a/doc/classes/PackedByteArray.xml b/doc/classes/PackedByteArray.xml index 75193ae8ed..70457895ff 100644 --- a/doc/classes/PackedByteArray.xml +++ b/doc/classes/PackedByteArray.xml @@ -175,7 +175,7 @@ <param index="1" name="compression_mode" type="int" default="0" /> <description> 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. </description> </method> <method name="decompress_dynamic" qualifiers="const"> @@ -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. </description> </method> <method name="duplicate"> @@ -465,7 +465,7 @@ <method name="to_float64_array" qualifiers="const"> <return type="PackedFloat64Array" /> <description> - Returns a copy of the data converted to a [PackedFloat64Array], where each block of 8 bytes has been converted to a 64-bit float (C++ [code]double[/code], Godot [float]). + Returns a copy of the data converted to a [PackedFloat64Array], where each block of 8 bytes has been converted to a 64-bit float (C++ [code]double[/code], Redot [float]). The size of the input array must be a multiple of 8 (size of 64-bit double). The size of the new array will be [code]byte_array.size() / 8[/code]. If the original data can't be converted to 64-bit floats, the resulting data is undefined. </description> @@ -481,7 +481,7 @@ <method name="to_int64_array" qualifiers="const"> <return type="PackedInt64Array" /> <description> - Returns a copy of the data converted to a [PackedInt64Array], where each block of 8 bytes has been converted to a signed 64-bit integer (C++ [code]int64_t[/code], Godot [int]). + Returns a copy of the data converted to a [PackedInt64Array], where each block of 8 bytes has been converted to a signed 64-bit integer (C++ [code]int64_t[/code], Redot [int]). The size of the input array must be a multiple of 8 (size of 64-bit integer). The size of the new array will be [code]byte_array.size() / 8[/code]. If the original data can't be converted to signed 64-bit integers, the resulting data is undefined. </description> diff --git a/doc/classes/PanoramaSkyMaterial.xml b/doc/classes/PanoramaSkyMaterial.xml index 9e579cc7e5..d1d5b1ca90 100644 --- a/doc/classes/PanoramaSkyMaterial.xml +++ b/doc/classes/PanoramaSkyMaterial.xml @@ -5,7 +5,7 @@ </brief_description> <description> A resource referenced in a [Sky] that is used to draw a background. [PanoramaSkyMaterial] functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a [Cubemap]. - Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR ([code].exr[/code]) image formats for this purpose. + Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Redot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR ([code].exr[/code]) image formats for this purpose. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map. </description> <tutorials> diff --git a/doc/classes/PhysicalBone2D.xml b/doc/classes/PhysicalBone2D.xml index db8c61ed54..32b6e6bdf1 100644 --- a/doc/classes/PhysicalBone2D.xml +++ b/doc/classes/PhysicalBone2D.xml @@ -20,7 +20,7 @@ <method name="is_simulating_physics" qualifiers="const"> <return type="bool" /> <description> - Returns a boolean that indicates whether the [PhysicalBone2D] is running and simulating using the Godot 2D physics engine. When [code]true[/code], the PhysicalBone2D node is using physics. + Returns a boolean that indicates whether the [PhysicalBone2D] is running and simulating using the Redot 2D physics engine. When [code]true[/code], the PhysicalBone2D node is using physics. </description> </method> </methods> diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index bd960e3da5..11dba05477 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -1179,15 +1179,15 @@ </constant> <constant name="JOINT_PARAM_BIAS" value="0" enum="JointParam"> Constant to set/get how fast the joint pulls the bodies back to satisfy the joint constraint. The lower the value, the more the two bodies can pull on the joint. The default value of this parameter is [code]0.0[/code]. - [b]Note:[/b] In Godot Physics, this parameter is only used for pin joints and groove joints. + [b]Note:[/b] In Redot Physics, this parameter is only used for pin joints and groove joints. </constant> <constant name="JOINT_PARAM_MAX_BIAS" value="1" enum="JointParam"> Constant to set/get the maximum speed with which the joint can apply corrections. The default value of this parameter is [code]3.40282e+38[/code]. - [b]Note:[/b] In Godot Physics, this parameter is only used for groove joints. + [b]Note:[/b] In Redot Physics, this parameter is only used for groove joints. </constant> <constant name="JOINT_PARAM_MAX_FORCE" value="2" enum="JointParam"> Constant to set/get the maximum force that the joint can use to act on the two bodies. The default value of this parameter is [code]3.40282e+38[/code]. - [b]Note:[/b] In Godot Physics, this parameter is only used for groove joints. + [b]Note:[/b] In Redot Physics, this parameter is only used for groove joints. </constant> <constant name="PIN_JOINT_SOFTNESS" value="0" enum="PinJointParam"> Constant to set/get a how much the bond of the pin joint can flex. The default value of this parameter is [code]0.0[/code]. diff --git a/doc/classes/PhysicsServer2DExtension.xml b/doc/classes/PhysicsServer2DExtension.xml index 07c65915c6..5432dad3f6 100644 --- a/doc/classes/PhysicsServer2DExtension.xml +++ b/doc/classes/PhysicsServer2DExtension.xml @@ -423,7 +423,7 @@ <param index="0" name="body" type="RID" /> <description> 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. </description> </method> <method name="_body_get_continuous_collision_detection_mode" qualifiers="virtual const"> @@ -591,7 +591,7 @@ <param index="1" name="threshold" type="float" /> <description> 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. </description> </method> <method name="_body_set_continuous_collision_detection_mode" qualifiers="virtual"> diff --git a/doc/classes/PhysicsServer2DManager.xml b/doc/classes/PhysicsServer2DManager.xml index 5b6e9812f6..4c837b2545 100644 --- a/doc/classes/PhysicsServer2DManager.xml +++ b/doc/classes/PhysicsServer2DManager.xml @@ -5,7 +5,7 @@ </brief_description> <description> [PhysicsServer2DManager] is the API for registering [PhysicsServer2D] implementations and for setting the default implementation. - [b]Note:[/b] It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Godot itself and possibly by GDExtensions. + [b]Note:[/b] It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Redot itself and possibly by GDExtensions. </description> <tutorials> </tutorials> diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index f87d6342c7..f3f8ea9403 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -1006,7 +1006,7 @@ <param index="0" name="shape" type="RID" /> <description> Returns the collision margin for the shape. - [b]Note:[/b] This is not used in Godot Physics, so will always return [code]0[/code]. + [b]Note:[/b] This is not used in Redot Physics, so will always return [code]0[/code]. </description> </method> <method name="shape_get_type" qualifiers="const"> @@ -1030,7 +1030,7 @@ <param index="1" name="margin" type="float" /> <description> Sets the collision margin for the shape. - [b]Note:[/b] This is not used in Godot Physics. + [b]Note:[/b] This is not used in Redot Physics. </description> </method> <method name="slider_joint_get_param" qualifiers="const"> @@ -1141,7 +1141,7 @@ <param index="1" name="state" type="int" enum="PhysicsServer3D.BodyState" /> <description> 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]. </description> </method> <method name="soft_body_get_total_mass" qualifiers="const"> @@ -1223,7 +1223,7 @@ <param index="1" name="drag_coefficient" type="float" /> <description> 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. </description> </method> <method name="soft_body_set_linear_stiffness"> @@ -1281,7 +1281,7 @@ <param index="2" name="variant" type="Variant" /> <description> 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]. </description> </method> <method name="soft_body_set_total_mass"> diff --git a/doc/classes/PhysicsServer3DManager.xml b/doc/classes/PhysicsServer3DManager.xml index a187f3c355..d459379d03 100644 --- a/doc/classes/PhysicsServer3DManager.xml +++ b/doc/classes/PhysicsServer3DManager.xml @@ -5,7 +5,7 @@ </brief_description> <description> [PhysicsServer3DManager] is the API for registering [PhysicsServer3D] implementations and for setting the default implementation. - [b]Note:[/b] It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Godot itself and possibly by GDExtensions. + [b]Note:[/b] It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Redot itself and possibly by GDExtensions. </description> <tutorials> </tutorials> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 4d41d2e94a..853958d1e5 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -118,7 +118,7 @@ <return type="String" /> <param index="0" name="path" type="String" /> <description> - Returns the absolute, native OS path corresponding to the localized [param path] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path]. + Returns the absolute, native OS path corresponding to the localized [param path] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot projects[/url] to see what those paths convert to. See also [method localize_path]. [b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project: [codeblock] var path = "" @@ -247,7 +247,7 @@ If [code]true[/code], scale the boot splash image to the full window size (preserving the aspect ratio) when the engine starts. If [code]false[/code], the engine will leave it at the default pixel size. </member> <member name="application/boot_splash/image" type="String" setter="" getter="" default=""""> - Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead. + Path to an image used as the boot splash. If left empty, the default Redot Engine splash will be displayed instead. [b]Note:[/b] Only effective if [member application/boot_splash/show_image] is [code]true[/code]. [b]Note:[/b] The only supported format is PNG. Using another image format will result in an error. [b]Note:[/b] The image will also show when opening the project in the editor. If you want to display the default splash image in the editor, add an empty override for [code]editor_hint[/code] feature. @@ -265,7 +265,7 @@ If [code]true[/code], the application automatically accepts quitting requests. </member> <member name="application/config/custom_user_dir_name" type="String" setter="" getter="" default=""""> - This user directory is used for storing persistent data ([code]user://[/code] filesystem). If a custom directory name is defined, this name will be appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]). + This user directory is used for storing persistent data ([code]user://[/code] filesystem). If a custom directory name is defined, this name will be appended to the system-specific user data directory (same parent folder as the Redot configuration folder documented in [method OS.get_user_data_dir]). The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect. [b]Note:[/b] If [member application/config/custom_user_dir_name] contains trailing periods, they will be stripped as folder names ending with a period are not allowed on Windows. </member> @@ -294,7 +294,7 @@ </member> <member name="application/config/use_custom_user_dir" type="bool" setter="" getter="" default="false"> If [code]true[/code], the project will save user data to its own user directory. If [member application/config/custom_user_dir_name] is empty, [code]<OS user data directory>/<project name>[/code] directory will be used. If [code]false[/code], the project will save user data to [code]<OS user data directory>/Godot/app_userdata/<project name>[/code]. - See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-data-user]File paths in Godot projects[/url]. This setting is only effective on desktop platforms. + See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-data-user]File paths in Redot projects[/url]. This setting is only effective on desktop platforms. </member> <member name="application/config/use_hidden_project_data_directory" type="bool" setter="" getter="" default="true"> If [code]true[/code], the project will use a hidden directory ([code].godot[/code]) for storing project-specific data (metadata, shader cache, etc.). @@ -392,7 +392,7 @@ </member> <member name="audio/driver/output_latency" type="int" setter="" getter="" default="15"> Specifies the preferred output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible crackling on slower hardware. - Audio output latency may be constrained by the host operating system and audio hardware drivers. If the host can not provide the specified audio output latency then Godot will attempt to use the nearest latency allowed by the host. As such you should always use [method AudioServer.get_output_latency] to determine the actual audio output latency. + Audio output latency may be constrained by the host operating system and audio hardware drivers. If the host can not provide the specified audio output latency then Redot will attempt to use the nearest latency allowed by the host. As such you should always use [method AudioServer.get_output_latency] to determine the actual audio output latency. Audio output latency can be overridden using the [code]--audio-output-latency <ms>[/code] command line argument. [b]Note:[/b] This setting is ignored on Android, and on all versions of Windows prior to Windows 10. </member> @@ -624,7 +624,7 @@ <member name="debug/settings/crash_handler/message" type="String" setter="" getter="" default=""Please include this when reporting the bug to the project developer.""> Message to be displayed before the backtrace when the engine crashes. By default, this message is only used in exported projects due to the editor-only override applied to this setting. </member> - <member name="debug/settings/crash_handler/message.editor" type="String" setter="" getter="" default=""Please include this when reporting the bug on: https://github.com/godotengine/godot/issues""> + <member name="debug/settings/crash_handler/message.editor" type="String" setter="" getter="" default=""Please include this when reporting the bug on: https://github.com/Redot-Engine/redot-engine/issues""> Editor-only override for [member debug/settings/crash_handler/message]. Does not affect exported projects in debug or release mode. </member> <member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024"> @@ -938,7 +938,7 @@ </member> <member name="dotnet/project/solution_directory" type="String" setter="" getter="" default=""""> Directory that contains the [code].sln[/code] file. By default, the [code].sln[/code] files is in the root of the project directory, next to the [code]project.godot[/code] and [code].csproj[/code] files. - Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other. + Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Redot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other. </member> <member name="editor/export/convert_text_resources_to_binary" type="bool" setter="" getter="" default="true"> If [code]true[/code], text resource ([code]tres[/code]) and text scene ([code]tscn[/code]) files are converted to their corresponding binary format on export. This decreases file sizes and speeds up loading slightly. @@ -970,8 +970,8 @@ </member> <member name="editor/movie_writer/movie_file" type="String" setter="" getter="" default=""""> The output path for the movie. The file extension determines the [MovieWriter] that will be used. - Godot has 2 built-in [MovieWriter]s: - - AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most. + Redot has 2 built-in [MovieWriter]s: + - AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Redot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most. - PNG image sequence for video and WAV for audio ([code].png[/code] file extension). Lossless compression, large file sizes, slow encoding. Designed to be encoded to a video file with another tool such as [url=https://ffmpeg.org/]FFmpeg[/url] after recording. Transparency is currently not supported, even if the root viewport is set to be transparent. If you need to encode to a different format or pipe a stream through third-party software, you can extend this [MovieWriter] class to create your own movie writers. When using PNG output, the frame number will be appended at the end of the file name. It starts from 0 and is padded with 8 digits to ensure correct sorting and easier processing. For example, if the output path is [code]/tmp/hello.png[/code], the first two frames will be [code]/tmp/hello00000000.png[/code] and [code]/tmp/hello00000001.png[/code]. The audio will be saved at [code]/tmp/hello.wav[/code]. @@ -998,8 +998,8 @@ 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. </member> <member name="editor/run/main_run_args" type="String" setter="" getter="" default=""""> - 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 Godot 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% @@ -1009,7 +1009,7 @@ Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files. </member> <member name="editor/script/templates_search_path" type="String" setter="" getter="" default=""res://script_templates""> - Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path. + Search path for project-specific script templates. Redot will search for script templates both in the editor-specific path and in this project-specific path. </member> <member name="editor/version_control/autoload_on_startup" type="bool" setter="" getter="" default="false"> </member> @@ -1020,20 +1020,20 @@ This requires configuring a path to a Blender executable in the editor settings at [code]filesystem/import/blender/blender_path[/code]. Blender 3.0 or later is required. </member> <member name="filesystem/import/blender/enabled.android" type="bool" setter="" getter="" default="false"> - Override for [member filesystem/import/blender/enabled] on Android where Blender can't easily be accessed from Godot. + Override for [member filesystem/import/blender/enabled] on Android where Blender can't easily be accessed from Redot. </member> <member name="filesystem/import/blender/enabled.web" type="bool" setter="" getter="" default="false"> - Override for [member filesystem/import/blender/enabled] on the Web where Blender can't easily be accessed from Godot. + Override for [member filesystem/import/blender/enabled] on the Web where Blender can't easily be accessed from Redot. </member> <member name="filesystem/import/fbx2gltf/enabled" type="bool" setter="" getter="" default="true"> If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] extension will be imported by converting them to glTF 2.0. This requires configuring a path to an FBX2glTF executable in the editor settings at [member EditorSettings.filesystem/import/fbx/fbx2gltf_path]. </member> <member name="filesystem/import/fbx2gltf/enabled.android" type="bool" setter="" getter="" default="false"> - Override for [member filesystem/import/fbx2gltf/enabled] on Android where FBX2glTF can't easily be accessed from Godot. + Override for [member filesystem/import/fbx2gltf/enabled] on Android where FBX2glTF can't easily be accessed from Redot. </member> <member name="filesystem/import/fbx2gltf/enabled.web" type="bool" setter="" getter="" default="false"> - Override for [member filesystem/import/fbx2gltf/enabled] on the Web where FBX2glTF can't easily be accessed from Godot. + Override for [member filesystem/import/fbx2gltf/enabled] on the Web where FBX2glTF can't easily be accessed from Redot. </member> <member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0"> Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden. @@ -2101,7 +2101,7 @@ Optional name for the navigation avoidance layer 32. If left empty, the layer will display as "Layer 32". </member> <member name="memory/limits/message_queue/max_size_mb" type="int" setter="" getter="" default="32"> - Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here. + Redot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here. </member> <member name="navigation/2d/default_cell_size" type="float" setter="" getter="" default="1.0"> Default cell size for 2D navigation maps. See [method NavigationServer2D.map_set_cell_size]. @@ -2164,7 +2164,7 @@ Maximum number of warnings allowed to be sent from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. </member> <member name="network/limits/packet_peer_stream/max_buffer_po2" type="int" setter="" getter="" default="16"> - Default size of packet peer stream for deserializing Godot data (in bytes, specified as a power of two). The default value [code]16[/code] is equal to 65,536 bytes. Over this size, data is dropped. + Default size of packet peer stream for deserializing Redot data (in bytes, specified as a power of two). The default value [code]16[/code] is equal to 65,536 bytes. Over this size, data is dropped. </member> <member name="network/limits/tcp/connect_timeout_seconds" type="int" setter="" getter="" default="30"> Timeout (in seconds) for connection attempts using TCP. @@ -2173,15 +2173,15 @@ Maximum size (in kiB) for the [WebRTCDataChannel] input buffer. </member> <member name="network/tls/certificate_bundle_override" type="String" setter="" getter="" default=""""> - 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. </member> <member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0"> The default rotational motion damping in 2D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present. 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] Godot 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, Godot 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]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] 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. </member> <member name="physics/2d/default_gravity" type="float" setter="" getter="" default="980.0"> The default gravity strength in 2D (in pixels per second squared). @@ -2214,9 +2214,9 @@ <member name="physics/2d/default_linear_damp" type="float" setter="" getter="" default="0.1"> The default linear motion damping in 2D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present. 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] Godot 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, Godot 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]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] 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. </member> <member name="physics/2d/physics_engine" type="String" setter="" getter="" default=""DEFAULT""> Sets which physics engine to use for 2D physics. @@ -2258,9 +2258,9 @@ <member name="physics/3d/default_angular_damp" type="float" setter="" getter="" default="0.1"> The default rotational motion damping in 3D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present. 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] Godot 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, Godot 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]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] 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. </member> <member name="physics/3d/default_gravity" type="float" setter="" getter="" default="9.8"> The default gravity strength in 3D (in meters per second squared). @@ -2293,9 +2293,9 @@ <member name="physics/3d/default_linear_damp" type="float" setter="" getter="" default="0.1"> The default linear motion damping in 3D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present. 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] Godot 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, Godot 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]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] 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. </member> <member name="physics/3d/physics_engine" type="String" setter="" getter="" default=""DEFAULT""> Sets which physics engine to use for 3D physics. @@ -2437,7 +2437,7 @@ <member name="rendering/driver/threads/thread_model" type="int" setter="" getter="" default="1" experimental="This setting has several known bugs which can lead to crashing, especially when using particles or resizing the window. Not recommended for use in production at this stage."> The thread model to use for rendering. Rendering on a thread may improve performance, but synchronizing to the main thread can cause a bit more jitter. </member> - <member name="rendering/environment/defaults/default_clear_color" type="Color" setter="" getter="" default="Color(0.3, 0.3, 0.3, 1)"> + <member name="rendering/environment/defaults/default_clear_color" type="Color" setter="" getter="" default="Color(0.128, 0.128, 0.128, 1)"> Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color]. </member> <member name="rendering/environment/defaults/default_environment" type="String" setter="" getter="" default=""""> @@ -2678,7 +2678,7 @@ This can increase performance. </member> <member name="rendering/lights_and_shadows/use_physical_light_units" type="bool" setter="" getter="" default="false"> - 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 Godot to real-world lighting. Due to the large dynamic range of lighting conditions present in nature, Godot 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, Godot 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. </member> <member name="rendering/limits/cluster_builder/max_clustered_elements" type="float" setter="" getter="" default="512"> 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. @@ -2966,7 +2966,7 @@ Action map configuration to load by default. </member> <member name="xr/openxr/enabled" type="bool" setter="" getter="" default="false"> - If [code]true[/code], Godot will setup and initialize OpenXR on startup. + If [code]true[/code], Redot will setup and initialize OpenXR on startup. </member> <member name="xr/openxr/environment_blend_mode" type="int" setter="" getter="" default=""0""> Specify how OpenXR should blend in the environment. This is specific to certain AR and passthrough devices where camera images are blended in by the XR compositor. @@ -3010,16 +3010,16 @@ Specify the default reference space. </member> <member name="xr/openxr/startup_alert" type="bool" setter="" getter="" default="true"> - If [code]true[/code], Godot will display an alert modal when OpenXR initialization fails on startup. + If [code]true[/code], Redot will display an alert modal when OpenXR initialization fails on startup. </member> <member name="xr/openxr/submit_depth_buffer" type="bool" setter="" getter="" default="false"> - If [code]true[/code], OpenXR will manage the depth buffer and use the depth buffer for advanced reprojection provided this is supported by the XR runtime. Note that some rendering features in Godot can't be used with this feature. + If [code]true[/code], OpenXR will manage the depth buffer and use the depth buffer for advanced reprojection provided this is supported by the XR runtime. Note that some rendering features in Redot can't be used with this feature. </member> <member name="xr/openxr/view_configuration" type="int" setter="" getter="" default=""1""> Specify the view configuration with which to configure OpenXR setting up either Mono or Stereo rendering. </member> <member name="xr/shaders/enabled" type="bool" setter="" getter="" default="false"> - If [code]true[/code], Godot will compile shaders required for XR. + If [code]true[/code], Redot will compile shaders required for XR. </member> </members> <signals> diff --git a/doc/classes/Projection.xml b/doc/classes/Projection.xml index 1665660da3..d1432b7e57 100644 --- a/doc/classes/Projection.xml +++ b/doc/classes/Projection.xml @@ -308,7 +308,7 @@ <param index="0" name="right" type="Projection" /> <description> Returns [code]true[/code] if the projections are not equal. - [b]Note:[/b] Due to floating-point precision errors, this may return [code]true[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Godot. + [b]Note:[/b] Due to floating-point precision errors, this may return [code]true[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Redot. </description> </operator> <operator name="operator *"> @@ -330,7 +330,7 @@ <param index="0" name="right" type="Projection" /> <description> Returns [code]true[/code] if the projections are equal. - [b]Note:[/b] Due to floating-point precision errors, this may return [code]false[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Godot. + [b]Note:[/b] Due to floating-point precision errors, this may return [code]false[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Redot. </description> </operator> <operator name="operator []"> diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml index 665c6335f2..a9efc0b8cc 100644 --- a/doc/classes/Quaternion.xml +++ b/doc/classes/Quaternion.xml @@ -6,7 +6,7 @@ <description> The [Quaternion] built-in [Variant] type is a 4D data structure that represents rotation in the form of a [url=https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. Compared to the [Basis] type which can store both rotation and scale, quaternions can [i]only[/i] store rotation. A [Quaternion] is composed by 4 floating-point components: [member w], [member x], [member y], and [member z]. These components are very compact in memory, and because of this some operations are more efficient and less likely to cause floating-point errors. Methods such as [method get_angle], [method get_axis], and [method slerp] are faster than their [Basis] counterparts. - For a great introduction to quaternions, see [url=https://www.youtube.com/watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know the math behind quaternions, as Godot provides several helper methods that handle it for you. These include [method slerp] and [method spherical_cubic_interpolate], as well as the [code]*[/code] operator. + For a great introduction to quaternions, see [url=https://www.youtube.com/watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know the math behind quaternions, as Redot provides several helper methods that handle it for you. These include [method slerp] and [method spherical_cubic_interpolate], as well as the [code]*[/code] operator. [b]Note:[/b] Quaternions must be normalized before being used for rotation (see [method normalized]). [b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a quaternion use 32-bit precision by default, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code]. </description> diff --git a/doc/classes/RDPipelineColorBlendStateAttachment.xml b/doc/classes/RDPipelineColorBlendStateAttachment.xml index 616e6343ba..201bc51e8a 100644 --- a/doc/classes/RDPipelineColorBlendStateAttachment.xml +++ b/doc/classes/RDPipelineColorBlendStateAttachment.xml @@ -5,7 +5,7 @@ </brief_description> <description> 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 dc1e70eb55..b06acd8138 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. </member> <member name="enable_depth_test" type="bool" setter="set_enable_depth_test" getter="get_enable_depth_test" default="false"> - 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). </member> <member name="enable_depth_write" type="bool" setter="set_enable_depth_write" getter="get_enable_depth_write" default="false"> 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 62e2b02e2c..3e8b80858d 100644 --- a/doc/classes/RDShaderFile.xml +++ b/doc/classes/RDShaderFile.xml @@ -1,11 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="RDShaderFile" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - 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]. </brief_description> <description> 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. </description> <tutorials> </tutorials> diff --git a/doc/classes/RDShaderSPIRV.xml b/doc/classes/RDShaderSPIRV.xml index dd8a292c61..c22d19d92e 100644 --- a/doc/classes/RDShaderSPIRV.xml +++ b/doc/classes/RDShaderSPIRV.xml @@ -58,19 +58,19 @@ The SPIR-V bytecode for the vertex shader stage. </member> <member name="compile_error_compute" type="String" setter="set_stage_compile_error" getter="get_stage_compile_error" default=""""> - 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. </member> <member name="compile_error_fragment" type="String" setter="set_stage_compile_error" getter="get_stage_compile_error" default=""""> - 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. </member> <member name="compile_error_tesselation_control" type="String" setter="set_stage_compile_error" getter="get_stage_compile_error" default=""""> - 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. </member> <member name="compile_error_tesselation_evaluation" type="String" setter="set_stage_compile_error" getter="get_stage_compile_error" default=""""> - 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. </member> <member name="compile_error_vertex" type="String" setter="set_stage_compile_error" getter="get_stage_compile_error" default=""""> - 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. </member> </members> </class> diff --git a/doc/classes/RDShaderSource.xml b/doc/classes/RDShaderSource.xml index a7b897d56e..ff36cf1c06 100644 --- a/doc/classes/RDShaderSource.xml +++ b/doc/classes/RDShaderSource.xml @@ -5,7 +5,7 @@ </brief_description> <description> 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. </description> <tutorials> </tutorials> @@ -23,7 +23,7 @@ <param index="1" name="source" type="String" /> <description> 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]. </description> </method> </methods> diff --git a/doc/classes/RandomNumberGenerator.xml b/doc/classes/RandomNumberGenerator.xml index 44e29d2322..5135b23d65 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] </member> diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index f2c0b017bc..7e212fbbd3 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -69,7 +69,7 @@ var absolute = rect.Abs(); // absolute is Rect2(-75, -25, 100, 50) [/csharp] [/codeblocks] - [b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. + [b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Redot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. </description> </method> <method name="encloses" qualifiers="const"> @@ -228,7 +228,7 @@ </member> <member name="size" type="Vector2" setter="" getter="" default="Vector2(0, 0)"> The rectangle's width and height, starting from [member position]. Setting this value also affects the [member end] point. - [b]Note:[/b] It's recommended setting the width and height to non-negative values, as most methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. To get an equivalent rectangle with non-negative size, use [method abs]. + [b]Note:[/b] It's recommended setting the width and height to non-negative values, as most methods in Redot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. To get an equivalent rectangle with non-negative size, use [method abs]. </member> </members> <operators> diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index cbd09f8430..93cde7ef5d 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -68,7 +68,7 @@ var absolute = rect.Abs(); // absolute is Rect2I(-75, -25, 100, 50) [/csharp] [/codeblocks] - [b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. + [b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Redot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. </description> </method> <method name="encloses" qualifiers="const"> @@ -207,7 +207,7 @@ </member> <member name="size" type="Vector2i" setter="" getter="" default="Vector2i(0, 0)"> The rectangle's width and height, starting from [member position]. Setting this value also affects the [member end] point. - [b]Note:[/b] It's recommended setting the width and height to non-negative values, as most methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. To get an equivalent rectangle with non-negative size, use [method abs]. + [b]Note:[/b] It's recommended setting the width and height to non-negative values, as most methods in Redot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. To get an equivalent rectangle with non-negative size, use [method abs]. </member> </members> <operators> diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml index 2ff7e934e9..a24dd24ddf 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -4,8 +4,8 @@ Abstraction for working with modern low-level graphics APIs. </brief_description> <description> - [RenderingDevice] is an abstraction for working with modern low-level graphics APIs such as Vulkan. Compared to [RenderingServer] (which works with Godot's own rendering subsystems), [RenderingDevice] is much lower-level and allows working more directly with the underlying graphics APIs. [RenderingDevice] is used in Godot to provide support for several modern low-level graphics APIs while reducing the amount of code duplication required. [RenderingDevice] can also be used in your own projects to perform things that are not exposed by [RenderingServer] or high-level nodes, such as using compute shaders. - On startup, Godot creates a global [RenderingDevice] which can be retrieved using [method RenderingServer.get_rendering_device]. This global [RenderingDevice] performs drawing to the screen. + [RenderingDevice] is an abstraction for working with modern low-level graphics APIs such as Vulkan. Compared to [RenderingServer] (which works with Godot's own rendering subsystems), [RenderingDevice] is much lower-level and allows working more directly with the underlying graphics APIs. [RenderingDevice] is used in Redot to provide support for several modern low-level graphics APIs while reducing the amount of code duplication required. [RenderingDevice] can also be used in your own projects to perform things that are not exposed by [RenderingServer] or high-level nodes, such as using compute shaders. + On startup, Redot creates a global [RenderingDevice] which can be retrieved using [method RenderingServer.get_rendering_device]. This global [RenderingDevice] performs drawing to the screen. [b]Local RenderingDevices:[/b] Using [method RenderingServer.create_local_rendering_device], you can create "secondary" rendering devices to perform drawing and GPU compute operations on separate threads. [b]Note:[/b] [RenderingDevice] assumes intermediate knowledge of modern graphics APIs such as Vulkan, Direct3D 12, Metal or WebGPU. These graphics APIs are lower-level than OpenGL or Direct3D 11, requiring you to perform what was previously done by the graphics driver itself. If you have difficulty understanding the concepts used in this class, follow the [url=https://vulkan-tutorial.com/]Vulkan Tutorial[/url] or [url=https://vkguide.dev/]Vulkan Guide[/url]. It's recommended to have existing modern OpenGL or Direct3D 11 knowledge before attempting to learn a low-level graphics API. [b]Note:[/b] [RenderingDevice] is not available when running in headless mode or when using the Compatibility rendering method. @@ -116,7 +116,7 @@ <param index="0" name="compute_list" type="int" /> <param index="1" name="compute_pipeline" type="RID" /> <description> - Tells the GPU what compute pipeline to use when processing the compute list. If the shader has changed since the last time this function was called, Godot will unbind all descriptor sets and will re-bind them inside [method compute_list_dispatch]. + Tells the GPU what compute pipeline to use when processing the compute list. If the shader has changed since the last time this function was called, Redot will unbind all descriptor sets and will re-bind them inside [method compute_list_dispatch]. </description> </method> <method name="compute_list_bind_uniform_set"> @@ -125,7 +125,7 @@ <param index="1" name="uniform_set" type="RID" /> <param index="2" name="set_index" type="int" /> <description> - Binds the [param uniform_set] to this [param compute_list]. Godot ensures that all textures in the uniform set have the correct Vulkan access masks. If Godot had to change access masks of textures, it will raise a Vulkan image memory barrier. + Binds the [param uniform_set] to this [param compute_list]. Redot ensures that all textures in the uniform set have the correct Vulkan access masks. If Redot had to change access masks of textures, it will raise a Vulkan image memory barrier. </description> </method> <method name="compute_list_dispatch"> @@ -241,7 +241,7 @@ rd.draw_list_end() [/codeblock] - The [param breadcrumb] parameter can be an arbitrary 32-bit integer that is useful to diagnose GPU crashes. If Godot is built in dev or debug mode; when the GPU crashes Godot will dump all shaders that were being executed at the time of the crash and the breadcrumb is useful to diagnose what passes did those shaders belong to. + The [param breadcrumb] parameter can be an arbitrary 32-bit integer that is useful to diagnose GPU crashes. If Redot is built in dev or debug mode; when the GPU crashes Redot will dump all shaders that were being executed at the time of the crash and the breadcrumb is useful to diagnose what passes did those shaders belong to. It does not affect rendering behavior and can be set to 0. It is recommended to use [enum BreadcrumbMarker] enumerations for consistency but it's not required. It is also possible to use bitwise operations to add extra data. e.g. [codeblock] rd.draw_list_begin(fb[i], RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors, RenderingDevice.OPAQUE_PASS | 5) @@ -573,7 +573,7 @@ - [method get_device_allocation_count] - [method get_device_memory_by_object_type] - [method get_device_allocs_by_object_type] - This is only used by Vulkan in debug builds. Godot must also be started with the [code]--extra-gpu-memory-tracking[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. + This is only used by Vulkan in debug builds. Redot must also be started with the [code]--extra-gpu-memory-tracking[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. </description> </method> <method name="get_driver_memory_by_object_type" qualifiers="const"> @@ -631,14 +631,14 @@ - SWAPCHAIN_KHR - COMMAND_POOL Thus if e.g. [code]get_tracked_object_name(5)[/code] returns "COMMAND_POOL", then [code]get_device_memory_by_object_type(5)[/code] returns the bytes used by the GPU for command pools. - This is only used by Vulkan in debug builds. Godot must also be started with the [code]--extra-gpu-memory-tracking[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. + This is only used by Vulkan in debug builds. Redot must also be started with the [code]--extra-gpu-memory-tracking[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. </description> </method> <method name="get_tracked_object_type_count" qualifiers="const"> <return type="int" /> <description> Returns how many types of trackable objects are. - This is only used by Vulkan in debug builds. Godot must also be started with the [code]--extra-gpu-memory-tracking[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. + This is only used by Vulkan in debug builds. Redot must also be started with the [code]--extra-gpu-memory-tracking[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. </description> </method> <method name="index_array_create"> @@ -885,7 +885,7 @@ <param index="7" name="depth" type="int" /> <param index="8" name="layers" type="int" /> <description> - Returns an RID for an existing [param image] ([code]VkImage[/code]) with the given [param type], [param format], [param samples], [param usage_flags], [param width], [param height], [param depth], and [param layers]. This can be used to allow Godot to render onto foreign images. + Returns an RID for an existing [param image] ([code]VkImage[/code]) with the given [param type], [param format], [param samples], [param usage_flags], [param width], [param height], [param depth], and [param layers]. This can be used to allow Redot to render onto foreign images. </description> </method> <method name="texture_create_shared"> @@ -2020,28 +2020,28 @@ </constant> <constant name="RENDER_PRIMITIVE_LINES_WITH_ADJACENCY" value="2" enum="RenderPrimitive"> [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-line-lists-with-adjacency]Line list rendering primitive with adjacency.[/url] - [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does not expose. + [b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does not expose. </constant> <constant name="RENDER_PRIMITIVE_LINESTRIPS" value="3" enum="RenderPrimitive"> Line strip rendering primitive. Lines drawn are connected to the previous vertex. </constant> <constant name="RENDER_PRIMITIVE_LINESTRIPS_WITH_ADJACENCY" value="4" enum="RenderPrimitive"> [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-line-strips-with-adjacency]Line strip rendering primitive with adjacency.[/url] - [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does not expose. + [b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does not expose. </constant> <constant name="RENDER_PRIMITIVE_TRIANGLES" value="5" enum="RenderPrimitive"> Triangle list rendering primitive. Triangles are drawn separated from each other. </constant> <constant name="RENDER_PRIMITIVE_TRIANGLES_WITH_ADJACENCY" value="6" enum="RenderPrimitive"> [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-triangle-lists-with-adjacency]Triangle list rendering primitive with adjacency.[/url] - [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does not expose. + [b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does not expose. </constant> <constant name="RENDER_PRIMITIVE_TRIANGLE_STRIPS" value="7" enum="RenderPrimitive"> Triangle strip rendering primitive. Triangles drawn are connected to the previous triangle. </constant> <constant name="RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_AJACENCY" value="8" enum="RenderPrimitive"> [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-triangle-strips-with-adjacency]Triangle strip rendering primitive with adjacency.[/url] - [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does not expose. + [b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does not expose. </constant> <constant name="RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX" value="9" enum="RenderPrimitive"> Triangle strip rendering primitive with [i]primitive restart[/i] enabled. Triangles drawn are connected to the previous triangle, but a primitive restart index can be specified before drawing to create a second triangle strip after the specified index. @@ -2336,7 +2336,7 @@ Compute shader stage bit (see also [constant SHADER_STAGE_COMPUTE]). </constant> <constant name="SHADER_LANGUAGE_GLSL" value="0" enum="ShaderLanguage"> - Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is the language used for core Godot shaders. + Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is the language used for core Godot Shaders. </constant> <constant name="SHADER_LANGUAGE_HLSL" value="1" enum="ShaderLanguage"> Microsoft's High-Level Shading Language (used natively by Direct3D, but can also be used in Vulkan). diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 16a554eded..876f3bdb19 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -1603,7 +1603,7 @@ <method name="get_video_adapter_api_version" qualifiers="const"> <return type="String" /> <description> - Returns the version of the graphics video adapter [i]currently in use[/i] (e.g. "1.2.189" for Vulkan, "3.3.0 NVIDIA 510.60.02" for OpenGL). This version may be different from the actual latest version supported by the hardware, as Godot may not always request the latest version. See also [method OS.get_video_adapter_driver_info]. + Returns the version of the graphics video adapter [i]currently in use[/i] (e.g. "1.2.189" for Vulkan, "3.3.0 NVIDIA 510.60.02" for OpenGL). This version may be different from the actual latest version supported by the hardware, as Redot may not always request the latest version. See also [method OS.get_video_adapter_driver_info]. [b]Note:[/b] When running a headless or server binary, this function returns an empty string. </description> </method> @@ -1710,7 +1710,7 @@ Returns [code]true[/code] if changes have been made to the RenderingServer's data. [method force_draw] is usually called if this happens. </description> </method> - <method name="has_feature" qualifiers="const" deprecated="This method has not been used since Godot 3.0."> + <method name="has_feature" qualifiers="const" deprecated="This method has not been used since Redot 3.0."> <return type="bool" /> <param index="0" name="feature" type="int" enum="RenderingServer.Features" /> <description> @@ -3498,7 +3498,7 @@ Creates a 2-dimensional texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]texture_2d_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent resource is [Texture2D]. - [b]Note:[/b] Not to be confused with [method RenderingDevice.texture_create], which creates the graphics API's own texture type as opposed to the Godot-specific [Texture2D] resource. + [b]Note:[/b] Not to be confused with [method RenderingDevice.texture_create], which creates the graphics API's own texture type as opposed to the Redot-specific [Texture2D] resource. </description> </method> <method name="texture_2d_get" qualifiers="const"> @@ -3605,7 +3605,7 @@ <param index="6" name="layers" type="int" default="1" /> <param index="7" name="layered_type" type="int" enum="RenderingServer.TextureLayeredType" default="0" /> <description> - Creates a texture based on a native handle that was created outside of Godot's renderer. + Creates a texture based on a native handle that was created outside of Redot's renderer. [b]Note:[/b] If using the rendering device renderer, using [method RenderingDevice.texture_create_from_extension] rather than this method is recommended. It will give you much more control over the texture's format and usage. </description> </method> @@ -3639,14 +3639,14 @@ Returns a texture [RID] that can be used with [RenderingDevice]. </description> </method> - <method name="texture_proxy_create" deprecated="ProxyTexture was removed in Godot 4."> + <method name="texture_proxy_create" deprecated="ProxyTexture was removed in Redot 4."> <return type="RID" /> <param index="0" name="base" type="RID" /> <description> This method does nothing and always returns an invalid [RID]. </description> </method> - <method name="texture_proxy_update" deprecated="ProxyTexture was removed in Godot 4."> + <method name="texture_proxy_update" deprecated="ProxyTexture was removed in Redot 4."> <return type="void" /> <param index="0" name="texture" type="RID" /> <param index="1" name="proxy_to" type="RID" /> @@ -5237,7 +5237,7 @@ </constant> <constant name="ENV_TONE_MAPPER_ACES" value="3" enum="EnvironmentToneMapper"> Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC]. - [b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x. + [b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Redot 3.x. </constant> <constant name="ENV_SSR_ROUGHNESS_QUALITY_DISABLED" value="0" enum="EnvironmentSSRRoughnessQuality"> Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option. @@ -5728,9 +5728,9 @@ <constant name="PIPELINE_SOURCE_MAX" value="5" enum="PipelineSource"> Represents the size of the [enum PipelineSource] enum. </constant> - <constant name="FEATURE_SHADERS" value="0" enum="Features" deprecated="This constant has not been used since Godot 3.0."> + <constant name="FEATURE_SHADERS" value="0" enum="Features" deprecated="This constant has not been used since Redot 3.0."> </constant> - <constant name="FEATURE_MULTITHREADED" value="1" enum="Features" deprecated="This constant has not been used since Godot 3.0."> + <constant name="FEATURE_MULTITHREADED" value="1" enum="Features" deprecated="This constant has not been used since Redot 3.0."> </constant> </constants> </class> diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index 18d4047339..30b6295f96 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -4,7 +4,7 @@ Base class for serializable objects. </brief_description> <description> - Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from [RefCounted], resources are reference-counted and freed when no longer in use. They can also be nested within other resources, and saved on disk. [PackedScene], one of the most common [Object]s in a Godot project, is also a resource, uniquely capable of storing and instantiating the [Node]s it contains as many times as desired. + Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from [RefCounted], resources are reference-counted and freed when no longer in use. They can also be nested within other resources, and saved on disk. [PackedScene], one of the most common [Object]s in a Redot project, is also a resource, uniquely capable of storing and instantiating the [Node]s it contains as many times as desired. In GDScript, resources can loaded from disk by their [member resource_path] using [method @GDScript.load] or [method @GDScript.preload]. The engine keeps a global cache of all loaded resources, referenced by paths (see [method ResourceLoader.has_cached]). A resource will be cached when loaded for the first time and removed from cache once all references are released. When a resource is cached, subsequent loads using its path will return the cached reference. [b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will remain in memory for a while before being removed. diff --git a/doc/classes/ResourceFormatLoader.xml b/doc/classes/ResourceFormatLoader.xml index 4e4adc86c4..6a0e89b86a 100644 --- a/doc/classes/ResourceFormatLoader.xml +++ b/doc/classes/ResourceFormatLoader.xml @@ -4,9 +4,9 @@ Loads a specific resource type from a file. </brief_description> <description> - Godot loads resources in the editor or in exported games using ResourceFormatLoaders. They are queried automatically via the [ResourceLoader] singleton, or when a resource with internal dependencies is loaded. Each file type may load as a different resource type, so multiple ResourceFormatLoaders are registered in the engine. + Redot loads resources in the editor or in exported games using ResourceFormatLoaders. They are queried automatically via the [ResourceLoader] singleton, or when a resource with internal dependencies is loaded. Each file type may load as a different resource type, so multiple ResourceFormatLoaders are registered in the engine. Extending this class allows you to define your own loader. Be sure to respect the documented return types and values. You should give it a global class name with [code]class_name[/code] for it to be registered. Like built-in ResourceFormatLoaders, it will be called automatically when loading resources of its handled type(s). You may also implement a [ResourceFormatSaver]. - [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends on if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].ctex[/code] ([CompressedTexture2D]) first, so they can be loaded with better efficiency on the graphics card. + [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Redot is unable to load its format. Choosing one way over another depends on if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].ctex[/code] ([CompressedTexture2D]) first, so they can be loaded with better efficiency on the graphics card. </description> <tutorials> </tutorials> diff --git a/doc/classes/ResourceFormatSaver.xml b/doc/classes/ResourceFormatSaver.xml index ae5a6b57f0..bb5444d69b 100644 --- a/doc/classes/ResourceFormatSaver.xml +++ b/doc/classes/ResourceFormatSaver.xml @@ -5,7 +5,7 @@ </brief_description> <description> The engine can save resources when you do it from the editor, or when you use the [ResourceSaver] singleton. This is accomplished thanks to multiple [ResourceFormatSaver]s, each handling its own format and called automatically by the engine. - By default, Godot saves resources as [code].tres[/code] (text-based), [code].res[/code] (binary) or another built-in format, but you can choose to create your own format by extending this class. Be sure to respect the documented return types and values. You should give it a global class name with [code]class_name[/code] for it to be registered. Like built-in ResourceFormatSavers, it will be called automatically when saving resources of its recognized type(s). You may also implement a [ResourceFormatLoader]. + By default, Redot saves resources as [code].tres[/code] (text-based), [code].res[/code] (binary) or another built-in format, but you can choose to create your own format by extending this class. Be sure to respect the documented return types and values. You should give it a global class name with [code]class_name[/code] for it to be registered. Like built-in ResourceFormatSavers, it will be called automatically when saving resources of its recognized type(s). You may also implement a [ResourceFormatLoader]. </description> <tutorials> </tutorials> diff --git a/doc/classes/ResourceImporterScene.xml b/doc/classes/ResourceImporterScene.xml index 1565a244fe..096010b983 100644 --- a/doc/classes/ResourceImporterScene.xml +++ b/doc/classes/ResourceImporterScene.xml @@ -76,7 +76,7 @@ - The [Skeleton3D] node contains a list of bones with names, their pose and rest, a name and a parent bone. - The mesh is all of the raw vertex data needed to display a mesh. In terms of the mesh, it knows how vertices are weight-painted and uses some internal numbering often imported from 3D modeling software. - The skin contains the information necessary to bind this mesh onto this Skeleton3D. For every one of the internal bone IDs chosen by the 3D modeling software, it contains two things. Firstly, a matrix known as the Bind Pose Matrix, Inverse Bind Matrix, or IBM for short. Secondly, the [Skin] contains each bone's name (if [member skins/use_named_skins] is [code]true[/code]), or the bone's index within the [Skeleton3D] list (if [member skins/use_named_skins] is [code]false[/code]). - Together, this information is enough to tell Godot how to use the bone poses in the [Skeleton3D] node to render the mesh from each [MeshInstance3D]. Note that each [MeshInstance3D] may share binds, as is common in models exported from Blender, or each [MeshInstance3D] may use a separate [Skin] object, as is common in models exported from other tools such as Maya. + Together, this information is enough to tell Redot how to use the bone poses in the [Skeleton3D] node to render the mesh from each [MeshInstance3D]. Note that each [MeshInstance3D] may share binds, as is common in models exported from Blender, or each [MeshInstance3D] may use a separate [Skin] object, as is common in models exported from other tools such as Maya. </member> </members> </class> diff --git a/doc/classes/ResourceImporterShaderFile.xml b/doc/classes/ResourceImporterShaderFile.xml index 85863758d8..47d6d45a9b 100644 --- a/doc/classes/ResourceImporterShaderFile.xml +++ b/doc/classes/ResourceImporterShaderFile.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ResourceImporterShaderFile" inherits="ResourceImporter" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Imports native GLSL shaders (not Godot shaders) as a [RDShaderFile]. + Imports native GLSL shaders (not Godot Shaders) as a [RDShaderFile]. </brief_description> <description> This imports native GLSL shaders as [RDShaderFile] resources, for use with low-level [RenderingDevice] operations. This importer does [i]not[/i] handle [code].gdshader[/code] files. diff --git a/doc/classes/ResourceImporterTexture.xml b/doc/classes/ResourceImporterTexture.xml index 0761702aa1..60329ad1fb 100644 --- a/doc/classes/ResourceImporterTexture.xml +++ b/doc/classes/ResourceImporterTexture.xml @@ -40,7 +40,7 @@ See [url=$DOCS_URL/tutorials/assets_pipeline/importing_images.html#compress-mode]Compress mode[/url] in the manual for more details. </member> <member name="compress/normal_map" type="int" setter="" getter="" default="0"> - When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to Enable will make Godot import the image as RGTC compressed. By default, it's set to Detect. This means that if the texture is ever detected to be used as a normal map, it will be changed to Enable and reimported automatically. + When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to Enable will make Redot import the image as RGTC compressed. By default, it's set to Detect. This means that if the texture is ever detected to be used as a normal map, it will be changed to Enable and reimported automatically. Note that RGTC compression affects the resulting normal map image. You will have to adjust custom shaders that use the normal map's blue channel to take this into account. Built-in material shaders already ignore the blue channel in a normal map (regardless of the actual normal map's contents). </member> <member name="detect_3d/compress_to" type="int" setter="" getter="" default="1"> @@ -76,10 +76,10 @@ <member name="process/hdr_clamp_exposure" type="bool" setter="" getter="" default="false"> If [code]true[/code], clamps exposure in the imported high dynamic range images using a smart clamping formula (without introducing [i]visible[/i] clipping). Some HDR panorama images you can find online may contain extremely bright pixels, due to being taken from real life sources without any clipping. - While these HDR panorama images are accurate to real life, this can cause the radiance map generated by Godot to contain sparkles when used as a background sky. This can be seen in material reflections (even on rough materials in extreme cases). Enabling [member process/hdr_clamp_exposure] can resolve this. + While these HDR panorama images are accurate to real life, this can cause the radiance map generated by Redot to contain sparkles when used as a background sky. This can be seen in material reflections (even on rough materials in extreme cases). Enabling [member process/hdr_clamp_exposure] can resolve this. </member> <member name="process/normal_map_invert_y" type="bool" setter="" getter="" default="false"> - If [code]true[/code], convert the normal map from Y- (DirectX-style) to Y+ (OpenGL-style) by inverting its green color channel. This is the normal map convention expected by Godot. + If [code]true[/code], convert the normal map from Y- (DirectX-style) to Y+ (OpenGL-style) by inverting its green color channel. This is the normal map convention expected by Redot. More information about normal maps (including a coordinate order table for popular engines) can be found [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details]here[/url]. </member> <member name="process/premult_alpha" type="bool" setter="" getter="" default="false"> diff --git a/doc/classes/ResourceImporterWAV.xml b/doc/classes/ResourceImporterWAV.xml index 3caa66d262..8f5bb3521f 100644 --- a/doc/classes/ResourceImporterWAV.xml +++ b/doc/classes/ResourceImporterWAV.xml @@ -5,7 +5,7 @@ </brief_description> <description> WAV is an uncompressed format, which can provide higher quality compared to Ogg Vorbis and MP3. It also has the lowest CPU cost to decode. This means high numbers of WAV sounds can be played at the same time, even on low-end devices. - By default, Godot imports WAV files using the lossy Quite OK Audio compression. You may change this by setting the [member compress/mode] property. + By default, Redot imports WAV files using the lossy Quite OK Audio compression. You may change this by setting the [member compress/mode] property. </description> <tutorials> <link title="Importing audio samples">$DOCS_URL/tutorials/assets_pipeline/importing_audio_samples.html</link> diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 77baef9d08..cc884f2926 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -20,7 +20,7 @@ <description> Calls [param method] on each node inside this tree added to the given [param group]. You can pass arguments to [param method] by specifying them at the end of this method call. Nodes that cannot call [param method] (either because the method doesn't exist or the arguments do not match) are ignored. See also [method set_group] and [method notify_group]. [b]Note:[/b] This method acts immediately on all selected nodes at once, which may cause stuttering in some performance-intensive situations. - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="call_group_flags" qualifiers="vararg"> @@ -36,7 +36,7 @@ SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE, "enemies", "hide") [/codeblock] - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="change_scene_to_file"> @@ -156,7 +156,7 @@ <param index="0" name="group" type="StringName" /> <param index="1" name="notification" type="int" /> <description> - Calls [method Object.notification] with the given [param notification] to all nodes inside this tree added to the [param group]. See also [url=$DOCS_URL/tutorials/best_practices/godot_notifications.html]Godot notifications[/url] and [method call_group] and [method set_group]. + Calls [method Object.notification] with the given [param notification] to all nodes inside this tree added to the [param group]. See also [url=$DOCS_URL/tutorials/best_practices/godot_notifications.html]Redot notifications[/url] and [method call_group] and [method set_group]. [b]Note:[/b] This method acts immediately on all selected nodes at once, which may cause stuttering in some performance-intensive situations. </description> </method> @@ -200,7 +200,7 @@ <description> Sets the given [param property] to [param value] on all nodes inside this tree added to the given [param group]. Nodes that do not have the [param property] are ignored. See also [method call_group] and [method notify_group]. [b]Note:[/b] This method acts immediately on all selected nodes at once, which may cause stuttering in some performance-intensive situations. - [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Redot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="set_group_flags"> @@ -211,7 +211,7 @@ <param index="3" name="value" type="Variant" /> <description> Sets the given [param property] to [param value] on all nodes inside this tree added to the given [param group]. Nodes that do not have the [param property] are ignored. Use [param call_flags] to customize this method's behavior (see [enum GroupCallFlags]). - [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Redot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="set_multiplayer"> diff --git a/doc/classes/ScriptCreateDialog.xml b/doc/classes/ScriptCreateDialog.xml index c4c17c2379..e4e4a6ab73 100644 --- a/doc/classes/ScriptCreateDialog.xml +++ b/doc/classes/ScriptCreateDialog.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ScriptCreateDialog" inherits="ConfirmationDialog" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Godot editor's popup dialog for creating new [Script] files. + Redot editor's popup dialog for creating new [Script] files. </brief_description> <description> The [ScriptCreateDialog] creates script files according to a given template for a given scripting language. The standard use is to configure its fields prior to calling one of the [method Window.popup] methods. diff --git a/doc/classes/ScriptEditor.xml b/doc/classes/ScriptEditor.xml index 67a2af2932..a1e9096814 100644 --- a/doc/classes/ScriptEditor.xml +++ b/doc/classes/ScriptEditor.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ScriptEditor" inherits="PanelContainer" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Godot editor's script editor. + Redot editor's script editor. </brief_description> <description> - Godot editor's script editor. + Redot editor's script editor. [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_script_editor]. </description> <tutorials> diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 1e7f9e5ee5..42f2c61eda 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Shader" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A shader implemented in the Godot shading language. + A shader implemented in the Redot shading language. </brief_description> <description> - A custom shader program implemented in the Godot shading language, saved with the [code].gdshader[/code] extension. + A custom shader program implemented in the Redot shading language, saved with the [code].gdshader[/code] extension. This class is used by a [ShaderMaterial] and allows you to write your own custom behavior for rendering visual items or updating particle information. For a detailed explanation and usage, please see the tutorials linked below. </description> <tutorials> diff --git a/doc/classes/Shape3D.xml b/doc/classes/Shape3D.xml index b82620139a..a05cd65056 100644 --- a/doc/classes/Shape3D.xml +++ b/doc/classes/Shape3D.xml @@ -24,7 +24,7 @@ When set to [code]0[/code], the default value from [member ProjectSettings.physics/3d/solver/default_contact_bias] is used. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.04"> - The collision margin for the shape. This is not used in Godot Physics. + The collision margin for the shape. This is not used in Redot Physics. Collision margins allow collision detection to be more efficient by adding an extra shell around shapes. Collision algorithms are more expensive when objects overlap by more than their margin, so a higher value for margins is better for performance, at the cost of accuracy around edges as it makes them less sharp. </member> </members> diff --git a/doc/classes/SkeletonModification2D.xml b/doc/classes/SkeletonModification2D.xml index c09e63be85..f78985e9f2 100644 --- a/doc/classes/SkeletonModification2D.xml +++ b/doc/classes/SkeletonModification2D.xml @@ -5,7 +5,7 @@ </brief_description> <description> This resource provides an interface that can be expanded so code that operates on [Bone2D] nodes in a [Skeleton2D] can be mixed and matched together to create complex interactions. - This is used to provide Godot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses. + This is used to provide Redot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses. </description> <tutorials> </tutorials> @@ -13,7 +13,7 @@ <method name="_draw_editor_gizmo" qualifiers="virtual"> <return type="void" /> <description> - Used for drawing [b]editor-only[/b] modification gizmos. This function will only be called in the Godot editor and can be overridden to draw custom gizmos. + Used for drawing [b]editor-only[/b] modification gizmos. This function will only be called in the Redot editor and can be overridden to draw custom gizmos. [b]Note:[/b] You will need to use the Skeleton2D from [method SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the [SkeletonModification2D] resource cannot draw on its own. </description> </method> @@ -44,7 +44,7 @@ <method name="get_editor_draw_gizmo" qualifiers="const"> <return type="bool" /> <description> - Returns whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos. + Returns whether this modification will call [method _draw_editor_gizmo] in the Redot editor to draw modification-specific gizmos. </description> </method> <method name="get_is_setup" qualifiers="const"> @@ -63,7 +63,7 @@ <return type="void" /> <param index="0" name="draw_gizmo" type="bool" /> <description> - Sets whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos. + Sets whether this modification will call [method _draw_editor_gizmo] in the Redot editor to draw modification-specific gizmos. </description> </method> <method name="set_is_setup"> diff --git a/doc/classes/String.xml b/doc/classes/String.xml index 588d0c73f9..c12e869b57 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -250,18 +250,18 @@ Formats the string by replacing all occurrences of [param placeholder] with the elements of [param values]. [param values] can be a [Dictionary] or an [Array]. Any underscores in [param placeholder] will be replaced with the corresponding keys in advance. Array elements use their index as keys. [codeblock] - # Prints "Waiting for Godot is a play by Samuel Beckett, and Godot Engine is named after it." + # Prints "Waiting for Redot is a play by Samuel Beckett, and Redot Engine is named after it." var use_array_values = "Waiting for {0} is a play by {1}, and {0} Engine is named after it." - print(use_array_values.format(["Godot", "Samuel Beckett"])) + print(use_array_values.format(["Redot", "Samuel Beckett"])) - # Prints "User 42 is Godot." - print("User {id} is {name}.".format({"id": 42, "name": "Godot"})) + # Prints "User 42 is Redot." + print("User {id} is {name}.".format({"id": 42, "name": "Redot"})) [/codeblock] Some additional handling is performed when [param values] is an [Array]. If [param placeholder] does not contain an underscore, the elements of the [param values] array will be used to replace one occurrence of the placeholder in order; If an element of [param values] is another 2-element array, it'll be interpreted as a key-value pair. [codeblock] - # Prints "User 42 is Godot." - print("User {} is {}.".format([42, "Godot"], "{}")) - print("User {id} is {name}.".format([["id", 42], ["name", "Godot"]])) + # Prints "User 42 is Redot." + print("User {} is {}.".format([42, "Redot"], "{}")) + print("User {id} is {name}.".format([["id", 42], ["name", "Redot"]])) [/codeblock] See also the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html]GDScript format string[/url] tutorial. [b]Note:[/b] The replacement of placeholders is not done all at once, instead each placeholder is replaced in the order they are passed, this means that if one of the replacement strings contains a key it will also be replaced. This can be very powerful, but can also cause unexpected results if you are not careful. If you do not need to perform replacement in the replacement strings, make sure your replacements do not contain placeholders to ensure reliable results. @@ -1109,13 +1109,13 @@ [codeblocks] [gdscript] var prefix = "$DOCS_URL/?highlight=" - var url = prefix + "Godot Engine:docs".uri_encode() + var url = prefix + "Redot Engine:docs".uri_encode() print(url) # Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs" [/gdscript] [csharp] var prefix = "$DOCS_URL/?highlight="; - var url = prefix + "Godot Engine:docs".URIEncode(); + var url = prefix + "Redot Engine:docs".URIEncode(); GD.Print(url); // Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs" [/csharp] diff --git a/doc/classes/StringName.xml b/doc/classes/StringName.xml index 3a2b492496..72f26bc5bd 100644 --- a/doc/classes/StringName.xml +++ b/doc/classes/StringName.xml @@ -233,18 +233,18 @@ Formats the string by replacing all occurrences of [param placeholder] with the elements of [param values]. [param values] can be a [Dictionary] or an [Array]. Any underscores in [param placeholder] will be replaced with the corresponding keys in advance. Array elements use their index as keys. [codeblock] - # Prints "Waiting for Godot is a play by Samuel Beckett, and Godot Engine is named after it." + # Prints "Waiting for Redot is a play by Samuel Beckett, and Redot Engine is named after it." var use_array_values = "Waiting for {0} is a play by {1}, and {0} Engine is named after it." - print(use_array_values.format(["Godot", "Samuel Beckett"])) + print(use_array_values.format(["Redot", "Samuel Beckett"])) - # Prints "User 42 is Godot." - print("User {id} is {name}.".format({"id": 42, "name": "Godot"})) + # Prints "User 42 is Redot." + print("User {id} is {name}.".format({"id": 42, "name": "Redot"})) [/codeblock] Some additional handling is performed when [param values] is an [Array]. If [param placeholder] does not contain an underscore, the elements of the [param values] array will be used to replace one occurrence of the placeholder in order; If an element of [param values] is another 2-element array, it'll be interpreted as a key-value pair. [codeblock] - # Prints "User 42 is Godot." - print("User {} is {}.".format([42, "Godot"], "{}")) - print("User {id} is {name}.".format([["id", 42], ["name", "Godot"]])) + # Prints "User 42 is Redot." + print("User {} is {}.".format([42, "Redot"], "{}")) + print("User {id} is {name}.".format([["id", 42], ["name", "Redot"]])) [/codeblock] See also the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html]GDScript format string[/url] tutorial. [b]Note:[/b] In C#, it's recommended to [url=https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/interpolated]interpolate strings with "$"[/url], instead. @@ -993,12 +993,12 @@ Decodes the string from its URL-encoded format. This method is meant to properly decode the parameters in a URL when receiving an HTTP request. [codeblocks] [gdscript] - var url = "$DOCS_URL/?highlight=Godot%20Engine%3%docs" - print(url.uri_decode()) # Prints "$DOCS_URL/?highlight=Godot Engine:docs" + var url = "$DOCS_URL/?highlight=Redot%20Engine%3%docs" + print(url.uri_decode()) # Prints "$DOCS_URL/?highlight=Redot Engine:docs" [/gdscript] [csharp] - var url = "$DOCS_URL/?highlight=Godot%20Engine%3%docs" - GD.Print(url.URIDecode()) // Prints "$DOCS_URL/?highlight=Godot Engine:docs" + var url = "$DOCS_URL/?highlight=Redot%20Engine%3%docs" + GD.Print(url.URIDecode()) // Prints "$DOCS_URL/?highlight=Redot Engine:docs" [/csharp] [/codeblocks] </description> @@ -1010,15 +1010,15 @@ [codeblocks] [gdscript] var prefix = "$DOCS_URL/?highlight=" - var url = prefix + "Godot Engine:docs".uri_encode() + var url = prefix + "Redot Engine:docs".uri_encode() - print(url) # Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs" + print(url) # Prints "$DOCS_URL/?highlight=Redot%20Engine%3%docs" [/gdscript] [csharp] var prefix = "$DOCS_URL/?highlight="; - var url = prefix + "Godot Engine:docs".URIEncode(); + var url = prefix + "Redot Engine:docs".URIEncode(); - GD.Print(url); // Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs" + GD.Print(url); // Prints "$DOCS_URL/?highlight=Redot%20Engine%3%docs" [/csharp] [/codeblocks] </description> diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml index 9c1525d8f8..f6a611ac1e 100644 --- a/doc/classes/SurfaceTool.xml +++ b/doc/classes/SurfaceTool.xml @@ -25,7 +25,7 @@ Vertex attributes must be passed [b]before[/b] calling [method add_vertex]. Failure to do so will result in an error when committing the vertex information to a mesh. Additionally, the attributes used before the first vertex is added determine the format of the mesh. For example, if you only add UVs to the first vertex, you cannot add color to any of the subsequent vertices. See also [ArrayMesh], [ImmediateMesh] and [MeshDataTool] for procedural geometry generation. - [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. + [b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. </description> <tutorials> <link title="Using the SurfaceTool">$DOCS_URL/tutorials/3d/procedural_geometry/surfacetool.html</link> diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index 42558bf992..767f061beb 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -6,7 +6,7 @@ <description> A multiline text editor. It also has limited facilities for editing code, such as syntax highlighting support. For more advanced facilities for editing code, see [CodeEdit]. [b]Note:[/b] Most viewport, caret, and edit methods contain a [code]caret_index[/code] argument for [member caret_multiple] support. The argument should be one of the following: [code]-1[/code] for all carets, [code]0[/code] for the main caret, or greater than [code]0[/code] for secondary carets in the order they were created. - [b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will scroll 5 times as fast as it would normally do. This also works in the Godot script editor. + [b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will scroll 5 times as fast as it would normally do. This also works in the Redot script editor. </description> <tutorials> </tutorials> diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml index d76e65b618..1982840bd4 100644 --- a/doc/classes/TextServer.xml +++ b/doc/classes/TextServer.xml @@ -1751,9 +1751,9 @@ When [param chars_per_line] is greater than zero, line break boundaries are returned instead. [codeblock] var ts = TextServerManager.get_primary_interface() - print(ts.string_get_word_breaks("The Godot Engine, 4")) # Prints [0, 3, 4, 9, 10, 16, 18, 19], which corresponds to the following substrings: "The", "Godot", "Engine", "4" - print(ts.string_get_word_breaks("The Godot Engine, 4", "en", 5)) # Prints [0, 3, 4, 9, 10, 15, 15, 19], which corresponds to the following substrings: "The", "Godot", "Engin", "e, 4" - print(ts.string_get_word_breaks("The Godot Engine, 4", "en", 10)) # Prints [0, 9, 10, 19], which corresponds to the following substrings: "The Godot", "Engine, 4" + print(ts.string_get_word_breaks("The Redot Engine, 4")) # Prints [0, 3, 4, 9, 10, 16, 18, 19], which corresponds to the following substrings: "The", "Redot", "Engine", "4" + print(ts.string_get_word_breaks("The Redot Engine, 4", "en", 5)) # Prints [0, 3, 4, 9, 10, 15, 15, 19], which corresponds to the following substrings: "The", "Redot", "Engin", "e, 4" + print(ts.string_get_word_breaks("The Redot Engine, 4", "en", 10)) # Prints [0, 9, 10, 19], which corresponds to the following substrings: "The Redot", "Engine, 4" [/codeblock] </description> </method> diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml index f1c76d14e4..b1269ceaa2 100644 --- a/doc/classes/Texture2DArray.xml +++ b/doc/classes/Texture2DArray.xml @@ -6,7 +6,7 @@ <description> A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending. See also [Cubemap] and [CubemapArray], which are texture arrays with specialized cubemap functions. A Texture2DArray is also different from an [AtlasTexture]: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader. - To create such a texture file yourself, reimport your image files using the Godot Editor import presets. + To create such a texture file yourself, reimport your image files using the Redot Editor import presets. </description> <tutorials> </tutorials> diff --git a/doc/classes/Texture3D.xml b/doc/classes/Texture3D.xml index 2b1bc026c2..b0ffe9cc25 100644 --- a/doc/classes/Texture3D.xml +++ b/doc/classes/Texture3D.xml @@ -6,7 +6,7 @@ <description> Base class for [ImageTexture3D] and [CompressedTexture3D]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. [Texture3D] is the base class for all 3-dimensional texture types. See also [TextureLayered]. All images need to have the same width, height and number of mipmap levels. - To create such a texture file yourself, reimport your image files using the Godot Editor import presets. + To create such a texture file yourself, reimport your image files using the Redot Editor import presets. </description> <tutorials> </tutorials> diff --git a/doc/classes/TextureButton.xml b/doc/classes/TextureButton.xml index 861981f979..1fb6a3a134 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. </brief_description> <description> - [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. </description> diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml index 05443f809f..bbe61d4247 100644 --- a/doc/classes/TextureLayered.xml +++ b/doc/classes/TextureLayered.xml @@ -8,7 +8,7 @@ Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer. All images need to have the same width, height and number of mipmap levels. A [TextureLayered] can be loaded with [method ResourceLoader.load]. - Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, OpenGL3). + Internally, Redot maps these files to their respective counterparts in the target rendering driver (Vulkan, OpenGL3). </description> <tutorials> </tutorials> diff --git a/doc/classes/TextureProgressBar.xml b/doc/classes/TextureProgressBar.xml index d3e334ef55..74505073f0 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. </brief_description> <description> - 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. </description> <tutorials> </tutorials> @@ -31,7 +31,7 @@ </member> <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" overrides="Control" enum="Control.MouseFilter" default="1" /> <member name="nine_patch_stretch" type="bool" setter="set_nine_patch_stretch" getter="get_nine_patch_stretch" default="false"> - If [code]true[/code], Godot treats the bar's textures like in [NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like [member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching. + If [code]true[/code], Redot treats the bar's textures like in [NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like [member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching. </member> <member name="radial_center_offset" type="Vector2" setter="set_radial_center_offset" getter="get_radial_center_offset" default="Vector2(0, 0)"> Offsets [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE], [constant FILL_COUNTER_CLOCKWISE], or [constant FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE]. diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index 30c141659a..9ebea2464c 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -6,7 +6,7 @@ <description> The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a transformation in 3D space. It contains a [Basis], which on its own can represent rotation, scale, and shear. Additionally, combined with its own [member origin], the transform can also represent a translation. For a general introduction, see the [url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]Matrices and transforms[/url] tutorial. - [b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-hand_rule]right-handed coordinate system[/url], which is a common standard. For directions, the convention for built-in types like [Camera3D] is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions]3D asset direction conventions[/url] tutorial. + [b]Note:[/b] Redot uses a [url=https://en.wikipedia.org/wiki/Right-hand_rule]right-handed coordinate system[/url], which is a common standard. For directions, the convention for built-in types like [Camera3D] is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions]3D asset direction conventions[/url] tutorial. </description> <tutorials> <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link> diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index 86a8130acc..26218073b3 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -88,7 +88,7 @@ [/csharp] [/codeblocks] Some [Tweener]s use transitions and eases. The first accepts a [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best. - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url] + [url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url] [b]Note:[/b] Tweens are not designed to be re-used and trying to do so results in an undefined behavior. Create a new Tween for each animation and every time you replay an animation from start. Keep in mind that Tweens start immediately, so only create a Tween when you want to start animating. [b]Note:[/b] The tween is processed after all of the nodes in the current frame, i.e. node's [method Node._process] method would be called before the tween (or [method Node._physics_process] depending on the value passed to [method set_process_mode]). </description> diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index b420933285..373ac04955 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Variant" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - The most important data type in Godot. + The most important data type in Redot. </brief_description> <description> In computer programming, a Variant class is a class that is designed to store a variety of other types. Dynamic programming languages like PHP, Lua, JavaScript and GDScript like to use them to store variables' data on the backend. With these Variants, properties are able to change value types freely. @@ -20,15 +20,15 @@ var boo = "Boo is a string!"; var ref = new RefCounted(); // var is especially useful when used together with a constructor. - // Godot also provides a Variant type that works like a union of all the Variant-compatible types. + // Redot also provides a Variant type that works like a union of all the Variant-compatible types. Variant fooVar = 2; // fooVar is dynamically an integer (stored as a `long` in the Variant type). fooVar = "Now fooVar is a string!"; fooVar = new RefCounted(); // fooVar is a GodotObject. [/csharp] [/codeblocks] - Godot 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. + 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] @@ -64,13 +64,13 @@ [/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. - Godot 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. - Can be hashed, so it can be compared quickly to other variants. - Can be used to convert safely between datatypes. - - Can be used to abstract calling methods and their arguments. Godot exports all its functions through variants. + - Can be used to abstract calling methods and their arguments. Redot exports all its functions through variants. - Can be used to defer calls or move data between threads. - Can be serialized as binary and stored to disk, or transferred via network. - Can be serialized to text and use it for printing values and editable settings. diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 78183ae36c..c0e2be7a59 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -15,7 +15,7 @@ <link title="Advanced vector math">$DOCS_URL/tutorials/math/vectors_advanced.html</link> <link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link> <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/2787</link> - <link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link> + <link title="All 2D Demos">https://github.com/redot-engine/redot-demo-projects/tree/master/2d</link> </tutorials> <constructors> <constructor name="Vector2"> @@ -59,7 +59,7 @@ <description> 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]. </description> </method> @@ -68,7 +68,7 @@ <param index="0" name="to" type="Vector2" /> <description> 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] </description> </method> <method name="angle_to_point" qualifiers="const"> @@ -77,7 +77,7 @@ <description> 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] </description> </method> <method name="aspect" qualifiers="const"> @@ -361,7 +361,7 @@ <param index="0" name="line" type="Vector2" /> <description> 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]. </description> </method> <method name="rotated" qualifiers="const"> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index c04fcd0b24..ca5ce43353 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -15,7 +15,7 @@ <link title="Advanced vector math">$DOCS_URL/tutorials/math/vectors_advanced.html</link> <link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link> <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/2787</link> - <link title="All 3D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/3d</link> + <link title="All 3D Demos">https://github.com/redot-engine/redot-demo-projects/tree/master/3d</link> </tutorials> <constructors> <constructor name="Vector3"> @@ -346,7 +346,7 @@ <param index="0" name="n" type="Vector3" /> <description> Returns the result of reflecting the vector through a plane defined by the given normal vector [param n]. - [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] returns the result of the vector reflected by the given plane. The reflection thus passes through the given normal. While in Godot the reflection passes through the plane and can be thought of as bouncing off the normal. 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] returns the result of the vector reflected by the given plane. The reflection thus passes through the given normal. While in Redot the reflection passes through the plane and can be thought of as bouncing off the normal. See also [method bounce] which does what most engines call [code skip-lint]reflect()[/code]. </description> </method> <method name="rotated" qualifiers="const"> diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml index 621f32de6d..ff472e409f 100644 --- a/doc/classes/VehicleWheel3D.xml +++ b/doc/classes/VehicleWheel3D.xml @@ -74,7 +74,7 @@ The stiffness of the suspension, measured in Newtons per millimeter (N/mm), or megagrams per second squared (Mg/s²). Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car. </member> <member name="suspension_travel" type="float" setter="set_suspension_travel" getter="get_suspension_travel" default="0.2"> - This is the distance the suspension can travel. As Godot units are equivalent to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car. + This is the distance the suspension can travel. As Redot units are equivalent to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car. </member> <member name="use_as_steering" type="bool" setter="set_use_as_steering" getter="is_used_as_steering" default="false"> If [code]true[/code], this wheel will be turned when the car steers. This value is used in conjunction with [member VehicleBody3D.steering] and ignored if you are using the per-wheel [member steering] value instead. @@ -90,7 +90,7 @@ The radius of the wheel in meters. </member> <member name="wheel_rest_length" type="float" setter="set_suspension_rest_length" getter="get_suspension_rest_length" default="0.15"> - 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. </member> <member name="wheel_roll_influence" type="float" setter="set_roll_influence" getter="get_roll_influence" default="0.1"> 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 f903f171d1..f1903fb94c 100644 --- a/doc/classes/VideoStreamPlayer.xml +++ b/doc/classes/VideoStreamPlayer.xml @@ -16,7 +16,7 @@ <return type="float" /> <description> 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. </description> </method> <method name="get_stream_name" qualifiers="const"> diff --git a/doc/classes/VisualShaderNodeComment.xml b/doc/classes/VisualShaderNodeComment.xml index 28496a715a..6efd4a6edc 100644 --- a/doc/classes/VisualShaderNodeComment.xml +++ b/doc/classes/VisualShaderNodeComment.xml @@ -10,7 +10,7 @@ </tutorials> <members> <member name="description" type="String" setter="set_description" getter="get_description" default=""""> - 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. </member> </members> </class> diff --git a/doc/classes/VisualShaderNodeExpression.xml b/doc/classes/VisualShaderNodeExpression.xml index c916aecc50..b29512d3b0 100644 --- a/doc/classes/VisualShaderNodeExpression.xml +++ b/doc/classes/VisualShaderNodeExpression.xml @@ -1,17 +1,17 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeExpression" inherits="VisualShaderNodeGroupBase" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A custom visual shader graph expression written in Godot Shading Language. + A custom visual shader graph expression written in Redot Shading Language. </brief_description> <description> - Custom Godot Shading Language expression, with a custom number of input and output ports. + Custom Redot Shading Language expression, with a custom number of input and output ports. The provided code is directly injected into the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), so it cannot be used to declare functions, varyings, uniforms, or global constants. See [VisualShaderNodeGlobalExpression] for such global definitions. </description> <tutorials> </tutorials> <members> <member name="expression" type="String" setter="set_expression" getter="get_expression" default=""""> - An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants. + An expression in Redot Shading Language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants. </member> </members> </class> diff --git a/doc/classes/VisualShaderNodeFloatFunc.xml b/doc/classes/VisualShaderNodeFloatFunc.xml index 8cde07bfcc..8d0f8307ff 100644 --- a/doc/classes/VisualShaderNodeFloatFunc.xml +++ b/doc/classes/VisualShaderNodeFloatFunc.xml @@ -15,58 +15,58 @@ </members> <constants> <constant name="FUNC_SIN" value="0" enum="Function"> - 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. </constant> <constant name="FUNC_COS" value="1" enum="Function"> - 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. </constant> <constant name="FUNC_TAN" value="2" enum="Function"> - 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. </constant> <constant name="FUNC_ASIN" value="3" enum="Function"> - 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. </constant> <constant name="FUNC_ACOS" value="4" enum="Function"> - 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. </constant> <constant name="FUNC_ATAN" value="5" enum="Function"> - 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. </constant> <constant name="FUNC_SINH" value="6" enum="Function"> - 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. </constant> <constant name="FUNC_COSH" value="7" enum="Function"> - 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. </constant> <constant name="FUNC_TANH" value="8" enum="Function"> - 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. </constant> <constant name="FUNC_LOG" value="9" enum="Function"> - 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. </constant> <constant name="FUNC_EXP" value="10" enum="Function"> - 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. </constant> <constant name="FUNC_SQRT" value="11" enum="Function"> - 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. </constant> <constant name="FUNC_ABS" value="12" enum="Function"> - 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. </constant> <constant name="FUNC_SIGN" value="13" enum="Function"> - 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. </constant> <constant name="FUNC_FLOOR" value="14" enum="Function"> - 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. </constant> <constant name="FUNC_ROUND" value="15" enum="Function"> - 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. </constant> <constant name="FUNC_CEIL" value="16" enum="Function"> - 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. </constant> <constant name="FUNC_FRACT" value="17" enum="Function"> - 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. </constant> <constant name="FUNC_SATURATE" value="18" enum="Function"> 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]. </constant> <constant name="FUNC_ACOSH" value="20" enum="Function"> - 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. </constant> <constant name="FUNC_ASINH" value="21" enum="Function"> - 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. </constant> <constant name="FUNC_ATANH" value="22" enum="Function"> - 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. </constant> <constant name="FUNC_DEGREES" value="23" enum="Function"> - 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. </constant> <constant name="FUNC_EXP2" value="24" enum="Function"> - 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. </constant> <constant name="FUNC_INVERSE_SQRT" value="25" enum="Function"> - 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. </constant> <constant name="FUNC_LOG2" value="26" enum="Function"> - 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. </constant> <constant name="FUNC_RADIANS" value="27" enum="Function"> - 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. </constant> <constant name="FUNC_RECIPROCAL" value="28" enum="Function"> Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/code]). </constant> <constant name="FUNC_ROUNDEVEN" value="29" enum="Function"> - 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. </constant> <constant name="FUNC_TRUNC" value="30" enum="Function"> - 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. </constant> <constant name="FUNC_ONEMINUS" value="31" enum="Function"> 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 de95a3f174..2730cc1efc 100644 --- a/doc/classes/VisualShaderNodeFloatOp.xml +++ b/doc/classes/VisualShaderNodeFloatOp.xml @@ -27,22 +27,22 @@ Divides two numbers using [code]a / b[/code]. </constant> <constant name="OP_MOD" value="4" enum="Operator"> - 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. </constant> <constant name="OP_POW" value="5" enum="Operator"> - 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. </constant> <constant name="OP_MAX" value="6" enum="Operator"> - 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. </constant> <constant name="OP_MIN" value="7" enum="Operator"> - 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. </constant> <constant name="OP_ATAN2" value="8" enum="Operator"> - 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. </constant> <constant name="OP_STEP" value="9" enum="Operator"> - 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. </constant> <constant name="OP_ENUM_SIZE" value="10" enum="Operator"> Represents the size of the [enum Operator] enum. diff --git a/doc/classes/VisualShaderNodeGlobalExpression.xml b/doc/classes/VisualShaderNodeGlobalExpression.xml index 69204373c2..fa2c269111 100644 --- a/doc/classes/VisualShaderNodeGlobalExpression.xml +++ b/doc/classes/VisualShaderNodeGlobalExpression.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeGlobalExpression" inherits="VisualShaderNodeExpression" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A custom global visual shader graph expression written in Godot Shading Language. + A custom global visual shader graph expression written in Redot Shading Language. </brief_description> <description> - Custom Godot Shader Language expression, which is placed on top of the generated shader. You can place various function definitions inside to call later in [VisualShaderNodeExpression]s (which are injected in the main shader functions). You can also declare varyings, uniforms and global constants. + Custom Redot Shader Language expression, which is placed on top of the generated shader. You can place various function definitions inside to call later in [VisualShaderNodeExpression]s (which are injected in the main shader functions). You can also declare varyings, uniforms and global constants. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml index 79ed8dde9e..10535c1683 100644 --- a/doc/classes/VisualShaderNodeInput.xml +++ b/doc/classes/VisualShaderNodeInput.xml @@ -13,7 +13,7 @@ <method name="get_input_real_name" qualifiers="const"> <return type="String" /> <description> - 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]. </description> </method> </methods> diff --git a/doc/classes/XRBodyTracker.xml b/doc/classes/XRBodyTracker.xml index 06a4879953..1fcc1baa50 100644 --- a/doc/classes/XRBodyTracker.xml +++ b/doc/classes/XRBodyTracker.xml @@ -4,7 +4,7 @@ A tracked body in XR. </brief_description> <description> - A body tracking system will create an instance of this object and add it to the [XRServer]. This tracking system will then obtain skeleton data, convert it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] object. + A body tracking system will create an instance of this object and add it to the [XRServer]. This tracking system will then obtain skeleton data, convert it to the Redot Humanoid skeleton and store this data on the [XRBodyTracker] object. Use [XRBodyModifier3D] to animate a body mesh using body tracking data. </description> <tutorials> diff --git a/doc/classes/XRHandTracker.xml b/doc/classes/XRHandTracker.xml index 79ea237480..eac58a8faa 100644 --- a/doc/classes/XRHandTracker.xml +++ b/doc/classes/XRHandTracker.xml @@ -4,7 +4,7 @@ A tracked hand in XR. </brief_description> <description> - A hand tracking system will create an instance of this object and add it to the [XRServer]. This tracking system will then obtain skeleton data, convert it to the Godot Humanoid hand skeleton and store this data on the [XRHandTracker] object. + A hand tracking system will create an instance of this object and add it to the [XRServer]. This tracking system will then obtain skeleton data, convert it to the Redot Humanoid hand skeleton and store this data on the [XRHandTracker] object. Use [XRHandModifier3D] to animate a hand mesh using hand tracking data. </description> <tutorials> diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml index 68d055ad8d..36225867a9 100644 --- a/doc/classes/XRInterface.xml +++ b/doc/classes/XRInterface.xml @@ -4,7 +4,7 @@ Base class for an XR interface implementation. </brief_description> <description> - This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDExtension modules. Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform. + This class needs to be implemented to make an AR or VR platform available to Redot and these should be implemented as C++ modules or GDExtension modules. Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform. Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [XRServer]. </description> <tutorials> @@ -91,8 +91,8 @@ <description> 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. - If you do this for a platform that handles its own output (such as OpenVR) Godot 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. + [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. </description> </method> @@ -222,7 +222,7 @@ This interface supports stereoscopic rendering. </constant> <constant name="XR_QUAD" value="4" enum="Capabilities"> - This interface supports quad rendering (not yet supported by Godot). + This interface supports quad rendering (not yet supported by Redot). </constant> <constant name="XR_VR" value="8" enum="Capabilities"> This interface supports VR. diff --git a/doc/classes/XRNode3D.xml b/doc/classes/XRNode3D.xml index 82f4fa4ab9..1341c1bba5 100644 --- a/doc/classes/XRNode3D.xml +++ b/doc/classes/XRNode3D.xml @@ -48,14 +48,14 @@ <members> <member name="pose" type="StringName" setter="set_pose_name" getter="get_pose_name" default="&"default""> The name of the pose we're bound to. Which poses a tracker supports is not known during design time. - Godot defines number of standard pose names such as [code]aim[/code] and [code]grip[/code] but other may be configured within a given [XRInterface]. + Redot defines number of standard pose names such as [code]aim[/code] and [code]grip[/code] but other may be configured within a given [XRInterface]. </member> <member name="show_when_tracked" type="bool" setter="set_show_when_tracked" getter="get_show_when_tracked" default="false"> Enables showing the node when tracking starts, and hiding the node when tracking is lost. </member> <member name="tracker" type="StringName" setter="set_tracker" getter="get_tracker" default="&"""> The name of the tracker we're bound to. Which trackers are available is not known during design time. - Godot defines a number of standard trackers such as [code]left_hand[/code] and [code]right_hand[/code] but others may be configured within a given [XRInterface]. + Redot defines a number of standard trackers such as [code]left_hand[/code] and [code]right_hand[/code] but others may be configured within a given [XRInterface]. </member> </members> <signals> diff --git a/doc/classes/XRPose.xml b/doc/classes/XRPose.xml index 76c1ced352..7616fd68b6 100644 --- a/doc/classes/XRPose.xml +++ b/doc/classes/XRPose.xml @@ -29,7 +29,7 @@ The linear velocity of this pose. </member> <member name="name" type="StringName" setter="set_name" getter="get_name" default="&"""> - The name of this pose. Usually, this name is derived from an action map set up by the user. Godot also suggests some pose names that [XRInterface] objects are expected to implement: + The name of this pose. Usually, this name is derived from an action map set up by the user. Redot also suggests some pose names that [XRInterface] objects are expected to implement: - [code]root[/code] is the root location, often used for tracked objects that do not have further nodes. - [code]aim[/code] is the tip of a controller with its orientation pointing outwards, often used for raycasts. - [code]grip[/code] is the location where the user grips the controller. diff --git a/doc/classes/XRTracker.xml b/doc/classes/XRTracker.xml index 00a44bd03e..ae6bb737f5 100644 --- a/doc/classes/XRTracker.xml +++ b/doc/classes/XRTracker.xml @@ -14,7 +14,7 @@ The description of this tracker. </member> <member name="name" type="StringName" setter="set_tracker_name" getter="get_tracker_name" default="&"Unknown""> - The unique name of this tracker. The trackers that are available differ between various XR runtimes and can often be configured by the user. Godot maintains a number of reserved names that it expects the [XRInterface] to implement if applicable: + The unique name of this tracker. The trackers that are available differ between various XR runtimes and can often be configured by the user. Redot maintains a number of reserved names that it expects the [XRInterface] to implement if applicable: - [code]head[/code] identifies the [XRPositionalTracker] of the players head - [code]left_hand[/code] identifies the [XRControllerTracker] in the players left hand - [code]right_hand[/code] identifies the [XRControllerTracker] in the players right hand diff --git a/doc/classes/float.xml b/doc/classes/float.xml index 56f78bdc8a..64ae921951 100644 --- a/doc/classes/float.xml +++ b/doc/classes/float.xml @@ -5,7 +5,7 @@ </brief_description> <description> The [float] built-in type is a 64-bit double-precision floating-point number, equivalent to [code]double[/code] in C++. This type has 14 reliable decimal digits of precision. The maximum value of [float] is approximately [code]1.79769e308[/code], and the minimum is approximately [code]-1.79769e308[/code]. - Many methods and properties in the engine use 32-bit single-precision floating-point numbers instead, equivalent to [code skip-lint]float[/code] in C++, which have 6 reliable decimal digits of precision. For data structures such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by default, but it can be changed to use 64-bit doubles if Godot is compiled with the [code]precision=double[/code] option. + Many methods and properties in the engine use 32-bit single-precision floating-point numbers instead, equivalent to [code skip-lint]float[/code] in C++, which have 6 reliable decimal digits of precision. For data structures such as [Vector2] and [Vector3], Redot uses 32-bit floating-point numbers by default, but it can be changed to use 64-bit doubles if Redot is compiled with the [code]precision=double[/code] option. Math done using the [float] type is not guaranteed to be exact and will often result in small errors. You should usually use the [method @GlobalScope.is_equal_approx] and [method @GlobalScope.is_zero_approx] methods instead of [code]==[/code] to compare [float] values for equality. </description> <tutorials> diff --git a/doc/tools/make_rst.py b/doc/tools/make_rst.py index e1a6aa4a98..9b08ded621 100755 --- a/doc/tools/make_rst.py +++ b/doc/tools/make_rst.py @@ -26,7 +26,7 @@ MARKUP_ALLOWED_SUBSEQUENT = " -.,:;!?\\/'\")]}>" # Used to translate section headings and other hardcoded strings when required with # the --lang argument. The BASE_STRINGS list should be synced with what we actually # write in this script (check `translate()` uses), and also hardcoded in -# `scripts/extract_classes.py` (godotengine/godot-editor-l10n repo) to include them in the source POT file. +# `scripts/extract_classes.py` (redot-engine/redot-editor-l10n repo) to include them in the source POT file. BASE_STRINGS = [ "All classes", "Globals", @@ -928,11 +928,11 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir: git_branch = get_git_branch() source_xml_path = os.path.relpath(class_def.filepath, root_directory).replace("\\", "/") - source_github_url = f"https://github.com/godotengine/godot/tree/{git_branch}/{source_xml_path}" - generator_github_url = f"https://github.com/godotengine/godot/tree/{git_branch}/doc/tools/make_rst.py" + source_github_url = f"https://github.com/Redot-Engine/redot-engine/tree/{git_branch}/{source_xml_path}" + generator_github_url = f"https://github.com/Redot-Engine/redot-engine/tree/{git_branch}/doc/tools/make_rst.py" f.write(".. DO NOT EDIT THIS FILE!!!\n") - f.write(".. Generated automatically from Godot engine sources.\n") + f.write(".. Generated automatically from Redot engine sources.\n") f.write(f".. Generator: {generator_github_url}.\n") f.write(f".. XML source: {source_github_url}.\n\n") @@ -1756,10 +1756,10 @@ def make_rst_index(grouped_classes: Dict[str, List[str]], dry_run: bool, output_ # Also provide links to the source files for reference. git_branch = get_git_branch() - generator_github_url = f"https://github.com/godotengine/godot/tree/{git_branch}/doc/tools/make_rst.py" + generator_github_url = f"https://github.com/Redot-Engine/redot-engine/tree/{git_branch}/doc/tools/make_rst.py" f.write(".. DO NOT EDIT THIS FILE!!!\n") - f.write(".. Generated automatically from Godot engine sources.\n") + f.write(".. Generated automatically from Redot engine sources.\n") f.write(f".. Generator: {generator_github_url}.\n\n") f.write(".. _doc_class_reference:\n\n") diff --git a/doc/translations/de.po b/doc/translations/de.po index edd1611598..0294c7632e 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -1,4 +1,5 @@ -# German translation of the Godot Engine class reference. +# German translation of the Redot Engine class reference. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -95,8 +96,8 @@ # Johannes Oskar Silvennoinen <johannes.silvennoinen44@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine class reference\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine class reference\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 <johannes.silvennoinen44@gmail." "com>\n" @@ -2533,7 +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]." @@ -2552,7 +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]." @@ -3370,7 +3371,7 @@ msgid "" "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" -"var a = new Godot.Collections.Array { 1, 2, 3 };\n" +"var a = new Redot.Collections.Array { 1, 2, 3 };\n" "GD.Print(\"a\", \"b\", a); // Prints ab[1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -3388,7 +3389,7 @@ msgstr "" "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" -"var a = new Godot.Collections.Array { 1, 2, 3 };\n" +"var a = new Redot.Collections.Array { 1, 2, 3 };\n" "GD.Print(\"a\", \"b\", a); // Prints ab[1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -3521,7 +3522,7 @@ msgid "" "terminal. Unlike [method print], no newline is automatically added at the " "end.\n" "[b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output " -"dock. The output sent to the OS terminal can be seen when running Godot from " +"dock. The output sent to the OS terminal can be seen when running Redot from " "a terminal. On Windows, this requires using the [code]console.exe[/code] " "executable.\n" "[codeblocks]\n" @@ -3543,7 +3544,7 @@ msgstr "" "bestmöglichen Form auf dem OS-Terminal aus. Im Gegensatz zu [method print] " "wird am Ende nicht automatisch ein Zeilenumbruch eingefügt.\n" "[b]Hinweis:[/b] Das OS-Terminal ist [i]nicht[/i] das Ausgabe-Dock im Editor. " -"Die Ausgaben auf dem OS-Terminal können gesehen werden, wenn Godot von der " +"Die Ausgaben auf dem OS-Terminal können gesehen werden, wenn Redot von der " "Kommandozeile gestartet wird. Auf Windows muss dazu die [code]console.exe[/" "code]-Executable verwendet werden.\n" "[codeblocks]\n" @@ -3608,7 +3609,7 @@ msgstr "" "[/codeblocks]" msgid "" -"Pushes an error message to Godot's built-in debugger and to the OS terminal.\n" +"Pushes an error message to Redot's built-in debugger and to the OS terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " @@ -3623,7 +3624,7 @@ msgid "" "error message and pause project execution in debug builds, use " "[code]assert(false, \"test error\")[/code] instead." msgstr "" -"Gibt eine Fehlermeldung an Godots eingebauten Debugger und an das " +"Gibt eine Fehlermeldung an Redots eingebauten Debugger und an das " "Betriebssystem-Terminal aus.\n" "[codeblocks]\n" "[gdscript]\n" @@ -3641,7 +3642,7 @@ msgstr "" "code]." msgid "" -"Pushes a warning message to Godot's built-in debugger and to the OS " +"Pushes a warning message to Redot's built-in debugger and to the OS " "terminal.\n" "[codeblocks]\n" "[gdscript]\n" @@ -3654,7 +3655,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Gibt eine Warnmeldung an Godots eingebauten Debugger und an das " +"Gibt eine Warnmeldung an Redots eingebauten Debugger und an das " "Betriebssystem-Terminal aus.\n" "[codeblocks]\n" "[gdscript]\n" @@ -3966,7 +3967,7 @@ msgid "" "functions.\n" "[codeblocks]\n" "[gdscript]\n" -"var my_seed = \"Godot Rocks\".hash()\n" +"var my_seed = \"Redot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" @@ -3974,7 +3975,7 @@ msgid "" "# a and b are now identical\n" "[/gdscript]\n" "[csharp]\n" -"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" +"ulong mySeed = (ulong)GD.Hash(\"Redot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" @@ -3988,7 +3989,7 @@ msgstr "" "meisten Zufallsfunktionen gewährleisten.\n" "[codeblocks]\n" "[gdscript]\n" -"var my_seed = \"Godot Rocks\".hash()\n" +"var my_seed = \"Redot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" @@ -3996,7 +3997,7 @@ msgstr "" "# a und b sind nun identisch\n" "[/gdscript]\n" "[csharp]\n" -"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" +"ulong mySeed = (ulong)GD.Hash(\"Redot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" @@ -4125,7 +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 "" @@ -4149,7 +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]" @@ -4298,7 +4299,7 @@ msgid "" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data is a " "string\n" -"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n" +"var dict = GD.StrToVar(data).AsRedotDictionary(); // dict is a Dictionary\n" "GD.Print(dict[\"a\"]); // Prints 1\n" "[/csharp]\n" "[/codeblocks]" @@ -4314,7 +4315,7 @@ msgstr "" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data ist eine " "Zeichenkette\n" -"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict ist ein Dictionary\n" +"var dict = GD.StrToVar(data).AsRedotDictionary(); // dict ist ein Dictionary\n" "GD.Print(dict[\"a\"]); // Gibt 1 zurück\n" "[/csharp]\n" "[/codeblocks]" @@ -4466,7 +4467,7 @@ msgid "" "print(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" -"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" +"var a = new Redot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" @@ -4488,7 +4489,7 @@ msgstr "" "print(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" -"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" +"var a = new Redot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" @@ -6212,12 +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 "" @@ -7231,7 +7232,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " -"negative, as most other methods in Godot assume that the [member size]'s " +"negative, as most other methods in Redot assume that the [member size]'s " "components are greater than [code]0[/code]." msgstr "" "Gibt ein [AABB]-Äquivalent zu diesem Begrenzungsrahmen zurück, dessen Breite, " @@ -7251,7 +7252,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Hinweis:[/b] Es wird empfohlen, diese Methode zu verwenden, wenn die " -"[member size] negativ ist, da die meisten anderen Methoden in Godot davon " +"[member size] negativ ist, da die meisten anderen Methoden in Redot davon " "ausgehen, dass die Komponenten der [member size] größer als [code]0[/code] " "sind." @@ -7682,7 +7683,7 @@ msgid "" "The bounding box's width, height, and depth starting from [member position]. " "Setting this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width, height, and depth to non-" -"negative values. This is because most methods in Godot assume that the " +"negative values. This is because most methods in Redot assume that the " "[member position] is the bottom-left-back corner, and the [member end] is the " "top-right-forward corner. To get an equivalent bounding box with non-negative " "size, use [method abs]." @@ -7692,7 +7693,7 @@ msgstr "" "end] aus.\n" "[b]Hinweis:[/b] Es wird empfohlen, die Breite, Höhe und Tiefe auf nicht " "negative Werte festzulegen. Dies liegt daran, dass die meisten Methoden in " -"Godot davon ausgehen, dass die [member position] die hintere linke untere " +"Redot davon ausgehen, dass die [member position] die hintere linke untere " "Ecke und das [member end] die vordere rechte obere Ecke ist. Um einen " "äquivalenten Begrenzungsrahmen mit nicht negativer Größe zu erhalten, " "verwenden Sie [method abs]." @@ -7959,7 +7960,7 @@ msgid "" " assert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" @@ -8041,7 +8042,7 @@ msgstr "" " assert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" @@ -11791,7 +11792,7 @@ msgid "" "\n" "// Initialize the ArrayMesh.\n" "var arrMesh = new ArrayMesh();\n" -"var arrays = new Godot.Collections.Array();\n" +"var arrays = new Redot.Collections.Array();\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" @@ -11804,7 +11805,7 @@ msgid "" "The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n" "See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural " "geometry generation.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " "modes." msgstr "" @@ -11839,7 +11840,7 @@ msgstr "" "\n" "// Initialisiert das ArrayMesh.\n" "var arrMesh = new ArrayMesh();\n" -"var arrays = new Godot.Collections.Array();\n" +"var arrays = new Redot.Collections.Array();\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" @@ -11853,7 +11854,7 @@ msgstr "" "zu werden.\n" "Siehe auch [ImmediateMesh], [MeshDataTool] und [SurfaceTool] für prozedurale " "Geometrieerzeugung.\n" -"[b]Hinweis:[/b] Godot verwendet die [url=https://learnopengl.com/Advanced-" +"[b]Hinweis:[/b] Redot verwendet die [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]Wicklungsrichtung[/url] im Uhrzeigersinn für Vorderseiten " "von Dreiecks-Primitivmodi." @@ -12248,7 +12249,7 @@ msgid "" "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 " +"performance and accuracy. Redot's A* implementation uses points in 3D space " "and Euclidean distances by default.\n" "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 " @@ -12304,7 +12305,7 @@ msgstr "" "Graphendurchquerung eingesetzt wird, d.h. bei der Ermittlung kurzer Wege " "zwischen Vertices (Punkten), die durch eine bestimmte Menge von Kanten " "(Segmenten) verlaufen. Aufgrund seiner Leistungsfähigkeit und Genauigkeit ist " -"er weit verbreitet. Die A*-Implementierung von Godot verwendet standardmäßig " +"er weit verbreitet. Die A*-Implementierung von Redot verwendet standardmäßig " "Punkte im 3D-Raum und euklidische Abstände.\n" "Sie müssen Punkte manuell mit [method add_point] hinzufügen und Segmente " "manuell mit [method connect_points] erstellen. Danach können Sie mit der " @@ -13539,7 +13540,7 @@ msgstr "" msgid "" "Allows the user to record the sound from an audio bus into an " "[AudioStreamWAV]. When used on the \"Master\" audio bus, this includes all " -"audio output by Godot.\n" +"audio output by Redot.\n" "Unlike [AudioEffectCapture], this effect encodes the recording with the given " "format (8-bit, 16-bit, or compressed) instead of giving access to the raw " "audio samples.\n" @@ -13551,7 +13552,7 @@ msgid "" msgstr "" "Ermöglicht dem Benutzer, Ton aus einem Audio-Bus in einen [AudioStreamWAV] " "aufzunehmen. Bei Verwendung mit dem \"Master\" Audio-Bus enthält dies jede " -"Audio-Ausgabe von Godot.\n" +"Audio-Ausgabe von Redot.\n" "Im Gegensatz zu [AudioEffectCapture] kodiert dieser Effekt die Aufnahme mit " "dem angegebenen Format (8-Bit, 16-Bit, oder komprimiert), anstatt Zugriff auf " "die rohen Audiosamples zu geben.\n" @@ -14274,8 +14275,8 @@ msgstr "" "Diese Klasse ist für die Verwendung mit [AudioStreamGenerator] gedacht, um " "die erzeugten Audiodaten in Echtzeit wiederzugeben." -msgid "Godot 3.2 will get new audio features" -msgstr "Godot 3.2 wird neue Audiofunktionen erhalten" +msgid "Redot 3.2 will get new audio features" +msgstr "Redot 3.2 wird neue Audiofunktionen erhalten" msgid "" "Returns [code]true[/code] if a buffer of the size [param amount] can be " @@ -15754,7 +15755,7 @@ msgid "" "[member detail_normal] texture only uses the red and green channels; the blue " "and alpha channels are ignored. The normal read from [member detail_normal] " "is oriented around the surface normal provided by the [Mesh].\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines." @@ -15764,7 +15765,7 @@ msgstr "" "und alpha-Kanäle werden ignoriert. Die normale Auslesung von [member " "detail_normal] wird um die von der [Mesh] bereitgestellte Oberflächennormale " "ausgerichtet.\n" -"[b]Anmerkung:[/b] Godot erwartet, dass die normale Karte X+, Y+ und Z+ " +"[b]Anmerkung:[/b] Redot erwartet, dass die normale Karte X+, Y+ und Z+ " "Koordinaten verwendet. Siehe [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates] diese Seite[/url] " "für einen Vergleich von normalen Kartenkoordinaten, die von beliebten Motoren " @@ -15980,17 +15981,17 @@ msgid "" "If [code]true[/code], interprets the height map texture as a depth map, with " "brighter values appearing to be \"lower\" in altitude compared to darker " "values.\n" -"This can be enabled for compatibility with some materials authored for Godot " +"This can be enabled for compatibility with some materials authored for Redot " "3.x. This is not necessary if the Invert import option was used to invert the " -"depth map in Godot 3.x, in which case [member heightmap_flip_texture] should " +"depth map in Redot 3.x, in which case [member heightmap_flip_texture] should " "remain [code]false[/code]." msgstr "" "Wenn [code]true[/code] die Textur der Höhenkarte als Tiefenkarte " "interpretiert, wobei die helleren Werte im Vergleich zu dunkleren Werten " "\"unter\" erscheinen.\n" -"Dies kann für die Kompatibilität mit einigen Materialien, die für Godot 3.x. " +"Dies kann für die Kompatibilität mit einigen Materialien, die für Redot 3.x. " "Dies ist nicht erforderlich, wenn die Option Invert Import verwendet wurde, " -"um die Tiefenkarte in Godot 3.x invertieren, in welchem Fall [member " +"um die Tiefenkarte in Redot 3.x invertieren, in welchem Fall [member " "highmap_flip_texture] bleiben sollte [code]false[/code]." msgid "" @@ -17747,8 +17748,8 @@ msgstr "Exporter für macOS." msgid "Exporting for macOS" msgstr "Exportieren für macOS" -msgid "Running Godot apps on macOS" -msgstr "Ausführen von Godot-Anwendungen unter macOS" +msgid "Running Redot apps on macOS" +msgstr "Ausführen von Redot-Anwendungen unter macOS" msgid "Application distribution target." msgstr "Ziel der Anwendungsverteilung." @@ -17831,8 +17832,8 @@ msgstr "" "Gibt [code]true[/code] zurück, wenn das angegebene [param plugin] aktiviert " "ist. Der Name des Plugins ist derselbe wie sein Verzeichnisname." -msgid "File paths in Godot projects" -msgstr "Dateipfade in Godot-Projekten" +msgid "File paths in Redot projects" +msgstr "Dateipfade in Redot-Projekten" msgid "" "Returns [code]true[/code] if the setting specified by [param name] exists, " @@ -18431,10 +18432,10 @@ msgid "Lightmap baking was successful." msgstr "Das Backen der Lightmap war erfolgreich." msgid "" -"Lightmap baking failed as there is no lightmapper available in this Godot " +"Lightmap baking failed as there is no lightmapper available in this Redot " "build." msgstr "" -"Das Backen von Lightmaps ist fehlgeschlagen, da in diesem Godot-Build kein " +"Das Backen von Lightmaps ist fehlgeschlagen, da in diesem Redot-Build kein " "Lightmapper verfügbar ist." msgid "Generic 3D position hint for editing." @@ -19597,20 +19598,20 @@ msgid "" "Translates to [code]ceil(x)[/code] in the Godot Shader Language." msgstr "" "Findet die nächstgelegene Integer Zahl, die größer oder gleich dem Parameter " -"ist. Wird in der Godot Shader Sprache mit [code]ceil(x)[/code] übersetzt." +"ist. Wird in der Redot Shader Sprache mit [code]ceil(x)[/code] übersetzt." msgid "" "Returns the inverse of the square root of the parameter. Translates to " "[code]inversesqrt(x)[/code] in the Godot Shader Language." msgstr "" -"Gibt die Inverse der Quadratwurzel des Parameters zurück. Wird in der Godot " +"Gibt die Inverse der Quadratwurzel des Parameters zurück. Wird in der Redot " "Shader Sprache mit [code]inversesqrt(x)[/code] übersetzt." msgid "" "Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/" "code] in the Godot Shader Language." msgstr "" -"Gibt den Logarithmus zur Basis 2 des Parameters zurück. Wird in der Godot " +"Gibt den Logarithmus zur Basis 2 des Parameters zurück. Wird in der Redot " "Shader Sprache mit [code]log2(x)[/code] übersetzt." msgid "Sums two numbers using [code]a + b[/code]." @@ -19626,14 +19627,14 @@ msgid "" "Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in " "the Godot Shader Language." msgstr "" -"Gibt die größere von zwei Zahlen zurück. Wird in der Godot Shader Sprache mit " +"Gibt die größere von zwei Zahlen zurück. Wird in der Redot Shader Sprache mit " "[code]max(a, b)[/code] übersetzt." msgid "" "Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in " "the Godot Shader Language." msgstr "" -"Gibt den kleineren Wert von zwei Zahlen zurück. Wird in der Godot Shader " +"Gibt den kleineren Wert von zwei Zahlen zurück. Wird in der Redot Shader " "Sprache mit [code]min(a, b)[/code] übersetzt." msgid "" @@ -20440,25 +20441,25 @@ msgstr "" msgid "" "The name of the pose we're bound to. Which poses a tracker supports is not " "known during design time.\n" -"Godot defines number of standard pose names such as [code]aim[/code] and " +"Redot defines number of standard pose names such as [code]aim[/code] and " "[code]grip[/code] but other may be configured within a given [XRInterface]." msgstr "" "Der Name der Pose, an die wir gebunden sind. Welche Posen ein Tracker " "unterstützt, ist zur Entwurfszeit nicht bekannt.\n" -"Godot definiert eine Reihe von Standard-Positionsnamen wie [code]aim[/code] " +"Redot definiert eine Reihe von Standard-Positionsnamen wie [code]aim[/code] " "und [code]grip[/code], aber andere können innerhalb einer bestimmten " "[XRInterface] konfiguriert werden." msgid "" "The name of the tracker we're bound to. Which trackers are available is not " "known during design time.\n" -"Godot defines a number of standard trackers such as [code]left_hand[/code] " +"Redot defines a number of standard trackers such as [code]left_hand[/code] " "and [code]right_hand[/code] but others may be configured within a given " "[XRInterface]." msgstr "" "Der Name des Trackers, an den wir gebunden sind. Welche Tracker zur Verfügung " "stehen, ist zur Entwurfszeit nicht bekannt.\n" -"Godot definiert eine Reihe von Standard-Trackern wie [code]left_hand[/code] " +"Redot definiert eine Reihe von Standard-Trackern wie [code]left_hand[/code] " "und [code]right_hand[/code], aber andere können innerhalb einer bestimmten " "[XRInterface] konfiguriert werden." @@ -20517,7 +20518,7 @@ msgstr "Die lineare Geschwindigkeit dieser Pose." msgid "" "The name of this pose. Pose names are often driven by an action map setup by " -"the user. Godot does suggest a number of pose names that it expects " +"the user. Redot does suggest a number of pose names that it expects " "[XRInterface]s to implement:\n" "- [code]root[/code] defines a root location, often used for tracked objects " "that do not have further nodes.\n" @@ -20529,7 +20530,7 @@ msgid "" "runtime." msgstr "" "Der Name dieser Pose. Posen-Namen werden oft durch eine vom Benutzer " -"eingerichtete Aktion-Map bestimmt. Godot schlägt eine Reihe von Posenamen " +"eingerichtete Aktion-Map bestimmt. Redot schlägt eine Reihe von Posenamen " "vor, deren Implementierung von [XRInterface]s erwartet wird:\n" "- [code]root[/code] definiert eine Wurzelposition, die oft für verfolgte " "Objekte verwendet wird, die keine weiteren Knoten (Node) haben.\n" diff --git a/doc/translations/es.po b/doc/translations/es.po index 4f33d7fd13..ceff8cebb8 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -1,4 +1,5 @@ -# Spanish translation of the Godot Engine class reference. +# Spanish translation of the Redot Engine class reference. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -93,8 +94,8 @@ # Keider Kaize <keiderkaize@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine class reference\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine class reference\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 <keiderkaize@gmail.com>\n" "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/" @@ -5154,10 +5155,10 @@ msgstr "" "La alimentación de la cámara le da acceso a una única cámara física conectada " "a tu dispositivo." -msgid "Server keeping track of different cameras accessible in Godot." +msgid "Server keeping track of different cameras accessible in Redot." msgstr "" "El servidor mantiene un seguimiento de las diferentes cámaras accesibles en " -"Godot." +"Redot." msgid "Returns an array of [CameraFeed]s." msgstr "Devuelve una array de [CameraFeed]s." @@ -6287,13 +6288,13 @@ msgstr "" "ya que el control siempre tiene que ser al menos del tamaño mínimo." msgid "" -"The default cursor shape for this control. Useful for Godot plugins and " +"The default cursor shape for this control. Useful for Redot plugins and " "applications or games that use the system's mouse cursors.\n" "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the " "system." msgstr "" "La forma del cursor por defecto para este control. Útil para los plugins de " -"Godot y las aplicaciones o juegos que utilizan los cursores del ratón del " +"Redot y las aplicaciones o juegos que utilizan los cursores del ratón del " "sistema.\n" "[b]Nota:[/b] En Linux, las formas pueden variar dependiendo del tema del " "cursor del sistema." @@ -7274,7 +7275,7 @@ msgstr "" msgid "" "An editor feature profile can be used to disable specific features of the " -"Godot editor. When disabled, the features won't appear in the editor, which " +"Redot editor. When disabled, the features won't appear in the editor, which " "makes the editor less cluttered. This is useful in education settings to " "reduce confusion or when working in a team. For example, artists and level " "designers could use a feature profile that disables the script editor to " @@ -7283,7 +7284,7 @@ msgid "" "Profiles...[/b] at the top of the editor window." msgstr "" "Un perfil de características del editor puede ser usado para deshabilitar " -"características específicas del editor de Godot. Cuando se deshabilita, las " +"características específicas del editor de Redot. Cuando se deshabilita, las " "características no aparecen en el editor, lo que hace que el editor esté " "menos desordenado. Esto es útil en entornos educativos para reducir la " "confusión o cuando se trabaja en equipo. Por ejemplo, los artistas y los " @@ -7565,10 +7566,10 @@ msgstr "" "code]." msgid "" -"Gets the Godot resource type associated with this loader. e.g. " +"Gets the Redot resource type associated with this loader. e.g. " "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" -"Obtiene el tipo de recurso Godot asociado a este cargador. Por ejemplo, " +"Obtiene el tipo de recurso Redot asociado a este cargador. Por ejemplo, " "[code]\"Mesh\"[/code] o [code]\"Animation\"[/code]." msgid "Emitted when a property is edited in the inspector." @@ -7616,8 +7617,8 @@ msgid "Returns [code]true[/code] if this object can be handled by this plugin." msgstr "" "Devuelve [code]true[/code] si este objeto puede ser manejado por este plugin." -msgid "Godot editor's interface." -msgstr "La interfaz del editor de Godot." +msgid "Redot editor's interface." +msgstr "La interfaz del editor de Redot." msgid "Returns the current path being viewed in the [FileSystemDock]." msgstr "Devuelve la ruta actual que se está viendo en el [FileSystemDock]." @@ -7768,12 +7769,12 @@ msgstr "" msgid "" "Override this method in your plugin to provide the name of the plugin when " -"displayed in the Godot editor.\n" +"displayed in the Redot editor.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons." msgstr "" "Sobrescribe este método en tu plugin para proporcionar el nombre del plugin " -"cuando se muestra en el editor de Godot.\n" +"cuando se muestra en el editor de Redot.\n" "Para los plugins de la pantalla principal, esto aparece en la parte superior " "de la pantalla, a la derecha de los botones \"2D\", \"3D\", \"Script\" y " "\"AssetLib\"." @@ -11708,11 +11709,11 @@ msgstr "" "Específico de la plataforma MacOS." msgid "" -"Notification received from Godot's crash handler when the engine is about to " +"Notification received from Redot's crash handler when the engine is about to " "crash.\n" "Implemented on desktop platforms if the crash handler is enabled." msgstr "" -"Notificación recibida del controlador de fallos de Godot cuando el motor está " +"Notificación recibida del controlador de fallos de Redot cuando el motor está " "a punto de fallar.\n" "Implementado en las plataformas de escritorio si el manejador de fallos está " "habilitado." @@ -12683,7 +12684,7 @@ msgid "" "to all inheriting classes. For example, a [Sprite2D] instance is able to call " "[method Node.add_child] because it inherits from [Node].\n" "You can create new instances, using [code]Object.new()[/code] in GDScript, or " -"[code]new GodotObject[/code] in C#.\n" +"[code]new RedotObject[/code] in C#.\n" "To delete an Object instance, call [method free]. This is necessary for most " "classes inheriting Object, because they do not manage memory on their own, " "and will otherwise cause memory leaks when no longer in use. There are a few " @@ -12698,7 +12699,7 @@ msgid "" "display as lists of options, sub-divide into groups, save on disk, etc. " "Scripting languages offer easier ways to customize properties, such as with " "the [annotation @GDScript.@export] annotation.\n" -"Godot is very dynamic. An object's script, and therefore its properties, " +"Redot is very dynamic. An object's script, and therefore its properties, " "methods and signals, can be changed at run-time. Because of this, there can " "be occasions where, for example, a property required by a method may not " "exist. To prevent run-time errors, see methods such as [method set], [method " @@ -12737,7 +12738,7 @@ msgstr "" "disponibles para todas las clases que heredan. Por ejemplo, una instancia " "[Sprite2D] puede llamar a [method Node.add_child] porque hereda de [Node].\n" "Puede crear nuevas instancias, utilizando [code]Object.new()[/code] en " -"GDScript, o [code]new GodotObject[/code] en C#.\n" +"GDScript, o [code]new RedotObject[/code] en C#.\n" "Para eliminar una instancia de Object, llame a [method free]. Esto es " "necesario para la mayoría de las clases que heredan Object, porque no " "administran la memoria por sí mismas y, de lo contrario, causarán fugas de " @@ -12754,7 +12755,7 @@ msgstr "" "subdividan en grupos, se guarden en el disco, etc. Los lenguajes de script " "ofrecen formas más sencillas de personalizar las propiedades, como con la " "anotación [annotation @GDScript.@export].\n" -"Godot es muy dinámico. El script de un objeto, y por lo tanto sus " +"Redot es muy dinámico. El script de un objeto, y por lo tanto sus " "propiedades, métodos y señales, se pueden cambiar en tiempo de ejecución. " "Debido a esto, puede haber ocasiones en las que, por ejemplo, una propiedad " "requerida por un método puede no existir. Para evitar errores en tiempo de " @@ -12805,7 +12806,7 @@ msgid "" "to check for existing connections.\n" "If the [param callable]'s object is freed, the connection will be lost.\n" "[b]Examples with recommended syntax:[/b]\n" -"Connecting signals is one of the most common operations in Godot and the API " +"Connecting signals is one of the most common operations in Redot and the API " "gives many options to do so, which are described further down. The code block " "below shows the recommended approach.\n" "[codeblocks]\n" @@ -12890,11 +12891,11 @@ msgid "" " // Option 1: In C#, we can use signals as events and connect with this " "idiomatic syntax:\n" " button.ButtonDown += OnButtonDown;\n" -" // Option 2: GodotObject.Connect() with a constructed Callable from a " +" // Option 2: RedotObject.Connect() with a constructed Callable from a " "method group.\n" " button.Connect(Button.SignalName.ButtonDown, Callable." "From(OnButtonDown));\n" -" // Option 3: GodotObject.Connect() with a constructed Callable using a " +" // Option 3: RedotObject.Connect() with a constructed Callable using a " "target object and method name.\n" " button.Connect(Button.SignalName.ButtonDown, new Callable(this, " "MethodName.OnButtonDown));\n" @@ -12982,7 +12983,7 @@ msgstr "" "is_connected] para verificar si existen conexiones.\n" "Si se libera el objeto del [param callable], se perderá la conexión.\n" "[b]Ejemplos con sintaxis recomendada:[/b]\n" -"Conectar una señal es una de las operaciones más comunes en Godot y la API " +"Conectar una señal es una de las operaciones más comunes en Redot y la API " "ofrece muchas opciones para hacerlo, que se describen más adelante. El bloque " "de código a continuación muestra el enfoque recomendado.\n" "[codeblocks]\n" @@ -13068,11 +13069,11 @@ msgstr "" " // Opción 1: En C#, podemos usar señales como eventos y conectarnos con " "esta sintaxis idiomática:\n" " button.ButtonDown += OnButtonDown;\n" -" // Opción 2: GodotObject.Connect() con un Callable construido a partir de " +" // Opción 2: RedotObject.Connect() con un Callable construido a partir de " "un grupo de métodos.\n" " button.Connect(Button.SignalName.ButtonDown, Callable." "From(OnButtonDown));\n" -" // Opción 3: GodotObject.Connect() con un Callable construido usando un " +" // Opción 3: RedotObject.Connect() con un Callable construido usando un " "objeto de destino y un nombre de método.\n" " button.Connect(Button.SignalName.ButtonDown, new Callable(this, " "MethodName.OnButtonDown));\n" @@ -15357,10 +15358,10 @@ msgstr "" "el editor." msgid "" -"Godot uses a message queue to defer some function calls. If you run out of " +"Redot uses a message queue to defer some function calls. If you run out of " "space on it (you will see an error), you can increase the size here." msgstr "" -"Godot utiliza una cola de mensajes para aplazar algunas llamadas a funciones. " +"Redot utiliza una cola de mensajes para aplazar algunas llamadas a funciones. " "Si te quedas sin espacio en ella (verás un error), puedes aumentar el tamaño " "aquí." @@ -16444,7 +16445,7 @@ msgid "" "the [ResourceSaver] singleton. This is accomplished thanks to multiple " "[ResourceFormatSaver]s, each handling its own format and called automatically " "by the engine.\n" -"By default, Godot saves resources as [code].tres[/code] (text-based), [code]." +"By default, Redot saves resources as [code].tres[/code] (text-based), [code]." "res[/code] (binary) or another built-in format, but you can choose to create " "your own format by extending this class. Be sure to respect the documented " "return types and values. You should give it a global class name with " @@ -16456,7 +16457,7 @@ msgstr "" "usas el botón [ResourceSaver]. Esto se logra gracias a los múltiples " "[ResourceFormatSaver], cada uno de los cuales maneja su propio formato y es " "llamado automáticamente por el motor.\n" -"Por defecto, Godot guarda recursos como [code].tres[/code] (basado en texto), " +"Por defecto, Redot guarda recursos como [code].tres[/code] (basado en texto), " "[code].res[/code] (binario) u otro formato incorporado, pero puedes elegir " "crear tu propio formato extendiendo esta clase. Asegúrate de respetar los " "tipos y valores de retorno documentados. Debes darle un nombre de clase " @@ -16831,8 +16832,8 @@ msgstr "" msgid "Emitted when the user clicks the OK button." msgstr "Emitido cuando el usuario hace clic en el botón OK." -msgid "Godot editor's script editor." -msgstr "El editor de script de Godot." +msgid "Redot editor's script editor." +msgstr "El editor de script de Redot." msgid "Returns a [Script] that is currently active in editor." msgstr "Devuelve un [Script] que está actualmente activo en el editor." @@ -18130,12 +18131,12 @@ msgstr "" "de vida o resistencia." msgid "" -"If [code]true[/code], Godot treats the bar's textures like in " +"If [code]true[/code], Redot treats the bar's textures like in " "[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like " "[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When " "using a radial [member fill_mode], this setting will enable stretching." msgstr "" -"Si [code]true[/code], Godot trata las texturas de la barra como en " +"Si [code]true[/code], Redot trata las texturas de la barra como en " "[NinePatchRect]. Usa las propiedades de [code]stretch_margin_*[/code] como en " "[member stretch_margin_bottom] para configurar la cuadrícula de 3×3 del nueve " "parche. Cuando se utiliza un [member fill_mode] radial, este ajuste permitirá " @@ -18876,7 +18877,7 @@ msgid "" "beginning, the end, or both). If you don't know which transition and easing " "to pick, you can try different [enum TransitionType] constants with [constant " "EASE_IN_OUT], and use the one that looks best.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/" "tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] Tweens are not designed to be re-used and trying to do so " "results in an undefined behavior. Create a new Tween for each animation and " @@ -19017,7 +19018,7 @@ msgstr "" "interpolación (al principio, al final o en ambos). Si no sabe qué transición " "y suavizado elegir, puede probar diferentes constantes [enum TransitionType] " "con [constant EASE_IN_OUT] y usar la que se vea mejor.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/" "tween_cheatsheet.webp]Conjunto de trucos sobre tipos de transiciones y " "suavizado de interpolaciones[/url]\n" "[b]Nota:[/b] Las interpolaciones no están diseñadas para reutilizarse y, si " @@ -19273,7 +19274,7 @@ msgid "" "[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] is " "a good first stop, the specification can be found at the [url=https://" "openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open " -"Connectivity Foundation[/url] and Godot's implementation is based on the " +"Connectivity Foundation[/url] and Redot's implementation is based on the " "[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]." msgstr "" "Esta clase se puede utilizar para descubrir dispositivos UPNP [UPNPDevice] " @@ -19368,7 +19369,7 @@ msgstr "" "Universal_Plug_and_Play]Wikipedia[/url] es una buena primera parada; la " "especificación se puede encontrar en la [url=https://openconnectivity.org/" "developer/specifications/upnp-resources/upnp/]Open Connectivity Foundation[/" -"url] y la implementación de Godot se basa en el [url=https://github.com/" +"url] y la implementación de Redot se basa en el [url=https://github.com/" "miniupnp/miniupnp]cliente MiniUPnP[/url]." msgid "Adds the given [UPNPDevice] to the list of discovered devices." @@ -19612,8 +19613,8 @@ msgstr "Control inválido." msgid "Memory allocation error." msgstr "Error de asignación de memoria." -msgid "The most important data type in Godot." -msgstr "El tipo de datos más importante de Godot." +msgid "The most important data type in Redot." +msgstr "El tipo de datos más importante de Redot." msgid "" "Returns a new vector with all components in absolute values (i.e. positive)." @@ -19798,12 +19799,12 @@ msgstr "" "y prueba algo alrededor de 200 para algo como un coche de Fórmula 1." msgid "" -"This is the distance the suspension can travel. As Godot units are equivalent " +"This is the distance the suspension can travel. As Redot units are equivalent " "to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 " "depending on the type of car." msgstr "" "Esta es la distancia que puede recorrer la suspensión. Como las unidades " -"Godot equivalen a metros, mantenga este ajuste relativamente bajo. Pruebe con " +"Redot equivalen a metros, mantenga este ajuste relativamente bajo. Pruebe con " "un valor entre 0,1 y 0,3 dependiendo del tipo de coche." msgid "" @@ -19828,13 +19829,13 @@ msgstr "El radio de la rueda en metros." msgid "" "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 " +"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." msgstr "" "Esta es la distancia en metros a la que se baja la rueda desde su punto de " "origen. No lo pongas a 0.0 y mueve la rueda a su posición, en su lugar mueve " -"el punto de origen de tu rueda (el gizmo en Godot) a la posición que la rueda " +"el punto de origen de tu rueda (el gizmo en Redot) a la posición que la rueda " "tomará al descender, luego usa la longitud de reposo para mover la rueda " "hacia abajo a la posición en la que debería estar cuando el auto esté en " "reposo." @@ -20623,18 +20624,18 @@ msgid "Translates to [code]dot(a, b)[/code] in the shader language." msgstr "Se traduce a [code]dot(a, b)[/code] en el lenguaje shader." msgid "" -"A custom visual shader graph expression written in Godot Shading Language." +"A custom visual shader graph expression written in Redot Shading Language." msgstr "" "Una gráfico de shader visual personalizada, escrito en el lenguaje de " -"sombreado Godot." +"sombreado Redot." msgid "" -"An expression in Godot Shading Language, which will be injected at the start " +"An expression in Redot Shading Language, which will be injected at the start " "of the graph's matching shader function ([code]vertex[/code], [code]fragment[/" "code], or [code]light[/code]), and thus cannot be used to declare functions, " "varyings, uniforms, or global constants." msgstr "" -"Una expresión del Lenguaje de Sombreado Godot, que se inyectará al comienzo " +"Una expresión del Lenguaje de Sombreado Redot, que se inyectará al comienzo " "de la función shader correspondiente del gráfico ([code]vertex[/code], " "[code]fragment[/code], o [code]light[/code]), y por lo tanto no puede " "utilizarse para declarar funciones, variaciones, uniformes o constantes " @@ -20659,19 +20660,19 @@ msgstr "" "este)." msgid "" -"A custom global visual shader graph expression written in Godot Shading " +"A custom global visual shader graph expression written in Redot Shading " "Language." msgstr "" "Una expresión gráfica de shader visual global personalizada, escrita en el " -"Lenguaje Shader de Godot." +"Lenguaje Shader de Redot." msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "generated shader. You can place various function definitions inside to call " "later in [VisualShaderNodeExpression]s (which are injected in the main shader " "functions). You can also declare varyings, uniforms and global constants." msgstr "" -"La expresión del Lenguaje Shader Godot personalizado, que se coloca sobre el " +"La expresión del Lenguaje Shader Redot personalizado, que se coloca sobre el " "shader generado. Puedes colocar varias definiciones de funciones dentro para " "llamarlas más tarde en [VisualShaderNodeExpression]s (que se inyectan en las " "principales funciones shader). También puedes declarar variaciones, uniformes " @@ -21285,17 +21286,17 @@ msgstr "" msgid "" "Tells the channel to send data over this channel as text. An external peer " -"(non-Godot) would receive this as a string." +"(non-Redot) would receive this as a string." msgstr "" "Indica al canal que mande los datos como texto. Un compañero externo (non-" -"Godot) lo recibiría como una cadena." +"Redot) lo recibiría como una cadena." msgid "" "Tells the channel to send data over this channel as binary. An external peer " -"(non-Godot) would receive this as array buffer or blob." +"(non-Redot) would receive this as array buffer or blob." msgstr "" "Le dice al canal que envíe datos por este canal en binario. Un par externo " -"(no Godot) recibiría esto como un buffer o blob del array." +"(no Redot) recibiría esto como un buffer o blob del array." msgid "The channel was created, but it's still trying to connect." msgstr "El canal fue creado, pero todavía está tratando de conectarse." diff --git a/doc/translations/fr.po b/doc/translations/fr.po index c65ff1232f..790cb19c79 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -1,4 +1,5 @@ -# French translation of the Godot Engine class reference. +# French translation of the Redot Engine class reference. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -109,8 +110,8 @@ # Fontaine Nathan <nathan.fontaine53@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine class reference\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine class reference\n" +"Report-Msgid-Bugs-To: https://github.com/redot-engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-04 20:31+0000\n" "Last-Translator: Fontaine Nathan <nathan.fontaine53@gmail.com>\n" @@ -3738,8 +3739,8 @@ msgstr "" "Cette classe est destinée à être utilisée avec un [AudioStreamGenerator] pour " "lire l'audio généré en temps réel." -msgid "Godot 3.2 will get new audio features" -msgstr "Godot 3.2 aura ces nouvelles fonctionnalités audio" +msgid "Redot 3.2 will get new audio features" +msgstr "Redot 3.2 aura ces nouvelles fonctionnalités audio" msgid "Clears the audio sample data buffer." msgstr "Efface la mémoire tampon des échantillons audio." @@ -4757,19 +4758,19 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " -"device. When enabled, Godot will start capturing frames from the camera which " +"device. When enabled, Redot will start capturing frames from the camera which " "can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " -"textures and need to be combined in a shader. Godot does this automatically " +"textures and need to be combined in a shader. Redot does this automatically " "for you if you set the environment to show the camera image in the background." msgstr "" "Un flux de caméra vous donne accès à une caméra physique qui est connectée à " -"votre appareil. Lorsqu'il est activé, Godot commencera à capturer les images " +"votre appareil. Lorsqu'il est activé, Redot commencera à capturer les images " "de cette caméra qui pourront alors être utilisées. Voir aussi " "[CameraServer].\n" "[b]Note :[/b] Beaucoup de caméras renvoient des images au format YCbCr qui " "sont divisées en deux textures et doivent être combinées dans un shader. " -"Godot le fera automatiquement si vous configurez l'environnement pour " +"Redot le fera automatiquement si vous configurez l'environnement pour " "afficher cette image comme arrière-plan." msgid "Returns the unique ID for this feed." @@ -4813,9 +4814,9 @@ msgstr "La caméra est placée à l'avant de l'appareil." msgid "Camera is mounted at the back of the device." msgstr "La caméra est placée à l'arrière de l'appareil." -msgid "Server keeping track of different cameras accessible in Godot." +msgid "Server keeping track of different cameras accessible in Redot." msgstr "" -"Le serveur garde la liste des différentes caméras accessibles dans Godot." +"Le serveur garde la liste des différentes caméras accessibles dans Redot." msgid "Returns an array of [CameraFeed]s." msgstr "Retourne un tableau de [CameraFeed]s." @@ -6183,13 +6184,13 @@ msgstr "" "actuelle, car le contrôle doit toujours avoir au moins sa taille minimale." msgid "" -"The default cursor shape for this control. Useful for Godot plugins and " +"The default cursor shape for this control. Useful for Redot plugins and " "applications or games that use the system's mouse cursors.\n" "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the " "system." msgstr "" "La forme par défaut du curseur pour ce contrôle. Utile pour les greffons de " -"Godot et applications ou jeux qui utilisent les curseurs de souris du " +"Redot et applications ou jeux qui utilisent les curseurs de souris du " "système.\n" "[b]Note :[/b] Sur Linux, les formes peuvent varier selon le thème du curseur " "du système." @@ -6979,7 +6980,7 @@ msgid "" "assert(data.to_utf8_buffer() == decrypted)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "Crypto crypto = new Crypto();\n" @@ -7017,7 +7018,7 @@ msgid "" "[/codeblocks]" msgstr "" "La classe Crypto permet d'accéder à des fonctionnalités cryptographiques plus " -"avancées dans Godot.\n" +"avancées dans Redot.\n" "Pour l'instant, cela inclus la génération de données aléatoires pour des " "utilisations cryptographiques, la génération de clés RSA et de certificats " "auto-signés X509, de clé asymétriques de cryptage/décryptage, la signature et " @@ -7697,7 +7698,7 @@ msgstr "" msgid "" "An editor feature profile can be used to disable specific features of the " -"Godot editor. When disabled, the features won't appear in the editor, which " +"Redot editor. When disabled, the features won't appear in the editor, which " "makes the editor less cluttered. This is useful in education settings to " "reduce confusion or when working in a team. For example, artists and level " "designers could use a feature profile that disables the script editor to " @@ -7706,7 +7707,7 @@ msgid "" "Profiles...[/b] at the top of the editor window." msgstr "" "Un profil d'éditeur peut être utilisé pour désactiver certaines " -"fonctionnalités spécifiques de l'éditeur Godot. Lorsqu'elles sont " +"fonctionnalités spécifiques de l'éditeur Redot. Lorsqu'elles sont " "désactivées, ces fonctionnalités n'apparaîtront pas dans l'éditeur, ce qui " "rend simplie l'éditeur. Cela est utile dans les milieux d'éducation pour " "réduire la confusion ou lorsque vous travaillez dans une équipe. Par exemple, " @@ -8021,10 +8022,10 @@ msgstr "" "(insensible à la casse). Par exemple [code][\"obj\"][/code]." msgid "" -"Gets the Godot resource type associated with this loader. e.g. " +"Gets the Redot resource type associated with this loader. e.g. " "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" -"Récupérer le type de ressource de Godot associé avec ce chargeur, ex.: " +"Récupérer le type de ressource de Redot associé avec ce chargeur, ex.: " "[code]\"Mesh\"[/code] ou [code]\"Animation\"[/code]." msgid "" @@ -8079,8 +8080,8 @@ msgstr "" "Ajoute un contrôle personnalisé, qui n'est pas nécessairement un éditeur de " "propriété." -msgid "Godot editor's interface." -msgstr "Interface de l'éditeur Godot." +msgid "Redot editor's interface." +msgstr "Interface de l'éditeur Redot." msgid "" "Edits the given [Node]. The node will be also selected if it's inside the " @@ -8108,13 +8109,13 @@ msgstr "" "spécifié." msgid "" -"Returns the main container of Godot editor's window. For example, you can use " +"Returns the main container of Redot editor's window. For example, you can use " "it to retrieve the size of the container and place your controls " "accordingly.\n" "[b]Warning:[/b] Removing and freeing this node will render the editor useless " "and may cause a crash." msgstr "" -"Retourne le conteneur principal de la fenêtre de l'éditeur de Godot. Par " +"Retourne le conteneur principal de la fenêtre de l'éditeur de Redot. Par " "exemple, vous pouvez l'utiliser pour récupérer la taille du conteneur et " "placer vos contrôles en conséquence.\n" "[b]Avertissement :[/b] Enlever et libérer ce nœud rend l'éditeur inutile et " @@ -8283,12 +8284,12 @@ msgstr "" msgid "" "Override this method in your plugin to provide the name of the plugin when " -"displayed in the Godot editor.\n" +"displayed in the Redot editor.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons." msgstr "" "Surchargez cette méthode dans votre greffon pour fournir le nom du greffon " -"lorsque affiché dans l'éditeur Godot.\n" +"lorsque affiché dans l'éditeur Redot.\n" "Pour les greffons d'écran principal, cela apparaît en haut de l'écran, à " "droite des boutons \"2D\", \"3D\", \"Script\" et \"AssetLib\"." @@ -8529,9 +8530,9 @@ msgstr "" msgid "Emitted when selected. Used internally." msgstr "Émis lors de la sélection. Utilisé en interne." -msgid "Godot editor's control for selecting [Resource] type properties." +msgid "Redot editor's control for selecting [Resource] type properties." msgstr "" -"Le contrôle de l'éditeur de Godot pour la sélection des propriétés de type " +"Le contrôle de l'éditeur de Redot pour la sélection des propriétés de type " "[Resource]." msgid "" @@ -8643,10 +8644,10 @@ msgstr "" "utilisé." msgid "" -"Godot editor's control for selecting the [code]script[/code] property of a " +"Redot editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" -"Le contrôle de l'éditeur Godot pour sélectionner la propriété [code]script[/" +"Le contrôle de l'éditeur Redot pour sélectionner la propriété [code]script[/" "code] d'un [Node]." msgid "" @@ -8751,8 +8752,8 @@ msgstr "" "par divers greffons de l'éditeurs pour mettre à jour leur affichage lors de " "changements de thème ou de configuration." -msgid "Godot editor's control for editing numeric values." -msgstr "Le contrôle d'édition des valeurs numériques de l'éditeur Godot." +msgid "Redot editor's control for editing numeric values." +msgstr "Le contrôle d'édition des valeurs numériques de l'éditeur Redot." msgid "" "Register a reference for \"do\" that will be erased if the \"do\" history is " @@ -9380,7 +9381,7 @@ msgstr "" msgid "" "The intensity of the light. This is expressed in candelas (lumens per " "steradian) for point and spot lights, and lux (lumens per m²) for directional " -"lights. When creating a Godot light, this value is converted to a unitless " +"lights. When creating a Redot light, this value is converted to a unitless " "multiplier." msgstr "" "L'intensité de la lumière. Ceci est exprimé en candelas (lumens par " @@ -9391,12 +9392,12 @@ msgstr "" msgid "" "The range of the light, beyond which the light has no effect. GLTF lights " "with no range defined behave like physical lights (which have infinite " -"range). When creating a Godot light, the range is clamped to 4096." +"range). When creating a Redot light, the range is clamped to 4096." msgstr "" "La portée de la lumière, au-delà de laquelle la lumière n'a plus aucun effet. " "Les feux GLTF sans limite de portée définie se comportent comme des lumières " "physiques (qui ont une portée infinie). Lors de la création d'une lumière " -"Godot, la portée est fixée à 4096 unités." +"Redot, la portée est fixée à 4096 unités." msgid "2D Particles Demo" msgstr "Démo des particules en 2D" @@ -11372,11 +11373,11 @@ msgstr "" "charge intégrée des traductions, comme par le biais de [method Object.tr]." msgid "" -"Notification received from Godot's crash handler when the engine is about to " +"Notification received from Redot's crash handler when the engine is about to " "crash.\n" "Implemented on desktop platforms if the crash handler is enabled." msgstr "" -"Notification reçue depuis le gestionnaire de plantage de Godot quand le " +"Notification reçue depuis le gestionnaire de plantage de Redot quand le " "moteur est sur le point de planter.\n" "Implémenté sur les environnements de bureau si le gestionnaire de plantage " "est activé." @@ -14475,12 +14476,12 @@ msgstr "" "calque s'affichera comme \"Calque 32\"." msgid "" -"Default size of packet peer stream for deserializing Godot data (in bytes, " +"Default size of packet peer stream for deserializing Redot data (in bytes, " "specified as a power of two). The default value [code]16[/code] is equal to " "65,536 bytes. Over this size, data is dropped." msgstr "" "La taille par défaut du flux par paire de paquets pour décoder les données " -"Godot (en octets, spécifié par une puissance de deux). La valeur par défaut " +"Redot (en octets, spécifié par une puissance de deux). La valeur par défaut " "[code]16[/code] est égale à 65 536 octets. Une fois cette valeur dépassée, le " "nouveau contenu est ignoré." @@ -15393,8 +15394,8 @@ msgstr "Recharge l'implémentation du script. Retourne un code d'erreur." msgid "Emitted when the user clicks the OK button." msgstr "Émis quand un utilisateur clique sur le bouton OK." -msgid "Godot editor's script editor." -msgstr "Éditeur de script de l'éditeur Godot." +msgid "Redot editor's script editor." +msgstr "Éditeur de script de l'éditeur Redot." msgid "Returns a [Script] that is currently active in editor." msgstr "Retourne le [Script] actuellement actif dans l'éditeur." @@ -16810,7 +16811,7 @@ msgstr "" msgid "" "[TextureButton] has the same functionality as [Button], except it uses " -"sprites instead of Godot's [Theme] resource. It is faster to create, but it " +"sprites instead of Redot's [Theme] resource. It is faster to create, but it " "doesn't support localization like more complex [Control]s.\n" "The \"normal\" state must contain a texture ([member texture_normal]); other " "textures are optional.\n" @@ -17752,8 +17753,8 @@ msgstr "Contrôle invalide." msgid "Memory allocation error." msgstr "Erreur d’allocation de mémoire." -msgid "The most important data type in Godot." -msgstr "Le plus important type de donnée dans Godot." +msgid "The most important data type in Redot." +msgstr "Le plus important type de donnée dans Redot." msgid "3Blue1Brown Essence of Linear Algebra" msgstr "3Blue1Brown Essence of Linear Algebra" @@ -17916,11 +17917,11 @@ msgstr "" "quelque chose comme une voiture de Formule 1." msgid "" -"This is the distance the suspension can travel. As Godot units are equivalent " +"This is the distance the suspension can travel. As Redot units are equivalent " "to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 " "depending on the type of car." msgstr "" -"C'est la distance que la suspension peut parcourir. Comme les unités Godot " +"C'est la distance que la suspension peut parcourir. Comme les unités Redot " "sont équivalentes aux mètres, garder ce réglage relativement bas. Essayez une " "valeur entre 0,1 et 0,3 selon le type de voiture." @@ -18859,17 +18860,17 @@ msgstr "" msgid "" "Tells the channel to send data over this channel as text. An external peer " -"(non-Godot) would receive this as a string." +"(non-Redot) would receive this as a string." msgstr "" "Demande au canal d'envoyer des données sur ce canal sous forme de texte. Un " -"pair externe (non Godot) le reçoit sous forme de chaîne de caractères." +"pair externe (non Redot) le reçoit sous forme de chaîne de caractères." msgid "" "Tells the channel to send data over this channel as binary. An external peer " -"(non-Godot) would receive this as array buffer or blob." +"(non-Redot) would receive this as array buffer or blob." msgstr "" "Demande au canal d'envoyer des données sur ce canal sous forme binaire. Un " -"pair externe (non Godot) le reçoit sous forme de tableau tampon ou de blob." +"pair externe (non Redot) le reçoit sous forme de tableau tampon ou de blob." msgid "The channel was created, but it's still trying to connect." msgstr "Le canal a été créé, mais il essaie toujours de se connecter." diff --git a/doc/translations/ga.po b/doc/translations/ga.po index 51a75061d0..83cfc56722 100644 --- a/doc/translations/ga.po +++ b/doc/translations/ga.po @@ -1,12 +1,13 @@ -# Irish translation of the Godot Engine class reference. -# Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). +# Irish translation of the Redot Engine class reference. +# Copyright (c) 2024-present Redot Engine contributors. +# Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. -# This file is distributed under the same license as the Godot source code. +# This file is distributed under the same license as the Redot source code. # # Aindriú Mac Giolla Eoin <aindriu80@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine class reference\n" +"Project-Id-Version: Redot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2024-09-14 08:09+0000\n" "Last-Translator: Aindriú Mac Giolla Eoin <aindriu80@gmail.com>\n" @@ -2420,7 +2421,7 @@ 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]." @@ -2438,7 +2439,7 @@ msgstr "" "- 1.0: Líneach\n" "- Níos mó ná 1.0 (eisiach): Éascaíocht isteach\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]caolbhileog luachanna cuar éasca()[/url]\n" "Féach freisin [method smoothstep]. Más gá duit aistrithe níos forbartha a " "dhéanamh, úsáid [method Tween.interpolate_value]." @@ -3244,7 +3245,7 @@ msgid "" "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" -"var a = new Godot.Collections.Array { 1, 2, 3 };\n" +"var a = new Redot.Collections.Array { 1, 2, 3 };\n" "GD.Print(\"a\", \"b\", a); // Prints ab[1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -3262,7 +3263,7 @@ msgstr "" "print(\"a\", \"b\", a) # Priontála ab[1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" -"var a = Godot.Collections nua.Array { 1, 2, 3 };\n" +"var a = Redot.Collections nua.Array { 1, 2, 3 };\n" "GD.Print (\"a\", \"b\", a); // Priontaí ab[1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -3395,7 +3396,7 @@ msgid "" "terminal. Unlike [method print], no newline is automatically added at the " "end.\n" "[b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output " -"dock. The output sent to the OS terminal can be seen when running Godot from " +"dock. The output sent to the OS terminal can be seen when running Redot from " "a terminal. On Windows, this requires using the [code]console.exe[/code] " "executable.\n" "[codeblocks]\n" @@ -3418,7 +3419,7 @@ msgstr "" "chuirtear aon líne nua leis go huathoibríoch ag an deireadh.\n" "[b]Nóta:[/b] Níl an teirminéal OS [i][/i] mar an gcéanna le duga Aschuir an " "eagarthóra. Is féidir an t-aschur a sheoltar chuig críochfort an OS a " -"fheiceáil agus Godot á rith ó chríochfort. Ar Windows, éilíonn sé seo úsáid a " +"fheiceáil agus Redot á rith ó chríochfort. Ar Windows, éilíonn sé seo úsáid a " "bhaint as an [code]console.exe[/code] inrite.\n" "[codeblocks]\n" "[gdscript]\n" @@ -3482,7 +3483,7 @@ msgstr "" "[/codeblocks]" msgid "" -"Pushes an error message to Godot's built-in debugger and to the OS terminal.\n" +"Pushes an error message to Redot's built-in debugger and to the OS terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " @@ -3497,7 +3498,7 @@ msgid "" "error message and pause project execution in debug builds, use " "[code]assert(false, \"test error\")[/code] instead." msgstr "" -"Cuireann sé teachtaireacht earráide chuig dífhabhtóir ionsuite Godot agus " +"Cuireann sé teachtaireacht earráide chuig dífhabhtóir ionsuite Redot agus " "chuig teirminéal an OS.\n" "[codeblocks]\n" "[gdscript]\n" @@ -3515,7 +3516,7 @@ msgstr "" "tástála\")[/code] ina ionad sin." msgid "" -"Pushes a warning message to Godot's built-in debugger and to the OS " +"Pushes a warning message to Redot's built-in debugger and to the OS " "terminal.\n" "[codeblocks]\n" "[gdscript]\n" @@ -3528,7 +3529,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Cuireann sé teachtaireacht rabhaidh chuig dífhabhtóir ionsuite Godot agus " +"Cuireann sé teachtaireacht rabhaidh chuig dífhabhtóir ionsuite Redot agus " "chuig críochfort an OS.\n" "[codeblocks]\n" "[gdscript]\n" @@ -3838,7 +3839,7 @@ msgid "" "functions.\n" "[codeblocks]\n" "[gdscript]\n" -"var my_seed = \"Godot Rocks\".hash()\n" +"var my_seed = \"Redot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" @@ -3846,7 +3847,7 @@ msgid "" "# a and b are now identical\n" "[/gdscript]\n" "[csharp]\n" -"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" +"ulong mySeed = (ulong)GD.Hash(\"Redot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" @@ -3860,7 +3861,7 @@ msgstr "" "bhfeidhmeanna randamacha trí an síol a shocrú de láimh.\n" "[codeblocks]\n" "[gdscript]\n" -"var my_seed = \"Godot Rocks\".hash()\n" +"var my_seed = \"Redot Rocks\".hash()\n" "síol (mo_shíol)\n" "var a = ranf() + randi()\n" "síol(mo_shíol)\n" @@ -3868,7 +3869,7 @@ msgstr "" "Tá # a agus b comhionann anois\n" "[/gdscript]\n" "[csharp]\n" -"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" +"ulong mySeed = (ulong)GD.Hash(\"Redot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" @@ -3997,7 +3998,7 @@ 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 "" @@ -4021,7 +4022,7 @@ msgstr "" "aige, cuireann [method smoothstep] ar ais an cuar is míne agus is féidir gan " "aon athruithe tobanna sa díorthach. Más gá duit aistrithe níos forbartha a " "dhéanamh, úsáid [Tween] nó [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]Comparáid idir smoothstep() agus luachanna " "aischuir éasca(x, -1.6521)[/url]" @@ -4168,7 +4169,7 @@ msgid "" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data is a " "string\n" -"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n" +"var dict = GD.StrToVar(data).AsRedotDictionary(); // dict is a Dictionary\n" "GD.Print(dict[\"a\"]); // Prints 1\n" "[/csharp]\n" "[/codeblocks]" @@ -4184,7 +4185,7 @@ msgstr "" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // is teaghrán é " "sonraí\n" -"var dict = GD.StrToVar(sonraí).AsGodotDictionary(); // dict is Foclóir\n" +"var dict = GD.StrToVar(sonraí).AsRedotDictionary(); // dict is Foclóir\n" "GD.Print(dict[\"a\"]); // Priontaí 1\n" "[/csharp]\n" "[/codeblocks]" @@ -4335,7 +4336,7 @@ msgid "" "print(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" -"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" +"var a = new Redot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" @@ -4357,7 +4358,7 @@ msgstr "" "priontáil(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" -"var a = nua Godot.Collections.Dictionary { [ \"a\" ] = 1, [ \"b\" ] = 2 };\n" +"var a = nua Redot.Collections.Dictionary { [ \"a\" ] = 1, [ \"b\" ] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" @@ -7064,7 +7065,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " -"negative, as most other methods in Godot assume that the [member size]'s " +"negative, as most other methods in Redot assume that the [member size]'s " "components are greater than [code]0[/code]." msgstr "" "Filleann sé [AABB] atá coibhéiseach leis an mbosca teorann seo, agus " @@ -7085,7 +7086,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] Moltar an modh seo a úsáid nuair a bhíonn [méid na mball] " -"diúltach, mar go nglactar leis go bhfuil formhór na modhanna eile in Godot " +"diúltach, mar go nglactar leis go bhfuil formhór na modhanna eile in Redot " "níos mó ná [code]0[/code] ." msgid "" @@ -7555,7 +7556,7 @@ msgid "" "The bounding box's width, height, and depth starting from [member position]. " "Setting this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width, height, and depth to non-" -"negative values. This is because most methods in Godot assume that the " +"negative values. This is because most methods in Redot assume that the " "[member position] is the bottom-left-back corner, and the [member end] is the " "top-right-forward corner. To get an equivalent bounding box with non-negative " "size, use [method abs]." @@ -7565,7 +7566,7 @@ msgstr "" "mball] freisin.\n" "[b]Nóta:[/b] Moltar an leithead, an airde agus an doimhneacht a shocrú go " "luachanna neamhdhiúltacha. Tá sé seo toisc go nglacann an chuid is mó de na " -"modhanna i Godot leis gurb é [suíomh na mball] an cúinne bun-chlé, agus is é " +"modhanna i Redot leis gurb é [suíomh na mball] an cúinne bun-chlé, agus is é " "[deireadh na mball] an cúinne uachtarach ar dheis ar aghaidh. Chun bosca " "teorann coibhéiseach a fháil le méid neamhdhiúltach, úsáid [method ABS]." @@ -7822,7 +7823,7 @@ msgid "" " assert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" @@ -7904,7 +7905,7 @@ msgstr "" " dearbhaigh(díchriptithe == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" -"ag baint úsáide as Godot;\n" +"ag baint úsáide as Redot;\n" "ag baint úsáide as System.Diagnostics;\n" "\n" "páirt-aicme poiblí MyNode : Nód\n" @@ -9261,8 +9262,8 @@ msgstr "" "Tar éis na sonraí faisnéise athsheinm a chur ar an toirt laistigh den rang " "leathnaithe, is é an [AnimationMixer] a phróiseálann an cumasc." -msgid "Migrating Animations from Godot 4.0 to 4.3" -msgstr "Beochan a Imirce ó Godot 4.0 go 4.3" +msgid "Migrating Animations from Redot 4.0 to 4.3" +msgstr "Beochan a Imirce ó Redot 4.0 go 4.3" msgid "A virtual function for processing after getting a key during playback." msgstr "" @@ -12981,7 +12982,7 @@ msgid "" "print(array[-3]) # Prints \"Second\"\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array{\"First\", 2, 3, \"Last\"};\n" +"var array = new Redot.Collections.Array{\"First\", 2, 3, \"Last\"};\n" "GD.Print(array[0]); // Prints \"First\"\n" "GD.Print(array[2]); // Prints 3\n" "GD.Print(array[array.Count - 1]); // Prints \"Last\"\n" @@ -13021,7 +13022,7 @@ msgstr "" "print(eagar[-3]) # Priontála \"Second\"\n" "[/gdscript]\n" "[csharp]\n" -"var array = Godot.Collections.Array nua{ \"An Chéad\", 2, 3, \"Deireadh\"};\n" +"var array = Redot.Collections.Array nua{ \"An Chéad\", 2, 3, \"Deireadh\"};\n" "GD.Print(eagar[0]); // Priontaí \"First\"\n" "GD.Print(eagar[2]); // Priontaí 3\n" "GD.Print(eagar[eagar.Count - 1]); // Priontaí \"Deireadh\"\n" @@ -13195,19 +13196,19 @@ msgid "" "public override void _Ready()\n" "{\n" " // Prints true (3/3 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }." +" GD.Print(new Redot.Collections.Array>int< { 6, 10, 6 }." "All(GreaterThan5));\n" " // Prints false (1/3 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { 4, 10, 4 }." +" GD.Print(new Redot.Collections.Array>int< { 4, 10, 4 }." "All(GreaterThan5));\n" " // Prints false (0/3 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }." +" GD.Print(new Redot.Collections.Array>int< { 4, 4, 4 }." "All(GreaterThan5));\n" " // Prints true (0/0 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5));\n" +" GD.Print(new Redot.Collections.Array>int< { }.All(GreaterThan5));\n" "\n" " // Same as the first line above, but using a lambda function.\n" -" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => " +" GD.Print(new Redot.Collections.Array>int< { 6, 10, 6 }.All(element => " "element > 5)); // Prints true\n" "}\n" "[/csharp]\n" @@ -13254,19 +13255,19 @@ msgstr "" "public override void _Ready()\n" "{\n" " // Prints true (3/3 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }." +" GD.Print(new Redot.Collections.Array>int< { 6, 10, 6 }." "All(GreaterThan5));\n" " // Prints false (1/3 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { 4, 10, 4 }." +" GD.Print(new Redot.Collections.Array>int< { 4, 10, 4 }." "All(GreaterThan5));\n" " // Prints false (0/3 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }." +" GD.Print(new Redot.Collections.Array>int< { 4, 4, 4 }." "All(GreaterThan5));\n" " // Prints true (0/0 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5));\n" +" GD.Print(new Redot.Collections.Array>int< { }.All(GreaterThan5));\n" "\n" " // Same as the first line above, but using a lambda function.\n" -" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => " +" GD.Print(new Redot.Collections.Array>int< { 6, 10, 6 }.All(element => " "element > 5)); // Prints true\n" "}\n" "[/csharp]\n" @@ -13550,7 +13551,7 @@ msgid "" "print(array) # Prints [2, 2, 2, 2, 2]\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array();\n" +"var array = new Redot.Collections.Array();\n" "array.Resize(5);\n" "array.Fill(2);\n" "GD.Print(array); // Prints [2, 2, 2, 2, 2]\n" @@ -13571,7 +13572,7 @@ msgstr "" "print(array) # Prints [2, 2, 2, 2, 2]\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array();\n" +"var array = new Redot.Collections.Array();\n" "array.Resize(5);\n" "array.Fill(2);\n" "GD.Print(array); // Prints [2, 2, 2, 2, 2]\n" @@ -13686,7 +13687,7 @@ msgid "" "print([\"inside\", 7].has(\"7\")) # Prints false\n" "[/gdscript]\n" "[csharp]\n" -"var arr = new Godot.Collections.Array { \"inside\", 7 };\n" +"var arr = new Redot.Collections.Array { \"inside\", 7 };\n" "// By C# convention, this method is renamed to `Contains`.\n" "GD.Print(arr.Contains(\"inside\")); // Prints true\n" "GD.Print(arr.Contains(\"outside\")); // Prints false\n" @@ -13712,7 +13713,7 @@ msgstr "" "print([\"taobh istigh\", 7].has(\"7\")) # Priontaí bréagach\n" "[/gdscript]\n" "[csharp]\n" -"var arr = nua Godot.Collections.Array { \"taobh istigh\", 7 };\n" +"var arr = nua Redot.Collections.Array { \"taobh istigh\", 7 };\n" "// De réir an choinbhinsiúin C#, athainmnítear an modh seo go `Contains`.\n" "GD.Print(arr.Contains(\"taobh istigh\")); // Priontaí fíor\n" "GD.Print(arr.Contains(\"lasmuigh\")); // Priontaí bréagach\n" @@ -13886,7 +13887,7 @@ msgid "" "print([1, 2, 3.25, \"Hi\"].pick_random())\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array { 1, 2, 3.25f, \"Hi\" };\n" +"var array = new Redot.Collections.Array { 1, 2, 3.25f, \"Hi\" };\n" "GD.Print(array.PickRandom()); // May print 1, 2, 3.25, or \"Hi\".\n" "[/csharp]\n" "[/codeblocks]\n" @@ -13903,7 +13904,7 @@ msgstr "" "cló([1, 2, 3.25, \"Dia duit\"].pick_random())\n" "[/gdscript]\n" "[csharp]\n" -"var eagar = nua Godot.Collections.Array { 1, 2, 3.25f, \"Dia duit\" };\n" +"var eagar = nua Redot.Collections.Array { 1, 2, 3.25f, \"Dia duit\" };\n" "GD.Print(eagar.PickRandom()); // Bealtaine cló 1, 2, 3.25, nó \"Dia duit\".\n" "[/csharp]\n" "[/codeblocks]\n" @@ -14166,7 +14167,7 @@ msgid "" "print(numbers) # Prints [2.5, 5, 8, 10]\n" "[/gdscript]\n" "[csharp]\n" -"var numbers = new Godot.Collections.Array { 10, 5, 2.5, 8 };\n" +"var numbers = new Redot.Collections.Array { 10, 5, 2.5, 8 };\n" "numbers.Sort();\n" "GD.Print(numbers); // Prints [2.5, 5, 8, 10]\n" "[/csharp]\n" @@ -14185,7 +14186,7 @@ msgstr "" "print(numbers) # Prints [2.5, 5, 8, 10]\n" "[/gdscript]\n" "[csharp]\n" -"var numbers = new Godot.Collections.Array { 10, 5, 2.5, 8 };\n" +"var numbers = new Redot.Collections.Array { 10, 5, 2.5, 8 };\n" "numbers.Sort();\n" "GD.Print(numbers); // Prints [2.5, 5, 8, 10]\n" "[/csharp]\n" @@ -14213,8 +14214,8 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// Note that concatenation is not possible with C#'s native Array type.\n" -"var array1 = new Godot.Collections.Array{\"One\", 2};\n" -"var array2 = new Godot.Collections.Array{3, \"Four\"};\n" +"var array1 = new Redot.Collections.Array{\"One\", 2};\n" +"var array2 = new Redot.Collections.Array{3, \"Four\"};\n" "GD.Print(array1 + array2); // Prints [\"One\", 2, 3, \"Four\"]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -14232,8 +14233,8 @@ msgstr "" "[csharp]\n" "// Tabhair faoi deara nach féidir comhghaolú leis an gcineál dúchasach Array " "C#.\n" -"var array1 = Godot.Collections.Array nua{ \"One\", 2};\n" -"var array2 = Godot.Collections.Array nua{3, \"Four\"};\n" +"var array1 = Redot.Collections.Array nua{ \"One\", 2};\n" +"var array2 = Redot.Collections.Array nua{3, \"Four\"};\n" "GD.Print(eagar1 + eagar2); // Priontaí [\"Aon\", 2, 3, \"Ceithre\"]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -14377,7 +14378,7 @@ msgid "" "\n" "// Initialize the ArrayMesh.\n" "var arrMesh = new ArrayMesh();\n" -"var arrays = new Godot.Collections.Array();\n" +"var arrays = new Redot.Collections.Array();\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" @@ -14390,7 +14391,7 @@ msgid "" "The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n" "See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural " "geometry generation.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " "modes." msgstr "" @@ -14425,7 +14426,7 @@ msgstr "" "\n" "// Tús a chur leis an ArrayMesh.\n" "var arrMesh = ArrayMesh nua();\n" -"var arrays = Godot.Collections.Array nua();\n" +"var arrays = Redot.Collections.Array nua();\n" "arrays.Resize((int)mogalra.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = rinn;\n" "\n" @@ -14438,7 +14439,7 @@ msgstr "" "Tá an [MeshInstance3D] réidh le cur leis an [SceneTree] le taispeáint.\n" "Féach freisin [ImmediateMesh], [MeshDataTool] agus [SurfaceTool] maidir le " "giniúint céimseata nós imeachta.\n" -"[b]Nóta:[/b] Úsáideann Godot deiseal [url=https://learnopengl.com/Advanced-" +"[b]Nóta:[/b] Úsáideann Redot deiseal [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]ord foirceannadh[/url] le haghaidh aghaidheanna tosaigh " "na modhanna triantáin primitive." @@ -15067,7 +15068,7 @@ msgid "" "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 " +"performance and accuracy. Redot's A* implementation uses points in 3D space " "and Euclidean distances by default.\n" "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 " @@ -15123,7 +15124,7 @@ msgstr "" "chun graif a thrasnú, arb é an próiseas chun cosáin ghearra a bhreacadh i " "measc rinn (pointí), ag dul trí shraith áirithe imeall (deighleoga). " "Taitníonn úsáid fhorleathan air mar gheall ar a fheidhmíocht agus a " -"chruinneas. Úsáideann cur i bhfeidhm A* Godot pointí i spás 3D agus faid " +"chruinneas. Úsáideann cur i bhfeidhm A* Redot pointí i spás 3D agus faid " "Eoiclídeacha de réir réamhshocraithe.\n" "Ní mór duit pointí a chur leis de láimh le [method add_point] agus teascáin a " "chruthú de láimh le [method connect_points]. Nuair a dhéantar é, is féidir " @@ -16851,7 +16852,7 @@ msgstr "Éifeacht fuaime a úsáidtear chun an fhuaim ó bhus fuaime a thaifeada msgid "" "Allows the user to record the sound from an audio bus into an " "[AudioStreamWAV]. When used on the \"Master\" audio bus, this includes all " -"audio output by Godot.\n" +"audio output by Redot.\n" "Unlike [AudioEffectCapture], this effect encodes the recording with the given " "format (8-bit, 16-bit, or compressed) instead of giving access to the raw " "audio samples.\n" @@ -16863,7 +16864,7 @@ msgid "" msgstr "" "Ligeann sé don úsáideoir an fhuaim ó bhus fuaime a thaifeadadh go " "[AudioStreamWAV]. Nuair a úsáidtear é ar an mbus fuaime \"Máistir\", " -"cuimsíonn sé seo gach aschur fuaime ó Godot.\n" +"cuimsíonn sé seo gach aschur fuaime ó Redot.\n" "Murab ionann agus [AudioEffectCapture], ionchódaíonn an éifeacht seo an " "taifeadadh leis an bhformáid a thugtar (8-giotán, 16-giotán, nó comhbhrúite) " "in ionad rochtain a thabhairt ar na samplaí fuaime amh.\n" @@ -17809,8 +17810,8 @@ msgstr "" "Tá an rang seo i gceist le húsáid le [AudioStreamGenerator] chun an fhuaim " "ghinte a sheinm ar ais i bhfíor-am." -msgid "Godot 3.2 will get new audio features" -msgstr "Gheobhaidh Godot 3.2 gnéithe fuaime nua" +msgid "Redot 3.2 will get new audio features" +msgstr "Gheobhaidh Redot 3.2 gnéithe fuaime nua" msgid "" "Returns [code]true[/code] if a buffer of the size [param amount] can be " @@ -20013,7 +20014,7 @@ msgid "" "[member detail_normal] texture only uses the red and green channels; the blue " "and alpha channels are ignored. The normal read from [member detail_normal] " "is oriented around the surface normal provided by the [Mesh].\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines." @@ -20023,7 +20024,7 @@ msgstr "" "dearga agus glasa; déantar neamhaird de na bealaí gorma agus alfa. Tá an " "gnáthléamh ó [member detail_normal] dírithe timpeall an ghnáthdhromchla a " "sholáthraíonn an [mogalra].\n" -"[b]Nóta:[/b] Tá Godot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí " +"[b]Nóta:[/b] Tá Redot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí " "X+, Y+, agus Z+. Féach ar [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]an leathanach seo[/" "url] chun comparáid a dhéanamh idir na gnáthchomhordanáidí léarscáile a " @@ -20233,17 +20234,17 @@ msgid "" "If [code]true[/code], interprets the height map texture as a depth map, with " "brighter values appearing to be \"lower\" in altitude compared to darker " "values.\n" -"This can be enabled for compatibility with some materials authored for Godot " +"This can be enabled for compatibility with some materials authored for Redot " "3.x. This is not necessary if the Invert import option was used to invert the " -"depth map in Godot 3.x, in which case [member heightmap_flip_texture] should " +"depth map in Redot 3.x, in which case [member heightmap_flip_texture] should " "remain [code]false[/code]." msgstr "" "Más rud é [code]true[/code], léirmhíníonn sé uigeacht na léarscáile airde mar " "léarscáil doimhneachta, agus is cosúil go bhfuil luachanna níos gile \"níos " "ísle\" san airde i gcomparáid le luachanna níos dorcha.\n" "Is féidir é seo a chumasú le haghaidh comhoiriúnachta le roinnt ábhar atá " -"údaraithe do Godot 3.x. Níl sé seo riachtanach má úsáideadh an rogha " -"iompórtála Inbhéartaithe chun an léarscáil doimhneachta in Godot 3.x a " +"údaraithe do Redot 3.x. Níl sé seo riachtanach má úsáideadh an rogha " +"iompórtála Inbhéartaithe chun an léarscáil doimhneachta in Redot 3.x a " "inbhéartú, agus sa chás sin ba cheart go bhfanfadh [member " "heightmap_flip_texture] [code]bréagach[/code]." @@ -20442,7 +20443,7 @@ msgid "" "you can use [method SurfaceTool.generate_normals] and [method SurfaceTool." "generate_tangents] to automatically generate normals and tangents " "respectively.\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines.\n" @@ -20463,7 +20464,7 @@ msgstr "" "[method SurfaceTool.generate_normals] agus [method SurfaceTool." "generate_tangents] a úsáid chun normanna agus tadhlaí faoi seach a ghiniúint " "go huathoibríoch.\n" -"[b]Nóta:[/b] Tá Godot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí " +"[b]Nóta:[/b] Tá Redot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí " "X+, Y+, agus Z+. Féach ar [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]an leathanach seo[/" "url] chun comparáid a dhéanamh idir na gnáthchomhordanáidí léarscáile a " @@ -21597,7 +21598,7 @@ msgid "" "not distorted.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" -"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"[b]Note:[/b] Redot uses a [url=https://en.wikipedia.org/wiki/Right-" "hand_rule]right-handed coordinate system[/url], which is a common standard. " "For directions, the convention for built-in types like [Camera3D] is for -Z " "to point forward (+X is right, +Y is up, and +Z is back). Other objects may " @@ -21629,7 +21630,7 @@ msgstr "" "shaobhadh.\n" "Le haghaidh réamhrá ginearálta, féach ar an [url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]Matrices and transforms[/url] teagaisc.\n" -"[b]Nóta:[/b] Úsáideann Godot [url=https://en.wikipedia.org/wiki/Right-" +"[b]Nóta:[/b] Úsáideann Redot [url=https://en.wikipedia.org/wiki/Right-" "hand_rule]córas comhordanáidí ar dheis[/url], ar comhchaighdeán é. Maidir le " "treoracha, is é an gnás do chineálacha ionsuite ar nós [Camera3D] ná -Z a " "chur in iúl (tá + X ceart, tá +Y in airde, agus tá + Z ar ais). D’fhéadfadh " @@ -24566,7 +24567,7 @@ msgstr "" msgid "" "Returns [code]true[/code] if the given position is behind the camera (the " "blue part of the linked diagram). [url=https://raw.githubusercontent.com/" -"godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this " +"Redot-Engine/redot-docs/master/img/camera3d_position_frustum.png]See this " "diagram[/url] for an overview of position query methods.\n" "[b]Note:[/b] A position which returns [code]false[/code] may still be outside " "the camera's field of view." @@ -24581,7 +24582,7 @@ msgstr "" msgid "" "Returns [code]true[/code] if the given position is inside the camera's " "frustum (the green part of the linked diagram). [url=https://raw." -"githubusercontent.com/godotengine/godot-docs/master/img/" +"githubusercontent.com/Redot-Engine/redot-docs/master/img/" "camera3d_position_frustum.png]See this diagram[/url] for an overview of " "position query methods." msgstr "" @@ -25316,18 +25317,18 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " -"device. When enabled, Godot will start capturing frames from the camera which " +"device. When enabled, Redot will start capturing frames from the camera which " "can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " -"textures and need to be combined in a shader. Godot does this automatically " +"textures and need to be combined in a shader. Redot does this automatically " "for you if you set the environment to show the camera image in the background." msgstr "" "Tugann fotha ceamara rochtain duit ar cheamara fisiceach amháin atá " -"ceangailte de do ghléas. Nuair a bheidh sé cumasaithe, tosóidh Godot ar " +"ceangailte de do ghléas. Nuair a bheidh sé cumasaithe, tosóidh Redot ar " "fhrámaí a ghabháil ón gceamara ar féidir a úsáid ansin. Féach freisin " "[CameraServer].\n" "[b]Nóta:[/b] Tabharfaidh go leor ceamaraí íomhánna YCbCr ar ais atá roinnte " -"ina dhá uigeacht agus ar gá iad a chomhcheangal i scáthlán. Déanann Godot é " +"ina dhá uigeacht agus ar gá iad a chomhcheangal i scáthlán. Déanann Redot é " "seo go huathoibríoch duit má shocraíonn tú an timpeallacht chun íomhá an " "cheamara a thaispeáint sa chúlra." @@ -25374,12 +25375,12 @@ msgstr "Tá an ceamara suite ar thaobh tosaigh an ghléis." msgid "Camera is mounted at the back of the device." msgstr "Tá an ceamara suite ar chúl an ghléis." -msgid "Server keeping track of different cameras accessible in Godot." +msgid "Server keeping track of different cameras accessible in Redot." msgstr "" -"Freastalaí ag coinneáil súil ar cheamaraí éagsúla atá inrochtana in Godot." +"Freastalaí ag coinneáil súil ar cheamaraí éagsúla atá inrochtana in Redot." msgid "" -"The [CameraServer] keeps track of different cameras accessible in Godot. " +"The [CameraServer] keeps track of different cameras accessible in Redot. " "These are external cameras such as webcams or the cameras on your phone.\n" "It is notably used to provide AR modules with a video feed from the camera.\n" "[b]Note:[/b] This class is currently only implemented on macOS and iOS. To " @@ -25387,7 +25388,7 @@ msgid "" "godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required. On other " "platforms, no [CameraFeed]s will be available." msgstr "" -"Coinníonn an [CameraServer] súil ar cheamaraí éagsúla atá inrochtana i Godot. " +"Coinníonn an [CameraServer] súil ar cheamaraí éagsúla atá inrochtana i Redot. " "Is ceamaraí seachtracha iad seo cosúil le ceamaraí gréasáin nó na ceamaraí ar " "do ghuthán.\n" "Úsáidtear go háirithe é chun fotha físe ón gceamara a sholáthar do mhodúil " @@ -27040,14 +27041,14 @@ msgstr "" msgid "" "The normal map texture to use. Only has a visible effect if [Light2D]s are " "affecting this [CanvasTexture].\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines." msgstr "" "An gnáth-uigeacht léarscáile le húsáid. Ní bheidh éifeacht infheicthe aige " "ach amháin má tá [Light2D]s ag cur isteach ar an [CanvasTexture] seo.\n" -"[b]Nóta:[/b] Tá Godot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí " +"[b]Nóta:[/b] Tá Redot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí " "X+, Y+, agus Z+. Féach ar [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]an leathanach seo[/" "url] chun comparáid a dhéanamh idir na gnáthchomhordanáidí léarscáile a " @@ -28907,8 +28908,8 @@ msgstr "Marcáil an rogha mar rang." msgid "Marks the option as a function." msgstr "Marcanna an rogha mar fheidhm." -msgid "Marks the option as a Godot signal." -msgstr "Marcáil an rogha mar chomhartha Godot." +msgid "Marks the option as a Redot signal." +msgstr "Marcáil an rogha mar chomhartha Redot." msgid "Marks the option as a variable." msgstr "Marcáil an rogha mar athróg." @@ -28922,8 +28923,8 @@ msgstr "Marcáil an rogha mar iontráil enum." msgid "Marks the option as a constant." msgstr "Marcáil an rogha mar tairiseach." -msgid "Marks the option as a Godot node path." -msgstr "Marcanna an rogha mar chonair nód Godot." +msgid "Marks the option as a Redot node path." +msgstr "Marcanna an rogha mar chonair nód Redot." msgid "Marks the option as a file path." msgstr "Marcáil an rogha mar chonair comhaid." @@ -30043,7 +30044,7 @@ msgid "" "[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].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "color_constants.png]Color constants cheatsheet[/url]" msgstr "" "Dath a léirítear i bhformáid RGBA le comhpháirt dearg ([ball r]), glas ([ball " @@ -30772,7 +30773,7 @@ msgstr "" msgid "" "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 " +"component is 8 bits). RGBA is Redot's default format. This method is the " "inverse of [method hex].\n" "[codeblocks]\n" "[gdscript]\n" @@ -30786,7 +30787,7 @@ msgid "" "[/codeblocks]" msgstr "" "Filleann sé an dath arna thiontú go slánuimhir 32-giotán i bhformáid RGBA (tá " -"gach comhpháirt 8 giotán). Is é RGBA formáid réamhshocraithe Godot. Is é an " +"gach comhpháirt 8 giotán). Is é RGBA formáid réamhshocraithe Redot. Is é an " "modh seo inbhéartach [heicstíle modh].\n" "[codeblocks]\n" "[gdscript]\n" @@ -30801,7 +30802,7 @@ msgstr "" msgid "" "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 " +"component is 16 bits). RGBA is Redot's default format. This method is the " "inverse of [method hex64].\n" "[codeblocks]\n" "[gdscript]\n" @@ -30815,7 +30816,7 @@ msgid "" "[/codeblocks]" msgstr "" "Filleann sé an dath arna thiontú go slánuimhir 64-giotán i bhformáid RGBA (tá " -"gach comhpháirt 16 giotán). Is é RGBA formáid réamhshocraithe Godot. Is é an " +"gach comhpháirt 16 giotán). Is é RGBA formáid réamhshocraithe Redot. Is é an " "modh seo inbhéartach [method hex64].\n" "[codeblocks]\n" "[gdscript]\n" @@ -31969,7 +31970,7 @@ msgstr "[Cubemap] atá comhbhrúite go roghnach." msgid "" "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 " +"internal to Redot; it is created by importing other image formats with the " "import system. [CompressedCubemap] can use one of 4 compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" @@ -31988,7 +31989,7 @@ msgid "" "See [Cubemap] for a general description of cubemaps." msgstr "" "Ciúbmapa atá luchtaithe ó chomhad [code].ccube[/code]. Tá an fhormáid comhaid " -"seo inmheánach do Godot; cruthaítear é trí fhormáidí íomhá eile a allmhairiú " +"seo inmheánach do Redot; cruthaítear é trí fhormáidí íomhá eile a allmhairiú " "leis an gcóras allmhairithe. Is féidir le [CompressedCubemap] ceann amháin de " "4 mhodh comhbhrú a úsáid:\n" "- Gan chailleadh (WebP nó PNG, neamh-chomhbhrúite ar an GPU)\n" @@ -32014,7 +32015,7 @@ msgstr "[CubemapArray] atá comhbhrúite go roghnach." msgid "" "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 " +"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:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" @@ -32034,7 +32035,7 @@ msgid "" "See [CubemapArray] for a general description of cubemap arrays." msgstr "" "Eagar léarscáile ciúb atá luchtaithe ó chomhad [code].ccubearray[/code]. Tá " -"an fhormáid comhaid seo inmheánach do Godot; cruthaítear é trí fhormáidí " +"an fhormáid comhaid seo inmheánach do Redot; cruthaítear é trí fhormáidí " "íomhá eile a allmhairiú leis an gcóras allmhairithe. Is féidir le " "[CompressedCubemapArray] ceann de 4 mhodh comhbhrú a úsáid:\n" "- Gan chailleadh (WebP nó PNG, neamh-chomhbhrúite ar an GPU)\n" @@ -32061,7 +32062,7 @@ msgstr "Uigeacht le 2 thoise, comhbhrúite go roghnach." msgid "" "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 " +"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):\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" @@ -32080,7 +32081,7 @@ msgid "" "intended to be used for 3D rendering, not 2D." msgstr "" "Uigeacht atá luchtaithe ó chomhad [code].ctex[/code]. Tá an fhormáid comhaid " -"seo inmheánach do Godot; cruthaítear é trí fhormáidí íomhá eile a allmhairiú " +"seo inmheánach do Redot; cruthaítear é trí fhormáidí íomhá eile a allmhairiú " "leis an gcóras allmhairithe. Is féidir le [CompressedTexture2D] ceann amháin " "de 4 mhodh comhbhrú a úsáid (lena n-áirítear easpa comhbhrú ar bith):\n" "- Gan chailleadh (WebP nó PNG, neamh-chomhbhrúite ar an GPU)\n" @@ -32111,7 +32112,7 @@ msgstr "Eagar d'uigeachtaí déthoiseacha, comhbhrúite go roghnach." msgid "" "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 " +"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:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" @@ -32131,7 +32132,7 @@ msgid "" "See [Texture2DArray] for a general description of texture arrays." msgstr "" "Eagar uigeachta atá luchtaithe ó chomhad [code].ctexarray[/code]. Tá an " -"fhormáid comhaid seo inmheánach do Godot; cruthaítear é trí fhormáidí íomhá " +"fhormáid comhaid seo inmheánach do Redot; cruthaítear é trí fhormáidí íomhá " "eile a allmhairiú leis an gcóras allmhairithe. Is féidir le " "[CompressedTexture2DArray] ceann amháin de 4 mhodh comhbhrú a úsáid:\n" "- Gan chailliúint (WebP nó PNG, neamh-chomhbhrúite ar an GPU)\n" @@ -32158,7 +32159,7 @@ msgstr "Uigeacht le 3 thoise, comhbhrúite go roghnach." msgid "" "[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 " +"This file format is internal to Redot; it is created by importing other image " "formats with the import system.\n" "[CompressedTexture3D] uses VRAM compression, which allows to reduce memory " "usage on the GPU when rendering the texture. This also improves loading " @@ -32169,7 +32170,7 @@ msgid "" msgstr "" "Is é [CompressedTexture3D] an comhghleacaí comhbhrúite VRAM de " "[ImageTexture3D]. Is é an síneadh comhad do chomhaid [CompressedTexture3D] ná " -"[code].ctex3d[/code]. Tá an fhormáid comhaid seo inmheánach do Godot; " +"[code].ctex3d[/code]. Tá an fhormáid comhaid seo inmheánach do Redot; " "cruthaítear é trí fhormáidí íomhá eile a allmhairiú leis an gcóras " "allmhairithe.\n" "Úsáideann [CompressedTexture3D] comhbhrú VRAM, a cheadaíonn úsáid chuimhne ar " @@ -32491,7 +32492,7 @@ msgid "" " score_data[player_name] = player_score\n" "[/gdscript]\n" "[csharp]\n" -"var score_data = new Godot.Collections.Dictionary();\n" +"var score_data = new Redot.Collections.Dictionary();\n" "var config = new ConfigFile();\n" "\n" "// Load data from a file.\n" @@ -32528,7 +32529,7 @@ msgid "" "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 " +"standardized, Redot's ConfigFile formatting may differ from files written by " "other programs." msgstr "" "Is féidir an rang cabhrach seo a úsáid chun luachanna [Athróg] a stóráil ar " @@ -32594,7 +32595,7 @@ msgstr "" " scór_sonraí[player_name] = imreoir_scór\n" "[/gdscript]\n" "[csharp]\n" -"var score_data = Godot.Collections.Dictionary nua();\n" +"var score_data = Redot.Collections.Dictionary nua();\n" "var config = ConfigFile nua();\n" "\n" "// Luchtaigh sonraí ó chomhad.\n" @@ -32634,7 +32635,7 @@ msgstr "" "ar a fhormáidiú nó ar a iompar. De réir an ghnáis, úsáidtear an síneadh " "[code].cfg[/code] anseo, ach tá aon síneadh eile ar nós [code].ini[/code] " "bailí freisin. Ós rud é nach bhfuil [code].cfg[/code] ná [code].ini[/code] " -"caighdeánaithe, d'fhéadfadh formáidiú ConfigFile Godot a bheith difriúil ó " +"caighdeánaithe, d'fhéadfadh formáidiú ConfigFile Redot a bheith difriúil ó " "chomhaid scríofa ag cláir eile." msgid "Removes the entire contents of the config." @@ -32934,11 +32935,11 @@ msgid "" "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.\n" -"For more information on Godot's UI system, anchors, offsets, and containers, " +"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.\n" "[b]User Interface nodes and input[/b]\n" -"Godot propagates input events via viewports. Each [Viewport] is responsible " +"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.\n" @@ -32972,13 +32973,13 @@ msgstr "" "radharcport reatha, agus fritháirimh i gcoibhneas leis an ancaire. " "Nuashonraíonn na fritháirimh go huathoibríoch nuair a athraíonn an nód, aon " "cheann dá thuismitheoirí, nó méid an scáileáin.\n" -"Le haghaidh tuilleadh faisnéise ar chóras Chomhéadain Godot, ancairí, " +"Le haghaidh tuilleadh faisnéise ar chóras Chomhéadain Redot, ancairí, " "fritháirimh, agus coimeádáin, féach na ranganna teagaisc gaolmhara sa " "lámhleabhar. Chun Comhéadain Chomhéadain solúbtha a thógáil, beidh meascán " "d’eilimintí Chomhéadain uait a fhaigheann oidhreacht ó nóid [Rialú] agus " "[Coimeádán].\n" "[b]Nóid Chomhéadain Úsáideora agus ionchur[/b]\n" -"Iomadaíonn Godot imeachtaí ionchuir trí phoirt amhairc. Tá gach [Viewport] " +"Iomadaíonn Redot imeachtaí ionchuir trí phoirt amhairc. Tá gach [Viewport] " "freagrach as [InputEvent]s a iomadú chuig a nóid linbh. Toisc gur [Fuinneog] " "é an [ball SceneTree.root], tarlaíonn sé seo go huathoibríoch cheana féin le " "haghaidh gach eilimint Chomhéadain i do chluiche.\n" @@ -33022,7 +33023,7 @@ msgid "All GUI Demos" msgstr "Gach Taispeántas GUI" msgid "" -"Godot calls this method to test if [param data] from a control's [method " +"Redot calls this method to test if [param data] from a control's [method " "_get_drag_data] can be dropped at [param at_position]. [param at_position] is " "local to this control.\n" "This method should only be used to test the data. Process the data in [method " @@ -33040,12 +33041,12 @@ msgid "" " // Check position if it is relevant to you\n" " // Otherwise, just check data\n" " return data.VariantType == Variant.Type.Dictionary && data." -"AsGodotDictionary().ContainsKey(\"expected\");\n" +"AsRedotDictionary().ContainsKey(\"expected\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Glaonn Godot ar an modh seo chun a thástáil an féidir [param data]] ó [method " +"Glaonn Redot ar an modh seo chun a thástáil an féidir [param data]] ó [method " "_get_drag_data] rialaithe a scaoileadh ag [param at_position]. Tá [param " "at_position] áitiúil don rialtán seo.\n" "Níor cheart an modh seo a úsáid ach amháin chun na sonraí a thástáil. " @@ -33063,14 +33064,14 @@ msgstr "" " // Seiceáil an suíomh má bhaineann sé leat\n" " // Seachas sin, seiceáil sonraí\n" " return data.VariantType == Variant.Type.Dictionary && data." -"AsGodotDictionary().ContainsKey(\"ag súil\");\n" +"AsRedotDictionary().ContainsKey(\"ag súil\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" -"Godot calls this method to pass you the [param data] from a control's [method " -"_get_drag_data] result. Godot first calls [method _can_drop_data] to test if " +"Redot calls this method to pass you the [param data] from a control's [method " +"_get_drag_data] result. Redot first calls [method _can_drop_data] to test if " "[param data] is allowed to drop at [param at_position] where [param " "at_position] is local to this control.\n" "[codeblocks]\n" @@ -33085,18 +33086,18 @@ msgid "" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " return data.VariantType == Variant.Type.Dictionary && dict." -"AsGodotDictionary().ContainsKey(\"color\");\n" +"AsRedotDictionary().ContainsKey(\"color\");\n" "}\n" "\n" "public override void _DropData(Vector2 atPosition, Variant data)\n" "{\n" -" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n" +" Color color = data.AsRedotDictionary()[\"color\"].AsColor();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Glaonn Godot ar an modh seo chun na [sonraí param] ó thoradh [modh " -"_get_drag_data] rialaithe a thabhairt duit. Glaonn Godot ar [modh " +"Glaonn Redot ar an modh seo chun na [sonraí param] ó thoradh [modh " +"_get_drag_data] rialaithe a thabhairt duit. Glaonn Redot ar [modh " "_can_drop_data] ar dtús chun a thástáil an gceadaítear do [sonraí param] " "titim ag [param at_position] áit a bhfuil [param at_position] áitiúil don " "rialú seo.\n" @@ -33112,18 +33113,18 @@ msgstr "" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " return data.VariantType == Variant.Type.Dictionary && dict." -"AsGodotDictionary().ContainsKey(\"dath\");\n" +"AsRedotDictionary().ContainsKey(\"dath\");\n" "}\n" "\n" "public override void _DropData(Vector2 atPosition, Variant data)\n" "{\n" -" Color dath = data.AsGodotDictionary()[\"dath\"].AsColor();\n" +" Color dath = data.AsRedotDictionary()[\"dath\"].AsColor();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" -"Godot calls this method to get data that can be dragged and dropped onto " +"Redot calls this method to get data that can be dragged and dropped onto " "controls that expect drop data. Returns [code]null[/code] if there is no data " "to drag. Controls that want to receive drop data should implement [method " "_can_drop_data] and [method _drop_data]. [param at_position] is local to this " @@ -33152,7 +33153,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Glaonn Godot ar an modh seo chun sonraí a fháil ar féidir iad a tharraingt " +"Glaonn Redot ar an modh seo chun sonraí a fháil ar féidir iad a tharraingt " "agus a ligean isteach ar rialuithe a bhfuiltear ag súil le sonraí titime. " "Filleann [code]null[/code] mura bhfuil aon sonraí le tarraingt. Ba cheart do " "rialuithe ar mian leo sonraí titim a fháil [method _can_drop_data] agus " @@ -34549,87 +34550,87 @@ msgstr "" "comharthaí méarchlár, gamepad agus luiche." msgid "" -"Tells Godot which node it should give focus to if the user presses the down " +"Tells Redot which node it should give focus to if the user presses the down " "arrow on the keyboard or down on a gamepad by default. You can change the key " "by editing the [member ProjectSettings.input/ui_down] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " +"must be a [Control]. If this property is not set, Redot will give focus to " "the closest [Control] to the bottom of this one." msgstr "" -"Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " +"Insíonn sé do Redot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " "an tsaighead síos ar an méarchlár nó síos ar gamepad de réir réamhshocraithe. " "Is féidir leat an eochair a athrú tríd an ngníomh ionchuir [member " "ProjectSettings.input/ui_down] a chur in eagar. Caithfidh an nód a bheith ina " -"[Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Godot fócas don " +"[Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Redot fócas don " "[Rialú] is gaire do bhun an chinn seo." msgid "" -"Tells Godot which node it should give focus to if the user presses the left " +"Tells Redot which node it should give focus to if the user presses the left " "arrow on the keyboard or left on a gamepad by default. You can change the key " "by editing the [member ProjectSettings.input/ui_left] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " +"must be a [Control]. If this property is not set, Redot will give focus to " "the closest [Control] to the left of this one." msgstr "" -"Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " +"Insíonn sé do Redot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " "an tsaighead chlé ar an méarchlár nó má fhágtar ar gamepad de réir " "réamhshocraithe. Is féidir leat an eochair a athrú tríd an ngníomh ionchuir " "[member ProjectSettings.input/ui_left] a chur in eagar. Caithfidh an nód a " -"bheith ina [Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Godot " +"bheith ina [Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Redot " "fócas ar an [Rialú] is gaire ar thaobh na láimhe clé den cheann seo." msgid "" -"Tells Godot which node it should give focus to if the user presses the right " +"Tells Redot which node it should give focus to if the user presses the right " "arrow on the keyboard or right on a gamepad by default. You can change the " "key by editing the [member ProjectSettings.input/ui_right] input action. The " -"node must be a [Control]. If this property is not set, Godot will give focus " +"node must be a [Control]. If this property is not set, Redot will give focus " "to the closest [Control] to the right of this one." msgstr "" -"Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " +"Insíonn sé do Redot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " "an tsaighead dheas ar an méarchlár nó ar dheis ar gamepad de réir " "réamhshocraithe. Is féidir leat an eochair a athrú tríd an ngníomh ionchuir " "[member ProjectSettings.input/ui_right] a chur in eagar. Caithfidh an nód a " -"bheith ina [Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Godot " +"bheith ina [Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Redot " "fócas don [Rialú] is gaire don taobh dheis den cheann seo." msgid "" -"Tells Godot which node it should give focus to if the user presses the top " +"Tells Redot which node it should give focus to if the user presses the top " "arrow on the keyboard or top on a gamepad by default. You can change the key " "by editing the [member ProjectSettings.input/ui_up] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " +"must be a [Control]. If this property is not set, Redot will give focus to " "the closest [Control] to the top of this one." msgstr "" -"Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " +"Insíonn sé do Redot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " "an tsaighead uachtarach ar an méarchlár nó barr ar gamepad de réir " "réamhshocraithe. Is féidir leat an eochair a athrú tríd an ngníomh ionchuir " "[member ProjectSettings.input/ui_up] a chur in eagar. Caithfidh an nód a " -"bheith ina [Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Godot " +"bheith ina [Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Redot " "fócas don [Rialú] is gaire do bharr an ceann seo." msgid "" -"Tells Godot which node it should give focus to if the user presses [kbd]Tab[/" +"Tells Redot which node it should give focus to if the user presses [kbd]Tab[/" "kbd] on a keyboard by default. You can change the key by editing the [member " "ProjectSettings.input/ui_focus_next] input action.\n" -"If this property is not set, Godot will select a \"best guess\" based on " +"If this property is not set, Redot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" -"Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " +"Insíonn sé do Redot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " "[kbd]Tab[/kbd] ar mhéarchlár de réir réamhshocraithe. Is féidir leat an " "eochair a athrú tríd an ngníomh ionchuir [member ProjectSettings.input/" "ui_focus_next] a chur in eagar.\n" -"Mura bhfuil an mhaoin seo socraithe, roghnóidh Godot \"buille faoi thuairim " +"Mura bhfuil an mhaoin seo socraithe, roghnóidh Redot \"buille faoi thuairim " "is fearr\" bunaithe ar nóid máguaird sa chrann radharc." msgid "" -"Tells Godot which node it should give focus to if the user presses [kbd]Shift " +"Tells Redot which node it should give focus to if the user presses [kbd]Shift " "+ Tab[/kbd] on a keyboard by default. You can change the key by editing the " "[member ProjectSettings.input/ui_focus_prev] input action.\n" -"If this property is not set, Godot will select a \"best guess\" based on " +"If this property is not set, Redot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" -"Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " +"Insíonn sé do Redot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " "[kbd]Shift + Tab[/kbd] ar mhéarchlár de réir réamhshocraithe. Is féidir leat " "an eochair a athrú tríd an ngníomh ionchuir [member ProjectSettings.input/" "ui_focus_prev] a chur in eagar.\n" -"Mura bhfuil an mhaoin seo socraithe, roghnóidh Godot \"buille faoi thuairim " +"Mura bhfuil an mhaoin seo socraithe, roghnóidh Redot \"buille faoi thuairim " "is fearr\" bunaithe ar nóid máguaird sa chrann radharc." msgid "" @@ -34679,13 +34680,13 @@ msgstr "" "TextServer.format_number]." msgid "" -"The default cursor shape for this control. Useful for Godot plugins and " +"The default cursor shape for this control. Useful for Redot plugins and " "applications or games that use the system's mouse cursors.\n" "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the " "system." msgstr "" "Cruth an chúrsóra réamhshocraithe don rialú seo. Úsáideach le haghaidh " -"breiseán Godot agus feidhmchláir nó cluichí a úsáideann cúrsóirí luiche an " +"breiseán Redot agus feidhmchláir nó cluichí a úsáideann cúrsóirí luiche an " "chórais.\n" "[b]Nóta:[/b] Ar Linux, féadfaidh cruthanna athrú ag brath ar théama cúrsóra " "an chórais." @@ -36867,7 +36868,7 @@ msgid "" "assert(data.to_utf8_buffer() == decrypted)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "Crypto crypto = new Crypto();\n" @@ -36944,7 +36945,7 @@ msgstr "" "assert(data.to_utf8_buffer() == decrypted)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "Crypto crypto = new Crypto();\n" @@ -37568,14 +37569,14 @@ msgstr "Bunrang CSG." msgid "" "This is the CSG base class that provides CSG operation support to the various " -"CSG nodes in Godot.\n" +"CSG nodes in Redot.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "Is é seo an bunrang CSG a sholáthraíonn tacaíocht oibriúcháin CSG do na nóid " -"CSG éagsúla i Godot.\n" +"CSG éagsúla i Redot.\n" "[b]Nóta:[/b] Tá sé beartaithe nóid CSG a úsáid le haghaidh fréamhshamhla " "leibhéil. Tá costas suntasach LAP ag baint le cruthú nóid CSG i gcomparáid le " "[MeshInstance3D] a chruthú le [PrimitiveMesh]. Tá costas suntasach LAP ag " @@ -37787,10 +37788,10 @@ msgstr "" msgid "" "This class represents a C# script. It is the C# equivalent of the [GDScript] " -"class and is only available in Mono-enabled Godot builds." +"class and is only available in Mono-enabled Redot builds." msgstr "" "Léiríonn an rang seo script C#. Is ionann é agus C# den aicme [GDScript] agus " -"níl sé ar fáil ach i bhfoirgnimh Mono-chumasaithe Godot." +"níl sé ar fáil ach i bhfoirgnimh Mono-chumasaithe Redot." msgid "C# documentation index" msgstr "Innéacs doiciméadaithe C#" @@ -37811,10 +37812,10 @@ msgid "" "used to make an object look as if it's reflecting its surroundings. This " "usually delivers much better performance than other reflection methods.\n" "This resource is typically used as a uniform in custom shaders. Few core " -"Godot methods make use of [Cubemap] resources.\n" +"Redot methods make use of [Cubemap] resources.\n" "To create such a texture file yourself, reimport your image files using the " -"Godot Editor import presets.\n" -"[b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. " +"Redot Editor import presets.\n" +"[b]Note:[/b] Redot doesn't support using cubemaps in a [PanoramaSkyMaterial]. " "You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an " "equirectangular sky map." @@ -37825,10 +37826,10 @@ msgstr "" "go bhfuil sé ag frithchaitheamh a thimpeallachta. De ghnáth seachadann sé seo " "feidhmíocht i bhfad níos fearr ná modhanna machnaimh eile.\n" "Úsáidtear an acmhainn seo de ghnáth mar éide i scáthaitheoirí saincheaptha. " -"Is beag croí-mhodhanna Godot a bhaineann úsáid as acmhainní [Cubemap].\n" +"Is beag croí-mhodhanna Redot a bhaineann úsáid as acmhainní [Cubemap].\n" "Chun comhad uigeachta den sórt sin a chruthú tú féin, athiompórtáil do chuid " -"comhad íomhá ag baint úsáide as réamhshocruithe iompórtála Godot Editor.\n" -"[b]Nóta:[/b] Ní thacaíonn Godot le léarscáileanna ciúb a úsáid i " +"comhad íomhá ag baint úsáide as réamhshocruithe iompórtála Redot Editor.\n" +"[b]Nóta:[/b] Ní thacaíonn Redot le léarscáileanna ciúb a úsáid i " "[PanoramaSkyMaterial]. Is féidir leat [url=https://danilw.github.io/GLSL-" "howto/cubemap_to_panorama_js/cubemap_to_panorama.html]an uirlis seo[/url] a " "úsáid chun léarscáil ciúb a thiontú go léarscáil spéire atá ar comhréir." @@ -37849,7 +37850,7 @@ msgid "" "[Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s are " "allocated in adjacent cache regions on the GPU, which makes [CubemapArray]s " "the most efficient way to store multiple [Cubemap]s.\n" -"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"[b]Note:[/b] Redot uses [CubemapArray]s internally for many effects, " "including the [Sky] if you set [member ProjectSettings.rendering/reflections/" "sky_reflections/texture_array_reflections] to [code]true[/code]. To create " "such a texture file yourself, reimport your image files using the import " @@ -37866,7 +37867,7 @@ msgstr "" "scáthlán ag baint úsáide as [CubemapArray] amháin. Leithdháiltear [Cubemap]s " "i réigiúin taisce cóngaracha ar an GPU, rud a fhágann gurb é [CubemapArray]s " "an bealach is éifeachtaí chun il [Cubemap]s a stóráil.\n" -"[b] Nóta:[/b] Úsáideann Godot [CubemapArray]s go hinmheánach le haghaidh go " +"[b] Nóta:[/b] Úsáideann Redot [CubemapArray]s go hinmheánach le haghaidh go " "leor éifeachtaí, lena n-áirítear an [Spéir] má shocraíonn tú [comhalta " "ProjectSettings.rendering/reflections/sky_reflections/" "texture_array_reflections] chuig [code]true[/code]. Chun comhad uigeachta den " @@ -38712,7 +38713,7 @@ msgid "" "projected down (i.e. from positive Y to negative Y).\n" "The [Texture2D]s associated with the Decal are automatically stored in a " "texture atlas which is used for drawing the decals so all decals can be drawn " -"at once. Godot uses clustered decals, meaning they are stored in cluster data " +"at once. Redot uses clustered decals, meaning they are stored in cluster data " "and drawn when the mesh is drawn, they are not drawn as a post-processing " "effect after.\n" "[b]Note:[/b] Decals cannot affect an underlying material's transparency, " @@ -38745,7 +38746,7 @@ msgstr "" "Y).\n" "Stóráiltear na [Texture2D]s a bhaineann leis an Decal go huathoibríoch in " "atlas uigeachta a úsáidtear chun na decals a tharraingt ionas gur féidir gach " -"decal a tharraingt ag an am céanna. Úsáideann Godot decals cnuasaithe, rud a " +"decal a tharraingt ag an am céanna. Úsáideann Redot decals cnuasaithe, rud a " "chiallaíonn go ndéantar iad a stóráil i sonraí braisle agus a tharraingt " "nuair a tharraingítear an mogalra, ní dhéantar iad a tharraingt mar éifeacht " "iar-phróiseála tar éis.\n" @@ -39131,9 +39132,9 @@ msgid "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary(); // Creates an empty " +"var myDict = new Redot.Collections.Dictionary(); // Creates an empty " "dictionary.\n" -"var pointsDict = new Godot.Collections.Dictionary\n" +"var pointsDict = new Redot.Collections.Dictionary\n" "{\n" " {\"White\", 50},\n" " {\"Yellow\", 75},\n" @@ -39158,7 +39159,7 @@ msgid "" "[csharp]\n" "[Export(PropertyHint.Enum, \"White,Yellow,Orange\")]\n" "public string MyColor { get; set; }\n" -"private Godot.Collections.Dictionary _pointsDict = new Godot.Collections." +"private Redot.Collections.Dictionary _pointsDict = new Redot.Collections." "Dictionary\n" "{\n" " {\"White\", 50},\n" @@ -39182,9 +39183,9 @@ msgid "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary\n" "{\n" -" {\"First Array\", new Godot.Collections.Array{1, 2, 3, 4}}\n" +" {\"First Array\", new Redot.Collections.Array{1, 2, 3, 4}}\n" "};\n" "[/csharp]\n" "[/codeblocks]\n" @@ -39197,7 +39198,7 @@ msgid "" "value.\n" "[/gdscript]\n" "[csharp]\n" -"var pointsDict = new Godot.Collections.Dictionary\n" +"var pointsDict = new Redot.Collections.Dictionary\n" "{\n" " {\"White\", 50},\n" " {\"Yellow\", 75},\n" @@ -39224,13 +39225,13 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// This is a valid dictionary.\n" -"// To access the string \"Nested value\" below, use `((Godot.Collections." +"// To access the string \"Nested value\" below, use `((Redot.Collections." "Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`.\n" -"var myDict = new Godot.Collections.Dictionary {\n" +"var myDict = new Redot.Collections.Dictionary {\n" " {\"String Key\", 5},\n" -" {4, new Godot.Collections.Array{1,2,3}},\n" +" {4, new Redot.Collections.Array{1,2,3}},\n" " {7, \"Hello\"},\n" -" {\"sub_dict\", new Godot.Collections.Dictionary{{\"sub_key\", \"Nested " +" {\"sub_dict\", new Redot.Collections.Dictionary{{\"sub_key\", \"Nested " "value\"}}}\n" "};\n" "[/csharp]\n" @@ -39243,7 +39244,7 @@ msgid "" " var amount = groceries[fruit]\n" "[/gdscript]\n" "[csharp]\n" -"var groceries = new Godot.Collections.Dictionary{{\"Orange\", 20}, " +"var groceries = new Redot.Collections.Dictionary{{\"Orange\", 20}, " "{\"Apple\", 2}, {\"Banana\", 4}};\n" "foreach (var (fruit, amount) in groceries)\n" "{\n" @@ -39290,9 +39291,9 @@ msgstr "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = Godot.Collections.Dictionary nua(); // Cruthaíonn foclóir " +"var myDict = Redot.Collections.Dictionary nua(); // Cruthaíonn foclóir " "folamh.\n" -"var pointsDict = Godot.Collections.Dictionary nua\n" +"var pointsDict = Redot.Collections.Dictionary nua\n" "{\n" " {\"Bán\", 50},\n" " {\"Buí\", 75},\n" @@ -39318,7 +39319,7 @@ msgstr "" "[csharp]\n" "[Easpórtáil(PropertyHint.Enum, \"Bán,Buí,Oráiste\")]\n" "teaghrán poiblí MyColor { fháil; tacair ; }\n" -"príobháideach Godot.Collections.Dictionary _pointsDict = Godot.Collections." +"príobháideach Redot.Collections.Dictionary _pointsDict = Redot.Collections." "Dictionary nua\n" "{\n" " {\"Bán\", 50},\n" @@ -39342,9 +39343,9 @@ msgstr "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = Godot.Collections.Dictionary nua\n" +"var myDict = Redot.Collections.Dictionary nua\n" "{\n" -" {\"First Eagar\", Godot.Collections.Array nua{1, 2, 3, 4}}\n" +" {\"First Eagar\", Redot.Collections.Array nua{1, 2, 3, 4}}\n" "};\n" "[/csharp]\n" "[/codeblocks]\n" @@ -39357,7 +39358,7 @@ msgstr "" "luach.\n" "[/gdscript]\n" "[csharp]\n" -"var pointsDict = Godot.Collections.Dictionary nua\n" +"var pointsDict = Redot.Collections.Dictionary nua\n" "{\n" " {\"Bán\", 50},\n" " {\"Buí\", 75},\n" @@ -39385,13 +39386,13 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// Is foclóir bailí é seo.\n" -"// Chun an teaghrán \"Luach neadaithe\" thíos a rochtain, úsáid `((Godot." +"// Chun an teaghrán \"Luach neadaithe\" thíos a rochtain, úsáid `((Redot." "Collections.Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`.\n" -"var myDict = Godot.Collections.Dictionary nua {\n" +"var myDict = Redot.Collections.Dictionary nua {\n" " { \"Eochair Teaghrán\", 5},\n" -" {4, Godot.Collections.Eagar{1,2,3}} nua,\n" +" {4, Redot.Collections.Eagar{1,2,3}} nua,\n" " {7, \"Dia duit\"},\n" -" { \"sub_dict\", Godot.Collections.Dictionary nua{{ \"sub_key\", \"Luach " +" { \"sub_dict\", Redot.Collections.Dictionary nua{{ \"sub_key\", \"Luach " "neadaithe\" }}}\n" "};\n" "[/csharp]\n" @@ -39404,7 +39405,7 @@ msgstr "" " var méid = earraí grósaera[torthaí]\n" "[/gdscript]\n" "[csharp]\n" -"var earraí grósaera = Godot.Collections.Dictionary nua{{ \"Orange\", 20}, " +"var earraí grósaera = Redot.Collections.Dictionary nua{{ \"Orange\", 20}, " "{ \"Apple\", 2}, { \"Banana\", 4}};\n" "foreach (var (torthaí, méid) i earraí grósaera)\n" "{\n" @@ -39493,29 +39494,29 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var my_dict = {\n" -" \"Godot\" : 4,\n" +" \"Redot\" : 4,\n" " 210 : null,\n" "}\n" "\n" -"print(my_dict.has(\"Godot\")) # Prints true\n" +"print(my_dict.has(\"Redot\")) # Prints true\n" "print(my_dict.has(210)) # Prints true\n" "print(my_dict.has(4)) # Prints false\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary\n" "{\n" -" { \"Godot\", 4 },\n" +" { \"Redot\", 4 },\n" " { 210, default },\n" "};\n" "\n" -"GD.Print(myDict.ContainsKey(\"Godot\")); // Prints true\n" +"GD.Print(myDict.ContainsKey(\"Redot\")); // Prints true\n" "GD.Print(myDict.ContainsKey(210)); // Prints true\n" "GD.Print(myDict.ContainsKey(4)); // Prints false\n" "[/csharp]\n" "[/codeblocks]\n" "In GDScript, this is equivalent to the [code]in[/code] operator:\n" "[codeblock]\n" -"if \"Godot\" in {\"Godot\": 4}:\n" +"if \"Redot\" in {\"Redot\": 4}:\n" " print(\"The key is here!\") # Will be printed.\n" "[/codeblock]\n" "[b]Note:[/b] This method returns [code]true[/code] as long as the [param key] " @@ -39530,25 +39531,25 @@ msgstr "" " 210 : null,\n" "}\n" "\n" -"print(my_dict.has(\"Godot\")) # Priontaí fíor\n" +"print(my_dict.has(\"Redot\")) # Priontaí fíor\n" "print(my_dict.has(210)) # Priontaí fíor\n" "print(my_dict.has(4)) # Priontaí bréagach\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = Godot.Collections.Dictionary nua\n" +"var myDict = Redot.Collections.Dictionary nua\n" "{\n" -" { \"Godot\", 4 },\n" +" { \"Redot\", 4 },\n" " { 210, réamhshocraithe },\n" "};\n" "\n" -"GD.Print(myDict.ContainsKey(\"Godot\")); // Priontaí fíor\n" +"GD.Print(myDict.ContainsKey(\"Redot\")); // Priontaí fíor\n" "GD.Print(myDict.ContainsKey(210)); // Priontaí fíor\n" "GD.Print(myDict.ContainsKey(4)); // Priontaí bréagach\n" "[/csharp]\n" "[/codeblocks]\n" "I GDScript, tá sé seo comhionann leis an oibreoir [code]in[/code]:\n" "[codeblock]\n" -"má tá \"Godot\" in { \"Godot\": 4}:\n" +"má tá \"Redot\" in { \"Redot\": 4}:\n" " print(\"Tá an eochair anseo!\") # Priontálfar.\n" "[/codeblock]\n" "[b]Nóta:[/b] Filleann an modh seo [code]true[/code] chomh fada agus atá an " @@ -39579,10 +39580,10 @@ msgid "" "print(dict1.hash() == dict2.hash()) # Prints true\n" "[/gdscript]\n" "[csharp]\n" -"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" -"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" +"var dict1 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" +"var dict2 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" "\n" -"// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n" +"// Redot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n" "GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints true\n" "[/csharp]\n" "[/codeblocks]\n" @@ -39602,10 +39603,10 @@ msgstr "" "print(dict1.hash() == dict2.hash()) # Priontála fíor\n" "[/gdscript]\n" "[csharp]\n" -"var dict1 = Godot.Collections.Dictionary nua{{ \"A\", 10}, { \"B\", 2}};\n" -"var dict2 = Godot.Collections.Dictionary nua{{ \"A\", 10}, { \"B\", 2}};\n" +"var dict1 = Redot.Collections.Dictionary nua{{ \"A\", 10}, { \"B\", 2}};\n" +"var dict2 = Redot.Collections.Dictionary nua{{ \"A\", 10}, { \"B\", 2}};\n" "\n" -"// Godot.Collections.Dictionary níl aon mhodh Hash(). Úsáid GD.Hash() ina " +"// Redot.Collections.Dictionary níl aon mhodh Hash(). Úsáid GD.Hash() ina " "ionad sin.\n" "GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Priontaí fíor\n" "[/csharp]\n" @@ -39664,13 +39665,13 @@ msgid "" "\"silver\" }\n" "[/gdscript]\n" "[csharp]\n" -"var dict = new Godot.Collections.Dictionary\n" +"var dict = new Redot.Collections.Dictionary\n" "{\n" " [\"item\"] = \"sword\",\n" " [\"quantity\"] = 2,\n" "};\n" "\n" -"var otherDict = new Godot.Collections.Dictionary\n" +"var otherDict = new Redot.Collections.Dictionary\n" "{\n" " [\"quantity\"] = 15,\n" " [\"color\"] = \"silver\",\n" @@ -39710,13 +39711,13 @@ msgstr "" "\"airgead\" }\n" "[/gdscript]\n" "[csharp]\n" -"var dict = Godot nua.Collections.Dictionary\n" +"var dict = Redot nua.Collections.Dictionary\n" "{\n" " [ \"item\" ] = \"claíomh\",\n" " [\"cainníocht\"] = 2,\n" "};\n" "\n" -"var otherDict = Godot nua.Collections.Dictionary\n" +"var otherDict = Redot nua.Collections.Dictionary\n" "{\n" " [\"cainníocht\"] = 15,\n" " [ \"color\" ] = \"airgead\",\n" @@ -40972,10 +40973,10 @@ msgstr "" "[/codeblock]" msgid "" -"Returns the list of Godot window IDs belonging to this process.\n" +"Returns the list of Redot window IDs belonging to this process.\n" "[b]Note:[/b] Native dialogs are not included in this list." msgstr "" -"Seoltar ar ais liosta na n-aitheantas fuinneoige Godot a bhaineann leis an " +"Seoltar ar ais liosta na n-aitheantas fuinneoige Redot a bhaineann leis an " "bpróiseas seo.\n" "[b]Nóta:[/b] Níl dialóga dúchasacha san áireamh sa liosta seo." @@ -42034,14 +42035,14 @@ msgid "" "rendered too, beyond normal windows. The [Object] is only used as an " "identifier, which can be later passed to [method " "unregister_additional_output].\n" -"This can be used to prevent Godot from skipping rendering when no normal " +"This can be used to prevent Redot from skipping rendering when no normal " "windows are visible." msgstr "" "Cláraítear [Réad] a léiríonn aschur breise a dhéanfar a rindreáil freisin, " "thar na gnáthfhuinneoga. Ní úsáidtear an [Réad] ach mar aitheantóir, ar " "féidir é a chur ar aghaidh níos déanaí chuig [method " "unregister_additional_output].\n" -"Is féidir é seo a úsáid chun Godot a chosc ó rindreáil a fhágáil nuair nach " +"Is féidir é seo a úsáid chun Redot a chosc ó rindreáil a fhágáil nuair nach " "bhfuil aon ghnáthfhuinneog le feiceáil." msgid "" @@ -42410,11 +42411,11 @@ msgid "" "The [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 " "standard, in lowercase. The [code skip-lint]Variant[/code] part is an engine-" "dependent string describing country, region or/and dialect.\n" -"Note that Godot depends on system libraries for text-to-speech functionality. " +"Note that Redot depends on system libraries for text-to-speech functionality. " "These libraries are installed by default on Windows and macOS, but not on all " "Linux distributions. If they are not present, this method will return an " -"empty list. This applies to both Godot users on Linux, as well as end-users " -"on Linux running Godot games that use text-to-speech.\n" +"empty list. This applies to both Redot users on Linux, as well as end-users " +"on Linux running Redot games that use text-to-speech.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" "Wayland), macOS, and Windows.\n" "[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " @@ -42429,12 +42430,12 @@ msgstr "" "ISO-639, i gcás íochtair. Teaghrán atá ag brath ar inneall is ea an chuid " "[cód skip-lint]Athraithe[/code] a chuireann síos ar thír, réigiún nó/agus " "canúint.\n" -"Tabhair faoi deara go mbraitheann Godot ar leabharlanna córais le haghaidh " +"Tabhair faoi deara go mbraitheann Redot ar leabharlanna córais le haghaidh " "feidhmiúlacht téacs-go-hurlabhra. Tá na leabharlanna seo suiteáilte de réir " "réamhshocraithe ar Windows agus macOS, ach ní ar gach dáileadh Linux. Mura " "bhfuil siad i láthair, seolfaidh an modh seo liosta folamh. Baineann sé seo " -"le húsáideoirí Godot araon ar Linux, chomh maith le húsáideoirí deiridh ar " -"Linux a ritheann cluichí Godot a úsáideann téacs-go-hurlabhra.\n" +"le húsáideoirí Redot araon ar Linux, chomh maith le húsáideoirí deiridh ar " +"Linux a ritheann cluichí Redot a úsáideann téacs-go-hurlabhra.\n" "[b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Web, Linux " "(X11/Wayland), macOS, agus Windows.\n" "[b]Nóta:[/b] ba cheart go mbeadh [ball ProjectSettings.audio/general/" @@ -43293,13 +43294,13 @@ msgstr "" msgid "" "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. " +"Korean text. This is handled by the operating system, rather than by Redot. " "[b]Windows, macOS, Linux (X11)[/b]" msgstr "" "Tacaíonn an freastalaí taispeána le [url=https://en.wikipedia.org/wiki/" "Input_method]Eagarthóir Modh Ionchuir[/url], a úsáidtear go coitianta chun " "téacs Sínise/Seapáinis/Cóiréis a ionchur. Láimhseálann an córas oibriúcháin é " -"seo, seachas Godot. [b]Windows, macOS, Linux (X11)[/b]" +"seo, seachas Redot. [b]Windows, macOS, Linux (X11)[/b]" msgid "" "Display server supports windows can use per-pixel transparency to make " @@ -44129,13 +44130,13 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// ServerNode.cs\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class ServerNode : Node\n" "{\n" " private DtlsServer _dtls = new DtlsServer();\n" " private UdpServer _server = new UdpServer();\n" -" private Godot.Collections.Array<PacketPeerDtls> _peers = new Godot." +" private Redot.Collections.Array<PacketPeerDtls> _peers = new Redot." "Collections.Array<PacketPeerDtls>();\n" "\n" " public override void _Ready()\n" @@ -44206,7 +44207,7 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// ClientNode.cs\n" -"using Godot;\n" +"using Redot;\n" "using System.Text;\n" "\n" "public partial class ClientNode : Node\n" @@ -44286,13 +44287,13 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// ServerNode.cs\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class ServerNode : Node\n" "{\n" " private DtlsServer _dtls = new DtlsServer();\n" " private UdpServer _server = new UdpServer();\n" -" private Godot.Collections.Array<PacketPeerDtls> _peers = new Godot." +" private Redot.Collections.Array<PacketPeerDtls> _peers = new Redot." "Collections.Array<PacketPeerDtls>();\n" "\n" " public override void _Ready()\n" @@ -44363,7 +44364,7 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// ClientNode.cs\n" -"using Godot;\n" +"using Redot;\n" "using System.Text;\n" "\n" "public partial class ClientNode : Node\n" @@ -44422,8 +44423,8 @@ msgstr "" "PacketPeerUDP [PacketPeerDTLS.STATUS_HANDSHAKING leanúnach], mar is gnách go " "mbeidh 50% de na naisc nua neamhbhailí mar gheall ar mhalartú fianán." -msgid "Godot editor's command palette." -msgstr "Pailéad orduithe an eagarthóra Godot." +msgid "Redot editor's command palette." +msgstr "Pailéad orduithe an eagarthóra Redot." msgid "" "Object that holds all the available Commands and their shortcuts text. These " @@ -44792,8 +44793,8 @@ msgstr "" "_begin_customize_scenes] agus [method EditorExportPlugin." "_begin_customize_resources] le haghaidh tuilleadh sonraí." -msgid "Console support in Godot" -msgstr "Tacaíocht console i Godot" +msgid "Console support in Redot" +msgstr "Tacaíocht console i Redot" msgid "" "Returns the name of the export operating system handled by this " @@ -46466,13 +46467,13 @@ msgid "" "If [code]true[/code], exports iOS project files without building an XCArchive " "or [code].ipa[/code] file. If [code]false[/code], exports iOS project files " "and builds an XCArchive and [code].ipa[/code] file at the same time. When " -"combining Godot with Fastlane or other build pipelines, you may want to set " +"combining Redot with Fastlane or other build pipelines, you may want to set " "this to [code]true[/code]." msgstr "" "Más [code]true[/code], easpórtálann sé comhaid tionscadail iOS gan comhad " "XCArchive nó [code].ipa[/code] a thógáil. Má tá [code]false[/code], " "easpórtálann sé comhaid tionscadail iOS agus tógann sé comhad XCArchive agus " -"[code].ipa[/code] ag an am céanna. Agus Godot á chomhcheangal le Fastlane nó " +"[code].ipa[/code] ag an am céanna. Agus Redot á chomhcheangal le Fastlane nó " "píblínte tógála eile, b'fhéidir gur mhaith leat é seo a shocrú go [code]true[/" "code]." @@ -47847,8 +47848,8 @@ msgstr "Onnmhaireoir le haghaidh Mac OS." msgid "Exporting for macOS" msgstr "Onnmhairiú le haghaidh macOS" -msgid "Running Godot apps on macOS" -msgstr "Feidhmchláir Godot a rith ar macOS" +msgid "Running Redot apps on macOS" +msgstr "Feidhmchláir Redot a rith ar macOS" msgid "Application category for the App Store." msgstr "Catagóir feidhmchláir don App Store." @@ -48483,14 +48484,14 @@ msgstr "Onnmhaireoir le haghaidh an Ghréasáin." msgid "" "The Web exporter customizes how a web build is handled. In the editor's " "\"Export\" window, it is created when adding a new \"Web\" preset.\n" -"[b]Note:[/b] Godot on Web is rendered inside a [code]<canvas>[/code] tag. " +"[b]Note:[/b] Redot on Web is rendered inside a [code]<canvas>[/code] tag. " "Normally, the canvas cannot be positioned or resized manually, but otherwise " "acts as the main [Window] of the application." msgstr "" "Déanann an t-onnmhaireoir Gréasáin an chaoi a láimhseáiltear tógáil gréasáin " "a shaincheapadh. I bhfuinneog \"Easpórtáil\" an eagarthóra, cruthaítear é " "nuair a chuirtear réamhshocrú \"Gréasán\" nua leis.\n" -"[b]Tabhair faoi deara:[/b] Tá Godot ar an nGréasán rindreáilte taobh istigh " +"[b]Tabhair faoi deara:[/b] Tá Redot ar an nGréasán rindreáilte taobh istigh " "de chlib [code] <canvas>[/code]. Go hiondúil, ní féidir an chanbhás a shuíomh " "ná a athrú méid de láimh, ach ar shlí eile is é príomh [Fuinneog] an " "fheidhmchláir é." @@ -48518,14 +48519,14 @@ msgstr "" "réamhshocraithe." msgid "" -"Determines how the canvas should be resized by Godot.\n" +"Determines how the canvas should be resized by Redot.\n" "- [b]None:[/b] The canvas is not automatically resized.\n" "- [b]Project:[/b] The size of the canvas is dependent on the " "[ProjectSettings].\n" "- [b]Adaptive:[/b] The canvas is automatically resized to fit as much of the " "web page as possible." msgstr "" -"Socraíonn sé cén chaoi ar cheart do Godot an chanbhás a athrú méide.\n" +"Socraíonn sé cén chaoi ar cheart do Redot an chanbhás a athrú méide.\n" "- [b]Tada:[/b] Ní dhéantar méid an chanbhás a athrú go huathoibríoch.\n" "- [b]Tionscadal:[/b] Braitheann méid an chanbhás ar [Socruithe an " "Tionscadail].\n" @@ -49119,7 +49120,7 @@ msgid "" "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.\n" -"[b]Note:[/b] Relative paths [b]must[/b] be relative to Godot's [code]res://" +"[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." @@ -49132,7 +49133,7 @@ msgstr "" "na gcomhad cartlainne leabharlanna Android (AAR) a sholáthraíonn an breiseán " "seo a aisghabháil.\n" "[b]Nóta:[/b] Ní mór do chosáin choibhneasta [b][/b] a bheith i gcoibhneas le " -"heolaire [code]res://addons/[/code] Godot. Mar shampla, is féidir comhad AAR " +"heolaire [code]res://addons/[/code] Redot. Mar shampla, is féidir comhad AAR " "atá suite faoi [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/" "code] a thabhairt ar ais mar chonair iomlán ag baint úsáide as [code]res: //" "addons/hello_world_plugin/HelloWorld.release .aar[/code] nó cosán coibhneasta " @@ -49411,7 +49412,7 @@ msgstr "" msgid "" "An editor feature profile can be used to disable specific features of the " -"Godot editor. When disabled, the features won't appear in the editor, which " +"Redot editor. When disabled, the features won't appear in the editor, which " "makes the editor less cluttered. This is useful in education settings to " "reduce confusion or when working in a team. For example, artists and level " "designers could use a feature profile that disables the script editor to " @@ -49420,7 +49421,7 @@ msgid "" "Profiles...[/b] at the top of the editor window." msgstr "" "Is féidir próifíl gné an eagarthóra a úsáid chun gnéithe sonracha an " -"eagarthóra Godot a dhíchumasú. Nuair a bheidh sé díchumasaithe, ní bheidh na " +"eagarthóra Redot a dhíchumasú. Nuair a bheidh sé díchumasaithe, ní bheidh na " "gnéithe le feiceáil san eagarthóir, rud a fhágann nach mbíonn an t-eagarthóir " "chomh cluttered céanna. Tá sé seo úsáideach i suíomhanna oideachais chun " "mearbhall a laghdú nó nuair a bhíonn tú ag obair i bhfoireann. Mar shampla, " @@ -50138,7 +50139,7 @@ msgid "" " return ResourceSaver.save(mesh, filename)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class MySpecialPlugin : EditorImportPlugin\n" "{\n" @@ -50177,12 +50178,12 @@ msgid "" " return \"Default\";\n" " }\n" "\n" -" public override Godot.Collections.Array<Godot.Collections.Dictionary> " +" public override Redot.Collections.Array<Redot.Collections.Dictionary> " "_GetImportOptions(string path, int presetIndex)\n" " {\n" -" return new Godot.Collections.Array<Godot.Collections.Dictionary>\n" +" return new Redot.Collections.Array<Redot.Collections.Dictionary>\n" " {\n" -" new Godot.Collections.Dictionary\n" +" new Redot.Collections.Dictionary\n" " {\n" " { \"name\", \"myOption\" },\n" " { \"default_value\", false },\n" @@ -50190,9 +50191,9 @@ msgid "" " };\n" " }\n" "\n" -" public override Error _Import(string sourceFile, string savePath, Godot." -"Collections.Dictionary options, Godot.Collections.Array<string> " -"platformVariants, Godot.Collections.Array<string> genFiles)\n" +" public override Error _Import(string sourceFile, string savePath, Redot." +"Collections.Dictionary options, Redot.Collections.Array<string> " +"platformVariants, Redot.Collections.Array<string> genFiles)\n" " {\n" " using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags." "Read);\n" @@ -50267,7 +50268,7 @@ msgstr "" " return ResourceSaver.save(mesh, filename)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class MySpecialPlugin : EditorImportPlugin\n" "{\n" @@ -50306,12 +50307,12 @@ msgstr "" " return \"Default\";\n" " }\n" "\n" -" public override Godot.Collections.Array<Godot.Collections.Dictionary> " +" public override Redot.Collections.Array<Redot.Collections.Dictionary> " "_GetImportOptions(string path, int presetIndex)\n" " {\n" -" return new Godot.Collections.Array<Godot.Collections.Dictionary>\n" +" return new Redot.Collections.Array<Redot.Collections.Dictionary>\n" " {\n" -" new Godot.Collections.Dictionary\n" +" new Redot.Collections.Dictionary\n" " {\n" " { \"name\", \"myOption\" },\n" " { \"default_value\", false },\n" @@ -50319,9 +50320,9 @@ msgstr "" " };\n" " }\n" "\n" -" public override Error _Import(string sourceFile, string savePath, Godot." -"Collections.Dictionary options, Godot.Collections.Array<string> " -"platformVariants, Godot.Collections.Array<string> genFiles)\n" +" public override Error _Import(string sourceFile, string savePath, Redot." +"Collections.Dictionary options, Redot.Collections.Array<string> " +"platformVariants, Redot.Collections.Array<string> genFiles)\n" " {\n" " using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags." "Read);\n" @@ -50406,7 +50407,7 @@ msgid "" " return true\n" "[/gdscript]\n" "[csharp]\n" -"public void _GetOptionVisibility(string option, Godot.Collections.Dictionary " +"public void _GetOptionVisibility(string option, Redot.Collections.Dictionary " "options)\n" "{\n" " // Only show the lossy quality setting if the compression mode is set to " @@ -50441,7 +50442,7 @@ msgstr "" " return true\n" "[/gdscript]\n" "[csharp]\n" -"public void _GetOptionVisibility(string option, Godot.Collections.Dictionary " +"public void _GetOptionVisibility(string option, Redot.Collections.Dictionary " "options)\n" "{\n" " // Ná taispeáin an socrú cáilíochta caillte ach amháin má tá an modh " @@ -50488,10 +50489,10 @@ msgstr "" "íogair). e.g. [code][\"obj\"][/code]." msgid "" -"Gets the Godot resource type associated with this loader. e.g. " +"Gets the Redot resource type associated with this loader. e.g. " "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" -"Faigheann sé an cineál acmhainne Godot a bhaineann leis an lódóir seo. e.g. " +"Faigheann sé an cineál acmhainne Redot a bhaineann leis an lódóir seo. e.g. " "[code] \"Mogalra\"[/code] nó [code]\"Beochan\"[/code]." msgid "" @@ -50791,11 +50792,11 @@ msgstr "" "Cuireann sé eagarthóir leis a cheadaíonn il-airíonna a mhodhnú. Ní mór don " "rialú [param editor] [EditorProperty] a leathnú." -msgid "Godot editor's interface." -msgstr "Comhéadan eagarthóir Godot." +msgid "Redot editor's interface." +msgstr "Comhéadan eagarthóir Redot." msgid "" -"[EditorInterface] gives you control over Godot editor's window. It allows " +"[EditorInterface] gives you control over Redot editor's window. It allows " "customizing the window, saving and (re-)loading scenes, rendering mesh " "previews, inspecting and editing resources and objects, and provides access " "to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], " @@ -50812,7 +50813,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Tugann [EditorInterface] smacht duit ar fhuinneog an eagarthóra Godot. " +"Tugann [EditorInterface] smacht duit ar fhuinneog an eagarthóra Redot. " "Ligeann sé an fhuinneog a shaincheapadh, radhairc a shábháil agus " "(athlódáil), réamhamhairc mhogalra a sholáthar, acmhainní agus réada a " "iniúchadh agus a chur in eagar, agus soláthraíonn sé rochtain ar " @@ -50856,13 +50857,13 @@ msgstr "" "ina eagarthóir seachtrach." msgid "" -"Returns the main container of Godot editor's window. For example, you can use " +"Returns the main container of Redot editor's window. For example, you can use " "it to retrieve the size of the container and place your controls " "accordingly.\n" "[b]Warning:[/b] Removing and freeing this node will render the editor useless " "and may cause a crash." msgstr "" -"Filleann an coimeádán is mó d'fhuinneog an eagarthóra Godot. Mar shampla, is " +"Filleann an coimeádán is mó d'fhuinneog an eagarthóra Redot. Mar shampla, is " "féidir leat é a úsáid chun méid an choimeádáin a aisghabháil agus do " "rialuithe a chur dá réir sin.\n" "[b]Rabhadh:[/b] Má bhaintear agus má scaoiltear an nód seo beidh an t-" @@ -51939,7 +51940,7 @@ msgid "" "as the singleton won't be declared. To prevent script errors in exported " "projects, use [method Engine.has_singleton] to check whether the singleton is " "available before using it.\n" -"[b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://" +"[b]Note:[/b] On the Linux/BSD platform, Redot complies with the [url=https://" "specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base " "Directory Specification[/url]. You can override environment variables " "following the specification to change the editor and project data paths." @@ -51953,14 +51954,14 @@ msgstr "" "scripte ann mar ní dhéanfar an singil a fhógairt. Chun earráidí scripte a " "chosc i dtionscadail easpórtáilte, bain úsáid as [method Engine." "has_singleton] le seiceáil an bhfuil an singleton ar fáil roimh é a úsáid.\n" -"[b]Nóta:[/b] Ar an ardán Linux/BSD, cloíonn Godot leis an [url=https://" +"[b]Nóta:[/b] Ar an ardán Linux/BSD, cloíonn Redot leis an [url=https://" "specifications.freedesktop.org/basedir-spec/basedir-spec-latest." "html]Sonraíocht Bhuneolaire XDG[ /url]. Is féidir leat athróga timpeallachta " "a shárú tar éis na sonraíochta chun cosáin sonraí an eagarthóra agus an " "tionscadail a athrú." -msgid "File paths in Godot projects" -msgstr "Comhad cosáin i dtionscadail Godot" +msgid "File paths in Redot projects" +msgstr "Comhad cosáin i dtionscadail Redot" msgid "" "Returns the absolute path to the user's cache folder. This folder should be " @@ -51968,8 +51969,8 @@ msgid "" "closed (such as generated resource thumbnails).\n" "[b]Default paths per platform:[/b]\n" "[codeblock lang=text]\n" -"- Windows: %LOCALAPPDATA%\\Godot\\\n" -"- macOS: ~/Library/Caches/Godot/\n" +"- Windows: %LOCALAPPDATA%\\Redot\\\n" +"- macOS: ~/Library/Caches/Redot/\n" "- Linux: ~/.cache/godot/\n" "[/codeblock]" msgstr "" @@ -51979,8 +51980,8 @@ msgstr "" "ginte).\n" "[b]Cosáin réamhshocraithe in aghaidh an ardáin:[/b]\n" "[codeblock lang=text]\n" -"- Windows: % LOCALAPPDATA%\\Godot\\\n" -"- macOS: ~/Leabharlann/Taisce/Godot/\n" +"- Windows: % LOCALAPPDATA%\\Redot\\\n" +"- macOS: ~/Leabharlann/Taisce/Redot/\n" "- Linux: ~/.cache/godot/\n" "[/codeblock]" @@ -51989,8 +51990,8 @@ msgid "" "should be used for [i]persistent[/i] user configuration files.\n" "[b]Default paths per platform:[/b]\n" "[codeblock lang=text]\n" -"- Windows: %APPDATA%\\Godot\\ (same as `get_data_dir()`)\n" -"- macOS: ~/Library/Application Support/Godot/ (same as `get_data_dir()`)\n" +"- Windows: %APPDATA%\\Redot\\ (same as `get_data_dir()`)\n" +"- macOS: ~/Library/Application Support/Redot/ (same as `get_data_dir()`)\n" "- Linux: ~/.config/godot/\n" "[/codeblock]" msgstr "" @@ -51999,8 +52000,8 @@ msgstr "" "leanúnach[/i].\n" "[b]Cosáin réamhshocraithe in aghaidh an ardáin:[/b]\n" "[codeblock lang=text]\n" -"- Windows: % APPDATA% \\ Godot \\ (mar an gcéanna le `get_data_dir()`)\n" -"- macOS: ~/ Leabharlann/Tacaíocht Feidhmchláir/Godot/ (mar an gcéanna le " +"- Windows: % APPDATA% \\ Redot \\ (mar an gcéanna le `get_data_dir()`)\n" +"- macOS: ~/ Leabharlann/Tacaíocht Feidhmchláir/Redot/ (mar an gcéanna le " "`get_data_dir()`)\n" "- Linux: ~/.config/godot/\n" "[/codeblock]" @@ -52011,9 +52012,9 @@ msgid "" "templates.\n" "[b]Default paths per platform:[/b]\n" "[codeblock lang=text]\n" -"- Windows: %APPDATA%\\Godot\\ (same as " +"- Windows: %APPDATA%\\Redot\\ (same as " "`get_config_dir()`)\n" -"- macOS: ~/Library/Application Support/Godot/ (same as `get_config_dir()`)\n" +"- macOS: ~/Library/Application Support/Redot/ (same as `get_config_dir()`)\n" "- Linux: ~/.local/share/godot/\n" "[/codeblock]" msgstr "" @@ -52022,8 +52023,8 @@ msgstr "" "ar nós teimpléid easpórtála suiteáilte.\n" "[b]Cosáin réamhshocraithe in aghaidh an ardáin:[/b]\n" "[codeblock lang=téacs]\n" -"- Windows: % APPDATA% \\Godot \\ (mar an gcéanna le `get_config_dir()`)\n" -"- macOS: ~/ Leabharlann / Tacaíocht Feidhmchláir / Godot / (mar an gcéanna le " +"- Windows: % APPDATA% \\Redot \\ (mar an gcéanna le `get_config_dir()`)\n" +"- macOS: ~/ Leabharlann / Tacaíocht Feidhmchláir / Redot / (mar an gcéanna le " "`get_config_dir()`)\n" "- Linux: ~/.local/share/godot/\n" "[/codeblock]" @@ -52040,14 +52041,14 @@ msgstr "" msgid "" "Returns the absolute path to the self-contained file that makes the current " -"Godot editor instance be considered as self-contained. Returns an empty " -"string if the current Godot editor instance isn't self-contained. See also " +"Redot editor instance be considered as self-contained. Returns an empty " +"string if the current Redot editor instance isn't self-contained. See also " "[method is_self_contained]." msgstr "" "Filleann sé an cosán iomlán chuig an gcomhad féinchuimsitheach a fhágann go " -"mbreathnaítear ar shampla reatha an eagarthóra Godot mar shampla " +"mbreathnaítear ar shampla reatha an eagarthóra Redot mar shampla " "féinchuimsitheach. Filleann sé teaghrán folamh mura bhfuil an sampla " -"eagarthóra Godot reatha féinchuimsitheach. Féach freisin [method " +"eagarthóra Redot reatha féinchuimsitheach. Féach freisin [method " "is_self_contained]." msgid "" @@ -52055,7 +52056,7 @@ msgid "" "[code]false[/code] otherwise. When self-contained mode is enabled, user " "configuration, data and cache files are saved in an [code]editor_data/[/code] " "folder next to the editor binary. This makes portable usage easier and " -"ensures the Godot editor minimizes file writes outside its own folder. Self-" +"ensures the Redot editor minimizes file writes outside its own folder. Self-" "contained mode is not available for exported projects.\n" "Self-contained mode can be enabled by creating a file named [code]._sc_[/" "code] or [code]_sc_[/code] in the same folder as the editor binary or macOS ." @@ -52067,14 +52068,14 @@ msgid "" "[b]Note:[/b] On macOS, placing [code]_sc_[/code] or any other file inside ." "app bundle will break digital signature and make it non-portable, consider " "placing it in the same folder as the .app bundle instead.\n" -"[b]Note:[/b] The Steam release of Godot uses self-contained mode by default." +"[b]Note:[/b] The Steam release of Redot uses self-contained mode by default." msgstr "" "Seoltar ar ais [code]true[/code] má tá an t-eagarthóir marcáilte mar dhuine " "féinchuimsitheach, [code]bréagach[/code] ar shlí eile. Nuair a bhíonn mód " "féinchuimsitheach cumasaithe, sábhálfar cumraíocht úsáideora, sonraí agus " "comhaid taisce i bhfillteán [code]editor_data/[/code] in aice leis an " "eagarthóir dénártha. Déanann sé seo úsáid iniompartha níos éasca agus " -"cinntíonn sé go n-íoslaghdaíonn eagarthóir Godot scríobhann comhaid lasmuigh " +"cinntíonn sé go n-íoslaghdaíonn eagarthóir Redot scríobhann comhaid lasmuigh " "dá fhillteán féin. Níl mód féinchuimsitheach ar fáil do thionscadail " "easpórtáilte.\n" "Is féidir mód féinchuimsitheach a chumasú ach comhad darb ainm [code]._sc_[/" @@ -52088,7 +52089,7 @@ msgstr "" "taobh istigh de bheartán .app briseadh ar shíniú digiteach agus é a dhéanamh " "neamh-iniompartha, smaoinigh ar é a chur san fhillteán céanna leis an . " "bundle app ina ionad.\n" -"[b]Nóta:[/b] Úsáideann scaoileadh Gaile Godot mód féinchuimsitheach de réir " +"[b]Nóta:[/b] Úsáideann scaoileadh Gaile Redot mód féinchuimsitheach de réir " "réamhshocraithe." msgid "Used by the editor to extend its functionality." @@ -52611,12 +52612,12 @@ msgstr "" msgid "" "Override this method in your plugin to provide the name of the plugin when " -"displayed in the Godot editor.\n" +"displayed in the Redot editor.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons." msgstr "" "Sáraigh an modh seo i do bhreiseán chun ainm an bhreiseáin a sholáthar nuair " -"a thaispeánfar é in eagarthóir Godot.\n" +"a thaispeánfar é in eagarthóir Redot.\n" "I gcás breiseán príomhscáileáin, tá sé seo le feiceáil ag barr an scáileáin, " "ar thaobh na láimhe deise de na cnaipí \"2D\", \"3D\", \"Script\", agus " "\"AssetLib\"." @@ -53758,8 +53759,8 @@ msgstr "" "Glaodh air chun a chinneadh an féidir leis an mbreiseán seo [Acmhainn] ar " "leith a thiontú go dtí an spriocchineál acmhainne." -msgid "Godot editor's control for selecting [Resource] type properties." -msgstr "Rialú an eagarthóra Godot chun airíonna cineáil [Acmhainn] a roghnú." +msgid "Redot editor's control for selecting [Resource] type properties." +msgstr "Rialú an eagarthóra Redot chun airíonna cineáil [Acmhainn] a roghnú." msgid "" "This [Control] node is used in the editor's Inspector dock to allow editing " @@ -54207,14 +54208,14 @@ msgid "" " iterate(child)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "// This sample changes all node names.\n" "// Called right after the scene is imported and gets the root node.\n" "[Tool]\n" "public partial class NodeRenamer : EditorScenePostImport\n" "{\n" -" public override GodotObject _PostImport(Node scene)\n" +" public override RedotObject _PostImport(Node scene)\n" " {\n" " // Change all node names to \"modified_[oldnodename]\"\n" " Iterate(scene);\n" @@ -54262,7 +54263,7 @@ msgstr "" " ite (leanbh)\n" "[/gdscript]\n" "[csharp]\n" -"ag baint úsáide as Godot;\n" +"ag baint úsáide as Redot;\n" "\n" "// Athraíonn an sampla seo gach ainm nód.\n" "// Glaoite díreach tar éis an radharc a allmhairiú agus faigheann sé an nód " @@ -54270,7 +54271,7 @@ msgstr "" "[Uirlis]\n" "páirt-aicme poiblí NodeRenamer : EditorScenePostImport\n" "{\n" -" sáraíonn poiblí GodotObject _PostImport(radharc nód)\n" +" sáraíonn poiblí RedotObject _PostImport(radharc nód)\n" " {\n" " // Athraigh gach ainm nód go \"modified_[oldnodename]\"\n" " Iterate(radharc);\n" @@ -54404,7 +54405,7 @@ msgid "" "Scripts extending this class and implementing its [method _run] method can be " "executed from the Script Editor's [b]File > Run[/b] menu option (or by " "pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is " -"useful for adding custom in-editor functionality to Godot. For more complex " +"useful for adding custom in-editor functionality to Redot. For more complex " "additions, consider using [EditorPlugin]s instead.\n" "[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n" "[b]Example script:[/b]\n" @@ -54414,24 +54415,24 @@ msgid "" "extends EditorScript\n" "\n" "func _run():\n" -" print(\"Hello from the Godot Editor!\")\n" +" print(\"Hello from the Redot Editor!\")\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[Tool]\n" "public partial class HelloEditor : EditorScript\n" "{\n" " public override void _Run()\n" " {\n" -" GD.Print(\"Hello from the Godot Editor!\");\n" +" GD.Print(\"Hello from the Redot Editor!\");\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] The script is run in the Editor context, which means the output " "is visible in the console window started with the Editor (stdout) instead of " -"the usual Godot [b]Output[/b] dock.\n" +"the usual Redot [b]Output[/b] dock.\n" "[b]Note:[/b] EditorScript is [RefCounted], meaning it is destroyed when " "nothing references it. This can cause errors during asynchronous operations " "if there are no references to the script." @@ -54439,7 +54440,7 @@ msgstr "" "Is féidir scripteanna a leathnaíonn an rang seo agus a mhodh [method _run] a " "chur i bhfeidhm ó rogha roghchláir [b]Comhad > Rith[/b] an Eagarthóir Scripte " "(nó trí [kbd]Ctrl + Shift + X[/kbd]) a bhrú agus an eagarthóir ag rith. Tá sé " -"seo úsáideach chun feidhmiúlacht in-eagarthóra saincheaptha a chur le Godot. " +"seo úsáideach chun feidhmiúlacht in-eagarthóra saincheaptha a chur le Redot. " "Le haghaidh breisithe níos casta, smaoinigh ar [EditorPlugin]anna a úsáid ina " "ionad sin.\n" "[b] Nóta:[/b] Ní mór mód [code]tool[/code] a bheith cumasaithe do scripteanna " @@ -54451,24 +54452,24 @@ msgstr "" "extends EditorScript\n" "\n" "func _run():\n" -" print(\"Hello from the Godot Editor!\")\n" +" print(\"Hello from the Redot Editor!\")\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[Tool]\n" "public partial class HelloEditor : EditorScript\n" "{\n" " public override void _Run()\n" " {\n" -" GD.Print(\"Hello from the Godot Editor!\");\n" +" GD.Print(\"Hello from the Redot Editor!\");\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] Reáchtáiltear an script i gcomhthéacs an Eagarthóra, rud a " "chiallaíonn go bhfuil an t-aschur le feiceáil i bhfuinneog an chonsóil a " -"thosaigh leis an Eagarthóir (stdout) in ionad an ghnáthduga Godot [b]Aschur[/" +"thosaigh leis an Eagarthóir (stdout) in ionad an ghnáthduga Redot [b]Aschur[/" "b].\n" "[b]Nóta:[/b] Is [RefCounted] é EditorScript, rud a chiallaíonn go scriostar é " "nuair nach ndéanann aon rud tagairt dó. Féadfaidh sé seo earráidí a chruthú " @@ -54494,10 +54495,10 @@ msgstr "" "le [method EditorInterface.get_edited_scene_root]." msgid "" -"Godot editor's control for selecting the [code]script[/code] property of a " +"Redot editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" -"Rialú an eagarthóra Godot maidir leis an airí [code]script[/code] de [Nóid] a " +"Rialú an eagarthóra Redot maidir leis an airí [code]script[/code] de [Nóid] a " "roghnú." msgid "" @@ -54576,7 +54577,7 @@ msgid "" "generally visible in the [b]Editor > Editor Settings[/b] menu.\n" "Property names use slash delimiters to distinguish sections. Setting values " "can be of any [Variant] type. It's recommended to use [code]snake_case[/code] " -"for editor settings to be consistent with the Godot editor itself.\n" +"for editor settings to be consistent with the Redot editor itself.\n" "Accessing the settings can be done using the following methods, such as:\n" "[codeblocks]\n" "[gdscript]\n" @@ -54597,7 +54598,7 @@ msgid "" "// `settings.get(\"some/property\", value)` also works as this class " "overrides `_get()` internally.\n" "settings.GetSetting(\"some/property\");\n" -"Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = " +"Redot.Collections.Array<Redot.Collections.Dictionary> listOfSettings = " "settings.GetPropertyList();\n" "[/csharp]\n" "[/codeblocks]\n" @@ -54610,7 +54611,7 @@ msgstr "" "Úsáideann ainmneacha réadmhaoine teorannóirí slaise chun codanna a " "idirdhealú. Is féidir luachanna a shocrú d'aon chineál [Athróg]. Moltar " "[code]nathair_cás[/code] a úsáid chun socruithe an eagarthóra a bheith " -"comhsheasmhach le heagarthóir Godot féin.\n" +"comhsheasmhach le heagarthóir Redot féin.\n" "Is féidir rochtain a fháil ar na socruithe trí na modhanna seo a leanas a " "úsáid, mar shampla:\n" "[codeblocks]\n" @@ -54632,7 +54633,7 @@ msgstr "" "// Oibríonn `settings.get (\"roinnt/maoin\", luach)` freisin toisc go " "sáraíonn an aicme seo `_get()` go hinmheánach.\n" "settings.GetSetting(\"some/property\");\n" -"Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = " +"Redot.Collections.Array<Redot.Collections.Dictionary> listOfSettings = " "settings.GetPropertyList();\n" "[/csharp]\n" "[/codeblocks]\n" @@ -54665,7 +54666,7 @@ msgid "" "var settings = GetEditorInterface().GetEditorSettings();\n" "settings.Set(\"category/property_name\", 0);\n" "\n" -"var propertyInfo = new Godot.Collections.Dictionary\n" +"var propertyInfo = new Redot.Collections.Dictionary\n" "{\n" " {\"name\", \"category/propertyName\"},\n" " {\"type\", Variant.Type.Int},\n" @@ -54701,7 +54702,7 @@ msgstr "" "var settings = GetEditorInterface().GetEditorSettings();\n" "settings.Set(\"catagóir/maoin_ainm\", 0);\n" "\n" -"var propertyInfo = Godot.Collections.Dictionary nua\n" +"var propertyInfo = Redot.Collections.Dictionary nua\n" "{\n" " {\"ainm\", \"category/propertyName\"},\n" " { \"cineál\", Variant.Type.Int},\n" @@ -54838,11 +54839,11 @@ msgstr "" msgid "" "If [code]true[/code], enables collection of profiling data from non-GDScript " -"Godot functions, such as engine class methods. Enabling this slows execution " +"Redot functions, such as engine class methods. Enabling this slows execution " "while profiling further." msgstr "" "Má cheadaíonn [code]true[/code], bailiú sonraí próifílithe ó fheidhmeanna " -"neamh-GDScript Godot, mar mhodhanna ranga innill. Má dhéantar é seo a " +"neamh-GDScript Redot, mar mhodhanna ranga innill. Má dhéantar é seo a " "chumasú, cuireann sé seo moill ar fhorghníomhú agus próifíliú breise á " "dhéanamh." @@ -55144,7 +55145,7 @@ msgid "" "shortcut ([kbd]Shift + F[/kbd] by default) is always available.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "An eochair mionathraithe le húsáid chun freelook a chumasú san eagarthóir 3D " "(ar bharr an cnaipe luiche ar dheis a bhrú).\n" @@ -55154,7 +55155,7 @@ msgstr "" "[b]Nóta:[/b] Ar bhainisteoirí fuinneog áirithe ar Linux, déanfaidh " "bainisteoir na bhfuinneog an eochair [kbd]Alt[/kbd] a idircheapadh nuair a " "chliceálann sé cnaipe luiche ag an am céanna. Ciallaíonn sé seo nach " -"bhfeicfidh Godot eochair an mhionathraithe a bheith brúite." +"bhfeicfidh Redot eochair an mhionathraithe a bheith brúite." msgid "" "The base 3D freelook speed in units per second. This can be adjusted by using " @@ -55349,7 +55350,7 @@ msgid "" "The navigation scheme to use in the 3D editor. Changing this setting will " "affect the mouse buttons that must be held down to perform certain operations " "in the 3D editor viewport.\n" -"- [b]Godot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse " +"- [b]Redot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse " "button[/kbd] to pan. [kbd]Mouse wheel[/kbd] to zoom.\n" "- [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 " @@ -55360,12 +55361,12 @@ msgid "" "See also [member editors/3d/freelook/freelook_navigation_scheme].\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "An scéim loingseoireachta le húsáid san eagarthóir 3d. Beidh tionchar ag " "athrú an tsocraithe seo ar na cnaipí luiche a chaithfear a choinneáil síos " "chun oibríochtaí áirithe a dhéanamh i radharc an eagarthóra 3D.\n" -"- [b]Godot[/b] Cnaipe lár luiche go bhfithis, [kbd] Shift + Cnaipe lár na " +"- [b]Redot[/b] Cnaipe lár luiche go bhfithis, [kbd] Shift + Cnaipe lár na " "luiche[/kbd] chun an phanna. [kbd]Roth luiche[/kbd] chun súmáil isteach.\n" "- [b]Maya:[/b] [kbd]Alt + Cnaipe luiche ar chlé[/kbd] chun fithis. " "[kbd]Cnaipe lár na luiche[/kbd] le panáil, [kbd]Cnaipe luiche Shift + Meán[/" @@ -55378,7 +55379,7 @@ msgstr "" "[b]Nóta:[/b] Ar bhainisteoirí fuinneog áirithe ar Linux, déanfaidh " "bainisteoir na bhfuinneog an eochair [kbd]Alt[/kbd] a idircheapadh nuair a " "chliceálann sé cnaipe luiche ag an am céanna. Ciallaíonn sé seo nach " -"bhfeicfidh Godot eochair an mhionathraithe a bheith brúite." +"bhfeicfidh Redot eochair an mhionathraithe a bheith brúite." msgid "" "The modifier key that must be held to orbit in the 3D editor.\n" @@ -55387,7 +55388,7 @@ msgid "" "improve usability with graphics tablets.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "An eochair mhionathraithe a chaithfear a choinneáil i bhfithis san eagarthóir " "3D.\n" @@ -55397,20 +55398,20 @@ msgstr "" "[b]Nóta:[/b] Ar bhainisteoirí fuinneog áirithe ar Linux, déanfaidh " "bainisteoir na bhfuinneog an eochair [kbd]Alt[/kbd] a idircheapadh nuair a " "chliceálann sé cnaipe luiche ag an am céanna. Ciallaíonn sé seo nach " -"bhfeicfidh Godot eochair an mhionathraithe a bheith brúite." +"bhfeicfidh Redot eochair an mhionathraithe a bheith brúite." msgid "" "The modifier key that must be held to pan in the 3D editor.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "An eochair mhionathraithe a chaithfear a choinneáil chun panáil san " "eagarthóir 3D.\n" "[b]Nóta:[/b] Ar bhainisteoirí fuinneog áirithe ar Linux, déanfaidh " "bainisteoir na bhfuinneog an eochair [kbd]Alt[/kbd] a idircheapadh nuair a " "chliceálann sé cnaipe luiche ag an am céanna. Ciallaíonn sé seo nach " -"bhfeicfidh Godot eochair an mhionathraithe a bheith brúite." +"bhfeicfidh Redot eochair an mhionathraithe a bheith brúite." msgid "" "If [code]true[/code], warps the mouse around the 3D viewport while panning in " @@ -55425,14 +55426,14 @@ msgid "" "The modifier key that must be held to zoom in the 3D editor.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "An eochair mhionathraithe a chaithfear a choinneáil chun zúmáil isteach san " "eagarthóir 3D.\n" "[b]Nóta:[/b] Ar bhainisteoirí fuinneog áirithe ar Linux, déanfaidh " "bainisteoir na bhfuinneog an eochair [kbd]Alt[/kbd] a idircheapadh nuair a " "chliceálann sé cnaipe luiche ag an am céanna. Ciallaíonn sé seo nach " -"bhfeicfidh Godot eochair an mhionathraithe a bheith brúite." +"bhfeicfidh Redot eochair an mhionathraithe a bheith brúite." msgid "" "The mouse cursor movement direction to use when zooming by moving the mouse. " @@ -55900,7 +55901,7 @@ msgid "" "context menu action in the FileSystem dock. You can enter an absolute path to " "a program binary, or a path to a program that is present in the [code]PATH[/" "code] environment variable.\n" -"If left empty, Godot will use the default terminal emulator for the system:\n" +"If left empty, Redot will use the default terminal emulator for the system:\n" "- [b]Windows:[/b] PowerShell\n" "- [b]macOS:[/b] Terminal.app\n" "- [b]Linux:[/b] The first terminal found on the system in this order: gnome-" @@ -55920,7 +55921,7 @@ msgstr "" "comhthéacs [b]Oscailte sa Chríochfort[/b] sa duga FileSystem á úsáid. Is " "féidir leat cosán iomlán a chur isteach chuig dénártha ríomhchlár, nó cosán " "chuig clár atá i láthair san athróg timpeallachta [code]PATH[/code].\n" -"Má fhágtar folamh é, úsáidfidh Godot an aithriseoir teirminéil " +"Má fhágtar folamh é, úsáidfidh Redot an aithriseoir teirminéil " "réamhshocraithe don chóras:\n" "- [b]Windows:[/b] PowerShell\n" "- [b]macOS:[/b] Terminal.app\n" @@ -55945,7 +55946,7 @@ msgid "" "replaced by the absolute path to the directory that is being opened in the " "terminal.\n" "[b]Note:[/b] If the terminal emulator is set to PowerShell, cmd, or Konsole, " -"Godot will automatically prepend arguments to this list, as these terminals " +"Redot will automatically prepend arguments to this list, as these terminals " "require nonstandard arguments to open in the correct folder." msgstr "" "Na hargóintí ordú-líne le cur ar aghaidh chuig an aithriseoir teirminéil a " @@ -55956,7 +55957,7 @@ msgstr "" "réamhshocraithe, agus cuirtear an cosán iomlán chuig an eolaire atá á oscailt " "sa teirminéal ina ionad.\n" "[b]Nóta:[/b] Má tá an t-aithriseoir teirminéil socraithe go PowerShell, cmd, " -"nó Konsole, ullmhóidh Godot argóintí leis an liosta seo go huathoibríoch, mar " +"nó Konsole, ullmhóidh Redot argóintí leis an liosta seo go huathoibríoch, mar " "go dteastaíonn argóintí neamhchaighdeánacha chun na teirminéil seo a oscailt " "san fhillteán ceart." @@ -56015,23 +56016,23 @@ msgstr "" msgid "" "The port number used for Remote Procedure Call (RPC) communication with " -"Godot's created process of the blender executable.\n" -"Setting this to 0 effectively disables communication with Godot and the " +"Redot's created process of the blender executable.\n" +"Setting this to 0 effectively disables communication with Redot and the " "blender process, making performance slower." msgstr "" "An uimhir chalafoirt a úsáidtear le haghaidh cumarsáide le Glao Nós Imeachta " -"Cianda (RPC) le próiseas cruthaithe Godot den inrite cumascóra.\n" -"Má dhéantar é seo a shocrú go 0, díchumasaítear cumarsáid le Godot agus leis " +"Cianda (RPC) le próiseas cruthaithe Redot den inrite cumascóra.\n" +"Má dhéantar é seo a shocrú go 0, díchumasaítear cumarsáid le Redot agus leis " "an bpróiseas cumasc go héifeachtach, rud a fhágann go bhfuil an fheidhmíocht " "níos moille." msgid "" "The maximum idle uptime (in seconds) of the Blender process.\n" -"This prevents Godot from having to create a new process for each import " +"This prevents Redot from having to create a new process for each import " "within the given seconds." msgstr "" "An t-uas-am díomhaoin (i soicindí) de phróiseas an Chumascóra.\n" -"Cuireann sé seo cosc ar Godot próiseas nua a chruthú do gach iompórtáil " +"Cuireann sé seo cosc ar Redot próiseas nua a chruthú do gach iompórtáil " "laistigh de na soicindí tugtha." msgid "" @@ -56123,8 +56124,8 @@ msgstr "" msgid "" "How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. " "Different platforms have different standard behaviors for this, which can be " -"overridden using this setting. This is useful if you use Godot both on " -"Windows and macOS/Linux and your Godot muscle memory is stronger than your OS " +"overridden using this setting. This is useful if you use Redot both on " +"Windows and macOS/Linux and your Redot muscle memory is stronger than your OS " "specific one.\n" "- [b]Auto[/b] follows the platform convention: Cancel first on macOS and " "Linux, OK first on Windows.\n" @@ -56134,8 +56135,8 @@ msgstr "" "Conas na cnaipí Cealaigh agus OK a shuíomh i [AcceptDialog]s an eagarthóra. " "Tá iompraíochtaí caighdeánacha difriúla ag ardáin éagsúla chuige seo, ar " "féidir iad a shárú ag baint úsáide as an socrú seo. Tá sé seo úsáideach má " -"úsáideann tú Godot ar Windows agus macOS/Linux araon agus go bhfuil do " -"chuimhne matáin Godot níos láidre ná do cheann sonrach OS.\n" +"úsáideann tú Redot ar Windows agus macOS/Linux araon agus go bhfuil do " +"chuimhne matáin Redot níos láidre ná do cheann sonrach OS.\n" "- [b]Leanann Auto[/b] an gnás ardáin: Cealaigh ar dtús ar macOS agus Linux, " "OK ar dtús ar Windows.\n" "- [b]Cuireann Cealaigh Ar dtús[/b] iallach ar an ordú Cealaigh/OK.\n" @@ -56935,11 +56936,11 @@ msgstr "" "[code]0[/code] cearnach." msgid "" -"The custom theme resource to use for the editor. Must be a Godot theme " +"The custom theme resource to use for the editor. Must be a Redot theme " "resource in [code].tres[/code] or [code].res[/code] format." msgstr "" "An acmhainn téama saincheaptha le húsáid don eagarthóir. Ní mór gur acmhainn " -"téama Godot é i bhformáid [code].tres[/code] nó [code].res[/code]." +"téama Redot é i bhformáid [code].tres[/code] nó [code].res[/code]." msgid "" "If [code]true[/code], draws additional borders around interactive UI elements " @@ -56982,14 +56983,14 @@ msgstr "" msgid "" "The saturation to use for editor icons. Higher values result in more vibrant " "colors.\n" -"[b]Note:[/b] The default editor icon saturation was increased by 30% in Godot " -"4.0 and later. To get Godot 3.x's icon saturation back, set [member interface/" +"[b]Note:[/b] The default editor icon saturation was increased by 30% in Redot " +"4.0 and later. To get Redot 3.x's icon saturation back, set [member interface/" "theme/icon_saturation] to [code]0.77[/code]." msgstr "" "An sáithiúchán le húsáid le haghaidh deilbhíní eagarthóir. Bíonn dathanna " "níos beoga mar thoradh ar luachanna níos airde.\n" "[b]Nóta:[/b] Méadaíodh sáithiúchán deilbhín an eagarthóra réamhshocraithe 30% " -"in Godot 4.0 agus níos déanaí. Chun sáithiú deilbhín Godot 3.x a fháil ar " +"in Redot 4.0 agus níos déanaí. Chun sáithiú deilbhín Redot 3.x a fháil ar " "ais, socraigh [comhéadan ball/téama/icon_saturation] go [code]0.77[/code]." msgid "The editor theme preset to use." @@ -57069,8 +57070,8 @@ msgid "" "version, but only within the same minor version. E.g. if your version is " "[code]4.3.stable[/code], you will be notified about [code]4.3.1.stable[/" "code], but not [code]4.4.stable[/code].\n" -"All update modes will ignore builds with different major versions (e.g. Godot " -"4 -> Godot 5)." +"All update modes will ignore builds with different major versions (e.g. Redot " +"4 -> Redot 5)." msgstr "" "Sonraíonn sé conas ba cheart don inneall seiceáil le haghaidh nuashonruithe.\n" "- [b]Disable Update Checks[/b] an t-inneall a bhac ó nuashonruithe a " @@ -57084,20 +57085,20 @@ msgstr "" "stable[/code] do leagan, cuirfear ar an eolas thú faoi [code]4.3.1.stable[/" "code], ach ní [code]4.4.stable[/code].\n" "Déanfaidh gach modh nuashonraithe neamhaird ar thógálacha a bhfuil " -"mórleaganacha éagsúla acu (m.sh. Godot 4 -> Godot 5)." +"mórleaganacha éagsúla acu (m.sh. Redot 4 -> Redot 5)." msgid "" "Determines whether online features are enabled in the editor, such as the " "Asset Library or update checks. Disabling these online features helps " "alleviate privacy concerns by preventing the editor from making HTTP requests " -"to the Godot website or third-party platforms hosting assets from the Asset " +"to the Redot website or third-party platforms hosting assets from the Asset " "Library." msgstr "" "Cinneann an bhfuil gnéithe ar líne cumasaithe san eagarthóir, mar an " "Leabharlann Sócmhainní nó seiceálacha nuashonraithe. Má dhéantar na gnéithe " "ar líne seo a dhíchumasú, cabhraíonn sé seo le himní príobháideachais a " "mhaolú trí chosc a chur ar an eagarthóir iarratais HTTP a dhéanamh ar shuíomh " -"Gréasáin Godot nó ar ardáin tríú páirtí a dhéanann sócmhainní ón Leabharlann " +"Gréasáin Redot nó ar ardáin tríú páirtí a dhéanann sócmhainní ón Leabharlann " "Sócmhainní a óstáil." msgid "" @@ -57112,25 +57113,25 @@ msgstr "" "chuig naisc ó [code]localhost[/code])." msgid "" -"The port to listen to when starting the remote debugger. Godot will try to " +"The port to listen to when starting the remote debugger. Redot will try to " "use port numbers above the configured number if the configured number is " "already taken by another application." msgstr "" "An port ar féidir éisteacht leis agus an ciandhífhabhtóir á thosú. Déanfaidh " -"Godot iarracht uimhreacha poirt os cionn na huimhreach cumraithe a úsáid má " +"Redot iarracht uimhreacha poirt os cionn na huimhreach cumraithe a úsáid má " "tá an uimhir chumraithe glactha ag feidhmchlár eile cheana féin." msgid "" "The host to use to contact the HTTP and HTTPS proxy in the editor (for the " "asset library and export template downloads). See also [member network/" "http_proxy/port].\n" -"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, " +"[b]Note:[/b] Redot currently doesn't automatically use system proxy settings, " "so you have to enter them manually here if needed." msgstr "" "An t-óstach le húsáid chun teagmháil a dhéanamh leis an seachfhreastalaí HTTP " "agus HTTPS san eagarthóir (don leabharlann sócmhainní agus íoslódálacha " "teimpléid onnmhairithe). Féach freisin [member network/http_proxy/port].\n" -"[b] Nóta:[/b] Ní úsáideann Godot socruithe seachfhreastalaí córais go " +"[b] Nóta:[/b] Ní úsáideann Redot socruithe seachfhreastalaí córais go " "huathoibríoch faoi láthair, mar sin caithfidh tú iad a chur isteach anseo de " "láimh más gá." @@ -57138,13 +57139,13 @@ msgid "" "The port number to use to contact the HTTP and HTTPS proxy in the editor (for " "the asset library and export template downloads). See also [member network/" "http_proxy/host].\n" -"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, " +"[b]Note:[/b] Redot currently doesn't automatically use system proxy settings, " "so you have to enter them manually here if needed." msgstr "" "Uimhir an phoirt le húsáid chun teagmháil a dhéanamh leis an seachfhreastalaí " "HTTP agus HTTPS san eagarthóir (don leabharlann sócmhainní agus íoslódálacha " "teimpléid easpórtála). Féach freisin [ball network/http_proxy/host].\n" -"[b] Nóta:[/b] Ní úsáideann Godot socruithe seachfhreastalaí córais go " +"[b] Nóta:[/b] Ní úsáideann Redot socruithe seachfhreastalaí córais go " "huathoibríoch faoi láthair, mar sin caithfidh tú iad a chur isteach anseo de " "láimh más gá." @@ -58115,9 +58116,9 @@ msgstr "" "eagarthóirí éagsúla é chun a gcuid amhairc a nuashonrú ar athruithe téama nó " "loighic ar athruithe cumraíochta." -msgid "Godot editor's control for editing numeric values." +msgid "Redot editor's control for editing numeric values." msgstr "" -"Rialú an eagarthóra Godot le haghaidh eagarthóireacht luachanna uimhriúla." +"Rialú an eagarthóra Redot le haghaidh eagarthóireacht luachanna uimhriúla." msgid "" "This [Control] node is used in the editor's Inspector dock to allow editing " @@ -58238,13 +58239,13 @@ msgid "" " return [\"csv\"]\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[Tool]\n" "public partial class CustomParser : EditorTranslationParserPlugin\n" "{\n" -" public override void _ParseFile(string path, Godot.Collections." -"Array<string> msgids, Godot.Collections.Array<Godot.Collections.Array> " +" public override void _ParseFile(string path, Redot.Collections." +"Array<string> msgids, Redot.Collections.Array<Redot.Collections.Array> " "msgidsContextPlural)\n" " {\n" " using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" @@ -58283,15 +58284,15 @@ msgid "" "[csharp]\n" "// This will add a message with msgid \"Test 1\", msgctxt \"context\", and " "msgid_plural \"test 1 plurals\".\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"Test 1\", \"context\", " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"Test 1\", \"context\", " "\"test 1 Plurals\"});\n" "// This will add a message with msgid \"A test without context\" and " "msgid_plural \"plurals\".\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"A test without " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"A test without " "context\", \"\", \"plurals\"});\n" "// This will add a message with msgid \"Only with context\" and msgctxt \"a " "friendly context\".\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"Only with context\", " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"Only with context\", " "\"a friendly context\", \"\"});\n" "[/csharp]\n" "[/codeblocks]\n" @@ -58311,8 +58312,8 @@ msgid "" " return [\"gd\"]\n" "[/gdscript]\n" "[csharp]\n" -"public override void _ParseFile(string path, Godot.Collections.Array<string> " -"msgids, Godot.Collections.Array<Godot.Collections.Array> " +"public override void _ParseFile(string path, Redot.Collections.Array<string> " +"msgids, Redot.Collections.Array<Redot.Collections.Array> " "msgidsContextPlural)\n" "{\n" " var res = ResourceLoader.Load<Script>(path, \"Script\");\n" @@ -58365,13 +58366,13 @@ msgstr "" " return [\"csv\"]\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[Tool]\n" "public partial class CustomParser : EditorTranslationParserPlugin\n" "{\n" -" public override void _ParseFile(string path, Godot.Collections." -"Array<string> msgids, Godot.Collections.Array<Godot.Collections.Array> " +" public override void _ParseFile(string path, Redot.Collections." +"Array<string> msgids, Redot.Collections.Array<Redot.Collections.Array> " "msgidsContextPlural)\n" " {\n" " using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" @@ -58410,15 +58411,15 @@ msgstr "" "[csharp]\n" "// Cuirfidh sé seo teachtaireacht le msgstr \"Tástáil 1\", msgctxt " "\"context\", agus msgid_plural \"test 1 plurals\".\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"Test 1\", \"context\", " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"Test 1\", \"context\", " "\"test 1 Plurals\"});\n" "// Cuirfidh sé seo teachtaireacht le msgstr \"Tástáil gan comhthéacs\" agus " "msgid_plural \"iolra\".\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"A test without " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"A test without " "context\", \"\", \"plurals\"});\n" "// Cuirfidh sé seo teachtaireacht le msgstr \"Le comhthéacs amháin\" agus " "msgctxt \"comhthéacs cairdiúil\".\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"Only with context\", " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"Only with context\", " "\"a friendly context\", \"\"});\n" "[/csharp]\n" "[/codeblocks]\n" @@ -58439,8 +58440,8 @@ msgstr "" " return [\"gd\"]\n" "[/gdscript]\n" "[csharp]\n" -"public override void _ParseFile(string path, Godot.Collections.Array<string> " -"msgids, Godot.Collections.Array<Godot.Collections.Array> " +"public override void _ParseFile(string path, Redot.Collections.Array<string> " +"msgids, Redot.Collections.Array<Redot.Collections.Array> " "msgidsContextPlural)\n" "{\n" " var res = ResourceLoader.Load<Script>(path, \"Script\");\n" @@ -58490,7 +58491,7 @@ msgid "" "- If the object is external resource or anything else, use global history.\n" "This guessing can sometimes yield false results, so you can provide a custom " "context object when creating an action.\n" -"[EditorUndoRedoManager] is intended to be used by Godot editor plugins. You " +"[EditorUndoRedoManager] is intended to be used by Redot editor plugins. You " "can obtain it using [method EditorPlugin.get_undo_redo]. For non-editor uses " "or plugins that don't need to integrate with the editor's undo history, use " "[UndoRedo] instead.\n" @@ -58518,7 +58519,7 @@ msgstr "" "Uaireanta féadann an tomhais seo torthaí bréagacha a thabhairt, ionas gur " "féidir leat réad comhthéacs saincheaptha a sholáthar agus gníomh á chruthú " "agat.\n" -"Tá [EditorUndoRedoManager] ceaptha le húsáid ag forlíontáin eagarthóir Godot. " +"Tá [EditorUndoRedoManager] ceaptha le húsáid ag forlíontáin eagarthóir Redot. " "Is féidir leat é a fháil trí úsáid a bhaint as [method EditorPlugin." "get_undo_redo]. Le haghaidh úsáidí neamheagarthóra nó breiseán nach gá a " "chomhtháthú le stair cealaithe an eagarthóra, bain úsáid as [UndoRedo] ina " @@ -59140,7 +59141,7 @@ msgid "Destroys the host and all resources associated with it." msgstr "Scriosann sé an t-óstach agus na hacmhainní go léir a bhaineann leis." msgid "" -"Configure this ENetHost to use the custom Godot extension allowing DTLS " +"Configure this ENetHost to use the custom Redot extension allowing DTLS " "encryption for ENet clients. Call this before [method connect_to_host] to " "have ENet connect using DTLS validating the server certificate against [param " "hostname]. You can pass the optional [param client_options] parameter to " @@ -59148,7 +59149,7 @@ msgid "" "verification. See [method TLSOptions.client] and [method TLSOptions." "client_unsafe]." msgstr "" -"Cumraigh an ENetHost seo chun an síneadh saincheaptha Godot a úsáid a " +"Cumraigh an ENetHost seo chun an síneadh saincheaptha Redot a úsáid a " "cheadaíonn criptiúchán DTLS do chliaint Enet. Cuir glaoch air seo roimh " "[method connect_to_host] chun go mbeidh ENet connect ag baint úsáide as DTLS " "chun teastas an fhreastalaí a bhailíochtú i gcoinne [param óstainm]. Is " @@ -59158,12 +59159,12 @@ msgstr "" "TLSOptions.client_unsafe]." msgid "" -"Configure this ENetHost to use the custom Godot extension allowing DTLS " +"Configure this ENetHost to use the custom Redot extension allowing DTLS " "encryption for ENet servers. Call this right after [method create_host_bound] " "to have ENet expect peers to connect using DTLS. See [method TLSOptions." "server]." msgstr "" -"Cumraigh an ENetHost seo chun an síneadh saincheaptha Godot a úsáid a " +"Cumraigh an ENetHost seo chun an síneadh saincheaptha Redot a úsáid a " "cheadaíonn criptiúchán DTLS do fhreastalaithe Enet. Cuir glaoch air seo " "díreach tar éis [method create_host_bound] chun go mbeidh ENet ag súil go " "ndéanfaidh piaraí nascadh le DTLS. Féach ar [method TLSOptions.server]." @@ -59870,15 +59871,15 @@ msgstr "Soláthraíonn rochtain ar airíonna inneall." msgid "" "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." +"information about the current build of Redot, such as the current version." msgstr "" "Ceadaíonn an singleton [Inneall] duit paraiméadair ama rite an tionscadail a " "fhiosrú agus a mhodhnú, mar shampla frámaí in aghaidh an tsoicind, scála ama, " -"agus cinn eile. Stórálann sé faisnéis freisin faoi thógáil reatha Godot, mar " +"agus cinn eile. Stórálann sé faisnéis freisin faoi thógáil reatha Redot, mar " "an leagan reatha." msgid "" -"Returns the name of the CPU architecture the Godot binary was built for. " +"Returns the name of the CPU architecture the Redot binary was built for. " "Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" "code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/code], " "[code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " @@ -59888,23 +59889,23 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" -" print(\"Running a 64-bit build of Godot.\")\n" +" print(\"Running a 64-bit build of Redot.\")\n" "else:\n" -" print(\"Running a 32-bit build of Godot.\")\n" +" print(\"Running a 32-bit build of Redot.\")\n" "[/gdscript]\n" "[csharp]\n" "if (Engine.GetArchitectureName().Contains(\"64\"))\n" -" GD.Print(\"Running a 64-bit build of Godot.\");\n" +" GD.Print(\"Running a 64-bit build of Redot.\");\n" "else\n" -" GD.Print(\"Running a 32-bit build of Godot.\");\n" +" GD.Print(\"Running a 32-bit build of Redot.\");\n" "[/csharp]\n" "[/codeblocks]\n" "[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] Godot binary on an [code]x86_64[/code] system, the " +"an [code]x86_32[/code] Redot binary on an [code]x86_64[/code] system, the " "returned value will still be [code]\"x86_32\"[/code]." msgstr "" -"Tugann sé ar ais ainm na hailtireachta LAP ar tógadh an dénártha Godot dó. " +"Tugann sé ar ais ainm na hailtireachta LAP ar tógadh an dénártha Redot dó. " "Áirítear ar na luachanna tuairisceáin féideartha [code]\"x86_64\"[/code], " "[code]\"x86_32\"[/code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], " "[code]\"rv64\"[/code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], " @@ -59914,36 +59915,36 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" -" print(\"Ag rith tógáil 64-giotán de Godot.\")\n" +" print(\"Ag rith tógáil 64-giotán de Redot.\")\n" "else:\n" -" print(\"Ag rith tógáil 32-giotán de Godot.\")\n" +" print(\"Ag rith tógáil 32-giotán de Redot.\")\n" "[/gdscript]\n" "[csharp]\n" "if (Engine.GetArchitectureName().Contains(\"64\"))\n" -" GD.Print(\"Ag rith tógáil 64-giotán de Godot.\");\n" +" GD.Print(\"Ag rith tógáil 64-giotán de Redot.\");\n" "else\n" -" GD.Print(\"Ag rith tógáil 32-giotán de Godot.\");\n" +" GD.Print(\"Ag rith tógáil 32-giotán de Redot.\");\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] [i]Ní[/i] thugann an modh ainm ailtireachta LAP an chórais ar " "ais (cosúil le [method OS.get_processor_name]). Mar shampla, nuair a bhíonn " -"dénártha [code]x86_32[/code] Godot á rith ar chóras [code]x86_64[/code], " +"dénártha [code]x86_32[/code] Redot á rith ar chóras [code]x86_64[/code], " "beidh an luach a fhilleann fós [code]\"x86_32\"[/code]." msgid "" "Returns the engine author information as a [Dictionary], where each entry is " -"an [Array] of strings with the names of notable contributors to the Godot " +"an [Array] of strings with the names of notable contributors to the Redot " "Engine: [code]lead_developers[/code], [code]founders[/code], " "[code]project_managers[/code], and [code]developers[/code]." msgstr "" "Filleann sé an t-eolas údair an innill mar [Foclóir], áit a bhfuil gach " "iontráil ina [Eagar] teaghráin le hainmneacha na rannpháirtithe suntasacha " -"leis an Inneall Godot: [code] lead_developers[/code], [code]bunaitheoirí[/" +"leis an Inneall Redot: [code] lead_developers[/code], [code]bunaitheoirí[/" "code], [code] bainisteoir_tionscadal[/code], agus [code]forbróirí[/code]." msgid "" "Returns an [Array] of dictionaries with copyright information for every " -"component of Godot's source code.\n" +"component of Redot's source code.\n" "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:\n" @@ -59956,7 +59957,7 @@ msgid "" "creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" "Seoltar ar ais [Eagar] d'fhoclóirí le faisnéis cóipchirt do gach comhpháirt " -"de chód foinse Godot.\n" +"de chód foinse Redot.\n" "I ngach [Foclóir] tá aitheantóir [code]ainm[/code], agus raon [code]codanna[/" "code] foclóirí. Déanann sé cur síos mion ar an gcomhpháirt leis na " "hiontrálacha seo a leanas:\n" @@ -60003,19 +60004,19 @@ msgstr "" "an frámaráta freisin." msgid "" -"Returns a [Dictionary] of licenses used by Godot and included third party " +"Returns a [Dictionary] of licenses used by Redot and included third party " "components. Each entry is a license name (such as \"[url=https://en.wikipedia." "org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its associated " "text." msgstr "" -"Seoltar ar ais [Foclóir] de na ceadúnais a d’úsáid Godot agus a chuimsigh " +"Seoltar ar ais [Foclóir] de na ceadúnais a d’úsáid Redot agus a chuimsigh " "comhpháirteanna tríú páirtí. Is ainm ceadúnais é gach iontráil (amhail " "\"[url=https://en.wikipedia.org/wiki/" "MIT_License#Ambiguity_and_variants]Expat[/url]\") agus an téacs a bhaineann " "leis." -msgid "Returns the full Godot license text." -msgstr "Seoltar téacs iomlán an cheadúnais Godot ar ais." +msgid "Returns the full Redot license text." +msgstr "Seoltar téacs iomlán an cheadúnais Redot ar ais." msgid "" "Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " @@ -60540,7 +60541,7 @@ msgstr "" msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " -"should generally always be set to [code]60[/code] or above, as Godot doesn't " +"should generally always be set to [code]60[/code] or above, as Redot doesn't " "interpolate the physics step. As a result, values lower than [code]60[/code] " "will look stuttery. This value can be increased to make input more reactive " "or work around collision tunneling issues, but keep in mind doing so will " @@ -60557,7 +60558,7 @@ msgstr "" "Líon na n-atriallta seasta in aghaidh an tsoicind. Rialaíonn sé seo cé chomh " "minic is a reáchtáiltear insamhalta fisice agus modhanna [method Node." "_physics_process]. Go ginearálta ba cheart an luach seo a shocrú go [code]60[/" -"code] nó níos airde i gcónaí, toisc nach ndéanann Godot céim na fisice a " +"code] nó níos airde i gcónaí, toisc nach ndéanann Redot céim na fisice a " "idirshuíomh. Mar thoradh air sin, beidh cuma stuttery ar luachanna níos ísle " "ná [code]60[/code]. Is féidir an luach seo a mhéadú chun ionchur a dhéanamh " "níos imoibríoch nó chun oibriú ar shaincheisteanna tollánaithe imbhuailte, " @@ -61606,7 +61607,7 @@ msgid "" "This darkens objects' corners and cavities to simulate ambient light not " "reaching the entire object as in real life. This works well for small, " "dynamic objects, but baked lighting or ambient occlusion textures will do a " -"better job at displaying ambient occlusion on large static objects. Godot " +"better job at displaying ambient occlusion on large static objects. Redot " "uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is " "itself a form of Horizon Based Ambient Occlusion.\n" "[b]Note:[/b] SSAO is only supported in the Forward+ rendering method, not " @@ -61618,7 +61619,7 @@ msgstr "" "fíor. Oibríonn sé seo go maith le haghaidh rudaí beaga, dinimiciúla, ach " "déanfaidh soilsiú bácáilte nó uigeachtaí occlusion comhthimpeallach jab níos " "fearr chun an t-occlusion comhthimpeallach a thaispeáint ar réada móra " -"statacha. Úsáideann Godot foirm SSAO ar a dtugtar Occlusion Comhthimpeallach " +"statacha. Úsáideann Redot foirm SSAO ar a dtugtar Occlusion Comhthimpeallach " "Spáis Oiriúnaitheach ar Scáileán atá ann féin ina fhoirm de Occlusion " "Timpeallachta Bunaithe ar Fhís.\n" "[b]Nóta:[/b] Ní thacaítear le SSAO ach sa mhodh rindreála Ar Aghaidh+, ní " @@ -61807,12 +61808,12 @@ msgstr "" msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" HDR " -"values to be suitable for rendering on an LDR display. (Godot doesn't support " +"values to be suitable for rendering on an LDR display. (Redot doesn't support " "rendering on HDR displays yet.)" msgstr "" "An modh tonmapála le húsáid. Is é atá i gceist le tonemapping ná an próiseas " "a \"thiontaíonn\" luachanna HDR le bheith oiriúnach lena rindreáil ar " -"thaispeántas LDR. (Ní thacaíonn Godot le rindreáil ar thaispeántais HDR fós.)" +"thaispeántas LDR. (Ní thacaíonn Redot le rindreáil ar thaispeántais HDR fós.)" msgid "" "The white reference value for tonemapping (also called \"whitepoint\"). " @@ -62131,14 +62132,14 @@ msgid "" "realistic fashion by desaturating it as it becomes brighter. ACES typically " "has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and " "[constant TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." +"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Redot 3.x." msgstr "" "Úsáid tonmapper Córas Ionchódaithe Dath an Acadaimh. Tá ACES beagán níos " "costasaí ná roghanna eile, ach láimhseálann sé soilsiú geal ar bhealach níos " "réadúla trína dhísháithiú de réir mar a éiríonn sé níos gile. Is gnách go " "mbíonn aschur níos codarsnachta ag ACES i gcomparáid le " "[TONE_MAPPER_REINHARDT leanúnach] agus [TONE_MAPPER_FILMIC leanúnach].\n" -"[b]Nóta:[/b] Tugtar \"ACES Fitted\" ar an oibreoir tonmapála seo in Godot 3.x." +"[b]Nóta:[/b] Tugtar \"ACES Fitted\" ar an oibreoir tonmapála seo in Redot 3.x." msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " @@ -63151,7 +63152,7 @@ msgid "" "Creates a new [FileAccess] object and opens a compressed file for reading or " "writing.\n" "[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/" +"Redot, not third-party compression formats. See [url=https://github.com/" "godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround.\n" "Returns [code]null[/code] if opening the file failed. You can use [method " "get_open_error] to check the error that occurred." @@ -63159,7 +63160,7 @@ msgstr "" "Cruthaíonn réad nua [FileAccess] agus osclaíonn sé comhad comhbhrúite chun é " "a léamh nó a scríobh.\n" "[b]Nóta:[/b] ní féidir le [method open_compressed] ach comhaid a shábháil " -"Godot a léamh, ní formáidí comhbhrú tríú páirtí. Féach [url=https://github." +"Redot a léamh, ní formáidí comhbhrú tríú páirtí. Féach [url=https://github." "com/godotenginine/godot/issues/28999]eisiúint GitHub #28999[/url] le haghaidh " "réiteach oibre.\n" "Seoltar ar ais [code]null[/code] má theip ar oscailt an chomhaid. Is féidir " @@ -63825,8 +63826,8 @@ msgstr "Deilbhín saincheaptha don chnaipe athlódála." msgid "Custom icon for the toggle hidden button." msgstr "Deilbhín saincheaptha don chnaipe folaithe scoránaigh." -msgid "Godot editor's dock for managing files in the project." -msgstr "Duga an eagarthóra Godot chun comhaid a bhainistiú sa tionscadal." +msgid "Redot editor's dock for managing files in the project." +msgstr "Duga an eagarthóra Redot chun comhaid a bhainistiú sa tionscadal." msgid "" "This class is available only in [EditorPlugin]s and can't be instantiated. " @@ -63911,8 +63912,8 @@ msgid "" "Many methods and properties in the engine use 32-bit single-precision " "floating-point numbers instead, equivalent to [code skip-lint]float[/code] in " "C++, which have 6 reliable decimal digits of precision. For data structures " -"such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by " -"default, but it can be changed to use 64-bit doubles if Godot is compiled " +"such as [Vector2] and [Vector3], Redot uses 32-bit floating-point numbers by " +"default, but it can be changed to use 64-bit doubles if Redot is compiled " "with the [code]precision=double[/code] option.\n" "Math done using the [float] type is not guaranteed to be exact and will often " "result in small errors. You should usually use the [method @GlobalScope." @@ -63928,8 +63929,8 @@ msgstr "" "aonbheachtais 32-giotán ina ionad sin, arb ionann iad agus [cód scip-" "lint]snámhphointe[/code] in C++, a bhfuil 6 dhigit dheachúla chruinneas " "iontaofa acu. Maidir le struchtúir sonraí ar nós [Vector2] agus [Vector3], " -"úsáideann Godot uimhreacha snámhphointe 32-giotán de réir réamhshocraithe, " -"ach is féidir é a athrú chun dúbailtí 64-giotán a úsáid má tá Godot " +"úsáideann Redot uimhreacha snámhphointe 32-giotán de réir réamhshocraithe, " +"ach is féidir é a athrú chun dúbailtí 64-giotán a úsáid má tá Redot " "tiomsaithe leis an [code]beachtais = dúbailte[/code] rogha.\n" "Ní ráthaítear go mbeidh an mata a dhéantar ag baint úsáide as an gcineál " "[snámhphointe] cruinn agus is minic go mbeidh earráidí beaga mar thoradh air. " @@ -67577,14 +67578,14 @@ msgid "Creates a new GLTFCamera instance by parsing the given [Dictionary]." msgstr "" "Cruthaítear sampla nua GLTFCamera tríd an [Foclóir] a thugtar a pharsáil." -msgid "Create a new GLTFCamera instance from the given Godot [Camera3D] node." -msgstr "Cruthaigh sampla GLTFCamera nua ón nód Godot [Camera3D] a tugadh." +msgid "Create a new GLTFCamera instance from the given Redot [Camera3D] node." +msgstr "Cruthaigh sampla GLTFCamera nua ón nód Redot [Camera3D] a tugadh." msgid "Serializes this GLTFCamera instance into a [Dictionary]." msgstr "Déantar an cás GLTFCamera seo a shraithiú i [Foclóir]." -msgid "Converts this GLTFCamera instance into a Godot [Camera3D] node." -msgstr "Tiontaíonn an cás GLTFCamera seo go nód Godot [Camera3D]." +msgid "Converts this GLTFCamera instance into a Redot [Camera3D] node." +msgstr "Tiontaíonn an cás GLTFCamera seo go nód Redot [Camera3D]." msgid "" "The distance to the far culling boundary for this camera relative to its " @@ -67603,12 +67604,12 @@ msgstr "" msgid "" "The FOV of the camera. This class and GLTF define the camera FOV in radians, " -"while Godot uses degrees. This maps to GLTF's [code]yfov[/code] property. " +"while Redot uses degrees. This maps to GLTF's [code]yfov[/code] property. " "This value is only used for perspective cameras, when [member perspective] is " "true." msgstr "" "FOV an cheamara. Sainmhíníonn an rang seo agus GLTF an ceamara FOV ina " -"raidian, agus úsáideann Godot céimeanna. Mapálann sé seo go dtí airí " +"raidian, agus úsáideann Redot céimeanna. Mapálann sé seo go dtí airí " "[code]yfov[/code] GLTF. Ní úsáidtear an luach seo ach le haghaidh ceamaraí " "peirspictíochta, nuair atá [peirspictíocht na mball] fíor." @@ -67625,25 +67626,25 @@ msgstr "" msgid "" "The size of the camera. This class and GLTF define the camera size magnitude " -"as a radius in meters, while Godot defines it as a diameter in meters. This " +"as a radius in meters, while Redot defines it as a diameter in meters. This " "maps to GLTF's [code]ymag[/code] property. This value is only used for " "orthographic/orthogonal cameras, when [member perspective] is false." msgstr "" "Méid an cheamara. Sainmhíníonn an aicme seo agus GLTF méid an cheamara mar " -"gha i méadair, agus sainmhíníonn Godot é mar thrastomhas i méadair. Mapálann " +"gha i méadair, agus sainmhíníonn Redot é mar thrastomhas i méadair. Mapálann " "sé seo go dtí airí [code]ymag[/code] GLTF. Ní úsáidtear an luach seo ach " "amháin le haghaidh ceamaraí ortagrafacha/orthogúla, nuair a bhíonn " "[peirspictíocht na mball] bréagach." -msgid "Class for importing and exporting glTF files in and out of Godot." +msgid "Class for importing and exporting glTF files in and out of Redot." msgstr "" "Aicme chun comhaid glTF a allmhairiú agus a onnmhairiú isteach agus amach as " -"Godot." +"Redot." msgid "" -"GLTFDocument supports reading data from a glTF file, buffer, or Godot scene. " +"GLTFDocument supports reading data from a glTF file, buffer, or Redot scene. " "This data can then be written to the filesystem, buffer, or used to create a " -"Godot scene.\n" +"Redot scene.\n" "All of the data in a GLTF scene is stored in the [GLTFState] class. " "GLTFDocument processes state objects, but does not contain any scene data " "itself. GLTFDocument has member variables to store export configuration " @@ -67656,8 +67657,8 @@ msgid "" "imported and exported." msgstr "" "Tacaíonn GLTFDocument le sonraí a léamh ó chomhad glTF, ó mhaolán nó ó " -"radharc Godot. Is féidir na sonraí seo a scríobh chuig an gcóras comhad, " -"maolán, nó a úsáid chun radharc Godot a chruthú.\n" +"radharc Redot. Is féidir na sonraí seo a scríobh chuig an gcóras comhad, " +"maolán, nó a úsáid chun radharc Redot a chruthú.\n" "Stóráiltear na sonraí go léir i radharc GLTF sa rang [GLTFState]. Sonraíonn " "próisis GLTFDocument oibiachtaí, ach níl aon sonraí radhairc ann féin. Tá " "athróga ball ag GLTFDocument chun socruithe cumraíochta easpórtála a stóráil " @@ -67700,10 +67701,10 @@ msgstr "" "le spleáchais a aimsiú agus is féidir leo a bheith folamh." msgid "" -"Takes a Godot Engine scene node and exports it and its descendants to the " +"Takes a Redot Engine scene node and exports it and its descendants to the " "given [GLTFState] object through the [param state] parameter." msgstr "" -"Glacann sé nód radhairc Inneall Godot agus easpórtálann sé é agus a shliocht " +"Glacann sé nód radhairc Inneall Redot agus easpórtálann sé é agus a shliocht " "chuig an réad [GLTFState] tugtha tríd an bparaiméadar [staid pharam]." msgid "" @@ -67715,11 +67716,11 @@ msgstr "" msgid "" "Takes a [GLTFState] object through the [param state] parameter and returns a " -"Godot Engine scene node.\n" +"Redot Engine scene node.\n" "The [param bake_fps] parameter overrides the bake_fps in [param state]." msgstr "" "Glacann sé réad [GLTFState] tríd an bparaiméadar [staid pharam] agus cuireann " -"sé nód radharc Inneall Godot ar ais.\n" +"sé nód radharc Inneall Redot ar ais.\n" "Sáraíonn an paraiméadar [param bake_fps] an bake_fps i [staid pharam]." msgid "" @@ -67757,14 +67758,14 @@ msgid "" "The user-friendly name of the export image format. This is used when " "exporting the GLTF file, including writing to a file and writing to a byte " "array.\n" -"By default, Godot allows the following options: \"None\", \"PNG\", \"JPEG\", " +"By default, Redot allows the following options: \"None\", \"PNG\", \"JPEG\", " "\"Lossless WebP\", and \"Lossy WebP\". Support for more image formats can be " "added in [GLTFDocumentExtension] classes." msgstr "" "Ainm éasca le húsáid na formáide íomhá easpórtála. Úsáidtear é seo agus an " "comhad GLTF á easpórtáil, lena n-áirítear scríobh chuig comhad agus scríobh " "chuig eagar beart.\n" -"De réir réamhshocraithe, ceadaíonn Godot na roghanna seo a leanas: \"None\", " +"De réir réamhshocraithe, ceadaíonn Redot na roghanna seo a leanas: \"None\", " "\"PNG\", \"JPEG\", \"Lossless WebP\", agus \"Lossy WebP\". Is féidir " "tacaíocht le haghaidh tuilleadh formáidí íomhá a chur leis i ranganna " "[GLTFDocumentExtension]." @@ -67797,39 +67798,39 @@ msgstr "" "gcluaisín na socruithe iompórtála radharc." msgid "" -"Treat the Godot scene's root node as the root node of the glTF file, and mark " +"Treat the Redot scene's root node as the root node of the glTF file, and mark " "it as the single root node via the [code]GODOT_single_root[/code] glTF " "extension. This will be parsed the same as [constant " "ROOT_NODE_MODE_KEEP_ROOT] if the implementation does not support " "[code]GODOT_single_root[/code]." msgstr "" -"Déan fréamhnóid radharc Godot a chóireáil mar bhunnóid an chomhaid glTF, agus " +"Déan fréamhnóid radharc Redot a chóireáil mar bhunnóid an chomhaid glTF, agus " "marcáil mar an nód fréimhe aonair é tríd an síneadh glTF " "[code]GODOT_single_root[/code]. Déanfar é seo a pharsáil mar an gcéanna le " "[ROOT_NODE_MODE_KEEP_ROOT leanúnach] mura dtacaíonn an cur chun feidhme le " "[code]GODOT_single_root[/code]." msgid "" -"Treat the Godot scene's root node as the root node of the glTF file, but do " +"Treat the Redot scene's root node as the root node of the glTF file, but do " "not mark it as anything special. An extra root node will be generated when " -"importing into Godot. This uses only vanilla glTF features. This is " -"equivalent to the behavior in Godot 4.1 and earlier." +"importing into Redot. This uses only vanilla glTF features. This is " +"equivalent to the behavior in Redot 4.1 and earlier." msgstr "" -"Déan fréamhnóid radharc Godot mar bhunnóid an chomhaid glTF, ach ná marcáil é " +"Déan fréamhnóid radharc Redot mar bhunnóid an chomhaid glTF, ach ná marcáil é " "mar aon rud speisialta. Ginfear nód fréimhe breise agus é á allmhairiú " -"isteach i Godot. Ní úsáideann sé seo ach gnéithe glTF fanaile. Tá sé seo " -"comhionann leis an iompar i Godot 4.1 agus níos luaithe." +"isteach i Redot. Ní úsáideann sé seo ach gnéithe glTF fanaile. Tá sé seo " +"comhionann leis an iompar i Redot 4.1 agus níos luaithe." msgid "" -"Treat the Godot scene's root node as the name of the glTF scene, and add all " +"Treat the Redot scene's root node as the name of the glTF scene, and add all " "of its children as root nodes of the glTF file. This uses only vanilla glTF " -"features. This avoids an extra root node, but only the name of the Godot " +"features. This avoids an extra root node, but only the name of the Redot " "scene's root node will be preserved, as it will not be saved as a node." msgstr "" -"Déan fréamh nód radharc Godot a chóireáil mar ainm an radharc glTF, agus cuir " +"Déan fréamh nód radharc Redot a chóireáil mar ainm an radharc glTF, agus cuir " "a leanaí go léir mar bhunnóid den chomhad glTF. Ní úsáideann sé seo ach " "gnéithe glTF fanaile. Seachnaíonn sé seo nód fréimhe breise, ach ní dhéanfar " -"ach ainm nód fhréamh radharc Godot a chaomhnú, mar ní shábhálfar é mar nód." +"ach ainm nód fhréamh radharc Redot a chaomhnú, mar ní shábhálfar é mar nód." msgid "[GLTFDocument] extension class." msgstr "[GLTFDocument] rang síntí." @@ -67859,14 +67860,14 @@ msgstr "" msgid "" "Part of the export process. This method is run after [method " "_export_preflight] and before [method _export_preserialize].\n" -"Runs when converting the data from a Godot scene node. This method can be " -"used to process the Godot scene node data into a format that can be used by " +"Runs when converting the data from a Redot scene node. This method can be " +"used to process the Redot scene node data into a format that can be used by " "[method _export_node]." msgstr "" "Cuid den phróiseas easpórtála. Reáchtáiltear an modh seo tar éis [method " "_export_preflight] agus roimh [method _export_preserialize].\n" -"Ritheann nuair a thiontú na sonraí ó nód radharc Godot. Is féidir an modh seo " -"a úsáid chun sonraí nód radharc Godot a phróiseáil i bhformáid a fhéadfaidh " +"Ritheann nuair a thiontú na sonraí ó nód radharc Redot. Is féidir an modh seo " +"a úsáid chun sonraí nód radharc Redot a phróiseáil i bhformáid a fhéadfaidh " "[method _export_node] a úsáid." msgid "" @@ -67876,9 +67877,9 @@ msgid "" "_serialize_texture_json].\n" "This method can be used to modify the final JSON of each node. Data should be " "primarily stored in [param gltf_node] prior to serializing the JSON, but the " -"original Godot [param node] is also provided if available. The node may be " +"original Redot [param node] is also provided if available. The node may be " "null if not available, such as when exporting GLTF data not generated from a " -"Godot scene." +"Redot scene." msgstr "" "Cuid den phróiseas easpórtála. Tá an modh seo á reáchtáil tar éis [method " "_get_saveable_image_formats] agus roimh [method _export_post]. Má úsáidtear " @@ -67886,9 +67887,9 @@ msgstr "" "tar éis [method _serialize_texture_json].\n" "Is féidir an modh seo a úsáid chun an JSON deiridh de gach nód a mhodhnú. Ba " "cheart sonraí a stóráil go príomha i [param gltf_node] sula ndéantar an JSON " -"a shraithiú, ach cuirtear an Godot bunaidh [param nód] ar fáil freisin má tá " +"a shraithiú, ach cuirtear an Redot bunaidh [param nód] ar fáil freisin má tá " "sé ar fáil. Féadfaidh an nód a bheith ar neamhní mura bhfuil sé ar fáil, mar " -"shampla agus sonraí GLTF nach bhfuil ginte ó radharc Godot á n-easpórtáil." +"shampla agus sonraí GLTF nach bhfuil ginte ó radharc Redot á n-easpórtáil." msgid "" "Part of the export process. This method is run last, after all other parts of " @@ -67934,7 +67935,7 @@ msgstr "" msgid "" "Part of the import process. This method is run after [method " "_import_post_parse] and before [method _import_node].\n" -"Runs when generating a Godot scene node from a GLTFNode. The returned node " +"Runs when generating a Redot scene node from a GLTFNode. The returned node " "will be added to the scene tree. Multiple nodes can be generated in this step " "if they are added as a child of the returned node.\n" "[b]Note:[/b] The [param scene_parent] parameter may be null if this is the " @@ -67942,7 +67943,7 @@ msgid "" msgstr "" "Cuid den phróiseas allmhairithe. Reáchtáiltear an modh seo tar éis [method " "_import_post_parse] agus roimh [method _import_node].\n" -"Ritheann sé nuair a ghintear nód radhairc Godot ó GLTFNode. Cuirfear an nód " +"Ritheann sé nuair a ghintear nód radhairc Redot ó GLTFNode. Cuirfear an nód " "ar ais leis an gcrann radhairc. Is féidir nóid iolracha a ghiniúint sa chéim " "seo má chuirtear leo mar leanbh den nód ar ais.\n" "[b]Nóta:[/b] Féadfaidh an paraiméadar [param scene_parent] a bheith ar " @@ -67954,7 +67955,7 @@ msgid "" "images, and the images are saved to a separate file, the image bytes will be " "copied to a file with this extension. If this is set, there should be a " "[ResourceImporter] class able to import the file. If not defined or empty, " -"Godot will save the image into a PNG file." +"Redot will save the image into a PNG file." msgstr "" "Filleann sé an síneadh comhad le húsáid chun sonraí íomhá a shábháil isteach, " "mar shampla, [code].png\"[/code]. Má shainítear é, nuair a úsáidtear an " @@ -67962,7 +67963,7 @@ msgstr "" "i gcomhad ar leith, déanfar na bearta íomhá a chóipeáil chuig comhad leis an " "síneadh seo. Má tá sé seo socraithe, ba cheart go mbeadh rang " "[ResourceIporter] in ann an comhad a iompórtáil. Mura bhfuil sé sainithe nó " -"folamh, sábhálfaidh Godot an íomhá i gcomhad PNG." +"folamh, sábhálfaidh Redot an íomhá i gcomhad PNG." msgid "" "Part of the export process. This method is run after [method " @@ -68002,23 +68003,23 @@ msgstr "" msgid "" "Part of the import process. This method is run after [method " "_generate_scene_node] and before [method _import_post].\n" -"This method can be used to make modifications to each of the generated Godot " +"This method can be used to make modifications to each of the generated Redot " "scene nodes." msgstr "" "Cuid den phróiseas allmhairithe. Reáchtáiltear an modh seo tar éis [method " "_generate_scene_node] agus roimh [method _import_post].\n" "Is féidir an modh seo a úsáid chun modhnuithe a dhéanamh ar gach ceann de na " -"nóid radharc Godot ginte." +"nóid radharc Redot ginte." msgid "" "Part of the import process. This method is run last, after all other parts of " "the import process.\n" -"This method can be used to modify the final Godot scene generated by the " +"This method can be used to modify the final Redot scene generated by the " "import process." msgstr "" "Cuid den phróiseas allmhairithe. Reáchtáiltear an modh seo go deireanach, tar " "éis gach cuid eile den phróiseas allmhairithe.\n" -"Is féidir an modh seo a úsáid chun an radharc deiridh Godot a ghineann an " +"Is féidir an modh seo a úsáid chun an radharc deiridh Redot a ghineann an " "próiseas allmhairithe a mhodhnú." msgid "" @@ -68166,14 +68167,14 @@ msgid "Creates a new GLTFLight instance by parsing the given [Dictionary]." msgstr "" "Cruthaítear sampla nua GLTFLlight tríd an [Foclóir] a thugtar a pharsáil." -msgid "Create a new GLTFLight instance from the given Godot [Light3D] node." -msgstr "Cruthaigh sampla GLTFLlight nua ón nód Godot [Light3D] a tugadh." +msgid "Create a new GLTFLight instance from the given Redot [Light3D] node." +msgstr "Cruthaigh sampla GLTFLlight nua ón nód Redot [Light3D] a tugadh." msgid "Serializes this GLTFLight instance into a [Dictionary]." msgstr "Déantar an cás GLTFLlight seo a shealú isteach i [Foclóir]." -msgid "Converts this GLTFLight instance into a Godot [Light3D] node." -msgstr "Athraíonn an t-ásc GLTFLlight seo ina nód Godot [Light3D]." +msgid "Converts this GLTFLight instance into a Redot [Light3D] node." +msgstr "Athraíonn an t-ásc GLTFLlight seo ina nód Redot [Light3D]." msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -68187,36 +68188,36 @@ msgid "" "outer cone angle.\n" "Within this angle, the light is at full brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " -"brightness. When creating a Godot [SpotLight3D], the ratio between the inner " +"brightness. When creating a Redot [SpotLight3D], the ratio between the inner " "and outer cone angles is used to calculate the attenuation of the light." msgstr "" "Uillinn inmheánach an chóin i spotsolas. Caithfidh sé a bheith níos lú ná nó " "cothrom leis an uillinn cón seachtrach.\n" "Laistigh den uillinn seo, tá an solas ag gile iomlán. Idir na huillinneacha " "cón laistigh agus lasmuigh, tá aistriú ó ghile iomlán go gile nialasach. Agus " -"Godot [SpotLight3D] á chruthú, baintear úsáid as an gcóimheas idir " +"Redot [SpotLight3D] á chruthú, baintear úsáid as an gcóimheas idir " "uillinneacha an chóin inmheánaigh agus sheachtraigh chun caolú an tsolais a " "ríomh." msgid "" "The intensity of the light. This is expressed in candelas (lumens per " "steradian) for point and spot lights, and lux (lumens per m²) for directional " -"lights. When creating a Godot light, this value is converted to a unitless " +"lights. When creating a Redot light, this value is converted to a unitless " "multiplier." msgstr "" "Déine an tsolais. Cuirtear é seo in iúl i gcoinnle (lumens in aghaidh an " "steradian) le haghaidh soilse pointe agus spotsolas, agus lux (lumens in " -"aghaidh an m²) le haghaidh soilse treorach. Nuair a chruthaítear solas Godot, " +"aghaidh an m²) le haghaidh soilse treorach. Nuair a chruthaítear solas Redot, " "déantar an luach seo a thiontú go iolraitheoir gan aonad." msgid "" -"The type of the light. The values accepted by Godot are \"point\", \"spot\", " -"and \"directional\", which correspond to Godot's [OmniLight3D], " +"The type of the light. The values accepted by Redot are \"point\", \"spot\", " +"and \"directional\", which correspond to Redot's [OmniLight3D], " "[SpotLight3D], and [DirectionalLight3D] respectively." msgstr "" -"An cineál an tsolais. Is iad na luachanna a nglacann Godot leo ná \"pointe\", " +"An cineál an tsolais. Is iad na luachanna a nglacann Redot leo ná \"pointe\", " "\"spot\", agus \"directional\", a fhreagraíonn do [OmniLight3D], " -"[SpotLight3D], agus [DirectionalLight3D] faoi seach Godot." +"[SpotLight3D], agus [DirectionalLight3D] faoi seach Redot." msgid "" "The outer angle of the cone in a spotlight. Must be greater than or equal to " @@ -68224,7 +68225,7 @@ msgid "" "At this angle, the light drops off to zero brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " "brightness. If this angle is a half turn, then the spotlight emits in all " -"directions. When creating a Godot [SpotLight3D], the outer cone angle is used " +"directions. When creating a Redot [SpotLight3D], the outer cone angle is used " "as the angle of the spotlight." msgstr "" "Uillinn sheachtrach an chóin i spotsolas. Caithfidh sé a bheith níos mó ná nó " @@ -68232,17 +68233,17 @@ msgstr "" "Ag an uillinn seo, titeann an solas go nialas gile. Idir na huillinneacha cón " "laistigh agus lasmuigh, tá aistriú ó ghile iomlán go gile nialasach. Más " "leathcheal an uillinn seo, astaíonn an spotsolas i ngach treo. Nuair a bhíonn " -"Godot [SpotLight3D] á chruthú, úsáidtear an uillinn cón seachtrach mar " +"Redot [SpotLight3D] á chruthú, úsáidtear an uillinn cón seachtrach mar " "uillinn an spotsolas." msgid "" "The range of the light, beyond which the light has no effect. GLTF lights " "with no range defined behave like physical lights (which have infinite " -"range). When creating a Godot light, the range is clamped to 4096." +"range). When creating a Redot light, the range is clamped to 4096." msgstr "" "Raon an tsolais, thar a bhfuil an solas aon éifeacht. Iompraíonn soilse GLTF " "gan raon sainithe cosúil le soilse fisiceacha (a bhfuil raon gan teorainn). " -"Nuair a bhíonn solas Godot á chruthú, tá an raon clampáilte go 4096." +"Nuair a bhíonn solas Redot á chruthú, tá an raon clampáilte go 4096." msgid "GLTFMesh represents a GLTF mesh." msgstr "Seasann GLTFMesh do mhogall GLTF." @@ -68443,12 +68444,12 @@ msgstr "Is comhlacht fisice GLTF é." msgid "" "Represents a physics body as an intermediary between the " -"[code]OMI_physics_body[/code] GLTF data and Godot's nodes, and it's " +"[code]OMI_physics_body[/code] GLTF data and Redot's nodes, and it's " "abstracted in a way that allows adding support for different GLTF physics " "extensions in the future." msgstr "" "Léiríonn sé corpas fisice mar idirghabhálaí idir an [code]OMI_physics_body[/" -"code] sonraí GLTF agus nóid Godot, agus tá sé teibí ar bhealach a cheadaíonn " +"code] sonraí GLTF agus nóid Redot, agus tá sé teibí ar bhealach a cheadaíonn " "tacaíocht a chur le síntí fisice éagsúla GLTF sa todhchaí." msgid "OMI_physics_body GLTF extension" @@ -68462,10 +68463,10 @@ msgstr "" "[code]OMI_physics_body[/code] formáid an tsínte GLTF." msgid "" -"Creates a new GLTFPhysicsBody instance from the given Godot " +"Creates a new GLTFPhysicsBody instance from the given Redot " "[CollisionObject3D] node." msgstr "" -"Cruthaíonn sé sampla nua GLTFPhysicsBody ón nód Godot [CollisionObject3D] a " +"Cruthaíonn sé sampla nua GLTFPhysicsBody ón nód Redot [CollisionObject3D] a " "tugadh." msgid "" @@ -68477,9 +68478,9 @@ msgstr "" "code]." msgid "" -"Converts this GLTFPhysicsBody instance into a Godot [CollisionObject3D] node." +"Converts this GLTFPhysicsBody instance into a Redot [CollisionObject3D] node." msgstr "" -"Tiontaíonn an t-ásc GLTFPhysicsBody seo go nód Godot [CollisionObject3D]." +"Tiontaíonn an t-ásc GLTFPhysicsBody seo go nód Redot [CollisionObject3D]." msgid "" "The angular velocity of the physics body, in radians per second. This is only " @@ -68490,13 +68491,13 @@ msgstr "" msgid "" "The type of the body. When importing, this controls what type of " -"[CollisionObject3D] node Godot should generate. Valid values are \"static\", " +"[CollisionObject3D] node Redot should generate. Valid values are \"static\", " "\"animatable\", \"character\", \"rigid\", \"vehicle\", and \"trigger\". When " "exporting, this will be squashed down to one of \"static\", \"kinematic\", or " "\"dynamic\" motion types, or the \"trigger\" property." msgstr "" "An cineál an chomhlachta. Nuair atáthar ag iompórtáil, rialaíonn sé seo cén " -"cineál nód [CollisionObject3D] ba cheart do Godot a ghiniúint. Is iad na " +"cineál nód [CollisionObject3D] ba cheart do Redot a ghiniúint. Is iad na " "luachanna bailí \"statacha\", \"beochana\", \"carachtar\", \"docht\", " "\"feithicil\", agus \"truicear\". Nuair a bheidh sé ag onnmhairiú, déanfar é " "seo a bhrú síos go dtí ceann de na cineálacha gluaisne \"statach\", " @@ -68514,14 +68515,14 @@ msgid "" "This represents the inertia around the principle axes, the diagonal of the " "inertia tensor matrix. This is only used when the body type is \"rigid\" or " "\"vehicle\".\n" -"When converted to a Godot [RigidBody3D] node, if this value is zero, then the " +"When converted to a Redot [RigidBody3D] node, if this value is zero, then the " "inertia will be calculated automatically." msgstr "" "Neart táimhe an chomhlachta fisice, i gcileagram méadar cearnach (kg⋅m²). " "Léiríonn sé seo an táimhe timpeall na bpríomhaiseanna, trasnánach na táimhe " "tensor mhaitrís. Ní úsáidtear é seo ach amháin nuair a bhíonn an cineál coirp " "\"docht\" nó \"feithicil\".\n" -"Nuair a dhéantar é a thiontú go nód Godot [RigidBody3D], más é an luach seo " +"Nuair a dhéantar é a thiontú go nód Redot [RigidBody3D], más é an luach seo " "náid, déanfar an táimhe a ríomh go huathoibríoch." msgid "" @@ -68538,13 +68539,13 @@ msgstr "" msgid "" "The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). " "This is only used when the body type is \"rigid\" or \"vehicle\".\n" -"When converted to a Godot [RigidBody3D] node, if this value is zero, then the " +"When converted to a Redot [RigidBody3D] node, if this value is zero, then the " "inertia will be calculated automatically." msgstr "" "An teannasóir táimhe an choirp fisice, i gcileagraim méadar cearnach (kg⋅m²). " "Ní úsáidtear é seo ach amháin nuair a bhíonn an cineál coirp \"docht\" nó " "\"feithicil\".\n" -"Nuair a dhéantar é a thiontú go nód Godot [RigidBody3D], más é an luach seo " +"Nuair a dhéantar é a thiontú go nód Redot [RigidBody3D], más é an luach seo " "náid, déanfar an táimhe a ríomh go huathoibríoch." msgid "" @@ -68568,12 +68569,12 @@ msgstr "Is ionann é agus cruth fisice GLTF." msgid "" "Represents a physics shape as defined by the [code]OMI_physics_shape[/code] " "or [code]OMI_collider[/code] GLTF extensions. This class is an intermediary " -"between the GLTF data and Godot's nodes, and it's abstracted in a way that " +"between the GLTF data and Redot's nodes, and it's abstracted in a way that " "allows adding support for different GLTF physics extensions in the future." msgstr "" "Léiríonn sé cruth fisice mar atá sainmhínithe ag na síntí GLTF " "[code]OMI_physics_shape[/code] nó [code]OMI_collider[/code]. Is idirghabhálaí " -"é an rang seo idir sonraí GLTF agus nóid Godot, agus tá sé teibí ar bhealach " +"é an rang seo idir sonraí GLTF agus nóid Redot, agus tá sé teibí ar bhealach " "a cheadaíonn tacaíocht a chur le síntí fisice éagsúla GLTF sa todhchaí." msgid "OMI_physics_shape GLTF extension" @@ -68589,17 +68590,17 @@ msgstr "" "pharsáil." msgid "" -"Creates a new GLTFPhysicsShape instance from the given Godot " +"Creates a new GLTFPhysicsShape instance from the given Redot " "[CollisionShape3D] node." msgstr "" -"Cruthaíonn sé sampla GLTFPhysicsShape nua ón nód Godot [CollisionShape3D] a " +"Cruthaíonn sé sampla GLTFPhysicsShape nua ón nód Redot [CollisionShape3D] a " "tugadh." msgid "" -"Creates a new GLTFPhysicsShape instance from the given Godot [Shape3D] " +"Creates a new GLTFPhysicsShape instance from the given Redot [Shape3D] " "resource." msgstr "" -"Cruthaíonn sé sampla GLTFPhysicsShape nua ón acmhainn Godot [Shape3D] a " +"Cruthaíonn sé sampla GLTFPhysicsShape nua ón acmhainn Redot [Shape3D] a " "tugadh." msgid "" @@ -68610,12 +68611,12 @@ msgstr "" "sainmhínithe ag [code]OMI_physics_shape[/code]." msgid "" -"Converts this GLTFPhysicsShape instance into a Godot [CollisionShape3D] node." +"Converts this GLTFPhysicsShape instance into a Redot [CollisionShape3D] node." msgstr "" -"Tiontaítear an t-ásc GLTFPhysicsShape seo ina nód Godot [CollisionShape3D]." +"Tiontaítear an t-ásc GLTFPhysicsShape seo ina nód Redot [CollisionShape3D]." -msgid "Converts this GLTFPhysicsShape instance into a Godot [Shape3D] resource." -msgstr "Tiontaíonn an sampla GLTFPhysicsShape seo ina acmhainn Godot [Shape3D]." +msgid "Converts this GLTFPhysicsShape instance into a Redot [Shape3D] resource." +msgstr "Tiontaíonn an sampla GLTFPhysicsShape seo ina acmhainn Redot [Shape3D]." msgid "" "The height of the shape, in meters. This is only used when the shape type is " @@ -68635,13 +68636,13 @@ msgstr "" "bhíonn an cineál cruth \"hull\"(convex hull) nó \"trimesh\" (concave trimesh)." msgid "" -"If [code]true[/code], indicates that this shape is a trigger. For Godot, this " +"If [code]true[/code], indicates that this shape is a trigger. For Redot, this " "means that the shape should be a child of an Area3D node.\n" "This is the only variable not used in the [method to_node] method, it's " "intended to be used alongside when deciding where to add the generated node " "as a child." msgstr "" -"Má thugann [code]true[/code] le fios gur truicear é an cruth seo. Do Godot, " +"Má thugann [code]true[/code] le fios gur truicear é an cruth seo. Do Redot, " "ciallaíonn sé seo gur chóir go mbeadh an cruth ina leanbh nód Area3D.\n" "Is é seo an t-aon athróg nach n-úsáidtear sa mhodh [method to_node], tá sé i " "gceist í a úsáid taobh leis agus cinneadh á dhéanamh cén áit ar cheart an nód " @@ -68682,22 +68683,22 @@ msgstr "" msgid "" "Returns a [Dictionary] that maps skeleton bone indices to the indices of GLTF " "nodes. This property is unused during import, and only set during export. In " -"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes." +"a GLTF file, a bone is a node, so Redot converts skeleton bones to GLTF nodes." msgstr "" "Filleann sé [Foclóir] a mhapálann innéacsanna cnámh cnámharlaigh chuig " "innéacsanna na nóid GLTF. Ní úsáidtear an t-airí seo le linn allmhairithe, " "agus ní shocraítear é ach amháin le linn easpórtála. I gcomhad GLTF, is nód é " -"cnámh, mar sin athraíonn Godot cnámha cnámharlaigh go nóid GLTF." +"cnámh, mar sin athraíonn Redot cnámha cnámharlaigh go nóid GLTF." msgid "" "Sets a [Dictionary] that maps skeleton bone indices to the indices of GLTF " "nodes. This property is unused during import, and only set during export. In " -"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes." +"a GLTF file, a bone is a node, so Redot converts skeleton bones to GLTF nodes." msgstr "" "Socraíonn sé [Foclóir] a mhapálann innéacsanna cnámha cnámharlaigh " "d’innéacsanna na nóid GLTF. Ní úsáidtear an t-airí seo le linn allmhairithe, " "agus ní shocraítear é ach amháin le linn easpórtála. I gcomhad GLTF, is nód é " -"cnámh, mar sin athraíonn Godot cnámha cnámharlaigh go nóid GLTF." +"cnámh, mar sin athraíonn Redot cnámha cnámharlaigh go nóid GLTF." msgid "Archived GLTF extension for specular/glossy materials." msgstr "Síneadh GLTF cartlainne d'ábhair speiciúla/snasta." @@ -68737,21 +68738,21 @@ msgid "" "[GLTFDocument] as data storage, which allows [GLTFDocument] and all " "[GLTFDocumentExtension] classes to remain stateless.\n" "GLTFState can be populated by [GLTFDocument] reading a file or by converting " -"a Godot scene. Then the data can either be used to create a Godot scene or " -"save to a GLTF file. The code that converts to/from a Godot scene can be " +"a Redot scene. Then the data can either be used to create a Redot scene or " +"save to a GLTF file. The code that converts to/from a Redot scene can be " "intercepted at arbitrary points by [GLTFDocumentExtension] classes. This " "allows for custom data to be stored in the GLTF file or for custom data to be " -"converted to/from Godot nodes." +"converted to/from Redot nodes." msgstr "" "Tá gach nód agus acmhainn de chomhad GLTF ann. Úsáideann [GLTFDocument] é seo " "mar stóráil sonraí, a cheadaíonn [GLTFDocument] agus gach rang " "[GLTFDocumentExtension] fanacht gan stát.\n" "Is féidir GLTFState a líonadh trí [GLTFDocument] comhad a léamh nó radharc " -"Godot a thiontú. Ansin is féidir na sonraí a úsáid chun radharc Godot a " +"Redot a thiontú. Ansin is féidir na sonraí a úsáid chun radharc Redot a " "chruthú nó chun iad a shábháil i gcomhad GLTF. Is féidir le ranganna " -"[GLTFDocumentExtension] an cód a thiontaíonn go/ó radharc Godot a " +"[GLTFDocumentExtension] an cód a thiontaíonn go/ó radharc Redot a " "idircheapadh ag pointí treallach. Ligeann sé seo do shonraí saincheaptha a " -"stóráil sa chomhad GLTF nó sonraí saincheaptha a thiontú go nóid Godot." +"stóráil sa chomhad GLTF nó sonraí saincheaptha a thiontú go nóid Redot." msgid "GLTF asset header schema" msgstr "Scéimre ceanntásc sócmhainní GLTF" @@ -68799,30 +68800,30 @@ msgstr "" msgid "" "Returns the [AnimationPlayer] node with the given index. These nodes are only " -"used during the export process when converting Godot [AnimationPlayer] nodes " +"used during the export process when converting Redot [AnimationPlayer] nodes " "to GLTF animations." msgstr "" "Filleann sé an nód [AnimationPlayer] leis an innéacs tugtha. Ní úsáidtear na " "nóid seo ach amháin le linn an phróisis easpórtála nuair a dhéantar nóid " -"Godot [AnimationPlayer] a thiontú go beochan GLTF." +"Redot [AnimationPlayer] a thiontú go beochan GLTF." msgid "" "Returns the number of [AnimationPlayer] nodes in this [GLTFState]. These " -"nodes are only used during the export process when converting Godot " +"nodes are only used during the export process when converting Redot " "[AnimationPlayer] nodes to GLTF animations." msgstr "" "Seoltar ar ais líon na nóid [AnimationPlayer] sa [GLTFState] seo. Ní " "úsáidtear na nóid seo ach amháin le linn an phróisis easpórtála nuair a " -"dhéantar nóid Godot [AnimationPlayer] a thiontú go beochan GLTF." +"dhéantar nóid Redot [AnimationPlayer] a thiontú go beochan GLTF." msgid "" "Returns an array of all [GLTFAnimation]s in the GLTF file. When importing, " "these will be generated as animations in an [AnimationPlayer] node. When " -"exporting, these will be generated from Godot [AnimationPlayer] nodes." +"exporting, these will be generated from Redot [AnimationPlayer] nodes." msgstr "" "Filleann sé raon de gach [GLTFAnimation]s sa chomhad GLTF. Nuair a bheidh " "siad á n-iompórtáil, ginfear iad seo mar bheochan i nód [AnimationPlayer]. " -"Nuair a bheidh siad á n-easpórtáil, ginfear iad seo ó nóid Godot " +"Nuair a bheidh siad á n-easpórtáil, ginfear iad seo ó nóid Redot " "[AnimationPlayer]." msgid "" @@ -68854,40 +68855,40 @@ msgstr "" "mogaill a dtagraíonn an t-innéacs [comhalta GLTFNode.mesh] dóibh." msgid "" -"Returns the index of the [GLTFNode] corresponding to this Godot scene node. " +"Returns the index of the [GLTFNode] corresponding to this Redot scene node. " "This is the inverse of [method get_scene_node]. Useful during the export " "process.\n" -"[b]Note:[/b] Not every Godot scene node will have a corresponding [GLTFNode], " +"[b]Note:[/b] Not every Redot scene node will have a corresponding [GLTFNode], " "and not every [GLTFNode] will have a scene node generated. If there is no " "[GLTFNode] index for this scene node, [code]-1[/code] is returned." msgstr "" -"Filleann sé innéacs an [GLTFNode] a fhreagraíonn don nód radharc Godot seo. " +"Filleann sé innéacs an [GLTFNode] a fhreagraíonn don nód radharc Redot seo. " "Is é seo inbhéartach [method get_scene_node]. Úsáideach le linn an phróisis " "onnmhairithe.\n" -"[b]Nóta:[/b] Ní bheidh [GLTFNode] comhfhreagrach ag gach nód radhairc Godot, " +"[b]Nóta:[/b] Ní bheidh [GLTFNode] comhfhreagrach ag gach nód radhairc Redot, " "agus ní bheidh nód radhairc ginte ag gach [GLTFNode]. Mura bhfuil aon innéacs " "[GLTFNode] ann don nód radhairc seo, cuirtear [code]-1[/code] ar ais." msgid "" "Returns an array of all [GLTFNode]s in the GLTF file. These are the nodes " "that [member GLTFNode.children] and [member root_nodes] refer to. This " -"includes nodes that may not be generated in the Godot scene, or nodes that " -"may generate multiple Godot scene nodes." +"includes nodes that may not be generated in the Redot scene, or nodes that " +"may generate multiple Redot scene nodes." msgstr "" "Filleann sé raon de gach [GLTFNode]s sa chomhad GLTF. Is iad seo na nóid a " "dtagraíonn [ball GLTFNode.children] agus [member root_nodes]. Áiríonn sé seo " -"nóid nach féidir a ghiniúint i radharc Godot, nó nóid a d’fhéadfadh nóid " -"radhairc Godot iolracha a ghiniúint." +"nóid nach féidir a ghiniúint i radharc Redot, nó nóid a d’fhéadfadh nóid " +"radhairc Redot iolracha a ghiniúint." msgid "" -"Returns the Godot scene node that corresponds to the same index as the " +"Returns the Redot scene node that corresponds to the same index as the " "[GLTFNode] it was generated from. This is the inverse of [method " "get_node_index]. Useful during the import process.\n" "[b]Note:[/b] Not every [GLTFNode] will have a scene node generated, and not " "every generated scene node will have a corresponding [GLTFNode]. If there is " "no scene node for this [GLTFNode] index, [code]null[/code] is returned." msgstr "" -"Filleann sé nód radharc Godot a fhreagraíonn don innéacs céanna leis an " +"Filleann sé nód radharc Redot a fhreagraíonn don innéacs céanna leis an " "[GLTFNode] a gineadh uaidh. Is é seo an inbhéartach de [method " "get_node_index]. Úsáideach le linn an phróisis allmhairithe.\n" "[b]Nóta:[/b] Ní bheidh nód radhairc ginte ag gach [GLTFNode], agus ní bheidh " @@ -68947,11 +68948,11 @@ msgstr "" msgid "" "Sets the [GLTFAnimation]s in the state. When importing, these will be " "generated as animations in an [AnimationPlayer] node. When exporting, these " -"will be generated from Godot [AnimationPlayer] nodes." +"will be generated from Redot [AnimationPlayer] nodes." msgstr "" "Socraíonn sé na [GLTFAnimation]s sa stát. Nuair a bheidh siad á n-iompórtáil, " "ginfear iad seo mar bheochan i nód [AnimationPlayer]. Nuair a bheidh siad á n-" -"easpórtáil, ginfear iad seo ó nóid Godot [AnimationPlayer]." +"easpórtáil, ginfear iad seo ó nóid Redot [AnimationPlayer]." msgid "" "Sets the [GLTFCamera]s in the state. These are the cameras that the [member " @@ -68986,13 +68987,13 @@ msgstr "" msgid "" "Sets the [GLTFNode]s in the state. These are the nodes that [member GLTFNode." "children] and [member root_nodes] refer to. Some of the nodes set here may " -"not be generated in the Godot scene, or may generate multiple Godot scene " +"not be generated in the Redot scene, or may generate multiple Redot scene " "nodes." msgstr "" "Socraíonn sé na [GLTFNode]s sa stát. Is iad seo na nóid a dtagraíonn [ball " "GLTFNode.children] agus [member root_nodes]. D’fhéadfadh sé nach ngintear " -"cuid de na nóid atá leagtha síos anseo i radharc Godot, nó d’fhéadfaidís nóid " -"radhairc Godot iolracha a ghiniúint." +"cuid de na nóid atá leagtha síos anseo i radharc Redot, nó d’fhéadfaidís nóid " +"radhairc Redot iolracha a ghiniúint." msgid "" "Sets the [GLTFSkeleton]s in the state. These are the skeletons that the " @@ -69071,7 +69072,7 @@ msgstr "An maolán dénártha ceangailte le comhad .glb." msgid "" "True to force all GLTFNodes in the document to be bones of a single " -"Skeleton3D godot node." +"Skeleton3D redot node." msgstr "" "Fíor chun iallach a chur ar gach GLTFNóid sa doiciméad a bheith ina chnámha " "d’aon nód deo Cnámharlach3D." @@ -69083,13 +69084,13 @@ msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " "scene, and therefore one root node. However, a GLTF file may have multiple " "scenes and therefore multiple root nodes, which will be generated as siblings " -"of each other and as children of the root node of the generated Godot scene." +"of each other and as children of the root node of the generated Redot scene." msgstr "" "Nóid fhréamh an chomhaid GLTF. De ghnáth, ní bheidh ach radharc amháin i " "gcomhad GLTF, agus mar sin nód fréimhe amháin. Mar sin féin, d'fhéadfadh go " "mbeadh radhairc iolracha i gcomhad GLTF agus mar sin de nóid fhréamh " "iolracha, a ghinfear mar shiblíní dá chéile agus mar leanaí de bhunnóid " -"radharc Godot ginte." +"radharc Redot ginte." msgid "" "The name of the scene. When importing, if not specified, this will be the " @@ -71969,11 +71970,11 @@ msgstr "" msgid "" "Returns one of 24 possible rotations that lie along the vectors (x,y,z) with " "each component being either -1, 0, or 1. For further details, refer to the " -"Godot source code." +"Redot source code." msgstr "" "Filleann sé ceann amháin de 24 rothlú féideartha atá suite feadh na " "veicteoirí (x,y,z) le gach comhpháirt -1, 0, nó 1. Le haghaidh tuilleadh " -"sonraí, déan tagairt do chód foinse Godot." +"sonraí, déan tagairt do chód foinse Redot." msgid "" "The [MeshLibrary] item index located at the given grid coordinates. If the " @@ -72019,12 +72020,12 @@ msgid "" "sphere, lying along the vectors (x,y,z) with each component being either -1, " "0, or 1, and returns the index (in the range from 0 to 23) of the point best " "representing the orientation of the object. For further details, refer to the " -"Godot source code." +"Redot source code." msgstr "" "Féachann an fheidhm seo le discréidiú rothlaithe go 24 pointe ar aonad sféar, " "suite feadh na veicteoirí (x,y,z) agus -1, 0, nó 1 ag gach comhpháirt, agus " "filleann sé an t-innéacs (sa raon ó 0 go 23 ) den phointe is fearr a léiríonn " -"treoshuíomh an ruda. Le haghaidh tuilleadh sonraí, féach ar chód foinse Godot." +"treoshuíomh an ruda. Le haghaidh tuilleadh sonraí, féach ar chód foinse Redot." msgid "" "Returns an array of [Vector3] with the non-empty cell coordinates in the grid " @@ -72596,7 +72597,7 @@ msgid "" "\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" @@ -72645,7 +72646,7 @@ msgstr "" "\n" "[/gdscript]\n" "[csharp]\n" -"ag baint úsáide as Godot;\n" +"ag baint úsáide as Redot;\n" "ag baint úsáide as System.Diagnostics;\n" "\n" "páirt-aicme poiblí MyNode : Nód\n" @@ -72936,7 +72937,7 @@ msgid "" "# Returns \"username=user&password=pass\"\n" "[/gdscript]\n" "[csharp]\n" -"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, " +"var fields = new Redot.Collections.Dictionary { { \"username\", \"user\" }, " "{ \"password\", \"pass\" } };\n" "string queryString = httpClient.QueryStringFromDict(fields);\n" "// Returns \"username=user&password=pass\"\n" @@ -72953,11 +72954,11 @@ msgid "" "# Returns \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n" "[/gdscript]\n" "[csharp]\n" -"var fields = new Godot.Collections.Dictionary\n" +"var fields = new Redot.Collections.Dictionary\n" "{\n" " { \"single\", 123 },\n" " { \"notValued\", default },\n" -" { \"multiple\", new Godot.Collections.Array { 22, 33, 44 } },\n" +" { \"multiple\", new Redot.Collections.Array { 22, 33, 44 } },\n" "};\n" "string queryString = httpClient.QueryStringFromDict(fields);\n" "// Returns \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n" @@ -72973,7 +72974,7 @@ msgstr "" "# Filleann \"ainm úsáideora=úsáideoir&pasfhocal=pas\"\n" "[/gdscript]\n" "[csharp]\n" -"var fields = nua Godot.Collections.Dictionary { { \"ainm úsáideora\", " +"var fields = nua Redot.Collections.Dictionary { { \"ainm úsáideora\", " "\"úsáideoir\" }, { \"focal faire\", \"pas\" } };\n" "string queryString = httpClient.QueryStringFromDict(fields);\n" "// Filleann \"ainm úsáideora=úsáideoir&pasfhocal=pas\"\n" @@ -72990,11 +72991,11 @@ msgstr "" "# Filleann \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n" "[/gdscript]\n" "[csharp]\n" -"var fields = new Godot.Collections.Dictionary\n" +"var fields = new Redot.Collections.Dictionary\n" "{\n" " { \"single\", 123 },\n" " { \"notValued\", default },\n" -" { \"multiple\", new Godot.Collections.Array { 22, 33, 44 } },\n" +" { \"multiple\", new Redot.Collections.Array { 22, 33, 44 } },\n" "};\n" "string queryString = httpClient.QueryStringFromDict(fields);\n" "// Filleann \"singil=123¬_valued&multiple=22&multiple=33&multiple=44\"\n" @@ -73025,7 +73026,7 @@ msgid "" "headers, query_string)\n" "[/gdscript]\n" "[csharp]\n" -"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, " +"var fields = new Redot.Collections.Dictionary { { \"username\", \"user\" }, " "{ \"password\", \"pass\" } };\n" "string queryString = new HttpClient().QueryStringFromDict(fields);\n" "string[] headers = { \"Content-Type: application/x-www-form-urlencoded\", $" @@ -73062,7 +73063,7 @@ msgstr "" "ceanntásca, query_string)\n" "[/gdscript]\n" "[csharp]\n" -"var fields = nua Godot.Collections.Dictionary { { \"ainm úsáideora\", " +"var fields = nua Redot.Collections.Dictionary { { \"ainm úsáideora\", " "\"úsáideoir\" }, { \"focal faire\", \"pas\" } };\n" "teaghrán queryString = HttpClient nua().QueryStringFromDict(réimsí);\n" "string[ ] headers = { \"Ábhar-Type: application/x-www-form-urlencoded\", $\" " @@ -73912,7 +73913,7 @@ msgid "" " // Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " // The snippet below is provided for reference only.\n" -" string body = new Json().Stringify(new Godot.Collections.Dictionary\n" +" string body = new Json().Stringify(new Redot.Collections.Dictionary\n" " {\n" " { \"name\", \"Godette\" }\n" " });\n" @@ -73930,11 +73931,11 @@ msgid "" "{\n" " var json = new Json();\n" " json.Parse(body.GetStringFromUtf8());\n" -" var response = json.GetData().AsGodotDictionary();\n" +" var response = json.GetData().AsRedotDictionary();\n" "\n" " // Will print the user agent string used by the HTTPRequest node (as " "recognized by httpbin.org).\n" -" GD.Print((response[\"headers\"].AsGodotDictionary())[\"User-Agent\"]);\n" +" GD.Print((response[\"headers\"].AsRedotDictionary())[\"User-Agent\"]);\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" @@ -74087,7 +74088,7 @@ msgstr "" " // Nóta: Ná déan iarratais chomhuaineacha trí úsáid a bhaint as nód " "amháin Iarratas HTTP.\n" " // Is mar thagairt amháin a chuirtear an mhír thíos ar fáil.\n" -" comhlacht teaghrán = Json nua().Stringify(new Godot.Collections." +" comhlacht teaghrán = Json nua().Stringify(new Redot.Collections." "Dictionary\n" " {\n" " { \"ainm\", \"Godette\" }\n" @@ -74106,11 +74107,11 @@ msgstr "" "{\n" " var json = Json nua();\n" " json.Parse(comhlacht.GetStringFromUtf8());\n" -" freagra var = json.GetData().AsGodotDictionary();\n" +" freagra var = json.GetData().AsRedotDictionary();\n" "\n" " // Déanfaidh sé an teaghrán gníomhaire úsáideora a phriontáil a úsáideann " "an nód HTTPRequest (mar atá aitheanta ag httpbin.org).\n" -" GD.Print((freagra[\"ceanntásca\"].AsGodotDictionary())[\"Úsáideoir-" +" GD.Print((freagra[\"ceanntásca\"].AsRedotDictionary())[\"Úsáideoir-" "Gníomhaire\"]);\n" "}\n" "[/csharp]\n" @@ -74805,14 +74806,14 @@ msgstr "" msgid "" "Loads an image from the binary contents of a BMP file.\n" -"[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. Only " +"[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.\n" "[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." msgstr "" "Lódálann sé íomhá ón ábhar dénártha i gcomhad BMP.\n" -"[b] Nóta:[/b] Ní thacaíonn modúl BMP Godot le 16-giotán in aghaidh na n-" +"[b] Nóta:[/b] Ní thacaíonn modúl BMP Redot le 16-giotán in aghaidh na n-" "íomhánna picteilín. Ní thacaítear ach le híomhánna 1-giotán, 4-giotán, 8-" "giotán, 24-giotán, agus 32-giotán in aghaidh an picteilín.\n" "[b]Nóta:[/b] Níl an modh seo ar fáil ach amháin i dtógálacha inneall a bhfuil " @@ -74830,7 +74831,7 @@ msgid "" "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.\n" -"[b]Note:[/b] Godot's libktx implementation only supports 2D images. Cubemaps, " +"[b]Note:[/b] Redot's libktx implementation only supports 2D images. Cubemaps, " "texture arrays, and de-padding are not supported.\n" "[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 " @@ -74840,7 +74841,7 @@ msgstr "" "KhronosGroup/KTX-Software]KTX[/url]. Murab ionann agus formhór na bhformáidí " "íomhá, is féidir le KTX sonraí comhbhrúite VRAM a stóráil agus mipmaps a " "leabú.\n" -"[b]Nóta:[/b] Ní thacaíonn cur i bhfeidhm libktx Godot ach le híomhánna 2T. Ní " +"[b]Nóta:[/b] Ní thacaíonn cur i bhfeidhm libktx Redot ach le híomhánna 2T. Ní " "thacaítear le léarscáileanna ciúbanna, eagair uigeachta ná dí-stuáil.\n" "[b]Nóta:[/b] Níl an modh seo ar fáil ach amháin i dtógálacha inneall a bhfuil " "an modúl KTX cumasaithe acu. De réir réamhshocraithe, tá an modúl KTX " @@ -74962,7 +74963,7 @@ msgid "" "Saves the image as an EXR file to [param path]. If [param grayscale] is " "[code]true[/code] and the image has only one channel, it will be saved " "explicitly as monochrome rather than one red channel. This function will " -"return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR " +"return [constant ERR_UNAVAILABLE] if Redot was compiled without the TinyEXR " "module.\n" "[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means " "[method save_exr] will return [constant ERR_UNAVAILABLE] when it is called " @@ -74972,7 +74973,7 @@ msgstr "" "liathscála] [code]true[/code] agus nach bhfuil ach cainéal amháin san íomhá, " "déanfar é a shábháil go sainráite mar chainéal monacrómach seachas mar " "chainéal dearg amháin. Fillfidh an fheidhm seo [ERR_UNAVAILABLE seasmhach] má " -"tiomsaíodh Godot gan modúl TinyEXR.\n" +"tiomsaíodh Redot gan modúl TinyEXR.\n" "[b]Nóta:[/b] Tá modúl TinyEXR díchumasaithe i bhfoirgnimh neamheagarthóra, " "rud a chiallaíonn go dtiocfaidh [method save_exr] ar ais [ tairiseach " "ERR_UNAVAILABLE] nuair a ghlaoitear air ó thionscadal easpórtáilte." @@ -74981,7 +74982,7 @@ msgid "" "Saves the image as an EXR file to a byte array. If [param grayscale] is " "[code]true[/code] and the image has only one channel, it will be saved " "explicitly as monochrome rather than one red channel. This function will " -"return an empty byte array if Godot was compiled without the TinyEXR module.\n" +"return an empty byte array if Redot was compiled without the TinyEXR module.\n" "[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means " "[method save_exr] will return an empty byte array when it is called from an " "exported project." @@ -74990,7 +74991,7 @@ msgstr "" "[code]true[/code] agus nach bhfuil ach cainéal amháin san íomhá, déanfar é a " "shábháil go sainráite mar chainéal monacrómach seachas mar chainéal dearg " "amháin. Tabharfaidh an fheidhm seo ar ais eagar beart folamh má tiomsaíodh " -"Godot gan modúl TinyEXR.\n" +"Redot gan modúl TinyEXR.\n" "[b]Nóta:[/b] Tá modúl TinyEXR díchumasaithe i bhfoirgnimh neamheagarthóra, " "rud a chiallaíonn go dtabharfaidh [method save_exr] eagar beart folamh ar ais " "nuair a ghlaoitear air ó thionscadal easpórtáilte." @@ -76414,14 +76415,14 @@ msgstr "" msgid "" "Returns an SDL2-compatible device GUID on platforms that use gamepad " "remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns " -"[code]\"Default Gamepad\"[/code] otherwise. Godot uses the [url=https://" +"[code]\"Default Gamepad\"[/code] otherwise. Redot uses the [url=https://" "github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] " "to determine gamepad names and mappings based on this GUID." msgstr "" "Filleann sé GUID feiste atá comhoiriúnach le SDL2 ar ardáin a úsáideann " "athmapáil gamepad, m.sh. [code]030000004c050000c405000000010000[/code]. " "Seoltar ar ais [code]\"Geallaire réamhshocraithe\"[/code] ar shlí eile. " -"Úsáideann Godot an [url=https://github.com/gabomdq/" +"Úsáideann Redot an [url=https://github.com/gabomdq/" "SDL_GameControllerDB]bunachar sonraí rialaitheoirí cluiche SDL2[/url] chun " "ainmneacha agus mapálacha gamepad a chinneadh bunaithe ar an GUID seo." @@ -76432,7 +76433,7 @@ msgid "" "[code]xinput_index[/code]: The index of the controller in the XInput system.\n" "On Linux:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the redot controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " @@ -76453,12 +76454,12 @@ msgstr "" msgid "" "Returns the name of the joypad at the specified device index, e.g. [code]PS4 " -"Controller[/code]. Godot uses the [url=https://github.com/gabomdq/" +"Controller[/code]. Redot uses the [url=https://github.com/gabomdq/" "SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad " "names." msgstr "" "Filleann sé ainm an luamháin stiúrtha ag innéacs na ngléasanna sonraithe, e." -"g. [code]Rialaitheoir PS4[/code]. Úsáideann Godot an [url=https://github.com/" +"g. [code]Rialaitheoir PS4[/code]. Úsáideann Redot an [url=https://github.com/" "gabomdq/SDL_GameControllerDB]SDL2 rialaitheoirí bunachar sonraí[/url] chun " "ainmneacha gamepad a chinneadh." @@ -77811,7 +77812,7 @@ msgid "" "MIDI messages can be received over a 5-pin MIDI connector or over USB. If " "your device supports both be sure to check the settings in the device to see " "which output it is using.\n" -"By default, Godot does not detect MIDI devices. You need to call [method OS." +"By default, Redot does not detect MIDI devices. You need to call [method OS." "open_midi_inputs], first. You can check which devices are detected with " "[method OS.get_connected_midi_inputs], and close the connection with [method " "OS.close_midi_inputs].\n" @@ -77865,8 +77866,8 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] Godot 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." msgstr "" "Stórálann InputEventMIDI faisnéis faoi theachtaireachtaí ó ghléasanna " "[url=https://en.wikipedia.org/wiki/MIDI]MIDI[/url] (Comhéadan Digiteach " @@ -77875,7 +77876,7 @@ msgstr "" "Is féidir teachtaireachtaí MIDI a fháil thar nascóir MIDI 5-bioráin nó thar " "USB. Má thacaíonn do ghléas leis an dá cheann, déan cinnte na socruithe sa " "ghléas a sheiceáil féachaint cén t-aschur atá in úsáid aige.\n" -"De réir réamhshocraithe, ní bhraitheann Godot feistí MIDI. Ní mór duit glaoch " +"De réir réamhshocraithe, ní bhraitheann Redot feistí MIDI. Ní mór duit glaoch " "ar [method OS.open_midi_inputs], ar dtús. Is féidir leat a sheiceáil cé na " "gléasanna a bhraitear le [method OS.get_connected_midi_inputs], agus an nasc " "le [method OS.close_midi_inputs] a dhúnadh.\n" @@ -77929,8 +77930,8 @@ msgstr "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Nóta:[/b] Ní thacaíonn Godot le haschur MIDI, mar sin níl aon bhealach ann " -"chun teachtaireachtaí MIDI a astú ó Godot. Ní thacaítear ach le hionchur MIDI." +"[b]Nóta:[/b] Ní thacaíonn Redot le haschur MIDI, mar sin níl aon bhealach ann " +"chun teachtaireachtaí MIDI a astú ó Redot. Ní thacaítear ach le hionchur MIDI." msgid "MIDI Message Status Byte List" msgstr "Liosta Beart Stádas Teachtaireachta MIDI" @@ -79869,24 +79870,24 @@ msgid "Provides access to the Java Native Interface." msgstr "Soláthraíonn rochtain ar an Java Dúchasach Chomhéadain...." msgid "" -"The JavaClassWrapper singleton provides a way for the Godot application to " +"The JavaClassWrapper singleton provides a way for the Redot application to " "send and receive data through the [url=https://developer.android.com/training/" "articles/perf-jni]Java Native Interface[/url] (JNI).\n" "[b]Note:[/b] This singleton is only available in Android builds." msgstr "" -"Soláthraíonn an singleton JavaClassWrapper bealach don fheidhmchlár Godot " +"Soláthraíonn an singleton JavaClassWrapper bealach don fheidhmchlár Redot " "sonraí a sheoladh agus a fháil tríd an [url=https://developer.android.com/" "training/articles/perf-jni]Java Native Interface[/url] (JNI).\n" "[b]Nóta:[/b] Níl an singleton seo ar fáil ach amháin i dtógálacha Android." msgid "" "Wraps a class defined in Java, and returns it as a [JavaClass] [Object] type " -"that Godot can interact with.\n" +"that Redot can interact with.\n" "[b]Note:[/b] This method only works on Android. On every other platform, this " "method does nothing and returns an empty [JavaClass]." msgstr "" "Wraps rang sainithe i Java, agus ar ais é mar [JavaClass] [Réad] chineál gur " -"féidir Godot idirghníomhú leis.\n" +"féidir Redot idirghníomhú leis.\n" "[b]Nóta:[/b] Ní oibríonn an modh seo ach ar Android. Ar gach ardán eile, ní " "dhéanann an modh seo rud ar bith agus filleann sé folamh [JavaClass]." @@ -80246,7 +80247,7 @@ msgid "" "over the network.\n" "[method stringify] is used to convert any data type into a JSON string.\n" "[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 " +"that can be used within Redot. If successfully parsed, use [member data] to " "retrieve the [Variant], and use [code]typeof[/code] 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 " @@ -80293,7 +80294,7 @@ msgstr "" "Úsáidtear [method stringify] chun aon chineál sonraí a thiontú ina theaghrán " "JSON.\n" "Úsáidtear [parse modh] chun aon sonraí JSON atá ann cheana a thiontú ina " -"[Athróg] is féidir a úsáid laistigh de Godot. Má dhéantar é a pharsáil go " +"[Athróg] is féidir a úsáid laistigh de Redot. Má dhéantar é a pharsáil go " "rathúil, bain úsáid as [sonraí na mball] chun an [Athróg] a aisghabháil, agus " "úsáid [code]cineál[/code] le seiceáil an bhfuil tú ag súil le cineál an " "Athraithe. Déantar JSON Objects a thiontú ina [Foclóir], ach is féidir sonraí " @@ -81720,7 +81721,7 @@ msgstr "" "modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ní Comhoiriúnacht." msgid "" -"The size of the light in Godot units. Only available for [OmniLight3D]s and " +"The size of the light in Redot units. Only available for [OmniLight3D]s and " "[SpotLight3D]s. Increasing this value will make the light fade out slower and " "shadows appear blurrier (also called percentage-closer soft shadows, or " "PCSS). This can be used to simulate area lights to an extent. Increasing this " @@ -81731,7 +81732,7 @@ msgid "" "[b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and " "Mobile rendering methods, not Compatibility." msgstr "" -"Méid an tsolais in aonaid Godot. Ar fáil do [OmniLight3D]s agus " +"Méid an tsolais in aonaid Redot. Ar fáil do [OmniLight3D]s agus " "[SpotLight3D]s amháin. Má mhéadaítear an luach seo, beidh an solas céimnithe " "níos moille agus beidh cuma níos doiléire ar na scáthanna (ar a dtugtar " "scáthanna boga céatadán-níos dlúithe, nó PCSS). Is féidir é seo a úsáid chun " @@ -82411,10 +82412,10 @@ msgstr "" "in acmhainn eachtrach." msgid "" -"Lightmap baking failed as there is no lightmapper available in this Godot " +"Lightmap baking failed as there is no lightmapper available in this Redot " "build." msgstr "" -"Theip ar bhácáil Lightmap mar níl aon lightmapper ar fáil sa tógáil Godot seo." +"Theip ar bhácáil Lightmap mar níl aon lightmapper ar fáil sa tógáil Redot seo." msgid "" "Lightmap baking failed as the [LightmapGIData] save path isn't configured in " @@ -82445,9 +82446,9 @@ msgstr "" msgid "" "Lightmap baking failed as the resulting image couldn't be saved or imported " -"by Godot after it was saved." +"by Redot after it was saved." msgstr "" -"Theip ar bhácáil Lightmap mar níorbh fhéidir le Godot an íomhá a bhí mar " +"Theip ar bhácáil Lightmap mar níorbh fhéidir le Redot an íomhá a bhí mar " "thoradh air a shábháil ná a iompórtáil tar éis í a shábháil." msgid "" @@ -82585,13 +82586,13 @@ msgid "" "This class should be extended by custom lightmapper classes. Lightmappers can " "then be used with [LightmapGI] to provide fast baked global illumination in " "3D.\n" -"Godot contains a built-in GPU-based lightmapper [LightmapperRD] that uses " +"Redot contains a built-in GPU-based lightmapper [LightmapperRD] that uses " "compute shaders, but custom lightmappers can be implemented by C++ modules." msgstr "" "Ba chóir an rang seo a leathnú le ranganna saincheaptha lightmapper. Is " "féidir Lightmappers a úsáid ansin le [LightmapGI] chun soilsiú domhanda " "bácáilte tapa a sholáthar i 3D.\n" -"Tá mapaí solais GPU-bhunaithe [LightmapperRD] ionsuite ag Godot a úsáideann " +"Tá mapaí solais GPU-bhunaithe [LightmapperRD] ionsuite ag Redot a úsáideann " "scáthairí ríomh, ach is féidir le modúil C++ léarscáileanna solais " "saincheaptha a chur i bhfeidhm." @@ -83768,14 +83769,14 @@ msgid "Abstract base class for the game's main loop." msgstr "Bunrang teibí do phríomhlúb an chluiche." msgid "" -"[MainLoop] is the abstract base class for a Godot project's game loop. It is " +"[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 Godot projects, though it is also possible to write and use one's own " +"in Redot projects, though it is also possible to write and use one's own " "[MainLoop] subclass instead of the scene tree.\n" "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]godot -s my_loop.gd[/code]) or the \"Main Loop " +"command line (with e.g. [code]redot -s my_loop.gd[/code]) or the \"Main Loop " "Type\" project setting is overwritten.\n" "Here is an example script implementing a simple [MainLoop]:\n" "[codeblocks]\n" @@ -83800,7 +83801,7 @@ msgid "" " print(\" End time: %s\" % str(time_elapsed))\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" @@ -83830,15 +83831,15 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Is é [MainLoop] an bunrang teibí le haghaidh lúb cluiche tionscadal Godot. Tá " +"Is é [MainLoop] an bunrang teibí le haghaidh lúb cluiche tionscadal Redot. Tá " "sé faighte le hoidhreacht ag [SceneTree], arb é an cur i bhfeidhm " -"réamhshocraithe lúb cluiche a úsáidtear i dtionscadail Godot, cé gur féidir " +"réamhshocraithe lúb cluiche a úsáidtear i dtionscadail Redot, cé gur féidir " "freisin fo-aicme an duine féin [MainLoop] a scríobh agus a úsáid in ionad an " "chrainn radharc.\n" "Nuair a thosaíonn an t-iarratas, ní mór forfheidhmiú [MainLoop] a sholáthar " "don OS; ar shlí eile, scoirfidh an t-iarratas. Tarlaíonn sé seo go " "huathoibríoch (agus cruthaítear [SceneTree]) mura gcuirtear [MainLoop] " -"[Script] ar fáil ón líne ordaithe (m.sh. [code] godot -s my_loop.gd[/code]) " +"[Script] ar fáil ón líne ordaithe (m.sh. [code] redot -s my_loop.gd[/code]) " "nó an \"Príomhchineál Lúb\" tá socrú an tionscadail forscríofa.\n" "Seo script shamplach a chuireann [MainLoop] simplí i bhfeidhm:\n" "[codeblocks]\n" @@ -83863,7 +83864,7 @@ msgstr "" " print(\" Am deiridh: %s\" %str(time_elapsed))\n" "[/gdscript]\n" "[csharp]\n" -"ag baint úsáide as Godot;\n" +"ag baint úsáide as Redot;\n" "\n" "[Global Class]\n" "páirtaicme phoiblí CustomMainLoop : MainLoop\n" @@ -83960,11 +83961,11 @@ msgstr "" "Go sonrach don ardán macOS." msgid "" -"Notification received from Godot's crash handler when the engine is about to " +"Notification received from Redot's crash handler when the engine is about to " "crash.\n" "Implemented on desktop platforms if the crash handler is enabled." msgstr "" -"Fógra faighte ó láimhseálaí tuairteála Godot agus an t-inneall ar tí " +"Fógra faighte ó láimhseálaí tuairteála Redot agus an t-inneall ar tí " "tuairteála.\n" "Curtha i bhfeidhm ar ardáin deisce má tá an láimhseálaí tuairteála cumasaithe." @@ -84000,22 +84001,22 @@ msgstr "" msgid "" "Notification received from the OS when the application is focused, i.e. when " "changing the focus from the OS desktop or a thirdparty application to any " -"open window of the Godot instance.\n" +"open window of the Redot instance.\n" "Implemented on desktop and mobile platforms." msgstr "" "Fógra a fuarthas ón OS nuair atá an feidhmchlár dírithe, i.e. nuair a " "athraítear an fócas ó dheasc an OS nó ó fheidhmchlár tríú páirtí go dtí aon " -"fhuinneog oscailte den ásc Godot.\n" +"fhuinneog oscailte den ásc Redot.\n" "Curtha i bhfeidhm ar ardáin deisce agus soghluaiste." msgid "" "Notification received from the OS when the application is defocused, i.e. " -"when changing the focus from any open window of the Godot instance to the OS " +"when changing the focus from any open window of the Redot instance to the OS " "desktop or a thirdparty application.\n" "Implemented on desktop and mobile platforms." msgstr "" "Fógra a fuarthas ón OS nuair a bhíonn an feidhmchlár dífhócasaithe, i.e. " -"nuair a athraítear an fócas ó aon fhuinneog oscailte den ásc Godot go dtí an " +"nuair a athraítear an fócas ó aon fhuinneog oscailte den ásc Redot go dtí an " "deasc OS nó feidhmchlár tríú páirtí.\n" "Curtha i bhfeidhm ar ardáin deisce agus soghluaiste." @@ -84488,14 +84489,14 @@ msgstr "Cnaipe a thugann suas [PopupMenu] nuair a chliceáiltear air." msgid "" "A button that brings up a [PopupMenu] when clicked. To create new items " "inside this [PopupMenu], use [code]get_popup().add_item(\"My Item Name\")[/" -"code]. You can also create them directly from Godot editor's inspector.\n" +"code]. You can also create them directly from Redot editor's inspector.\n" "See also [BaseButton] which contains common properties and methods associated " "with this node." msgstr "" "Cnaipe a thugann suas [PopupMenu] nuair a chliceáiltear air. Chun míreanna " "nua a chruthú taobh istigh den [PopupMenu] seo, úsáid [code]get_popup()." "add_item(\"M'Ainm Míre\")[/code]. Is féidir leat iad a chruthú go díreach " -"freisin ó chigire an eagarthóra Godot.\n" +"freisin ó chigire an eagarthóra Redot.\n" "Féach freisin [BaseButton] ina bhfuil airíonna agus modhanna coitianta a " "bhaineann leis an nód seo." @@ -85246,7 +85247,7 @@ msgid "" "[/codeblocks]\n" "See also [ArrayMesh], [ImmediateMesh] and [SurfaceTool] for procedural " "geometry generation.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " "modes." msgstr "" @@ -85303,7 +85304,7 @@ msgstr "" "[/codeblocks]\n" "Féach freisin [ArrayMesh], [ImmediateMesh] agus [SurfaceTool] maidir le " "giniúint céimseata nós imeachta.\n" -"[b]Nóta:[/b] Úsáideann Godot deiseal [url=https://learnopengl.com/Advanced-" +"[b]Nóta:[/b] Úsáideann Redot deiseal [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]ord foirceannadh[/url] le haghaidh aghaidheanna tosaigh " "na modhanna triantáin primitive." @@ -86097,20 +86098,20 @@ msgid "Abstract class for non-real-time video recording encoders." msgstr "Rang teibí le haghaidh ionchódóirí fístaifeadta neamh-fhíor-ama." msgid "" -"Godot can record videos with non-real-time simulation. Like the [code]--fixed-" +"Redot can record videos with non-real-time simulation. Like the [code]--fixed-" "fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command " "line argument[/url], this forces the reported [code]delta[/code] in [method " "Node._process] functions to be identical across frames, regardless of how " "long it actually took to render the frame. This can be used to record high-" "quality videos with perfect frame pacing regardless of your hardware's " "capabilities.\n" -"Godot has 2 built-in [MovieWriter]s:\n" +"Redot has 2 built-in [MovieWriter]s:\n" "- AVI container with MJPEG for video and uncompressed audio ([code].avi[/" "code] file extension). Lossy compression, medium file sizes, fast encoding. " "The lossy compression quality can be adjusted by changing [member " "ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be " "viewed in most video players, but it must be converted to another format for " -"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not " +"viewing on the web or by Redot with [VideoStreamPlayer]. MJPEG does not " "support transparency. AVI output is currently limited to a file of 4 GB in " "size at most.\n" "- PNG image sequence for video and WAV for audio ([code].png[/code] file " @@ -86138,7 +86139,7 @@ msgid "" "such as [url=https://obsproject.com/]OBS Studio[/url] or [url=https://www." "maartenbaert.be/simplescreenrecorder/]SimpleScreenRecorder[/url] instead." msgstr "" -"Is féidir le Godot físeáin a thaifeadadh le insamhalta neamhfhíor-ama. Cosúil " +"Is féidir le Redot físeáin a thaifeadadh le insamhalta neamhfhíor-ama. Cosúil " "leis an [code] --fixed-fps[/code] [url=$DOCS_URL/tutorials/editor/" "command_line_tutorial.html]argóint na líne ordaithe[/url], cuireann sé seo " "brú ar an [code]delta[/code] tuairiscithe i [/] modh Node._process] " @@ -86146,13 +86147,13 @@ msgstr "" "sé i ndáiríre chun an fráma a rindreáil. Is féidir é seo a úsáid chun físeáin " "ardcháilíochta a thaifeadadh le luas fráma foirfe beag beann ar chumas do " "chrua-earraí.\n" -"Tá 2 [Scríbhneoir Scannán] ionsuite ag Godot:\n" +"Tá 2 [Scríbhneoir Scannán] ionsuite ag Redot:\n" "- Coimeádán AVI le MJPEG le haghaidh físe agus fuaime neamh-chomhbhrúite " "([code].avi [/code] síneadh comhaid). Comhbhrú Lossy, meánmhéideanna comhaid, " "ionchódú tapa. Is féidir an caighdeán comhbhrú caillte a choigeartú trí " "[member ProjectSettings.editor/movie_writer/mjpeg_quality] a athrú. Is féidir " "an comhad mar thoradh air a fheiceáil i bhformhór na n-imreoirí físeáin, ach " -"ní mór é a thiontú go formáid eile le breathnú ar an ngréasán nó le Godot le " +"ní mór é a thiontú go formáid eile le breathnú ar an ngréasán nó le Redot le " "[VideoStreamPlayer]. Ní thacaíonn MJPEG le trédhearcacht. Tá aschur AVI " "teoranta faoi láthair do chomhad de 4 GB ar a mhéad.\n" "- Seicheamh íomhá PNG le haghaidh físeáin agus WAV le haghaidh fuaime ([code]." @@ -87044,7 +87045,7 @@ msgid "" "Manages the connection with one or more remote peers acting as server or " "client and assigning unique IDs to each of them. See also [MultiplayerAPI].\n" "[b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and " -"isn't meant to be used by non-Godot servers. It may change without notice.\n" +"isn't meant to be used by non-Redot servers. It may change without notice.\n" "[b]Note:[/b] When exporting to Android, make sure to enable the " "[code]INTERNET[/code] permission in the Android export preset before " "exporting the project or using one-click deploy. Otherwise, network " @@ -87054,7 +87055,7 @@ msgstr "" "mar fhreastalaí nó mar chliant agus ag sannadh aitheantais uathúla do gach " "ceann acu. Féach freisin [MultiplayerAPI].\n" "[b]Nóta:[/b] Is sonraí cur chun feidhme é an prótacal [MultiplayerAPI] agus " -"níl sé i gceist go n-úsáidfidh freastalaithe neamh-Godot é. Féadfaidh sé " +"níl sé i gceist go n-úsáidfidh freastalaithe neamh-Redot é. Féadfaidh sé " "athrú gan fógra.\n" "[b]Nóta:[/b] Agus tú ag easpórtáil go Android, déan cinnte an cead " "[code]Idirlíon[/code] a chumasú sa réamhshocrú easpórtála Android sula n-" @@ -92788,13 +92789,13 @@ msgid "Base class for all scene objects." msgstr "Bunrang do gach réad radharc." msgid "" -"Nodes are Godot's building blocks. They can be assigned as the child of " +"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.\n" "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 Godot projects.\n" +"the architecture and data model of Redot projects.\n" "[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 " @@ -92841,20 +92842,20 @@ msgid "" "procedure call) system to communicate over the network. By calling [method " "rpc] with a method name, it will be called locally and in all connected peers " "(peers = clients and the server that accepts connections). To identify which " -"node receives the RPC call, Godot will use its [NodePath] (make sure node " +"node receives the RPC call, Redot will use its [NodePath] (make sure node " "names are the same on all peers). Also, take a look at the high-level " "networking tutorial and corresponding demos.\n" "[b]Note:[/b] The [code]script[/code] property is part of the [Object] class, " "not [Node]. It isn't exposed like most properties but does have a setter and " "getter (see [method Object.set_script] and [method Object.get_script])." msgstr "" -"Is iad na nóid bloic thógála Godot. Is féidir iad a shannadh mar leanbh nód " +"Is iad na nóid bloic thógála Redot. Is féidir iad a shannadh mar leanbh nód " "eile, agus mar thoradh ar shocrú crann. Is féidir aon líon nóid a bheith i " "nód tugtha mar leanaí agus an ceanglas go mbeadh ainmneacha uathúla ag gach " "siblín (leanaí díreacha nód).\n" "[i]radharc[/i] a thugtar ar chrann nóid. Is féidir radhairc a shábháil ar an " "diosca agus ansin iad a chur ar radhairc eile. Ligeann sé seo solúbthacht an-" -"ard in ailtireacht agus samhail sonraí thionscadail Godot.\n" +"ard in ailtireacht agus samhail sonraí thionscadail Redot.\n" "[b]Crann Radharc:[/b] Tá crann gníomhach na nóid sa [Crann Radharcacha]. " "Nuair a chuirtear nód leis an gcrann radhairc, faigheann sé an fógra " "[NOTIFICATION_ENTER_TREE] agus cuirtear a aisghlao [method _enter_tree] i " @@ -92906,7 +92907,7 @@ msgstr "" "imeachta cianda) a úsáid chun cumarsáid a dhéanamh thar an líonra. Trí " "ghlaoch ar [method rpc] le hainm modha, glaofar é go háitiúil agus i ngach " "piaraí ceangailte (piaraí = cliaint agus an freastalaí a ghlacann le naisc). " -"Chun a aithint cén nód a fhaigheann an glao RPC, úsáidfidh Godot a [NodePath] " +"Chun a aithint cén nód a fhaigheann an glao RPC, úsáidfidh Redot a [NodePath] " "(déan cinnte go bhfuil ainmneacha nóid mar an gcéanna ar gach piaraí). Chomh " "maith leis sin, féach ar an teagasc líonraithe ardleibhéil agus ar na demos " "comhfhreagracha.\n" @@ -95307,20 +95308,20 @@ msgstr "" msgid "" "Notification received right before the scene with the node is saved in the " -"editor. This notification is only sent in the Godot editor and will not occur " +"editor. This notification is only sent in the Redot editor and will not occur " "in exported projects." msgstr "" "Sábháiltear fógra a fhaightear díreach roimh an radharc leis an nód san " -"eagarthóir. Ní sheoltar an fógra seo ach in eagarthóir Godot agus ní " +"eagarthóir. Ní sheoltar an fógra seo ach in eagarthóir Redot agus ní " "tharlóidh sé i dtionscadail easpórtáilte." msgid "" "Notification received right after the scene with the node is saved in the " -"editor. This notification is only sent in the Godot editor and will not occur " +"editor. This notification is only sent in the Redot editor and will not occur " "in exported projects." msgstr "" "Sábháiltear fógra a fhaightear díreach tar éis an radhairc leis an nód san " -"eagarthóir. Ní sheoltar an fógra seo ach in eagarthóir Godot agus ní " +"eagarthóir. Ní sheoltar an fógra seo ach in eagarthóir Redot agus ní " "tharlóidh sé i dtionscadail easpórtáilte." msgid "" @@ -95484,11 +95485,11 @@ msgstr "" "Curtha i bhfeidhm ar macOS amháin." msgid "" -"Notification received from Godot's crash handler when the engine is about to " +"Notification received from Redot's crash handler when the engine is about to " "crash.\n" "Implemented on desktop platforms, if the crash handler is enabled." msgstr "" -"Fógra faighte ó láimhseálaí tuairteála Godot agus an t-inneall ar tí " +"Fógra faighte ó láimhseálaí tuairteála Redot agus an t-inneall ar tí " "tuairteála.\n" "Curtha i bhfeidhm ar ardáin deisce, má tá an láimhseálaí tuairteála " "cumasaithe." @@ -95704,7 +95705,7 @@ msgstr "Iolraíonn sé an scála srutha faoin veicteoir [cóimheas param]." msgid "" "Returns the angle between the node and the [param point] in radians.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "node2d_get_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" "Filleann sé an uillinn idir an nód agus an [paraphointe] ina raidian.\n" @@ -95826,14 +95827,14 @@ msgid "" "The node's scale. Unscaled value: [code](1, 1)[/code].\n" "[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 " +"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." msgstr "" "Scála an nód. Luach neamhscála: [code](1, 1)[/code].\n" "[b]Nóta:[/b] Níl scálaí diúltacha X in 2T indiúscartha ón maitrís " "claochlaithe. Mar gheall ar an mbealach a léirítear scála le maitrísí " -"claochlaithe i Godot, athrófar scálaí diúltacha ar an ais X go scálaí " +"claochlaithe i Redot, athrófar scálaí diúltacha ar an ais X go scálaí " "diúltacha ar an ais Y agus rothlú 180 céim nuair a dhianscaoiltear iad." msgid "" @@ -95864,8 +95865,8 @@ msgid "" "parameters must have angles specified as [i]radians[/i]. To convert degrees " "to radians, use [method @GlobalScope.deg_to_rad].\n" "[b]Note:[/b] Be aware that \"Spatial\" nodes are now called \"Node3D\" " -"starting with Godot 4. Any Godot 3.x references to \"Spatial\" nodes refer to " -"\"Node3D\" in Godot 4." +"starting with Redot 4. Any Redot 3.x references to \"Spatial\" nodes refer to " +"\"Node3D\" in Redot 4." msgstr "" "An réad cluiche 3D is bunúsaí, le [Transform3D] agus socruithe " "infheictheachta. Faigheann gach réad cluiche 3D eile oidhreacht ó [Node3D]. " @@ -95882,8 +95883,8 @@ msgstr "" "mar [i]raidiain[/i] a bheith ag gach modh a bhfuil paraiméadair uillinne acu. " "Chun céimeanna a thiontú go raidian, úsáid [method @GlobalScope.deg_to_rad].\n" "[b]Nóta:[/b] Tabhair faoi deara go dtugtar “Node3D” ar nóid “Spásúla” anois " -"ag tosú le Godot 4. Tagraíonn aon tagairtí Godot 3.x do nóid “Spásúla” do " -"“Node3D” in Godot 4." +"ag tosú le Redot 4. Tagraíonn aon tagairtí Redot 3.x do nóid “Spásúla” do " +"“Node3D” in Redot 4." msgid "Introduction to 3D" msgstr "Réamhrá le 3D" @@ -96274,7 +96275,7 @@ msgid "" "Scale part of the local transformation.\n" "[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the " "transformation matrix. Due to the way scale is represented with " -"transformation matrices in Godot, the scale values will either be all " +"transformation matrices in Redot, the scale values will either be all " "positive or all negative.\n" "[b]Note:[/b] Not all nodes are visually scaled by the [member scale] " "property. For example, [Light3D]s are not visually affected by [member scale]." @@ -96282,7 +96283,7 @@ msgstr "" "Scála chuid den chlaochlú áitiúil.\n" "[b]Nóta:[/b] Níl scálaí diúltacha measctha i 3T in-dhianscaoilte ón maitrís " "claochlaithe. Mar gheall ar an mbealach a léirítear scála le maitrísí " -"claochlaithe in Godot, beidh na luachanna scála dearfach nó diúltach ar fad.\n" +"claochlaithe in Redot, beidh na luachanna scála dearfach nó diúltach ar fad.\n" "[b]Nóta:[/b] Níl gach nód de réir scála amhairc ag an airí [ballscála]. Mar " "shampla, níl tionchar amhairc ag [scála ball] ar [Light3D]s." @@ -97141,7 +97142,7 @@ msgid "" "to all inheriting classes. For example, a [Sprite2D] instance is able to call " "[method Node.add_child] because it inherits from [Node].\n" "You can create new instances, using [code]Object.new()[/code] in GDScript, or " -"[code]new GodotObject[/code] in C#.\n" +"[code]new RedotObject[/code] in C#.\n" "To delete an Object instance, call [method free]. This is necessary for most " "classes inheriting Object, because they do not manage memory on their own, " "and will otherwise cause memory leaks when no longer in use. There are a few " @@ -97156,7 +97157,7 @@ msgid "" "display as lists of options, sub-divide into groups, save on disk, etc. " "Scripting languages offer easier ways to customize properties, such as with " "the [annotation @GDScript.@export] annotation.\n" -"Godot is very dynamic. An object's script, and therefore its properties, " +"Redot is very dynamic. An object's script, and therefore its properties, " "methods and signals, can be changed at run-time. Because of this, there can " "be occasions where, for example, a property required by a method may not " "exist. To prevent run-time errors, see methods such as [method set], [method " @@ -97196,7 +97197,7 @@ msgstr "" "ann glaoch a chur ar [method Node.add_child] toisc go dtagann sé le " "hoidhreacht ó [Node].\n" "Is féidir leat cásanna nua a chruthú, ag baint úsáide as [code]Object.new()[/" -"code] i GDScript, nó [code] new GodotObject[/code] in C#.\n" +"code] i GDScript, nó [code] new RedotObject[/code] in C#.\n" "Chun sampla Object a scriosadh, cuir glaoch ar [method saor in aisce]. Tá sé " "seo riachtanach don chuid is mó de na ranganna a fhaigheann Object le " "hoidhreacht, mar ní bhainistíonn siad cuimhne ina n-aonar, agus ar shlí eile " @@ -97215,7 +97216,7 @@ msgstr "" "ngrúpaí, sábháil ar diosca, etc. Cuireann teangacha scriptithe bealaí níos " "éasca ar fáil chun airíonna a shaincheapadh, mar shampla leis an nóta " "[anótáil @GDScript.@export] .\n" -"Tá Godot an-dinimiciúil. Is féidir script réad, agus dá bhrí sin a airíonna, " +"Tá Redot an-dinimiciúil. Is féidir script réad, agus dá bhrí sin a airíonna, " "a mhodhanna agus a chomharthaí, a athrú ag am rite. Mar gheall air seo, is " "féidir go mbeidh ócáidí ann, mar shampla, nuair nach mbíonn maoin a " "theastaíonn de réir modha ann. Chun earráidí ama rite a chosc, féach ar " @@ -97291,12 +97292,12 @@ msgid "" " return default;\n" "}\n" "\n" -"public override Godot.Collections.Array<Godot.Collections.Dictionary> " +"public override Redot.Collections.Array<Redot.Collections.Dictionary> " "_GetPropertyList()\n" "{\n" -" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n" +" return new Redot.Collections.Array<Redot.Collections.Dictionary>()\n" " {\n" -" new Godot.Collections.Dictionary()\n" +" new Redot.Collections.Dictionary()\n" " {\n" " { \"name\", \"FakeProperty\" },\n" " { \"type\", (int)Variant.Type.Int }\n" @@ -97337,12 +97338,12 @@ msgstr "" " return default;\n" "}\n" "\n" -"public override Godot.Collections.Array<Godot.Collections.Dictionary> " +"public override Redot.Collections.Array<Redot.Collections.Dictionary> " "_GetPropertyList()\n" "{\n" -" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n" +" return new Redot.Collections.Array<Redot.Collections.Dictionary>()\n" " {\n" -" new Godot.Collections.Dictionary()\n" +" new Redot.Collections.Dictionary()\n" " {\n" " { \"name\", \"FakeProperty\" },\n" " { \"type\", (int)Variant.Type.Int }\n" @@ -97355,7 +97356,7 @@ msgstr "" msgid "" "Called when the object's script is instantiated, oftentimes after the object " "is initialized in memory (through [code]Object.new()[/code] in GDScript, or " -"[code]new GodotObject[/code] in C#). It can be also defined to take in " +"[code]new RedotObject[/code] in C#). It can be also defined to take in " "parameters. This method is similar to a constructor in most programming " "languages.\n" "[b]Note:[/b] If [method _init] is defined with [i]required[/i] parameters, " @@ -97365,7 +97366,7 @@ msgid "" msgstr "" "Glaoitear air nuair a chuirtear script an réada ar an toirt, go minic tar éis " "don réad a thúsú sa chuimhne (trí [code]Object.new()[/code] i GDScript, nó " -"[code] GodotObject nua[/code] i C#). Is féidir é a shainiú freisin chun " +"[code] RedotObject nua[/code] i C#). Is féidir é a shainiú freisin chun " "paraiméadair a ghlacadh. Tá an modh seo cosúil le cruthaitheoir i bhformhór " "na dteangacha ríomhchlárúcháin.\n" "[b]Nóta:[/b] Má shainmhínítear [method _init] le paraiméadair [i]riachtanach[/" @@ -97480,7 +97481,7 @@ msgid "" " ]\n" "[/gdscript]\n" "[csharp]\n" -"private Godot.Collections.Dictionary _internalData = new Godot.Collections." +"private Redot.Collections.Dictionary _internalData = new Redot.Collections." "Dictionary();\n" "\n" "public override bool _Set(StringName property, Variant value)\n" @@ -97495,12 +97496,12 @@ msgid "" " return false;\n" "}\n" "\n" -"public override Godot.Collections.Array<Godot.Collections.Dictionary> " +"public override Redot.Collections.Array<Redot.Collections.Dictionary> " "_GetPropertyList()\n" "{\n" -" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n" +" return new Redot.Collections.Array<Redot.Collections.Dictionary>()\n" " {\n" -" new Godot.Collections.Dictionary()\n" +" new Redot.Collections.Dictionary()\n" " {\n" " { \"name\", \"FakeProperty\" },\n" " { \"type\", (int)Variant.Type.Int }\n" @@ -97537,7 +97538,7 @@ msgstr "" " ]\n" "[/gdscript]\n" "[csharp]\n" -"private Godot.Collections.Dictionary _internalData = new Godot.Collections." +"private Redot.Collections.Dictionary _internalData = new Redot.Collections." "Dictionary();\n" "\n" "public override bool _Set(StringName property, Variant value)\n" @@ -97552,12 +97553,12 @@ msgstr "" " return false;\n" "}\n" "\n" -"public override Godot.Collections.Array<Godot.Collections.Dictionary> " +"public override Redot.Collections.Array<Redot.Collections.Dictionary> " "_GetPropertyList()\n" "{\n" -" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n" +" return new Redot.Collections.Array<Redot.Collections.Dictionary>()\n" " {\n" -" new Godot.Collections.Dictionary()\n" +" new Redot.Collections.Dictionary()\n" " {\n" " { \"name\", \"FakeProperty\" },\n" " { \"type\", (int)Variant.Type.Int }\n" @@ -97572,22 +97573,22 @@ msgid "" "therefore the object's representation as a [String].\n" "[codeblock]\n" "func _to_string():\n" -" return \"Welcome to Godot 4!\"\n" +" return \"Welcome to Redot 4!\"\n" "\n" "func _init():\n" -" print(self) # Prints Welcome to Godot 4!\"\n" -" var a = str(self) # a is \"Welcome to Godot 4!\"\n" +" print(self) # Prints Welcome to Redot 4!\"\n" +" var a = str(self) # a is \"Welcome to Redot 4!\"\n" "[/codeblock]" msgstr "" "Sáraigh an modh seo chun luach aischuir [method to_string] a shaincheapadh, " "agus mar sin léiriú an oibiachta mar [Teaghrán].\n" "[codeblock]\n" "feidhm _to_string():\n" -" ar ais \"Fáilte go Godot 4!\"\n" +" ar ais \"Fáilte go Redot 4!\"\n" "\n" "feidhm _init():\n" -" print(féin) # Priontaí Fáilte go Godot 4!\"\n" -" var a = str (féin) # a is \"Fáilte go Godot 4!\"\n" +" print(féin) # Priontaí Fáilte go Redot 4!\"\n" +" var a = str (féin) # a is \"Fáilte go Redot 4!\"\n" "[/codeblock]" msgid "" @@ -97630,7 +97631,7 @@ msgid "" " [Export]\n" " public int Number { get; set; }\n" "\n" -" public override void _ValidateProperty(Godot.Collections.Dictionary " +" public override void _ValidateProperty(Redot.Collections.Dictionary " "property)\n" " {\n" " if (property[\"name\"].AsStringName() == PropertyName.Number && !" @@ -97684,7 +97685,7 @@ msgstr "" " [Export]\n" " public int Number { get; set; }\n" "\n" -" public override void _ValidateProperty(Godot.Collections.Dictionary " +" public override void _ValidateProperty(Redot.Collections.Dictionary " "property)\n" " {\n" " if (property[\"name\"].AsStringName() == PropertyName.Number && !" @@ -97712,14 +97713,14 @@ msgid "" "])\n" "[/gdscript]\n" "[csharp]\n" -"AddUserSignal(\"Hurt\", new Godot.Collections.Array()\n" +"AddUserSignal(\"Hurt\", new Redot.Collections.Array()\n" "{\n" -" new Godot.Collections.Dictionary()\n" +" new Redot.Collections.Dictionary()\n" " {\n" " { \"name\", \"damage\" },\n" " { \"type\", (int)Variant.Type.Int }\n" " },\n" -" new Godot.Collections.Dictionary()\n" +" new Redot.Collections.Dictionary()\n" " {\n" " { \"name\", \"source\" },\n" " { \"type\", (int)Variant.Type.Object }\n" @@ -97741,14 +97742,14 @@ msgstr "" "])\n" "[/gdscript]\n" "[csharp]\n" -"AddUserSignal (\"Gortaítear\", Godot.Collections.Array nua()\n" +"AddUserSignal (\"Gortaítear\", Redot.Collections.Array nua()\n" "{\n" -" Foclóir nua Godot.Collections.()\n" +" Foclóir nua Redot.Collections.()\n" " {\n" " { \"ainm\", \"damáiste\" },\n" " { \"cineál\", (int)Variant.Type.Int }\n" " },\n" -" Foclóir nua Godot.Collections.()\n" +" Foclóir nua Redot.Collections.()\n" " {\n" " { \"ainm\", \"foinse\" },\n" " { \"cineál\", (int)Variant.Type.Object }\n" @@ -97772,7 +97773,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" @@ -97790,7 +97791,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] I C#, ní mór [param method] a bheith i snake_case agus tagairt á " -"dhéanamh do mhodhanna Godot ionsuite. Is fearr na hainmneacha a nochtar sa " +"dhéanamh do mhodhanna Redot ionsuite. Is fearr na hainmneacha a nochtar sa " "rang [code]MethodName[/code] a úsáid chun [StringName] nua a sheachaint ar " "gach glao." @@ -97818,7 +97819,7 @@ msgid "" "[/codeblocks]\n" "See also [method Callable.call_deferred].\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call.\n" "[b]Note:[/b] If you're looking to delay the function call by a frame, refer " @@ -97859,7 +97860,7 @@ msgstr "" "[/codeblocks]\n" "Féach freisin [method Callable.call_deferred].\n" "[b]Nóta:[/b] I C#, ní mór [param method] a bheith i snake_case agus tagairt á " -"dhéanamh do mhodhanna Godot ionsuite. Is fearr na hainmneacha a nochtar sa " +"dhéanamh do mhodhanna Redot ionsuite. Is fearr na hainmneacha a nochtar sa " "rang [code]MethodName[/code] a úsáid chun [StringName] nua a sheachaint ar " "gach glao.\n" "[b]Nóta:[/b] Má tá tú ag iarraidh moill a chur ar an nglao feidhme trí " @@ -97887,12 +97888,12 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "var node = new Node3D();\n" -"node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new " +"node.Callv(Node3D.MethodName.Rotate, new Redot.Collections.Array { new " "Vector3(1f, 0f, 0f), 1.571f });\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" @@ -97906,12 +97907,12 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "var node = new Node3D();\n" -"node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new " +"node.Callv(Node3D.MethodName.Rotate, new Redot.Collections.Array { new " "Vector3(1f, 0f, 0f), 1.571f });\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] I C#, ní mór [param method] a bheith i snake_case agus tagairt á " -"dhéanamh do mhodhanna Godot ionsuite. Is fearr na hainmneacha a nochtar sa " +"dhéanamh do mhodhanna Redot ionsuite. Is fearr na hainmneacha a nochtar sa " "rang [code]MethodName[/code] a úsáid chun [StringName] nua a sheachaint ar " "gach glao." @@ -97946,7 +97947,7 @@ msgid "" "to check for existing connections.\n" "If the [param callable]'s object is freed, the connection will be lost.\n" "[b]Examples with recommended syntax:[/b]\n" -"Connecting signals is one of the most common operations in Godot and the API " +"Connecting signals is one of the most common operations in Redot and the API " "gives many options to do so, which are described further down. The code block " "below shows the recommended approach.\n" "[codeblocks]\n" @@ -98031,11 +98032,11 @@ msgid "" " // Option 1: In C#, we can use signals as events and connect with this " "idiomatic syntax:\n" " button.ButtonDown += OnButtonDown;\n" -" // Option 2: GodotObject.Connect() with a constructed Callable from a " +" // Option 2: RedotObject.Connect() with a constructed Callable from a " "method group.\n" " button.Connect(Button.SignalName.ButtonDown, Callable." "From(OnButtonDown));\n" -" // Option 3: GodotObject.Connect() with a constructed Callable using a " +" // Option 3: RedotObject.Connect() with a constructed Callable using a " "target object and method name.\n" " button.Connect(Button.SignalName.ButtonDown, new Callable(this, " "MethodName.OnButtonDown));\n" @@ -98123,7 +98124,7 @@ msgstr "" "cheana a sheiceáil.\n" "Má scaoiltear an réad [param callable], caillfear an nasc.\n" "[b]Samplaí leis an gcomhréir mholta:[/b]\n" -"Tá comharthaí a nascadh ar cheann de na hoibríochtaí is coitianta i Godot " +"Tá comharthaí a nascadh ar cheann de na hoibríochtaí is coitianta i Redot " "agus tugann an API go leor roghanna chun é sin a dhéanamh, a gcuirtear síos " "orthu níos faide síos. Léiríonn an bloc cód thíos an cur chuige molta.\n" "[codeblocks]\n" @@ -98208,11 +98209,11 @@ msgstr "" " // Rogha 1: In C#, is féidir linn comharthaí a úsáid mar imeachtaí agus " "ceangal a dhéanamh leis an gcomhréir shaintréitheach seo:\n" " button.ButtonDown += OnButtonDown;\n" -" // Rogha 2: GodotObject.Ceangail() le modh inghlaoite tógtha ó ghrúpa " +" // Rogha 2: RedotObject.Ceangail() le modh inghlaoite tógtha ó ghrúpa " "modhanna.\n" " button.Connect(Button.SignalName.ButtonDown, Callable." "From(OnButtonDown));\n" -" // Rogha 3: GodotObject.Connect() le Inghlao tógtha ag baint úsáide as " +" // Rogha 3: RedotObject.Connect() le Inghlao tógtha ag baint úsáide as " "sprioc-réad agus ainm modha.\n" " button.Connect(Button.SignalName.ButtonDown, new Callable(this, " "MethodName.OnButtonDown));\n" @@ -98321,7 +98322,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to " -"built-in Godot signals. Prefer using the names exposed in the " +"built-in Redot signals. Prefer using the names exposed in the " "[code]SignalName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" @@ -98344,7 +98345,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] I C#, caithfidh [comhartha param] a bheith i gcás nathair agus " -"tagairt á déanamh do chomharthaí Godot ionsuite. Is fearr na hainmneacha a " +"tagairt á déanamh do chomharthaí Redot ionsuite. Is fearr na hainmneacha a " "nochtar sa rang [code]SignalName[/code] a úsáid chun [StringName] nua a " "sheachaint ar gach glao." @@ -98375,7 +98376,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " +"built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -98394,7 +98395,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] I C#, ní mór [airí param] a bheith i snake_case agus tagairt á " -"dhéanamh d'airíonna Godot ionsuite. Is fearr na hainmneacha a nochtar sa rang " +"dhéanamh d'airíonna Redot ionsuite. Is fearr na hainmneacha a nochtar sa rang " "[code]PropertyName[/code] a úsáid chun [StringName] nua a sheachaint ar gach " "glao." @@ -98445,7 +98446,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property_path] must be in snake_case when " -"referring to built-in Godot properties. Prefer using the names exposed in the " +"referring to built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call.\n" "[b]Note:[/b] This method does not support actual paths to nodes in the " @@ -98473,7 +98474,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] I C#, ní mór [param property_path] a bheith i snake_case nuair a " -"dhéantar tagairt d'airíonna Godot ionsuite. Is fearr na hainmneacha a nochtar " +"dhéantar tagairt d'airíonna Redot ionsuite. Is fearr na hainmneacha a nochtar " "sa rang [code]PropertyName[/code] a úsáid chun [StringName] nua a sheachaint " "ar gach glao.\n" "[b]Nóta:[/b] Ní thacaíonn an modh seo le cosáin iarbhír chuig nóid sa " @@ -98524,13 +98525,13 @@ msgstr "" msgid "" "Returns the number of arguments of the given [param method] by name.\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" "Filleann sé líon na n-argóintí den [param method] tugtha de réir ainm.\n" "[b]Nóta:[/b] I C#, ní mór [param method] a bheith i snake_case agus tagairt á " -"dhéanamh do mhodhanna Godot ionsuite. Is fearr na hainmneacha a nochtar sa " +"dhéanamh do mhodhanna Redot ionsuite. Is fearr na hainmneacha a nochtar sa " "rang [code]MethodName[/code] a úsáid chun [StringName] nua a sheachaint ar " "gach glao." @@ -98576,7 +98577,7 @@ msgid "" "- [code]usage[/code] is a combination of [enum PropertyUsageFlags].\n" "[b]Note:[/b] In GDScript, all class members are treated as properties. In C# " "and GDExtension, it may be necessary to explicitly mark class members as " -"Godot properties using decorators or attributes." +"Redot properties using decorators or attributes." msgstr "" "Filleann sé liosta maoine an ruda mar [Eagar] d'fhoclóirí. Tá na hiontrálacha " "seo a leanas i ngach [Foclóir]:\n" @@ -98592,7 +98593,7 @@ msgstr "" "- Is meascán de [enum PropertyUsageFlags] é [code]úsáid[/code].\n" "[b]Nóta:[/b] Sa GDScript, caitear le gach ball den rang mar airíonna. In C# " "agus GDE Extension, b'fhéidir go mbeadh sé riachtanach baill ranga a mharcáil " -"go sainráite mar airíonna Godot ag baint úsáide as maisitheoirí nó tréithe." +"go sainráite mar airíonna Redot ag baint úsáide as maisitheoirí nó tréithe." msgid "" "Returns the object's [Script] instance, or [code]null[/code] if no script is " @@ -98648,14 +98649,14 @@ msgid "" "Returns [code]true[/code] if the given [param method] name exists in the " "object.\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" "Filleann sé [code]true[/code] má tá an t-ainm [param method] tugtha san " "oibiacht.\n" "[b]Nóta:[/b] I C#, ní mór [param method] a bheith i snake_case agus tagairt á " -"dhéanamh do mhodhanna Godot ionsuite. Is fearr na hainmneacha a nochtar sa " +"dhéanamh do mhodhanna Redot ionsuite. Is fearr na hainmneacha a nochtar sa " "rang [code]MethodName[/code] a úsáid chun [StringName] nua a sheachaint ar " "gach glao." @@ -98663,14 +98664,14 @@ msgid "" "Returns [code]true[/code] if the given [param signal] name exists in the " "object.\n" "[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]SignalName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" "Filleann sé [code]true[/code] má tá an t-ainm [comhartha param] tugtha sa " "réad.\n" "[b]Nóta:[/b] I C#, ní mór [comhartha param] a bheith i snake_case agus tú ag " -"tagairt do mhodhanna Godot ionsuite. Is fearr na hainmneacha a nochtar sa " +"tagairt do mhodhanna Redot ionsuite. Is fearr na hainmneacha a nochtar sa " "rang [code]SignalName[/code] a úsáid chun [StringName] nua a sheachaint ar " "gach glao." @@ -98733,14 +98734,14 @@ msgid "" "Returns [code]true[/code] if a connection exists between the given [param " "signal] name and [param callable].\n" "[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]SignalName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" "Filleann sé [code]true[/code] má tá nasc idir an t-ainm [comhartha param] " "tugtha agus [param inghlaoite].\n" "[b]Nóta:[/b] I C#, ní mór [comhartha param] a bheith i snake_case agus tú ag " -"tagairt do mhodhanna Godot ionsuite. Is fearr na hainmneacha a nochtar sa " +"tagairt do mhodhanna Redot ionsuite. Is fearr na hainmneacha a nochtar sa " "rang [code]SignalName[/code] a úsáid chun [StringName] nua a sheachaint ar " "gach glao." @@ -98772,10 +98773,10 @@ msgid "" "player.SetScript(GD.Load(\"res://player.gd\"));\n" "\n" "player.Notification(NotificationEnterTree);\n" -"// The call order is GodotObject -> Node -> Node2D -> player.gd.\n" +"// The call order is RedotObject -> Node -> Node2D -> player.gd.\n" "\n" "player.Notification(NotificationEnterTree, true);\n" -"// The call order is player.gd -> Node2D -> Node -> GodotObject.\n" +"// The call order is player.gd -> Node2D -> Node -> RedotObject.\n" "[/csharp]\n" "[/codeblocks]" msgstr "" @@ -98801,10 +98802,10 @@ msgstr "" "player.SetScript(GD.Load(\"res://player.gd\"));\n" "\n" "player.Notification(NotificationEnterTree);\n" -"// Is é GodotObject an t-ordú glaonna -> Nód -> Node2D -> imreoir.gd.\n" +"// Is é RedotObject an t-ordú glaonna -> Nód -> Node2D -> imreoir.gd.\n" "\n" "player.Notification(NotificationEnterTree, true);\n" -"// Is é an t-ordú glaonna player.gd -> Node2D -> Nód -> GodotObject.\n" +"// Is é an t-ordú glaonna player.gd -> Node2D -> Nód -> RedotObject.\n" "[/csharp]\n" "[/codeblocks]" @@ -98895,7 +98896,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " +"built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -98914,7 +98915,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] I C#, ní mór [airí param] a bheith i snake_case agus tagairt á " -"dhéanamh d'airíonna Godot ionsuite. Is fearr na hainmneacha a nochtar sa rang " +"dhéanamh d'airíonna Redot ionsuite. Is fearr na hainmneacha a nochtar sa rang " "[code]PropertyName[/code] a úsáid chun [StringName] nua a sheachaint ar gach " "glao." @@ -98954,7 +98955,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " +"built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -98984,7 +98985,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] I C#, ní mór [airí param] a bheith i snake_case agus tagairt á " -"dhéanamh d'airíonna Godot ionsuite. Is fearr na hainmneacha a nochtar sa rang " +"dhéanamh d'airíonna Redot ionsuite. Is fearr na hainmneacha a nochtar sa rang " "[code]PropertyName[/code] a úsáid chun [StringName] nua a sheachaint ar gach " "glao." @@ -99007,7 +99008,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property_path] must be in snake_case when " -"referring to built-in Godot properties. Prefer using the names exposed in the " +"referring to built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -99030,7 +99031,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] I C#, ní mór [param property_path] a bheith i snake_case nuair a " -"dhéantar tagairt d'airíonna Godot ionsuite. Is fearr na hainmneacha a nochtar " +"dhéantar tagairt d'airíonna Redot ionsuite. Is fearr na hainmneacha a nochtar " "sa rang [code]PropertyName[/code] a úsáid chun [StringName] nua a sheachaint " "ar gach glao." @@ -99652,9 +99653,9 @@ msgstr "" "mhodúl OpenXR." msgid "" -"OpenXR uses an action system similar to Godots Input map system to bind " +"OpenXR uses an action system similar to Redots Input map system to bind " "inputs and outputs on various types of XR controllers to named actions. " -"OpenXR specifies more detail on these inputs and outputs than Godot " +"OpenXR specifies more detail on these inputs and outputs than Redot " "supports.\n" "Another important distinction is that OpenXR offers no control over these " "bindings. The bindings we register are suggestions, it is up to the XR " @@ -99664,9 +99665,9 @@ msgid "" "afterwards. This resource is a container for the entire action map." msgstr "" "Úsáideann OpenXR córas gníomhaíochta cosúil le córas léarscáile Ionchuir " -"Godots chun ionchuir agus aschuir ar chineálacha éagsúla rialtóirí XR a " +"Redots chun ionchuir agus aschuir ar chineálacha éagsúla rialtóirí XR a " "cheangal le gníomhartha ainmnithe. Sonraíonn OpenXR níos mó sonraí ar na " -"hionchuir agus aschuir seo ná mar a thacaíonn Godot.\n" +"hionchuir agus aschuir seo ná mar a thacaíonn Redot.\n" "Idirdhealú tábhachtach eile is ea nach dtugann OpenXR aon smacht ar na " "ceangail seo. Is moltaí iad na ceangail a chláraimid, tá sé de dhualgas ar an " "am rite XR an cumas a thairiscint d'úsáideoirí na ceangail seo a athrú. " @@ -100011,17 +100012,17 @@ msgid "" "Enables a technique called \"hole punching\", which allows putting the " "composition layer behind the main projection layer (i.e. setting [member " "sort_order] to a negative value) while \"punching a hole\" through everything " -"rendered by Godot so that the layer is still visible.\n" +"rendered by Redot so that the layer is still visible.\n" "This can be used to create the illusion that the composition layer exists in " -"the same 3D space as everything rendered by Godot, allowing objects to appear " +"the same 3D space as everything rendered by Redot, allowing objects to appear " "to pass both behind or in front of the composition layer." msgstr "" "Cumasaíonn sé teicníocht ar a dtugtar \"poll pollta\", a cheadaíonn an ciseal " "comhdhéanamh a chur taobh thiar den phríomhchiseal teilgean (i.e. [member " "sort_order] a shocrú go luach diúltach) agus \"poll a phuncháil\" trí gach " -"rud a rinne Godot ionas go mbeidh an ciseal fós le feiceáil .\n" +"rud a rinne Redot ionas go mbeidh an ciseal fós le feiceáil .\n" "Is féidir é seo a úsáid chun an seachmaill a chruthú go bhfuil an ciseal " -"cumadóireachta sa spás 3D céanna le gach rud a rinne Godot, rud a ligeann do " +"cumadóireachta sa spás 3D céanna le gach rud a rinne Redot, rud a ligeann do " "réada a bheith le feiceáil ag dul taobh thiar nó os comhair na ciseal " "cumadóireachta." @@ -100601,32 +100602,32 @@ msgid "Our OpenXR interface." msgstr "Ár gcomhéadan OpenXR." msgid "" -"The OpenXR interface allows Godot to interact with OpenXR runtimes and make " +"The OpenXR interface allows Redot to interact with OpenXR runtimes and make " "it possible to create XR experiences and games.\n" "Due to the needs of OpenXR this interface works slightly different than other " -"plugin based XR interfaces. It needs to be initialized when Godot starts. You " +"plugin based XR interfaces. It needs to be initialized when Redot starts. You " "need to enable OpenXR, settings for this can be found in your games project " "settings under the XR heading. You do need to mark a viewport for use with XR " -"in order for Godot to know which render result should be output to the " +"in order for Redot to know which render result should be output to the " "headset." msgstr "" -"Ligeann comhéadan OpenXR do Godot idirghníomhú le hamanna rite OpenXR agus is " +"Ligeann comhéadan OpenXR do Redot idirghníomhú le hamanna rite OpenXR agus is " "féidir eispéiris agus cluichí XR a chruthú.\n" "Mar gheall ar riachtanais OpenXR oibríonn an comhéadan seo beagán difriúil ná " "comhéadain XR eile atá bunaithe ar bhreiseáin. Ní mór é a thúsú nuair a " -"thosaíonn Godot. Ní mór duit OpenXR a chumasú, is féidir socruithe dó seo a " +"thosaíonn Redot. Ní mór duit OpenXR a chumasú, is féidir socruithe dó seo a " "fháil i do shocruithe tionscadail cluichí faoin gceannteideal XR. Ní mór duit " -"amharcphort a mharcáil le húsáid le XR le go mbeidh a fhios ag Godot cén " +"amharcphort a mharcáil le húsáid le XR le go mbeidh a fhios ag Redot cén " "toradh rindreála ba cheart a aschur don headset." msgid "Setting up XR" msgstr "Socrú XR" msgid "" -"Returns a list of action sets registered with Godot (loaded from the action " +"Returns a list of action sets registered with Redot (loaded from the action " "map at runtime)." msgstr "" -"Seoltar ar ais liosta de thacair ghníomhaíochta atá cláraithe le Godot " +"Seoltar ar ais liosta de thacair ghníomhaíochta atá cláraithe le Redot " "(lódáilte ón léarscáil gníomhaíochta ag am rite)." msgid "" @@ -101369,7 +101370,7 @@ msgid "" "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.\n" -"[b]Note:[/b] In Godot 4, [OS] functions related to window management, " +"[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." @@ -101377,7 +101378,7 @@ msgstr "" "Fillteann an rang [OS] na feidhmiúlachtaí is coitianta chun cumarsáid a " "dhéanamh leis an gcóras oibriúcháin óstaigh, amhail an tiománaí físeáin, " "moilleanna, athróga timpeallachta, cur i gcrích dénártha, ordú líne, etc.\n" -"[b]Nóta:[/b] I Godot 4, aistríodh feidhmeanna [OS] a bhaineann le " +"[b]Nóta:[/b] I Redot 4, aistríodh feidhmeanna [OS] a bhaineann le " "bainistíocht fuinneoige, gearrthaisce, agus TTS chuig an singleton " "[DisplayServer] (agus an rang [Fuinneog]). Baineadh feidhmeanna a bhaineann " "le ham agus níl siad ar fáil ach sa rang [Am]." @@ -101391,12 +101392,12 @@ msgstr "" "dialóg." msgid "" -"Shuts down the system MIDI driver. Godot will no longer receive " +"Shuts down the system MIDI driver. Redot will no longer receive " "[InputEventMIDI]. See also [method open_midi_inputs] and [method " "get_connected_midi_inputs].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" -"Dúnann an córas tiománaí MIDI. Ní bhfaighidh Godot [InputEventMIDI] a " +"Dúnann an córas tiománaí MIDI. Ní bhfaighidh Redot [InputEventMIDI] a " "thuilleadh. Féach freisin [method open_midi_inputs] agus [method " "get_connected_midi_inputs].\n" "[b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Linux, macOS agus Windows." @@ -101417,7 +101418,7 @@ msgstr "" "assert], [method @GlobalScope.push_error], nó [foláireamh modha]." msgid "" -"Creates a new instance of Godot that runs independently. The [param " +"Creates a new instance of Redot that runs independently. The [param " "arguments] are used in the given order and separated by a space.\n" "If the process is successfully created, this method returns the new process' " "ID, which you can use to monitor the process (and potentially terminate it " @@ -101426,7 +101427,7 @@ msgid "" "See [method create_process] if you wish to run a different process.\n" "[b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows." msgstr "" -"Cruthaíonn sampla nua de Godot a ritheann go neamhspleách. Úsáidtear na " +"Cruthaíonn sampla nua de Redot a ritheann go neamhspleách. Úsáidtear na " "[argóintí param] san ord a thugtar agus scartar iad le spás.\n" "Má chruthaítear an próiseas go rathúil, filleann an modh seo ID an phróisis " "nua, ar féidir leat é a úsáid chun monatóireacht a dhéanamh ar an bpróiseas " @@ -101437,8 +101438,8 @@ msgstr "" "Windows." msgid "" -"Creates a new process that runs independently of Godot. It will not terminate " -"when Godot terminates. The path specified in [param path] must exist and be " +"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.\n" @@ -101464,8 +101465,8 @@ msgid "" "embedded helper executables, specified during export or system .app bundle, " "system .app bundles will ignore arguments." msgstr "" -"Cruthaíonn sé próiseas nua a ritheann go neamhspleách ar Godot. Ní " -"fhoirceannfaidh sé nuair a fhoirceannfaidh Godot. Caithfidh an cosán a " +"Cruthaíonn sé próiseas nua a ritheann go neamhspleách ar Redot. Ní " +"fhoirceannfaidh sé nuair a fhoirceannfaidh Redot. Caithfidh an cosán a " "shonraítear i [cosán param] a bheith ann agus a bheith ina chomhad inrite nó " "ina bheartán macOS [code].app[/code]. Réitítear an cosán bunaithe ar an ardán " "reatha. Úsáidtear na [argóintí param] san ord a thugtar agus scartar iad le " @@ -101583,7 +101584,7 @@ msgid "" "var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n" "[/gdscript]\n" "[csharp]\n" -"var output = new Godot.Collections.Array();\n" +"var output = new Redot.Collections.Array();\n" "int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" "[/csharp]\n" "[/codeblocks]\n" @@ -101595,7 +101596,7 @@ msgid "" "OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n" "[/gdscript]\n" "[csharp]\n" -"var output = new Godot.Collections.Array();\n" +"var output = new Redot.Collections.Array();\n" "OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " "output);\n" "[/csharp]\n" @@ -101639,7 +101640,7 @@ msgstr "" "var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n" "[/gdscript]\n" "[csharp]\n" -"var output = new Godot.Collections.Array();\n" +"var output = new Redot.Collections.Array();\n" "int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" "[/csharp]\n" "[/codeblocks]\n" @@ -101651,7 +101652,7 @@ msgstr "" "OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n" "[/gdscript]\n" "[csharp]\n" -"var output = new Godot.Collections.Array();\n" +"var output = new Redot.Collections.Array();\n" "OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " "output);\n" "[/csharp]\n" @@ -101673,8 +101674,8 @@ msgstr "" "code] a rith ach ar ghléas fréamhaithe." msgid "" -"Creates a new process that runs independently of Godot with redirected IO. It " -"will not terminate when Godot terminates. The path specified in [param path] " +"Creates a new process that runs independently of Redot with redirected IO. 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.\n" @@ -101701,8 +101702,8 @@ msgid "" "embedded helper executables, specified during export or system .app bundle, " "system .app bundles will ignore arguments." msgstr "" -"Cruthaíonn sé próiseas nua a ritheann go neamhspleách ar Godot le IO " -"atreoraithe. Ní fhoirceannfaidh sé nuair a fhoirceannfaidh Godot. Caithfidh " +"Cruthaíonn sé próiseas nua a ritheann go neamhspleách ar Redot le IO " +"atreoraithe. Ní fhoirceannfaidh sé nuair a fhoirceannfaidh Redot. Caithfidh " "an cosán a shonraítear i [cosán param] a bheith ann agus a bheith ina chomhad " "inrite nó ina bheartán macOS [code].app[/code]. Réitítear an cosán bunaithe " "ar an ardán reatha. Úsáidtear na [argóintí param] san ord a thugtar agus " @@ -101783,7 +101784,7 @@ msgid "" "system's standards.\n" "On the Linux/BSD platform, this path can be overridden by setting the " "[code]XDG_CACHE_HOME[/code] environment variable before starting the project. " -"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/" +"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot projects[/" "url] in the documentation for more information. See also [method " "get_config_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " @@ -101794,7 +101795,7 @@ msgstr "" "Ar an ardán Linux/BSD, is féidir an chonair seo a shárú tríd an athróg " "timpeallachta [code]XDG_CACHE_HOME[/code] a shocrú sula gcuirtear tús leis an " "tionscadal. Féach [url=$DOCS_URL/tutorials/io/data_paths.html]Cosáin comhaid " -"i dtionscadail Godot[/url] sna doiciméid le haghaidh tuilleadh faisnéise. " +"i dtionscadail Redot[/url] sna doiciméid le haghaidh tuilleadh faisnéise. " "Féach freisin [method get_config_dir] agus [method get_data_dir].\n" "Gan a mheascadh le [method get_user_data_dir], a sheolann an conair sonraí " "úsáideora [i]tionscadal-shonrach[/i] ar ais." @@ -101903,8 +101904,8 @@ msgid "" "[code]--[/code] is intercepted by another program (such as [code]startx[/" "code]).\n" "[codeblock]\n" -"# Godot has been executed with the following command:\n" -"# godot --fullscreen -- --level=2 --hardcore\n" +"# Redot has been executed with the following command:\n" +"# redot --fullscreen -- --level=2 --hardcore\n" "\n" "OS.get_cmdline_args() # Returns [\"--fullscreen\", \"--level=2\", \"--" "hardcore\"]\n" @@ -101918,8 +101919,8 @@ msgstr "" "[code] --[/code] argóint. Is féidir [code]++[/code] a úsáid nuair a " "idircheapann clár eile [code] --[/code] (cosúil le [code]startx[/code]).\n" "[codeblock]\n" -"Tá # Godot curtha i gcrích leis an ordú seo a leanas:\n" -"# godot --fullscreen -- --level=2 --hardcore\n" +"Tá # Redot curtha i gcrích leis an ordú seo a leanas:\n" +"# redot --fullscreen -- --level=2 --hardcore\n" "\n" "OS.get_cmdline_args() # Filleann [\"--fullscreen\", \"--level=2\", \"--" "hardcore\"]\n" @@ -101932,7 +101933,7 @@ msgid "" "operating system's standards.\n" "On the Linux/BSD platform, this path can be overridden by setting the " "[code]XDG_CONFIG_HOME[/code] environment variable before starting the " -"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot " +"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot " "projects[/url] in the documentation for more information. See also [method " "get_cache_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " @@ -101943,7 +101944,7 @@ msgstr "" "Ar an ardán Linux/BSD, is féidir an chonair seo a shárú tríd an athróg " "timpeallachta [code]XDG_CONFIG_HOME[/code] a shocrú sula gcuirtear tús leis " "an tionscadal. Féach [url=$DOCS_URL/tutorials/io/data_paths.html]Cosáin " -"comhaid i dtionscadail Godot[/url] sna doiciméid le haghaidh tuilleadh " +"comhaid i dtionscadail Redot[/url] sna doiciméid le haghaidh tuilleadh " "faisnéise. Féach freisin [method get_cache_dir] agus [method get_data_dir].\n" "Gan a mheascadh le [method get_user_data_dir], a sheolann an conair sonraí " "úsáideora [i]tionscadal-shonrach[/i] ar ais." @@ -101964,7 +101965,7 @@ msgid "" "system's standards.\n" "On the Linux/BSD platform, this path can be overridden by setting the " "[code]XDG_DATA_HOME[/code] environment variable before starting the project. " -"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/" +"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot projects[/" "url] in the documentation for more information. See also [method " "get_cache_dir] and [method get_config_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " @@ -101975,7 +101976,7 @@ msgstr "" "Ar an ardán Linux/BSD, is féidir an chonair seo a shárú tríd an athróg " "timpeallachta [code]XDG_DATA_HOME[/code] a shocrú sula gcuirtear tús leis an " "tionscadal. Féach [url=$DOCS_URL/tutorials/io/data_paths.html]Cosáin comhaid " -"i dtionscadail Godot[/url] sna doiciméid le haghaidh tuilleadh faisnéise. " +"i dtionscadail Redot[/url] sna doiciméid le haghaidh tuilleadh faisnéise. " "Féach freisin [method get_cache_dir] agus [method get_config_dir].\n" "Gan a mheascadh le [method get_user_data_dir], a sheolann an conair sonraí " "úsáideora [i]tionscadal-shonrach[/i] ar ais." @@ -102030,11 +102031,11 @@ msgstr "" msgid "" "Returns the file path to the current engine executable.\n" -"[b]Note:[/b] On macOS, if you want to launch another instance of Godot, " +"[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." msgstr "" "Filleann sé an cosán comhaid chuig an inneall inrite reatha.\n" -"[b] Nóta:[/b] Ar macOS, más mian leat sampla eile de Godot a sheoladh, bain " +"[b] Nóta:[/b] Ar macOS, más mian leat sampla eile de Redot a sheoladh, bain " "úsáid as [method create_instance] i gcónaí in ionad a bheith ag brath ar an " "gcosán inrite." @@ -102515,13 +102516,13 @@ msgstr "" msgid "" "Returns the absolute directory path where user data is written (the " -"[code]user://[/code] directory in Godot). The path depends on the project " +"[code]user://[/code] directory in Redot). The path depends on the project " "name and [member ProjectSettings.application/config/use_custom_user_dir].\n" -"- On Windows, this is [code]%AppData%\\Godot\\app_userdata\\[project_name][/" +"- On Windows, this is [code]%AppData%\\Redot\\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].\n" -"- On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/" +"- On macOS, this is [code]~/Library/Application Support/Redot/app_userdata/" "[project_name][/code], or [code]~/Library/Application Support/[custom_name][/" "code] if [code]use_custom_user_dir[/code] is set.\n" "- On Linux and BSD, this is [code]~/.local/share/godot/app_userdata/" @@ -102536,14 +102537,14 @@ msgid "" "i] (non-project-specific) user home directory." msgstr "" "Filleann sé an cosán eolaire iomlán ina bhfuil sonraí úsáideora scríofa (an " -"[code]user://[/code] directory in Godot). Braitheann an cosán ar ainm an " +"[code]user://[/code] directory in Redot). Braitheann an cosán ar ainm an " "tionscadail agus [comhalta ProjectSettings.application/config/" "use_custom_user_dir].\n" -"- Ar Windows, is é seo [code]% AppData%\\Godot\\app_userdata\\[project_name][/" +"- Ar Windows, is é seo [code]% AppData%\\Redot\\app_userdata\\[project_name][/" "code], nó [code]% AppData%\\[custom_name][/code] más rud é " "[code]use_custom_user_dir[/code] leagtha. Leathnaíonn [code]% AppData%[/code] " "go [code]% UserProfile%\\AppData\\Roaming[/code].\n" -"- Ar macOS, is é seo [code]~/Library/Application Support/Godot/app_userdata/" +"- Ar macOS, is é seo [code]~/Library/Application Support/Redot/app_userdata/" "[project_name][/code], nó [code]~/Library/Application Support/[custom_name][/" "code] más [code] use_custom_user_dir[/code] socraithe.\n" "- Ar Linux agus BSD, is é seo [code] ~/.local/share/godot/app_userdata/" @@ -102658,21 +102659,21 @@ msgstr "" "code], nó [code]web_windows[/code]." msgid "" -"Returns [code]true[/code] if the Godot binary used to run the project is a " +"Returns [code]true[/code] if the Redot binary used to run the project is a " "[i]debug[/i] export template, or when running in the editor.\n" -"Returns [code]false[/code] if the Godot binary used to run the project is a " +"Returns [code]false[/code] if the Redot binary used to run the project is a " "[i]release[/i] export template.\n" -"[b]Note:[/b] To check whether the Godot binary used to run the project is an " +"[b]Note:[/b] To check whether the Redot binary used to run the project is an " "export template (debug or release), use [code]OS.has_feature(\"template\")[/" "code] instead." msgstr "" "Filleann sé [code]true[/code] más teimpléad easpórtála [i]debug[/i] é an " -"dénártha Godot a úsáidtear chun an tionscadal a rith, nó nuair atá sé ag rith " +"dénártha Redot a úsáidtear chun an tionscadal a rith, nó nuair atá sé ag rith " "san eagarthóir.\n" "Filleann sé [code]bréagach[/code] más teimpléad easpórtála [i]scaoileadh[/i] " -"é an dénártha Godot a úsáidtear chun an tionscadal a rith.\n" +"é an dénártha Redot a úsáidtear chun an tionscadal a rith.\n" "[b]Nóta:[/b] Chun seiceáil an teimpléad easpórtála (dífhabhtú nó scaoileadh) " -"é an dénártha Godot a úsáidtear chun an tionscadal a rith, úsáid [code]OS." +"é an dénártha Redot a úsáidtear chun an tionscadal a rith, úsáid [code]OS." "has_feature (“teimpléad”)[/code] ina ionad sin." msgid "" @@ -102829,13 +102830,13 @@ msgstr "" "úsáideoir, scriosfar an comhad go buan ina ionad sin." msgid "" -"Initializes the singleton for the system MIDI driver, allowing Godot to " +"Initializes the singleton for the system MIDI driver, allowing Redot to " "receive [InputEventMIDI]. See also [method get_connected_midi_inputs] and " "[method close_midi_inputs].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Cuireann sé tús leis an singil do thiománaí MIDI an chórais, rud a ligeann do " -"Godot [InputEventMIDI] a fháil. Féach freisin [method " +"Redot [InputEventMIDI] a fháil. Féach freisin [method " "get_connected_midi_inputs] agus [method close_midi_inputs].\n" "[b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Linux, macOS agus Windows." @@ -102898,9 +102899,9 @@ msgstr "" msgid "" "Sets the value of the environment variable [param variable] to [param value]. " -"The environment variable will be set for the Godot process and any process " +"The environment variable will be set for the Redot process and any process " "executed with [method execute] after running [method set_environment]. The " -"environment variable will [i]not[/i] persist to processes run after the Godot " +"environment variable will [i]not[/i] persist to processes run after the Redot " "process was terminated.\n" "[b]Note:[/b] Environment variable names are case-sensitive on all platforms " "except Windows. The [param variable] name cannot be empty or include the " @@ -102910,10 +102911,10 @@ msgid "" "environment block." msgstr "" "Socraíonn sé luach na hathróige timpeallachta [param athróg] go [paramluach]. " -"Socrófar an athróg timpeallachta do phróiseas Godot agus aon phróiseas a " +"Socrófar an athróg timpeallachta do phróiseas Redot agus aon phróiseas a " "fhorghníomhófar le [method a fhorghníomhú] tar éis [method set_environment] a " "rith. [i]Ní[/i] a leanfaidh an athróg timpeallachta de na próisis a ritheadh " -"tar éis deireadh a chur le próiseas Godot.\n" +"tar éis deireadh a chur le próiseas Redot.\n" "[b]Nóta:[/b] Tá ainmneacha athróg comhshaoil cás-íogair ar gach ardán seachas " "Windows. Ní féidir an t-ainm [param athróg] a bheith folamh nó an carachtar " "[code]=[/code] a chur san áireamh. Ar Windows, tá teorainn de 32767 carachtar " @@ -102967,14 +102968,14 @@ msgid "" "temporary file is used in its place. When closed, it is automatically applied " "to the target file.\n" "This can useful when files may be opened by other applications, such as " -"antiviruses, text editors, or even the Godot editor itself." +"antiviruses, text editors, or even the Redot editor itself." msgstr "" "Má tá [param-chumas] [code]true[/code], agus comhad á oscailt lena scríobh, " "úsáidtear comhad sealadach ina áit. Nuair a bhíonn sé dúnta, cuirtear i " "bhfeidhm go huathoibríoch é ar an spriocchomhad.\n" "Féadfaidh sé seo a bheith úsáideach nuair is féidir le feidhmchláir eile " "comhaid a oscailt, mar shampla frithvíreas, eagarthóirí téacs, nó fiú " -"eagarthóir Godot féin." +"eagarthóir Redot féin." msgid "" "Requests the OS to open a resource identified by [param uri] with the most " @@ -102982,7 +102983,7 @@ msgid "" "- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows " "opens the file explorer at the user's Downloads folder.\n" "- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default " -"web browser on the official Godot website.\n" +"web browser on the official Redot website.\n" "- [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 " @@ -103002,7 +103003,7 @@ msgstr "" "- [code] OS.shell_open (\"C:\\\\Users\\name\\Downloads\") [/code] ar Windows " "osclaíonn an taiscéalaí comhad ag fillteán Íoslódálacha an úsáideora.\n" "- [code] Osclaíonn OS.shell_open (\"https://godotengine.org\")[/code] an " -"brabhsálaí gréasáin réamhshocraithe ar shuíomh Gréasáin oifigiúil Godot.\n" +"brabhsálaí gréasáin réamhshocraithe ar shuíomh Gréasáin oifigiúil Redot.\n" "- [code] OS.shell_open (\"mailto:example@example.com\")[/code] osclaíonn sé " "an cliant ríomhphoist réamhshocraithe leis an réimse \"Chun\" socraithe go " "[code]example@example.com[/code]. Féach [url=https://datatracker.ietf.org/doc/" @@ -103048,19 +103049,19 @@ msgstr "" msgid "" "Removes the given environment variable from the current environment, if it " "exists. The [param variable] name cannot be empty or include the [code]=[/" -"code] character. The environment variable will be removed for the Godot " +"code] character. The environment variable will be removed for the Redot " "process and any process executed with [method execute] after running [method " "unset_environment]. The removal of the environment variable will [i]not[/i] " -"persist to processes run after the Godot process was terminated.\n" +"persist to processes run after the Redot process was terminated.\n" "[b]Note:[/b] Environment variable names are case-sensitive on all platforms " "except Windows." msgstr "" "Baintear an athróg timpeallachta tugtha ón timpeallacht reatha, má tá sé ann. " "Ní féidir an t-ainm [param athróg] a bheith folamh nó an carachtar [code]=[/" -"code] a chur san áireamh. Bainfear an athróg timpeallachta do phróiseas Godot " +"code] a chur san áireamh. Bainfear an athróg timpeallachta do phróiseas Redot " "agus aon phróiseas a fhorghníomhófar le [method a rith] tar éis [method " "unset_environment] a rith. [i]Ní[/i] go leanfar de phróisis a ritheadh tar " -"éis deireadh a chur le próiseas Godot má bhaintear an athróg timpeallachta.\n" +"éis deireadh a chur le próiseas Redot má bhaintear an athróg timpeallachta.\n" "[b]Nóta:[/b] Tá ainmneacha athróg comhshaoil cás-íogair ar gach ardán seachas " "Windows." @@ -103349,7 +103350,7 @@ msgid "" "buffer_size] to the size of the uncompressed data. Set the compression mode " "using one of [enum FileAccess.CompressionMode]'s constants.\n" "[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 " +"by Redot, for example if data compressed with the deflate compression mode " "lacks a checksum or header." msgstr "" "Filleann sé [PackedByteArray] nua leis na sonraí dí-chomhbhrúite. Socraigh " @@ -103357,7 +103358,7 @@ msgstr "" "comhbhrú ag baint úsáide as ceann de na tairisigh [enum FileAccess." "CompressionMode].\n" "[b]Nóta:[/b] Ní ráthaítear go n-oibreoidh dí-chomhbhrú le sonraí nach bhfuil " -"comhbhrúite ag Godot, mar shampla mura bhfuil seiceála nó ceanntásc ar " +"comhbhrúite ag Redot, mar shampla mura bhfuil seiceála nó ceanntásc ar " "shonraí atá comhbhrúite leis an modh comhbhrú díbhoilscithe." msgid "" @@ -103374,7 +103375,7 @@ msgid "" "allow for unbounded output. If any positive value is passed, and the " "decompression exceeds that amount in bytes, then an error will be returned.\n" "[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 " +"by Redot, for example if data compressed with the deflate compression mode " "lacks a checksum or header." msgstr "" "Filleann sé [PackedByteArray] nua leis na sonraí dí-chomhbhrúite. Socraigh an " @@ -103393,7 +103394,7 @@ msgstr "" "luach dearfach, agus má sháraíonn an dí-chomhbhrú an méid sin i mbearta, " "cuirfear earráid ar ais.\n" "[b]Nóta:[/b] Ní ráthaítear go n-oibreoidh dí-chomhbhrú le sonraí nach bhfuil " -"comhbhrúite ag Godot, mar shampla mura bhfuil seiceála nó ceanntásc ar " +"comhbhrúite ag Redot, mar shampla mura bhfuil seiceála nó ceanntásc ar " "shonraí atá comhbhrúite leis an modh comhbhrú díbhoilscithe." msgid "Creates a copy of the array, and returns it." @@ -103715,7 +103716,7 @@ msgstr "" msgid "" "Returns a copy of the data converted to a [PackedFloat64Array], where each " "block of 8 bytes has been converted to a 64-bit float (C++ [code]double[/" -"code], Godot [float]).\n" +"code], Redot [float]).\n" "The size of the input array must be a multiple of 8 (size of 64-bit double). " "The size of the new array will be [code]byte_array.size() / 8[/code].\n" "If the original data can't be converted to 64-bit floats, the resulting data " @@ -103723,7 +103724,7 @@ msgid "" msgstr "" "Filleann sé seo cóip de na sonraí a tiontaíodh go [PackedFloat64Array], áit a " "bhfuil gach bloc 8 beart tiontaithe go snámhán 64-giotán (C++ [code] " -"dúbailte[/code], Godot [snámhphointe]).\n" +"dúbailte[/code], Redot [snámhphointe]).\n" "Ní mór iolraí de 8 a bheith i méid an eagair ionchuir (méid dúbailte 64-" "giotán). [code]byte_array.size() / 8[/code] a bheidh i méid an eagar nua.\n" "Murar féidir na sonraí bunaidh a thiontú go snámháin 64-giotán, níl na sonraí " @@ -103749,7 +103750,7 @@ msgstr "" msgid "" "Returns a copy of the data converted to a [PackedInt64Array], where each " "block of 8 bytes has been converted to a signed 64-bit integer (C++ " -"[code]int64_t[/code], Godot [int]).\n" +"[code]int64_t[/code], Redot [int]).\n" "The size of the input array must be a multiple of 8 (size of 64-bit integer). " "The size of the new array will be [code]byte_array.size() / 8[/code].\n" "If the original data can't be converted to signed 64-bit integers, the " @@ -103757,7 +103758,7 @@ msgid "" msgstr "" "Filleann sé seo cóip de na sonraí a tiontaíodh go [PackedInt64Array], áit a " "bhfuil gach bloc 8 beart aistrithe go slánuimhir sínithe 64-giotán (C++ " -"[code]int64_t[/code], Godot [int]).\n" +"[code]int64_t[/code], Redot [int]).\n" "Caithfidh méid an eagair ionchuir a bheith ina iolraí de 8 (méid slánuimhir " "64-giotán). [code]byte_array.size() / 8[/code] a bheidh i méid an eagar nua.\n" "Mura féidir na bunshonraí a thiontú go slánuimhreacha 64-giotán sínithe, tá " @@ -105908,7 +105909,7 @@ msgid "" "[PanoramaSkyMaterial] functions similar to skyboxes in other engines, except " "it uses an equirectangular sky map instead of a [Cubemap].\n" "Using an HDR panorama is strongly recommended for accurate, high-quality " -"reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR " +"reflections. Redot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR " "([code].exr[/code]) image formats for this purpose.\n" "You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an " @@ -105918,7 +105919,7 @@ msgstr "" "Feidhmíonn [PanoramaSkyMaterial] cosúil le spéirbhoscaí in innill eile, ach " "amháin go n-úsáideann sé spéirléarscáil chomhionann in ionad [Cubemap].\n" "Moltar go láidir úsáid a bhaint as lánléargas HDR le haghaidh machnaimh " -"chruinne ardchaighdeáin. Tacaíonn Godot leis na formáidí íomhá Radiance HDR " +"chruinne ardchaighdeáin. Tacaíonn Redot leis na formáidí íomhá Radiance HDR " "([code].hdr[/code]) agus OpenEXR ([code].exr[/code]) chun na críche seo.\n" "Is féidir leat [url=https://danilw.github.io/GLSL-howto/" "cubemap_to_panorama_js/cubemap_to_panorama.html]an uirlis seo[/url] a úsáid " @@ -107868,11 +107869,11 @@ msgstr "" msgid "" "Returns a boolean that indicates whether the [PhysicalBone2D] is running and " -"simulating using the Godot 2D physics engine. When [code]true[/code], the " +"simulating using the Redot 2D physics engine. When [code]true[/code], the " "PhysicalBone2D node is using physics." msgstr "" "Filleann sé boolean a léiríonn an bhfuil an [PhysicalBone2D] ag rith agus ag " -"ionsamhladh ag baint úsáide as inneall fisice Godot 2D. Nuair a bhíonn " +"ionsamhladh ag baint úsáide as inneall fisice Redot 2D. Nuair a bhíonn " "[code]true[/code], tá an nód PhysicalBone2D ag baint úsáide as fisic." msgid "" @@ -111612,37 +111613,37 @@ msgid "" "Constant to set/get how fast the joint pulls the bodies back to satisfy the " "joint constraint. The lower the value, the more the two bodies can pull on " "the joint. The default value of this parameter is [code]0.0[/code].\n" -"[b]Note:[/b] In Godot Physics, this parameter is only used for pin joints and " +"[b]Note:[/b] In Redot Physics, this parameter is only used for pin joints and " "groove joints." msgstr "" "Seasmhach a shocrú/a fháil cé chomh tapa agus a tharraingíonn an t-alt na " "coirp ar ais chun srian na n-alt a shásamh. Dá ísle an luach, is mó is féidir " "leis an dá chomhlacht tarraingt ar an gcomhpháirteach. Is é luach " "réamhshocraithe an pharaiméadar seo ná [code]0.0[/code].\n" -"[b]Nóta:[/b] I bhFisic Godot, ní úsáidtear an paraiméadar seo ach amháin le " +"[b]Nóta:[/b] I bhFisic Redot, ní úsáidtear an paraiméadar seo ach amháin le " "haghaidh hailt bioráin agus hailt groove." msgid "" "Constant to set/get the maximum speed with which the joint can apply " "corrections. The default value of this parameter is [code]3.40282e+38[/" "code].\n" -"[b]Note:[/b] In Godot Physics, this parameter is only used for groove joints." +"[b]Note:[/b] In Redot Physics, this parameter is only used for groove joints." msgstr "" "Seasamh leis an uasluas a shocrú/a fháil lena bhféadfaidh an t-alt " "ceartúcháin a chur i bhfeidhm. Is é luach réamhshocraithe an pharaiméadar seo " "ná [code]3.40282e+38[/code].\n" -"[b]Nóta:[/b] I bhFisic Godot, ní úsáidtear an paraiméadar seo ach le haghaidh " +"[b]Nóta:[/b] I bhFisic Redot, ní úsáidtear an paraiméadar seo ach le haghaidh " "hailt eite." msgid "" "Constant to set/get the maximum force that the joint can use to act on the " "two bodies. The default value of this parameter is [code]3.40282e+38[/code].\n" -"[b]Note:[/b] In Godot Physics, this parameter is only used for groove joints." +"[b]Note:[/b] In Redot Physics, this parameter is only used for groove joints." msgstr "" "Seasamh leis an uasfhórsa is féidir leis an alt a úsáid chun gníomhú ar an dá " "chorp a shocrú/a fháil. Is é luach réamhshocraithe an pharaiméadar seo ná " "[code]3.40282e+38[/code].\n" -"[b]Nóta:[/b] I bhFisic Godot, ní úsáidtear an paraiméadar seo ach le haghaidh " +"[b]Nóta:[/b] I bhFisic Redot, ní úsáidtear an paraiméadar seo ach le haghaidh " "hailt eite." msgid "" @@ -112006,13 +112007,13 @@ msgstr "" msgid "" "Overridable version of [PhysicsServer2D]'s internal " "[code]body_get_contacts_reported_depth_threshold[/code] method.\n" -"[b]Note:[/b] This method is currently unused by Godot's default physics " +"[b]Note:[/b] This method is currently unused by Redot's default physics " "implementation." msgstr "" "Leagan insroichte de mhodh inmheánach [PhysicsServer2D] [code] " "body_get_contacts_reported_depth_threshold[/code].\n" "[b]Nóta:[/b] Níl an modh seo in úsáid faoi láthair ag cur i bhfeidhm " -"réamhshocraithe fisice Godot." +"réamhshocraithe fisice Redot." msgid "" "Overridable version of [method PhysicsServer2D." @@ -112107,13 +112108,13 @@ msgstr "" msgid "" "Overridable version of [PhysicsServer2D]'s internal " "[code]body_set_contacts_reported_depth_threshold[/code] method.\n" -"[b]Note:[/b] This method is currently unused by Godot's default physics " +"[b]Note:[/b] This method is currently unused by Redot's default physics " "implementation." msgstr "" "Leagan insroichte de mhodh inmheánach [PhysicsServer2D] [code] " "body_set_contacts_reported_depth_threshold[/code].\n" "[b]Nóta:[/b] Níl an modh seo in úsáid faoi láthair ag cur i bhfeidhm " -"réamhshocraithe fisice Godot." +"réamhshocraithe fisice Redot." msgid "" "Overridable version of [method PhysicsServer2D." @@ -112528,13 +112529,13 @@ msgid "" "[PhysicsServer2DManager] is the API for registering [PhysicsServer2D] " "implementations and for setting the default implementation.\n" "[b]Note:[/b] It is not possible to switch physics servers at runtime. This " -"class is only used on startup at the server initialization level, by Godot " +"class is only used on startup at the server initialization level, by Redot " "itself and possibly by GDExtensions." msgstr "" "Is é [PhysicsServer2DManager] an API chun feidhmiúcháin [PhysicsServer2D] a " "chlárú agus chun an cur i bhfeidhm réamhshocraithe a shocrú.\n" "[b]Nóta:[/b] Ní féidir freastalaithe fisice a athrú ag am rite. Ní úsáidtear " -"an aicme seo ach ar am tosaithe ag leibhéal tosaithe an fhreastalaí, ag Godot " +"an aicme seo ach ar am tosaithe ag leibhéal tosaithe an fhreastalaí, ag Redot " "féin agus b'fhéidir ag GDExtensions." msgid "" @@ -113262,11 +113263,11 @@ msgstr "Filleann sé na sonraí cruthanna." msgid "" "Returns the collision margin for the shape.\n" -"[b]Note:[/b] This is not used in Godot Physics, so will always return " +"[b]Note:[/b] This is not used in Redot Physics, so will always return " "[code]0[/code]." msgstr "" "Filleann an corrlach imbhuailte don chruth.\n" -"[b]Nóta:[/b] Ní úsáidtear é seo in Godot Physics, mar sin tabharfaidh sé ar " +"[b]Nóta:[/b] Ní úsáidtear é seo in Redot Physics, mar sin tabharfaidh sé ar " "ais [code]0[/code] i gcónaí." msgid "Returns the type of shape (see [enum ShapeType] constants)." @@ -113282,10 +113283,10 @@ msgstr "" msgid "" "Sets the collision margin for the shape.\n" -"[b]Note:[/b] This is not used in Godot Physics." +"[b]Note:[/b] This is not used in Redot Physics." msgstr "" "Socraíonn sé an corrlach imbhuailte don chruth.\n" -"[b]Nóta:[/b] Ní úsáidtear é seo i bhFisic Godot." +"[b]Nóta:[/b] Ní úsáidtear é seo i bhFisic Redot." msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)." msgstr "" @@ -113340,13 +113341,13 @@ msgstr "Filleann sé [RID] an spáis atá sannta don chorp bog tugtha." msgid "" "Returns the given soft body state (see [enum BodyState] constants).\n" -"[b]Note:[/b] Godot's default physics implementation does not support " +"[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]." msgstr "" "Tugann sé ar ais an staid bog coirp (féach tairisigh [enum BodyState]).\n" -"[b]Nóta:[/b] Ní thacaíonn cur i bhfeidhm réamhshocraithe fisice Godot " +"[b]Nóta:[/b] Ní thacaíonn cur i bhfeidhm réamhshocraithe fisice Redot " "[BODY_STATE_LINEAR_VELOCITY leanúnach], [BODY_STATE_ANGULAR_VELOCITY], " "[BODY_STATE_SLEEPING leanúnach], nó [BODY_STATE_CAN_SLEEPING seasmhach]." @@ -113402,13 +113403,13 @@ msgstr "" msgid "" "Sets the drag coefficient of the given soft body. Higher values increase this " "body's air resistance.\n" -"[b]Note:[/b] This value is currently unused by Godot's default physics " +"[b]Note:[/b] This value is currently unused by Redot's default physics " "implementation." msgstr "" "Socraíonn sé comhéifeacht tarraingthe an choirp bhog a thugtar. Méadaíonn " "luachanna níos airde friotaíocht aeir an chomhlachta seo.\n" "[b]Nóta:[/b] Níl an luach seo in úsáid faoi láthair ag cur i bhfeidhm " -"réamhshocraithe fisice Godot." +"réamhshocraithe fisice Redot." msgid "" "Sets the linear stiffness of the given soft body. Higher values will result " @@ -113454,14 +113455,14 @@ msgstr "Sannann sé spás don chorp bog a thugtar (féach [method space_create]) msgid "" "Sets the given body state for the given body (see [enum BodyState] " "constants).\n" -"[b]Note:[/b] Godot's default physics implementation does not support " +"[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]." msgstr "" "Socraíonn sé staid an choirp tugtha don chorp tugtha (féach tairisigh [enum " "BodyState]).\n" -"[b]Nóta:[/b] Ní thacaíonn cur i bhfeidhm réamhshocraithe fisice Godot " +"[b]Nóta:[/b] Ní thacaíonn cur i bhfeidhm réamhshocraithe fisice Redot " "[BODY_STATE_LINEAR_VELOCITY seasmhach], [BODY_STATE_ANGULAR_VELOCITY], " "[BODY_STATE_SLEEPING leanúnach], nó [BODY_STATE_CAN_SLEEPING seasmhach]." @@ -114020,13 +114021,13 @@ msgid "" "[PhysicsServer3DManager] is the API for registering [PhysicsServer3D] " "implementations and for setting the default implementation.\n" "[b]Note:[/b] It is not possible to switch physics servers at runtime. This " -"class is only used on startup at the server initialization level, by Godot " +"class is only used on startup at the server initialization level, by Redot " "itself and possibly by GDExtensions." msgstr "" "Is é [PhysicsServer3DManager] an API chun feidhmiúcháin [PhysicsServer3D] a " "chlárú agus chun an cur i bhfeidhm réamhshocraithe a shocrú.\n" "[b]Nóta:[/b] Ní féidir freastalaithe fisice a athrú ag am rite. Ní úsáidtear " -"an aicme seo ach ar am tosaithe ag leibhéal tosaithe an fhreastalaí, ag Godot " +"an aicme seo ach ar am tosaithe ag leibhéal tosaithe an fhreastalaí, ag Redot " "féin agus b'fhéidir ag GDExtensions." msgid "" @@ -114062,23 +114063,23 @@ msgid "" "Called by the [PhysicsServer3D] to set the normal for the [SoftBody3D] vertex " "at the index specified by [param vertex_id].\n" "[b]Note:[/b] The [param normal] parameter used to be of type [code]const " -"void*[/code] prior to Godot 4.2." +"void*[/code] prior to Redot 4.2." msgstr "" "Glaoite ag [PhysicsServer3D] chun an gnáth a shocrú don rinn [SoftBody3D] ag " "an innéacs atá sonraithe ag [param vertex_id].\n" "[b]Nóta:[/b] Tá an paraiméadar [param normal] a úsáideadh de chineál [code] " -"ar neamhní*[/code] roimh Godot 4.2." +"ar neamhní*[/code] roimh Redot 4.2." msgid "" "Called by the [PhysicsServer3D] to set the position for the [SoftBody3D] " "vertex at the index specified by [param vertex_id].\n" "[b]Note:[/b] The [param vertex] parameter used to be of type [code]const " -"void*[/code] prior to Godot 4.2." +"void*[/code] prior to Redot 4.2." msgstr "" "Glaoite ag [PhysicsServer3D] chun suíomh an rinn [SoftBody3D] a shocrú ag an " "innéacs atá sonraithe ag [param vertex_id].\n" "[b]Nóta:[/b] Tá an paraiméadar [param rinn] a úsáideadh mar pharaiméadar de " -"chineál [code] ar neamhní*[/code] roimh Godot 4.2." +"chineál [code] ar neamhní*[/code] roimh Redot 4.2." msgid "Sets the bounding box for the [SoftBody3D]." msgstr "Socraíonn sé an bosca teorann don [SoftBody3D]." @@ -115123,17 +115124,17 @@ msgstr "Tabharfaidh [PlaneMesh] aghaidh ar an X-ais dhearfach." msgid "" "[PlaneMesh] will face the positive Y-axis. This matches the behavior of the " -"[PlaneMesh] in Godot 3.x." +"[PlaneMesh] in Redot 3.x." msgstr "" "Tabharfaidh [PlaneMesh] aghaidh ar an Y-ais dhearfach. Meaitseálann sé seo " -"iompar an [PlaneMesh] in Godot 3.x." +"iompar an [PlaneMesh] in Redot 3.x." msgid "" "[PlaneMesh] will face the positive Z-axis. This matches the behavior of the " -"QuadMesh in Godot 3.x." +"QuadMesh in Redot 3.x." msgstr "" "Tabharfaidh [PlaneMesh] aghaidh ar an Z-ais dhearfach. Meaitseálann sé seo " -"iompar an QuadMesh in Godot 3.x." +"iompar an QuadMesh in Redot 3.x." msgid "Positional 2D light source." msgstr "Foinse solais 2D suite." @@ -117148,13 +117149,13 @@ msgid "" "Returns [code]true[/code] if the projections are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, this may return " "[code]true[/code], even if the projections are virtually equal. An " -"[code]is_equal_approx[/code] method may be added in a future version of Godot." +"[code]is_equal_approx[/code] method may be added in a future version of Redot." msgstr "" "Filleann sé [code]true[/code] mura bhfuil na teilgin cothrom.\n" "[b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, féadfaidh sé seo " "[code]true[/code] a thabhairt ar ais, fiú má tá na teilgin beagnach " "comhionann. Is féidir modh [code]is_equal_approx[/code] a chur leis i leagan " -"de Godot amach anseo." +"de Redot amach anseo." msgid "" "Returns a [Projection] that applies the combined transformations of this " @@ -117171,13 +117172,13 @@ msgid "" "Returns [code]true[/code] if the projections are equal.\n" "[b]Note:[/b] Due to floating-point precision errors, this may return " "[code]false[/code], even if the projections are virtually equal. An " -"[code]is_equal_approx[/code] method may be added in a future version of Godot." +"[code]is_equal_approx[/code] method may be added in a future version of Redot." msgstr "" "Filleann sé [code]true[/code] más comhionann na réamh-mheastacháin.\n" "[b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, féadfaidh sé seo " "[code]bréagach[/code] a thabhairt ar ais, fiú má tá na teilgin beagnach " "comhionann. Is féidir modh [code]is_equal_approx[/code] a chur leis i leagan " -"de Godot amach anseo." +"de Redot amach anseo." msgid "" "Returns the column of the [Projection] with the given index.\n" @@ -117258,7 +117259,7 @@ msgid "" "[csharp]\n" "ProjectSettings.Singleton.Set(\"category/property_name\", 0);\n" "\n" -"var propertyInfo = new Godot.Collections.Dictionary\n" +"var propertyInfo = new Redot.Collections.Dictionary\n" "{\n" " {\"name\", \"category/propertyName\"},\n" " {\"type\", (int)Variant.Type.Int},\n" @@ -117292,7 +117293,7 @@ msgstr "" "[csharp]\n" "ProjectSettings.Singleton.Set(\"category/property_name\", 0);\n" "\n" -"var propertyInfo = Godot.Collections.Dictionary nua\n" +"var propertyInfo = Redot.Collections.Dictionary nua\n" "{\n" " {\"ainm\", \"category/propertyName\"},\n" " { \"cineál\", (int)Variant.Type.Int},\n" @@ -117423,7 +117424,7 @@ msgid "" "path] (starting with [code]res://[/code] or [code]user://[/code]). The " "returned path will vary depending on the operating system and user " "preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " -"Godot projects[/url] to see what those paths convert to. See also [method " +"Redot projects[/url] to see what those paths convert to. See also [method " "localize_path].\n" "[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work " "in an exported project. Instead, prepend the executable's base directory to " @@ -117449,7 +117450,7 @@ msgstr "" "logánta (ag tosú le [code]res://[/code] nó [code]úsáideoir://[/code]). " "Athróidh an cosán fillte ag brath ar an gcóras oibriúcháin agus roghanna an " "úsáideora. Féach [url=$DOCS_URL/tutorials/io/data_paths.html]Cosáin comhaid i " -"dtionscadail Godot[/url] chun a fheiceáil cad chuige a n-iompaíonn na cosáin " +"dtionscadail Redot[/url] chun a fheiceáil cad chuige a n-iompaíonn na cosáin " "sin. Féach freisin [method localize_path].\n" "[b]Nóta:[/b] Ní oibreoidh [method globalize_path] le [code]res://[/code] i " "dtionscadal easpórtáilte. Ina áit sin, preab eolaire bonn an inrite go dtí an " @@ -117641,7 +117642,7 @@ msgstr "" "réamhshocraithe é." msgid "" -"Path to an image used as the boot splash. If left empty, the default Godot " +"Path to an image used as the boot splash. If left empty, the default Redot " "Engine splash will be displayed instead.\n" "[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is " "[code]true[/code].\n" @@ -117652,7 +117653,7 @@ msgid "" "override for [code]editor_hint[/code] feature." msgstr "" "Conair chuig íomhá a úsáidtear mar splancscáileán tosaithe. Má fhágtar folamh " -"é, taispeánfar splancscáileán réamhshocraithe Inneall Godot ina ionad.\n" +"é, taispeánfar splancscáileán réamhshocraithe Inneall Redot ina ionad.\n" "[b]Nóta:[/b] Ní bheidh éifeacht leis ach amháin má tá [code]true[/code] ar " "[ball application/boot_splash/show_image].\n" "[b]Nóta:[/b] Is é PNG an t-aon fhormáid a dtacaítear léi. Má úsáidtear " @@ -117699,7 +117700,7 @@ msgid "" "This user directory is used for storing persistent data ([code]user://[/code] " "filesystem). If a custom directory name is defined, this name will be " "appended to the system-specific user data directory (same parent folder as " -"the Godot configuration folder documented in [method OS.get_user_data_dir]).\n" +"the Redot configuration folder documented in [method OS.get_user_data_dir]).\n" "The [member application/config/use_custom_user_dir] setting must be enabled " "for this to take effect.\n" "[b]Note:[/b] If [member application/config/custom_user_dir_name] contains " @@ -117710,7 +117711,7 @@ msgstr "" "(córas comhaid [code]úsáideoir: //[/code]). Má shainmhínítear ainm eolaire " "saincheaptha, cuirfear an t-ainm seo i gceangal leis an eolaire sonraí " "úsáideora a bhaineann go sonrach leis an gcóras (an fillteán tuismitheora " -"céanna agus an fillteán cumraíochta Godot atá doiciméadaithe i [method OS." +"céanna agus an fillteán cumraíochta Redot atá doiciméadaithe i [method OS." "get_user_data_dir]).\n" "Ní mór an socrú [ball application/config/use_custom_user_dir] a chumasú le go " "dtiocfaidh sé seo i bhfeidhm.\n" @@ -117798,19 +117799,19 @@ msgid "" "directory. If [member application/config/custom_user_dir_name] is empty, " "[code]<OS user data directory>/<project name>[/code] directory will be used. " "If [code]false[/code], the project will save user data to [code]<OS user data " -"directory>/Godot/app_userdata/<project name>[/code].\n" +"directory>/Redot/app_userdata/<project name>[/code].\n" "See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-" -"user-data-user]File paths in Godot projects[/url]. This setting is only " +"user-data-user]File paths in Redot projects[/url]. This setting is only " "effective on desktop platforms." msgstr "" "Más [code]true[/code], sábhálfaidh an tionscadal sonraí úsáideora ina eolaire " "úsáideoirí féin. Má tá [member application/config/custom_user_dir_name] " "folamh, úsáidfear eolaire [code]<OS user data directory>/<project name>[/" "code]. Má tá [code]false[/code], sábhálfaidh an tionscadal sonraí úsáideora " -"chuig [code]<OS user data directory>/Godot/app_userdata/<project name>[/" +"chuig [code]<OS user data directory>/Redot/app_userdata/<project name>[/" "code].\n" "Féach freisin [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-" -"persistent-user-data-user]Cosáin comhaid i dtionscadail Godot[/url]. Níl an " +"persistent-user-data-user]Cosáin comhaid i dtionscadail Redot[/url]. Níl an " "socrú seo éifeachtach ach ar ardáin deisce." msgid "" @@ -118176,7 +118177,7 @@ msgid "" "Low values may result in audible crackling on slower hardware.\n" "Audio output latency may be constrained by the host operating system and " "audio hardware drivers. If the host can not provide the specified audio " -"output latency then Godot will attempt to use the nearest latency allowed by " +"output latency then Redot will attempt to use the nearest latency allowed by " "the host. As such you should always use [method AudioServer." "get_output_latency] to determine the actual audio output latency.\n" "Audio output latency can be overridden using the [code]--audio-output-latency " @@ -118190,7 +118191,7 @@ msgstr "" "gcloisfear crua-earraí níos moille.\n" "Féadfaidh an córas oibriúcháin óstaigh agus tiománaithe crua-earraí fuaime " "srian a chur le latency aschuir fuaime. Mura féidir leis an óstach an " -"fhoirceann sonraithe aschuir fuaime a sholáthar, déanfaidh Godot iarracht an " +"fhoirceann sonraithe aschuir fuaime a sholáthar, déanfaidh Redot iarracht an " "fhoirceann is gaire a cheadaíonn an t-óstach a úsáid. Mar sin ba cheart duit " "[method AudioServer.get_output_latency] a úsáid i gcónaí chun fíor-latency an " "aschuir fuaime a chinneadh.\n" @@ -118712,10 +118713,10 @@ msgstr "" msgid "" "When enabled, using a property, enum, or function that was renamed since " -"Godot 3 will produce a hint if an error occurs." +"Redot 3 will produce a hint if an error occurs." msgstr "" "Nuair a bheidh sé cumasaithe, trí úsáid a bhaint as airí, enum, nó feidhm a " -"athainmníodh ós rud é go mbeidh Godot 3 leid má tharlaíonn earráid." +"athainmníodh ós rud é go mbeidh Redot 3 leid má tharlaíonn earráid." msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " @@ -119032,13 +119033,13 @@ msgstr "" msgid "" "When set to [code]true[/code], produces a warning when the shader contains " "[code]POSITION = vec4(vertex,[/code] as this was very common code written in " -"Godot 4.2 and earlier that was paired with a QuadMesh to produce a full " +"Redot 4.2 and earlier that was paired with a QuadMesh to produce a full " "screen post processes pass. With the switch to reversed z in 4.3, this trick " "no longer works, as it implicitly relied on the [code]VERTEX.z[/code] being 0." msgstr "" "Nuair a shocraítear é go [code]true[/code], cruthaítear rabhadh nuair a " "chuimsítear [code]POSITION = vec4(vertex,[/code]) sa scáthaitheoir toisc gur " -"cód an-choitianta é seo a scríobhadh in Godot 4.2 agus níos luaithe a " +"cód an-choitianta é seo a scríobhadh in Redot 4.2 agus níos luaithe a " "péireáladh le QuadMesh chun pas próisis postála lánscáileáin a tháirgeadh " "Leis an athrú go z droim ar ais i 4.3, ní oibríonn an cleas seo a thuilleadh, " "toisc go raibh sé ag brath go hintuigthe ar an [code]VERTEX.z[/code] mar 0." @@ -119845,7 +119846,7 @@ msgid "" "sln[/code] files is in the root of the project directory, next to the " "[code]project.godot[/code] and [code].csproj[/code] files.\n" "Changing this value allows setting up a multi-project scenario where there " -"are multiple [code].csproj[/code]. Keep in mind that the Godot project is " +"are multiple [code].csproj[/code]. Keep in mind that the Redot project is " "considered one of the C# projects in the workspace and it's root directory " "should contain the [code]project.godot[/code] and [code].csproj[/code] next " "to each other." @@ -119855,7 +119856,7 @@ msgstr "" "na comhaid [code]project.godot[/code] agus [code].csproj[/code].\n" "Trí an luach seo a athrú is féidir cás ilthionscadail a bhunú ina bhfuil " "iolrach [code].csproj[/code]. Coinnigh i gcuimhne go meastar go bhfuil an " -"tionscadal Godot mar cheann de na tionscadail C # sa spás oibre agus ba " +"tionscadal Redot mar cheann de na tionscadail C # sa spás oibre agus ba " "cheart go mbeadh an [code]project.godot[/code] agus [code].csproj[/code] in " "aice le chéile ina eolaire fréimhe." @@ -119970,13 +119971,13 @@ msgstr "" msgid "" "The output path for the movie. The file extension determines the " "[MovieWriter] that will be used.\n" -"Godot has 2 built-in [MovieWriter]s:\n" +"Redot has 2 built-in [MovieWriter]s:\n" "- AVI container with MJPEG for video and uncompressed audio ([code].avi[/" "code] file extension). Lossy compression, medium file sizes, fast encoding. " "The lossy compression quality can be adjusted by changing [member " "ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be " "viewed in most video players, but it must be converted to another format for " -"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not " +"viewing on the web or by Redot with [VideoStreamPlayer]. MJPEG does not " "support transparency. AVI output is currently limited to a file of 4 GB in " "size at most.\n" "- PNG image sequence for video and WAV for audio ([code].png[/code] file " @@ -119996,13 +119997,13 @@ msgid "" msgstr "" "An cosán aschuir le haghaidh an scannáin. Cinneann an iarmhír comhaid an " "[MovieWriter] a úsáidfear.\n" -"Tá 2 [Scríbhneoir Scannán] ionsuite ag Godot:\n" +"Tá 2 [Scríbhneoir Scannán] ionsuite ag Redot:\n" "- Coimeádán AVI le MJPEG le haghaidh físe agus fuaime neamh-chomhbhrúite " "([code].avi [/code] síneadh comhaid). Comhbhrú Lossy, meánmhéideanna comhaid, " "ionchódú tapa. Is féidir an caighdeán comhbhrú caillte a choigeartú trí " "[member ProjectSettings.editor/movie_writer/mjpeg_quality] a athrú. Is féidir " "an comhad mar thoradh air a fheiceáil i bhformhór na n-imreoirí físeáin, ach " -"ní mór é a thiontú go formáid eile le breathnú ar an ngréasán nó le Godot le " +"ní mór é a thiontú go formáid eile le breathnú ar an ngréasán nó le Redot le " "[VideoStreamPlayer]. Ní thacaíonn MJPEG le trédhearcacht. Tá aschur AVI " "teoranta faoi láthair do chomhad de 4 GB ar a mhéad.\n" "- Seicheamh íomhá PNG le haghaidh físeáin agus WAV le haghaidh fuaime ([code]." @@ -120083,12 +120084,12 @@ msgstr "" "chuid is mó." msgid "" -"The command-line arguments to append to Godot's own command line when running " +"The command-line arguments to append to Redot's own command line when running " "the project. This doesn't affect the editor itself.\n" -"It is possible to make another executable run Godot by using the " +"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 " +"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.\n" "For example, this can be used to force the project to run on the dedicated " "GPU in an NVIDIA Optimus system on Linux:\n" @@ -120096,12 +120097,12 @@ msgid "" "prime-run %command%\n" "[/codeblock]" msgstr "" -"Na hargóintí ordú-líne le cur le líne ordaithe Godot féin agus an tionscadal " +"Na hargóintí ordú-líne le cur le líne ordaithe Redot féin agus an tionscadal " "á rith. Ní chuireann sé seo isteach ar an eagarthóir féin.\n" -"Is féidir Godot inrite eile a dhéanamh trí úsáid a bhaint as [code]%command%[/" -"code] placeholder. Cuirfear líne ceannais Godot féin in ionad an sealbhóir " +"Is féidir Redot inrite eile a dhéanamh trí úsáid a bhaint as [code]%command%[/" +"code] placeholder. Cuirfear líne ceannais Redot féin in ionad an sealbhóir " "áit. Ba cheart argóintí a bhaineann go sonrach le clár a chur [i]os comhair[/" -"i] an sealbhóir áite, ach ba cheart argóintí a bhaineann go sonrach le Godot " +"i] an sealbhóir áite, ach ba cheart argóintí a bhaineann go sonrach le Redot " "a chur [i]i ndiaidh[/i] an tsealbhóra áite.\n" "Mar shampla, is féidir é seo a úsáid chun iallach a chur ar an tionscadal " "rith ar an GPU tiomnaithe i gcóras NVIDIA Optimus ar Linux:\n" @@ -120121,12 +120122,12 @@ msgstr "" "scripteanna ionsuite atá sraitheach i gcomhaid an radhairc." msgid "" -"Search path for project-specific script templates. Godot will search for " +"Search path for project-specific script templates. Redot will search for " "script templates both in the editor-specific path and in this project-" "specific path." msgstr "" "Cosán cuardaigh le haghaidh teimpléid scripte tionscadail ar leith. Cuardóidh " -"Godot teimpléid scripte sa chosán a bhaineann go sonrach leis an eagarthóir " +"Redot teimpléid scripte sa chosán a bhaineann go sonrach leis an eagarthóir " "agus sa chonair seo a bhaineann go sonrach le tionscadail." msgid "" @@ -120144,17 +120145,17 @@ msgstr "" msgid "" "Override for [member filesystem/import/blender/enabled] on Android where " -"Blender can't easily be accessed from Godot." +"Blender can't easily be accessed from Redot." msgstr "" "Sáraigh do [ballchóras/allmhairiú/cumascóir/cumasaithe] ar Android nuair nach " -"féidir teacht ar Chumascóir go héasca ó Godot." +"féidir teacht ar Chumascóir go héasca ó Redot." msgid "" "Override for [member filesystem/import/blender/enabled] on the Web where " -"Blender can't easily be accessed from Godot." +"Blender can't easily be accessed from Redot." msgstr "" "Sáraigh do [ballchóras/allmhairiú/cumascóir/cumasaithe] ar an nGréasán nuair " -"nach féidir teacht ar Chumascóir go héasca ó Godot." +"nach féidir teacht ar Chumascóir go héasca ó Redot." msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " @@ -120169,17 +120170,17 @@ msgstr "" msgid "" "Override for [member filesystem/import/fbx2gltf/enabled] on Android where " -"FBX2glTF can't easily be accessed from Godot." +"FBX2glTF can't easily be accessed from Redot." msgstr "" "Sáraigh le haghaidh [ballchóras/allmhairiú/fbx2gltf/cumasaithe] ar Android " -"nuair nach féidir FBX2glTF a rochtain go héasca ó Godot." +"nuair nach féidir FBX2glTF a rochtain go héasca ó Redot." msgid "" "Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " -"FBX2glTF can't easily be accessed from Godot." +"FBX2glTF can't easily be accessed from Redot." msgstr "" "Sáraigh le haghaidh [ballchóras/allmhairiú/fbx2gltf/cumasaithe] ar an " -"nGréasán nuair nach féidir FBX2glTF a rochtain go héasca ó Godot." +"nGréasán nuair nach féidir FBX2glTF a rochtain go héasca ó Redot." msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " @@ -122890,10 +122891,10 @@ msgstr "" "taispeánfar an ciseal mar \"Ciseal 32\"." msgid "" -"Godot uses a message queue to defer some function calls. If you run out of " +"Redot uses a message queue to defer some function calls. If you run out of " "space on it (you will see an error), you can increase the size here." msgstr "" -"Úsáideann Godot scuaine teachtaireachta chun roinnt glaonna feidhme a chur " +"Úsáideann Redot scuaine teachtaireachta chun roinnt glaonna feidhme a chur " "siar. Má ritheann tú as spás air (feicfidh tú earráid), is féidir leat cur " "leis an méid anseo." @@ -123043,11 +123044,11 @@ msgstr "" "seo, tá ábhar a thit. Cuidíonn sé seo gan an nasc dífhabhtóra a stopadh." msgid "" -"Default size of packet peer stream for deserializing Godot data (in bytes, " +"Default size of packet peer stream for deserializing Redot data (in bytes, " "specified as a power of two). The default value [code]16[/code] is equal to " "65,536 bytes. Over this size, data is dropped." msgstr "" -"Méid réamhshocraithe an tsrutha piaraí paicéad chun sonraí Godot a dhíscriosú " +"Méid réamhshocraithe an tsrutha piaraí paicéad chun sonraí Redot a dhíscriosú " "(i mbearta, sonraithe mar chumhacht de dhó). Is ionann an luach " "réamhshocraithe [code]16[/code] agus 65,536 beart. Thar an méid seo, tá " "sonraí tite." @@ -123060,14 +123061,14 @@ msgstr "Uasmhéid (i kiB) don mhaolán ionchuir [WebRTCDataChannel]." msgid "" "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://" +"non-empty value, this will [i]override[/i] Redot'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.\n" "If in doubt, leave this setting empty." msgstr "" "An beart deimhnithe CA le húsáid le haghaidh naisc TLS. Má shocraítear é seo " -"ar luach neamhfholamh, [i] sháróidh sé seo[/i] réamhshocrú Godot [url=https://" +"ar luach neamhfholamh, [i] sháróidh sé seo[/i] réamhshocrú Redot [url=https://" "github.com/godotenginine/godot/blob/master/thirdparty/certs/ca-certificates. " "crt]cuachta teastas Mozilla[/url]. Má fhágtar folamh é, úsáidfear an beart " "teastas réamhshocraithe.\n" @@ -123083,17 +123084,17 @@ msgid "" "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.\n" -"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " +"[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.\n" -"During each physics tick, Godot will multiply the linear velocity of " +"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].\n" -"[b]Warning:[/b] Godot's damping calculations are simulation tick rate " +"[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 " @@ -123109,17 +123110,17 @@ msgstr "" "luachanna níos mó stop leis an réad níos tapúla. Cuirfidh luach atá cothrom " "le nó níos mó ná ráta tic na fisice ([member physics/common/" "physics_ticks_per_second]) an réad chun stop in atriall amháin.\n" -"[b]Nóta:[/b] Braitheann áirimh mhampála Godot ar threoluas, rud a chiallaíonn " +"[b]Nóta:[/b] Braitheann áirimh mhampála Redot ar threoluas, rud a chiallaíonn " "go dtógfaidh sé níos mó ama chun coirp a bheith ag gluaiseacht níos tapúla " "chun scíth a ligean. Ní insamhail siad táimhe, cuimilte, nó friotaíocht aeir. " "Mar sin caillfidh comhlachtaí níos troime nó níos mó luas ag an ráta " "comhréireach céanna le comhlachtaí níos éadroime nó níos lú.\n" -"Le linn gach tic fisice, déanfaidh Godot treoluas líneach RigidBodies a iolrú " +"Le linn gach tic fisice, déanfaidh Redot treoluas líneach RigidBodies a iolrú " "faoi [code]1.0 - combined_damp /physics_ticks_per_second[/code]. De réir " "réamhshocraithe, cuireann comhlachtaí fachtóirí taise le chéile: is é " "[code]combined_damp[/code] suim luach taise an choirp agus an luach seo nó " "luach an limistéir ina bhfuil an corp. Féach [enum RigidBody2D.DampMode].\n" -"[b]Rabhadh:[/b] Tá ríomhanna taise Godot ag brath ar ráta tic ionsamhlúcháin. " +"[b]Rabhadh:[/b] Tá ríomhanna taise Redot ag brath ar ráta tic ionsamhlúcháin. " "D’fhéadfadh go n-athródh athrú [ballphysics/common/physics_ticks_per_second] " "torthaí agus mothú d’ionsamhlúcháin go suntasach. Tá sé seo fíor maidir leis " "an raon iomlán de luachanna maolaithe atá níos mó ná 0. Chun a fháil ar ais " @@ -123205,17 +123206,17 @@ msgid "" "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.\n" -"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " +"[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.\n" -"During each physics tick, Godot will multiply the linear velocity of " +"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].\n" -"[b]Warning:[/b] Godot's damping calculations are simulation tick rate " +"[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 " @@ -123231,17 +123232,17 @@ msgstr "" "luachanna níos mó stop leis an réad níos tapúla. Cuirfidh luach atá cothrom " "le nó níos mó ná ráta tic na fisice ([member physics/common/" "physics_ticks_per_second]) an réad chun stop in atriall amháin.\n" -"[b]Nóta:[/b] Braitheann áirimh mhampála Godot ar threoluas, rud a chiallaíonn " +"[b]Nóta:[/b] Braitheann áirimh mhampála Redot ar threoluas, rud a chiallaíonn " "go dtógfaidh sé níos mó ama chun coirp a bheith ag gluaiseacht níos tapúla " "chun scíth a ligean. Ní insamhail siad táimhe, cuimilte, nó friotaíocht aeir. " "Mar sin caillfidh comhlachtaí níos troime nó níos mó luas ag an ráta " "comhréireach céanna le comhlachtaí níos éadroime nó níos lú.\n" -"Le linn gach tic fisice, déanfaidh Godot treoluas líneach RigidBodies a iolrú " +"Le linn gach tic fisice, déanfaidh Redot treoluas líneach RigidBodies a iolrú " "faoi [code]1.0 - combined_damp /physics_ticks_per_second[/code], áit a bhfuil " "[code]combined_damp[/code] suim thaise líneach an choirp agus an luach seo, " "nó luach an limistéir ina bhfuil an corp, ag glacadh leis go mainneoidh an " "corp luachanna taise a chomhcheangal. Féach [enum RigidBody2D.DampMode].\n" -"[b]Rabhadh:[/b] Tá ríomhanna taise Godot ag brath ar ráta tic ionsamhlúcháin. " +"[b]Rabhadh:[/b] Tá ríomhanna taise Redot ag brath ar ráta tic ionsamhlúcháin. " "D’fhéadfadh go n-athródh athrú [ballphysics/common/physics_ticks_per_second] " "torthaí agus mothú d’ionsamhlúcháin go suntasach. Tá sé seo fíor maidir leis " "an raon iomlán de luachanna maolaithe atá níos mó ná 0. Chun dul ar ais ar " @@ -123250,11 +123251,11 @@ msgstr "" msgid "" "Sets which physics engine to use for 2D physics.\n" -"\"DEFAULT\" and \"GodotPhysics2D\" are the same, as there is currently no " +"\"DEFAULT\" and \"RedotPhysics2D\" are the same, as there is currently no " "alternative 2D physics server implemented." msgstr "" "Socraíonn sé an t-inneall fisice le húsáid le haghaidh fisice 2D.\n" -"Tá \"DEFAULT\" agus \"GodotPhysics2D\" mar an gcéanna, toisc nach bhfuil aon " +"Tá \"DEFAULT\" agus \"RedotPhysics2D\" mar an gcéanna, toisc nach bhfuil aon " "fhreastalaí fisice 2D eile curtha i bhfeidhm faoi láthair." msgid "" @@ -123368,17 +123369,17 @@ msgid "" "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.\n" -"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " +"[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.\n" -"During each physics tick, Godot will multiply the angular velocity of " +"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].\n" -"[b]Warning:[/b] Godot's damping calculations are simulation tick rate " +"[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 " @@ -123394,17 +123395,17 @@ msgstr "" "luachanna níos mó stop leis an réad níos tapúla. Cuirfidh luach atá cothrom " "le nó níos mó ná ráta tic na fisice ([member physics/common/" "physics_ticks_per_second]) an réad chun stop in atriall amháin.\n" -"[b]Nóta:[/b] Braitheann áirimh mhampála Godot ar threoluas, rud a chiallaíonn " +"[b]Nóta:[/b] Braitheann áirimh mhampála Redot ar threoluas, rud a chiallaíonn " "go dtógfaidh sé níos mó ama chun coirp a bheith ag gluaiseacht níos tapúla " "chun scíth a ligean. Ní insamhail siad táimhe, cuimilte, nó friotaíocht aeir. " "Mar sin caillfidh comhlachtaí níos troime nó níos mó luas ag an ráta " "comhréireach céanna le comhlachtaí níos éadroime nó níos lú.\n" -"Le linn gach tic fisice, déanfaidh Godot treoluas uilleach RigidBodies a " +"Le linn gach tic fisice, déanfaidh Redot treoluas uilleach RigidBodies a " "iolrú faoi [code]1.0 - combined_damp /physics_ticks_per_second[/code]. De " "réir réamhshocraithe, cuireann comhlachtaí fachtóirí taise le chéile: is é " "[code]combined_damp[/code] suim luach taise an choirp agus an luach seo nó " "luach an limistéir ina bhfuil an corp. Féach [enum RigidBody3D.DampMode].\n" -"[b]Rabhadh:[/b] Tá ríomhanna taise Godot ag brath ar ráta tic ionsamhlúcháin. " +"[b]Rabhadh:[/b] Tá ríomhanna taise Redot ag brath ar ráta tic ionsamhlúcháin. " "D’fhéadfadh go n-athródh athrú [ballphysics/common/physics_ticks_per_second] " "torthaí agus mothú d’ionsamhlúcháin go suntasach. Tá sé seo fíor maidir leis " "an raon iomlán de luachanna maolaithe atá níos mó ná 0. Chun dul ar ais ar " @@ -123491,17 +123492,17 @@ msgid "" "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.\n" -"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " +"[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.\n" -"During each physics tick, Godot will multiply the linear velocity of " +"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].\n" -"[b]Warning:[/b] Godot's damping calculations are simulation tick rate " +"[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 " @@ -123517,17 +123518,17 @@ msgstr "" "luachanna níos mó stop leis an réad níos tapúla. Cuirfidh luach atá cothrom " "le nó níos mó ná ráta tic na fisice ([member physics/common/" "physics_ticks_per_second]) an réad chun stop in atriall amháin.\n" -"[b]Nóta:[/b] Braitheann áirimh mhampála Godot ar threoluas, rud a chiallaíonn " +"[b]Nóta:[/b] Braitheann áirimh mhampála Redot ar threoluas, rud a chiallaíonn " "go dtógfaidh sé níos mó ama chun coirp a bheith ag gluaiseacht níos tapúla " "chun scíth a ligean. Ní insamhail siad táimhe, cuimilte, nó friotaíocht aeir. " "Mar sin caillfidh comhlachtaí níos troime nó níos mó luas ag an ráta " "comhréireach céanna le comhlachtaí níos éadroime nó níos lú.\n" -"Le linn gach tic fisice, déanfaidh Godot treoluas líneach RigidBodies a iolrú " +"Le linn gach tic fisice, déanfaidh Redot treoluas líneach RigidBodies a iolrú " "faoi [code]1.0 - combined_damp /physics_ticks_per_second[/code]. De réir " "réamhshocraithe, cuireann comhlachtaí fachtóirí taise le chéile: is é " "[code]combined_damp[/code] suim luach taise an choirp agus an luach seo nó " "luach an limistéir ina bhfuil an corp. Féach [enum RigidBody3D.DampMode].\n" -"[b]Rabhadh:[/b] Tá ríomhanna taise Godot ag brath ar ráta tic ionsamhlúcháin. " +"[b]Rabhadh:[/b] Tá ríomhanna taise Redot ag brath ar ráta tic ionsamhlúcháin. " "D’fhéadfadh go n-athródh athrú [ballphysics/common/physics_ticks_per_second] " "torthaí agus mothú d’ionsamhlúcháin go suntasach. Tá sé seo fíor maidir leis " "an raon iomlán de luachanna maolaithe atá níos mó ná 0. Chun dul ar ais ar " @@ -123536,11 +123537,11 @@ msgstr "" msgid "" "Sets which physics engine to use for 3D physics.\n" -"\"DEFAULT\" and \"GodotPhysics3D\" are the same, as there is currently no " +"\"DEFAULT\" and \"RedotPhysics3D\" are the same, as there is currently no " "alternative 3D physics server implemented." msgstr "" "Socraíonn sé an t-inneall fisice le húsáid le haghaidh fisice 3D.\n" -"Tá \"DEFAULT\" agus \"GodotPhysics3D\" mar an gcéanna, toisc nach bhfuil aon " +"Tá \"DEFAULT\" agus \"RedotPhysics3D\" mar an gcéanna, toisc nach bhfuil aon " "fhreastalaí fisice 3D eile curtha i bhfeidhm faoi láthair." msgid "" @@ -124903,26 +124904,26 @@ msgstr "" msgid "" "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 Godot to real-world lighting. Due to the " -"large dynamic range of lighting conditions present in nature, Godot bakes " +"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, Godot will automatically reconcile the baked exposure " +"range. At run time, Redot will automatically reconcile the baked exposure " "with the active exposure to ensure lighting remains consistent." msgstr "" "Cumasaíonn sé aonaid atá bunaithe go fisiciúil a úsáid le haghaidh foinsí " "solais. Is gnách go mbíonn aonaid atá bunaithe go fisiciúil i bhfad níos mó " -"ná na haonaid threallacha a úsáideann Godot, ach is féidir iad a úsáid chun " -"soilsiú laistigh de Godot a mheaitseáil le soilsiú sa saol fíor. Mar gheall " +"ná na haonaid threallacha a úsáideann Redot, ach is féidir iad a úsáid chun " +"soilsiú laistigh de Redot a mheaitseáil le soilsiú sa saol fíor. Mar gheall " "ar an raon mór dinimiciúla de choinníollacha soilsithe atá sa nádúr, déanann " -"Godot nochtadh do na cainníochtaí soilsithe éagsúla sula ndéantar é. Déanann " +"Redot nochtadh do na cainníochtaí soilsithe éagsúla sula ndéantar é. Déanann " "formhór na bhfoinsí solais nochtadh go huathoibríoch ag am rite bunaithe ar " "an acmhainn ghníomhach [CameraAttributes], ach éilíonn [LightmapGI] agus " "[VoxelGI] acmhainn [CameraAttributes] a shocrú ag am bácála chun an raon " -"dinimiciúil a laghdú. Ag am reáchtála, déanfaidh Godot an nochtadh bácáilte a " +"dinimiciúil a laghdú. Ag am reáchtála, déanfaidh Redot an nochtadh bácáilte a " "réiteach go huathoibríoch leis an nochtadh gníomhach chun a chinntiú go " "bhfanann an soilsiú comhsheasmhach." @@ -125884,9 +125885,9 @@ msgstr "" msgid "Action map configuration to load by default." msgstr "Cumraíocht léarscáile gnímh le luchtú de réir réamhshocraithe." -msgid "If [code]true[/code], Godot will setup and initialize OpenXR on startup." +msgid "If [code]true[/code], Redot will setup and initialize OpenXR on startup." msgstr "" -"Más rud é go bhfuil [code]true[/code], socróidh agus cuirfidh Godot OpenXR ar " +"Más rud é go bhfuil [code]true[/code], socróidh agus cuirfidh Redot OpenXR ar " "am tosaithe." msgid "" @@ -125947,22 +125948,22 @@ msgid "Specify the default reference space." msgstr "Sonraigh an spás tagartha réamhshocraithe." msgid "" -"If [code]true[/code], Godot will display an alert modal when OpenXR " +"If [code]true[/code], Redot will display an alert modal when OpenXR " "initialization fails on startup." msgstr "" -"Más [code]true[/code], taispeánfaidh Godot modh foláirimh nuair a theipeann " +"Más [code]true[/code], taispeánfaidh Redot modh foláirimh nuair a theipeann " "ar thúsú OpenXR ar am tosaithe." msgid "" "If [code]true[/code], OpenXR will manage the depth buffer and use the depth " "buffer for advanced reprojection provided this is supported by the XR " -"runtime. Note that some rendering features in Godot can't be used with this " +"runtime. Note that some rendering features in Redot can't be used with this " "feature." msgstr "" "Más [code]true[/code], bainisteoidh OpenXR an maolán doimhneachta agus " "úsáidfidh sé an maolán doimhneachta le haghaidh ard-aththeilgean ar " "choinníoll go dtacaíonn am rite XR leis seo. Tabhair faoi deara nach féidir " -"roinnt gnéithe rindreála in Godot a úsáid leis an ngné seo." +"roinnt gnéithe rindreála in Redot a úsáid leis an ngné seo." msgid "" "Specify the view configuration with which to configure OpenXR setting up " @@ -125971,9 +125972,9 @@ msgstr "" "Sonraigh an chumraíocht amhairc chun OpenXR a chumrú lena rindreáil Mona nó " "Steirió." -msgid "If [code]true[/code], Godot will compile shaders required for XR." +msgid "If [code]true[/code], Redot will compile shaders required for XR." msgstr "" -"Más rud é go bhfuil [code]true[/code], tiomsóidh Godot na scáthaitheoirí a " +"Más rud é go bhfuil [code]true[/code], tiomsóidh Redot na scáthaitheoirí a " "theastaíonn le haghaidh XR." msgid "Emitted when any setting is changed, up to once per process frame." @@ -126161,7 +126162,7 @@ msgid "" "counterparts.\n" "For a great introduction to quaternions, see [url=https://www.youtube.com/" "watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " -"the math behind quaternions, as Godot provides several helper methods that " +"the math behind quaternions, as Redot provides several helper methods that " "handle it for you. These include [method slerp] and [method " "spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" "[b]Note:[/b] Quaternions must be normalized before being used for rotation " @@ -126185,7 +126186,7 @@ msgstr "" "Chun réamhrá iontach a fháil ar cheathairniúin, féach [url=https://www." "youtube.com/watch?v=d4EgbgTm0Bg]an físeán seo le 3Blue1Brown[/url]. Ní gá go " "mbeadh a fhios agat an mata taobh thiar de cheathrúna, mar go soláthraíonn " -"Godot roinnt modhanna cúntóra a láimhseálann duit é. Ina measc seo tá [method " +"Redot roinnt modhanna cúntóra a láimhseálann duit é. Ina measc seo tá [method " "slerp] agus [method spherical_cubic_interpolate], chomh maith leis an " "oibreoir [code]*[/code].\n" "[b]Nóta:[/b] Ní mór ceathrúna a normalú sula n-úsáidfear iad don rothlú " @@ -126708,7 +126709,7 @@ msgid "" "a placeholder, and not the actual default seed.\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" -"rng.seed = hash(\"Godot\")\n" +"rng.seed = hash(\"Redot\")\n" "rng.state = 100 # Restore to some previously saved state.\n" "[/codeblock]" msgstr "" @@ -126728,7 +126729,7 @@ msgstr "" "réamhshocraithe iarbhír.\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" -"rng.seed = hash(\"Godot\")\n" +"rng.seed = hash(\"Redot\")\n" "rng.state = 100 # Aischuir go staid éigin a sábháladh roimhe seo.\n" "[/codeblock]" @@ -127408,7 +127409,7 @@ msgid "" "Controls how blending between source and destination fragments is performed " "when using [RenderingDevice].\n" "For reference, this is how common user-facing blend modes are implemented in " -"Godot's 2D renderer:\n" +"Redot's 2D renderer:\n" "[b]Mix:[/b]\n" "[codeblock]\n" "var attachment = RDPipelineColorBlendStateAttachment.new()\n" @@ -127472,7 +127473,7 @@ msgstr "" "Rialaíonn sé conas a dhéantar cumasc idir blúirí foinse agus ceann scríbe " "agus [RenderingDevice] in úsáid.\n" "Le haghaidh tagartha, is é seo an chaoi a gcuirtear modhanna coitianta " -"cumaisc le húsáid i bhfeidhm i rindreálaí 2D Godot:\n" +"cumaisc le húsáid i bhfeidhm i rindreálaí 2D Redot:\n" "[b]Measc:[/b]\n" "[codeblock]\n" "ceangaltán var = RDPipelineColorBlendStateAttachment.new()\n" @@ -127700,14 +127701,14 @@ msgid "" "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 " +"code], objects will appear in the order they were drawn (like in Redot's 2D " "renderer)." msgstr "" "Más [code]true[/code], cumasaítear tástáil doimhneachta a cheadaíonn réada " "eile a fholú go huathoibríoch bunaithe ar a ndoimhneacht. Ligeann sé seo " "freisin do rudaí a bheith folaithe go páirteach ag rudaí eile. Más " "[code]bréagach[/code], taispeánfar réada san ord inar tarraingíodh iad " -"(cosúil le rindreálaí 2D Godot)." +"(cosúil le rindreálaí 2D Redot)." msgid "" "If [code]true[/code], writes to the depth buffer whenever the depth test " @@ -128116,22 +128117,22 @@ msgstr "" msgid "" "Compiled shader file in SPIR-V form (used by [RenderingDevice]). Not to be " -"confused with Godot's own [Shader]." +"confused with Redot's own [Shader]." msgstr "" "Comhad scáthaithe curtha le chéile i bhfoirm SPIR-V (arna úsáid ag " -"[RenderingDevice]). Gan a mheascadh le Godot féin [Shader]." +"[RenderingDevice]). Gan a mheascadh le Redot féin [Shader]." msgid "" "Compiled shader file in SPIR-V form.\n" "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 " +"[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." msgstr "" "Comhad scáthaithe tiomsaithe i bhfoirm SPIR-V.\n" "Féach freisin [RDShaderSource]. Níl sé i gceist [RDShaderFile] a úsáid ach " -"leis an API [RenderingDevice]. Níor cheart é a mheascadh le hacmhainn Godot " -"féin [Shader], agus is é sin a úsáideann nóid éagsúla Godot le haghaidh " +"leis an API [RenderingDevice]. Níor cheart é a mheascadh le hacmhainn Redot " +"féin [Shader], agus is é sin a úsáideann nóid éagsúla Redot le haghaidh " "ríomhchlárú shader ardleibhéil." msgid "" @@ -128167,14 +128168,14 @@ msgstr "Cód foinse Shader (arna úsáid ag [RenderingDevice])." msgid "" "Shader source code in text form.\n" "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 " +"[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." msgstr "" "Cód foinse Shader i bhfoirm téacs.\n" "Féach freisin [RDShaderFile]. Níl sé i gceist [RDShaderSource] a úsáid ach " -"leis an API [RenderingDevice]. Níor cheart é a mheascadh le hacmhainn Godot " -"féin [Shader], agus is é sin a úsáideann nóid éagsúla Godot le haghaidh " +"leis an API [RenderingDevice]. Níor cheart é a mheascadh le hacmhainn Redot " +"féin [Shader], agus is é sin a úsáideann nóid éagsúla Redot le haghaidh " "ríomhchlárú shader ardleibhéil." msgid "" @@ -128306,44 +128307,44 @@ msgstr "An bytecode SPIR-V don chéim scáthóir rinn." msgid "" "The compilation error message for the compute shader stage (set by the SPIR-V " -"compiler and Godot). If empty, shader compilation was successful." +"compiler and Redot). If empty, shader compilation was successful." msgstr "" "An teachtaireacht earráide tiomsaithe le haghaidh chéim an ríomh scáthaithe " -"(socraithe ag tiomsaitheoir SPIR-V agus Godot). Más rud é folamh, d'éirigh le " +"(socraithe ag tiomsaitheoir SPIR-V agus Redot). Más rud é folamh, d'éirigh le " "tiomsú shader." msgid "" "The compilation error message for the fragment shader stage (set by the SPIR-" -"V compiler and Godot). If empty, shader compilation was successful." +"V compiler and Redot). If empty, shader compilation was successful." msgstr "" "An teachtaireacht earráide tiomsaithe le haghaidh chéim an scáthaithe blúirí " -"(socraithe ag tiomsaitheoir SPIR-V agus Godot). Más rud é folamh, d'éirigh le " +"(socraithe ag tiomsaitheoir SPIR-V agus Redot). Más rud é folamh, d'éirigh le " "tiomsú shader." msgid "" "The compilation error message for the tessellation control shader stage (set " -"by the SPIR-V compiler and Godot). If empty, shader compilation was " +"by the SPIR-V compiler and Redot). If empty, shader compilation was " "successful." msgstr "" "An teachtaireacht earráide tiomsaithe don chéim scáthaithe rialaithe " -"teisiliúcháin (socraithe ag tiomsaitheoir SPIR-V agus Godot). Más rud é " +"teisiliúcháin (socraithe ag tiomsaitheoir SPIR-V agus Redot). Más rud é " "folamh, d'éirigh le tiomsú shader." msgid "" "The compilation error message for the tessellation evaluation shader stage " -"(set by the SPIR-V compiler and Godot). If empty, shader compilation was " +"(set by the SPIR-V compiler and Redot). If empty, shader compilation was " "successful." msgstr "" "An teachtaireacht earráide tiomsaithe don chéim scáthaithe luachála " -"teisiliúcháin (socraithe ag tiomsaitheoir SPIR-V agus Godot). Más rud é " +"teisiliúcháin (socraithe ag tiomsaitheoir SPIR-V agus Redot). Más rud é " "folamh, d'éirigh le tiomsú shader." msgid "" "The compilation error message for the vertex shader stage (set by the SPIR-V " -"compiler and Godot). If empty, shader compilation was successful." +"compiler and Redot). If empty, shader compilation was successful." msgstr "" "An teachtaireacht earráide tiomsaithe don chéim scáthaithe rinn (socraithe ag " -"tiomsaitheoir SPIR-V agus Godot). Más rud é folamh, d'éirigh le tiomsú shader." +"tiomsaitheoir SPIR-V agus Redot). Más rud é folamh, d'éirigh le tiomsú shader." msgid "Texture format (used by [RenderingDevice])." msgstr "Formáid uigeachta (arna úsáid ag [RenderingDevice])." @@ -128514,7 +128515,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " -"negative, as most other methods in Godot assume that the [member position] is " +"negative, as most other methods in Redot assume that the [member position] is " "the top-left corner, and the [member end] is the bottom-right corner." msgstr "" "Filleann sé [Rect2] coibhéiseach leis an dronuilleog seo, agus a leithead " @@ -128532,7 +128533,7 @@ msgstr "" "[/codeblocks]\n" "[b]Nóta:[/b] Moltar an modh seo a úsáid nuair a bhíonn [méid na mball] " "diúltach, mar go nglactar leis go bhfuil an chuid is mó de mhodhanna eile i " -"Godot ag an gcúinne uachtarach ar chlé, agus is é an [deireadh na mball] an " +"Redot ag an gcúinne uachtarach ar chlé, agus is é an [deireadh na mball] an " "chúinne ag bun ar dheis." msgid "" @@ -128750,14 +128751,14 @@ msgid "" "The rectangle's width and height, starting from [member position]. Setting " "this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width and height to non-negative " -"values, as most methods in Godot assume that the [member position] is the top-" +"values, as most methods in Redot assume that the [member position] is the top-" "left corner, and the [member end] is the bottom-right corner. To get an " "equivalent rectangle with non-negative size, use [method abs]." msgstr "" "Leithead agus airde na dronuilleoige, ag tosú ó [suíomh na mball]. Cuireann " "socrú an luacha seo isteach ar an bpointe [deireadh na mball] freisin.\n" "[b]Nóta:[/b] Moltar an leithead agus an airde a shocrú go luachanna " -"neamhdhiúltacha, mar glacann an chuid is mó de na modhanna in Godot leis gurb " +"neamhdhiúltacha, mar glacann an chuid is mó de na modhanna in Redot leis gurb " "é [suíomh na mball] an cúinne uachtarach ar chlé, agus is é [foirceann ball] " "an bun -chúinne ar dheis. Chun dronuilleog choibhéiseach a fháil le méid " "neamhdhiúltach, bain úsáid as [method abs]." @@ -128874,7 +128875,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " -"negative, as most other methods in Godot assume that the [member position] is " +"negative, as most other methods in Redot assume that the [member position] is " "the top-left corner, and the [member end] is the bottom-right corner." msgstr "" "Filleann sé [Rect2i] coibhéiseach leis an dronuilleog seo, agus a leithead " @@ -128892,7 +128893,7 @@ msgstr "" "[/codeblocks]\n" "[b]Nóta:[/b] Moltar an modh seo a úsáid nuair a bhíonn [méid na mball] " "diúltach, mar go nglactar leis go bhfuil an chuid is mó de mhodhanna eile i " -"Godot ag an gcúinne uachtarach ar chlé, agus is é an [deireadh na mball] an " +"Redot ag an gcúinne uachtarach ar chlé, agus is é an [deireadh na mball] an " "chúinne ag bun ar dheis." msgid "" @@ -129546,7 +129547,7 @@ msgid "" " results.push_back(result.get_string())\n" "# The `results` array now contains \"One\", \"Two\", \"Three\".\n" "[/codeblock]\n" -"[b]Note:[/b] Godot's regex implementation is based on the [url=https://www." +"[b]Note:[/b] Redot's regex implementation is based on the [url=https://www." "pcre.org/]PCRE2[/url] library. You can view the full pattern reference " "[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n" "[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test regular " @@ -129616,7 +129617,7 @@ msgstr "" " results.push_back(result.get_string())\n" "# Tá \"Aon\", \"Dhá\", \"Trí\" san eagar `torthaí` anois.\n" "[/codeblock]\n" -"[b]Nóta:[/b] Tá cur i bhfeidhm regex Godot bunaithe ar an leabharlann " +"[b]Nóta:[/b] Tá cur i bhfeidhm regex Redot bunaithe ar an leabharlann " "[url=https://www.pcre.org/]PCRE2[/url]. Is féidir leat an tagairt patrún " "iomlán a fheiceáil [url=https://www.pcre.org/current/doc/html/pcre2pattern." "html]anseo[/url].\n" @@ -129997,14 +129998,14 @@ msgstr "" msgid "" "[RenderingDevice] is an abstraction for working with modern low-level " "graphics APIs such as Vulkan. Compared to [RenderingServer] (which works with " -"Godot's own rendering subsystems), [RenderingDevice] is much lower-level and " +"Redot's own rendering subsystems), [RenderingDevice] is much lower-level and " "allows working more directly with the underlying graphics APIs. " -"[RenderingDevice] is used in Godot to provide support for several modern low-" +"[RenderingDevice] is used in Redot to provide support for several modern low-" "level graphics APIs while reducing the amount of code duplication required. " "[RenderingDevice] can also be used in your own projects to perform things " "that are not exposed by [RenderingServer] or high-level nodes, such as using " "compute shaders.\n" -"On startup, Godot creates a global [RenderingDevice] which can be retrieved " +"On startup, Redot creates a global [RenderingDevice] which can be retrieved " "using [method RenderingServer.get_rendering_device]. This global " "[RenderingDevice] performs drawing to the screen.\n" "[b]Local RenderingDevices:[/b] Using [method RenderingServer." @@ -130024,15 +130025,15 @@ msgid "" msgstr "" "Is astarraingt é [RenderingDevice] chun oibriú le APIanna nua-aimseartha " "grafaic íseal-leibhéil ar nós Vulkan. I gcomparáid le [RenderingServer] (a " -"oibríonn le fochórais rindreála Godot féin), tá [RenderingDevice] i bhfad " +"oibríonn le fochórais rindreála Redot féin), tá [RenderingDevice] i bhfad " "níos ísle ar an leibhéal agus ceadaíonn sé oibriú níos dírí leis na APInna " -"grafaic bhunúsacha. Úsáidtear [RenderingDevice] in Godot chun tacaíocht a " +"grafaic bhunúsacha. Úsáidtear [RenderingDevice] in Redot chun tacaíocht a " "sholáthar do roinnt API nua-aimseartha le haghaidh grafaicí íseal-leibhéil " "agus ag an am céanna laghdú a dhéanamh ar an méid dúbailt cód a theastaíonn. " "Is féidir [RenderingDevice] a úsáid freisin i do thionscadail féin chun rudaí " "a dhéanamh nach bhfuil nochtaithe ag [RenderingServer] nó nóid ardleibhéil, " "mar úsáid a bhaint as scáthaitheoirí a ríomh.\n" -"Ar am tosaithe, cruthaíonn Godot [RenderingDevice] domhanda ar féidir é a " +"Ar am tosaithe, cruthaíonn Redot [RenderingDevice] domhanda ar féidir é a " "aisghabháil trí úsáid a bhaint as [method RenderingServer." "get_rendering_device]. Déanann an [RenderingDevice] domhanda seo líníocht don " "scáileán.\n" @@ -130197,24 +130198,24 @@ msgstr "" msgid "" "Tells the GPU what compute pipeline to use when processing the compute list. " -"If the shader has changed since the last time this function was called, Godot " +"If the shader has changed since the last time this function was called, Redot " "will unbind all descriptor sets and will re-bind them inside [method " "compute_list_dispatch]." msgstr "" "Insíonn sé don GPU cén píblíne ríomha ba cheart a úsáid agus an liosta ríomha " "á phróiseáil. Má tá an scáthlán athraithe ón uair dheireanach a glaodh ar an " -"bhfeidhm seo, déanfaidh Godot gach tacar tuairisceora a dhícheangal agus " +"bhfeidhm seo, déanfaidh Redot gach tacar tuairisceora a dhícheangal agus " "déanfaidh sé iad a athcheangal laistigh de [method compute_list_dispatch]." msgid "" -"Binds the [param uniform_set] to this [param compute_list]. Godot ensures " +"Binds the [param uniform_set] to this [param compute_list]. Redot ensures " "that all textures in the uniform set have the correct Vulkan access masks. If " -"Godot had to change access masks of textures, it will raise a Vulkan image " +"Redot had to change access masks of textures, it will raise a Vulkan image " "memory barrier." msgstr "" "Ceanglaítear an [param uniform_set] leis an [param compute_list] seo. " -"Cinntíonn Godot go bhfuil na maisc rochtana Vulkan cearta ar gach uigeacht sa " -"tacar aonfhoirmeach. Má bhí ar Godot maisc rochtana uigeachtaí a athrú, " +"Cinntíonn Redot go bhfuil na maisc rochtana Vulkan cearta ar gach uigeacht sa " +"tacar aonfhoirmeach. Má bhí ar Redot maisc rochtana uigeachtaí a athrú, " "ardóidh sé bacainn chuimhne íomhá Vulkan." msgid "" @@ -130857,9 +130858,9 @@ msgid "" "directly by GPUs until compiled into a binary shader using [method " "shader_compile_binary_from_spirv].\n" "If [param allow_cache] is [code]true[/code], make use of the shader cache " -"generated by Godot. This avoids a potentially lengthy shader compilation step " +"generated by Redot. This avoids a potentially lengthy shader compilation step " "if the shader is already in cache. If [param allow_cache] is [code]false[/" -"code], Godot's shader cache is ignored and the shader will always be " +"code], Redot's shader cache is ignored and the shader will always be " "recompiled." msgstr "" "Tiomsaíonn SPIR-V ón gcód foinse shader in [param shader_source] agus " @@ -130869,9 +130870,9 @@ msgstr "" "dtiomsófar é i scáthóir dénártha ag baint úsáide as [method " "shader_compile_binary_from_spirv].\n" "Má tá [param allow_cache] [code]true[/code], bain úsáid as an taisce shader " -"ginte ag Godot. Seachnaíonn sé seo céim thiomsú Shaler a d'fhéadfadh a bheith " +"ginte ag Redot. Seachnaíonn sé seo céim thiomsú Shaler a d'fhéadfadh a bheith " "fada má tá an scáthlán i dtaisce cheana féin. Má tá [param allow_cache] " -"[code]false[/code], déantar neamhaird de thaisce scáthaithe Godot agus " +"[code]false[/code], déantar neamhaird de thaisce scáthaithe Redot agus " "déanfar an scáthaitheoir a ath-thiomsú i gcónaí." msgid "" @@ -131051,7 +131052,7 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "RenderingDevice's [method free_rid] method.\n" "[b]Note:[/b] Not to be confused with [method RenderingServer." -"texture_2d_create], which creates the Godot-specific [Texture2D] resource as " +"texture_2d_create], which creates the Redot-specific [Texture2D] resource as " "opposed to the graphics API's own texture type." msgstr "" "Cruthaíonn uigeacht nua. Is féidir é a rochtain leis an RID a chuirtear ar " @@ -131059,19 +131060,19 @@ msgstr "" "Nuair a bheidh do RID críochnaithe agat, beidh tú ag iarraidh an RID a " "shaoradh ag baint úsáide as modh [method free_rid] an RenderingDevice.\n" "[b]Nóta:[/b] Gan a mheascadh le [method RenderingServer.texture_2d_create], a " -"chruthaíonn an acmhainn Godot-shonrach [Texture2D] i gcomparáid le cineál " +"chruthaíonn an acmhainn Redot-shonrach [Texture2D] i gcomparáid le cineál " "uigeachta an API grafaic féin." msgid "" "Returns an RID for an existing [param image] ([code]VkImage[/code]) with the " "given [param type], [param format], [param samples], [param usage_flags], " "[param width], [param height], [param depth], and [param layers]. This can be " -"used to allow Godot to render onto foreign images." +"used to allow Redot to render onto foreign images." msgstr "" "Seoltar ar ais RID le haghaidh [íomhá param] ([code]VkImage[/code]) atá ann " "cheana féin leis an [cineál param], [formáid param], [samplaí param], [param " "usage_flags], [param width], [param airde], [doimhneacht param], agus " -"[sraitheanna param]. Is féidir é seo a úsáid chun ligean do Godot rindreáil " +"[sraitheanna param]. Is féidir é seo a úsáid chun ligean do Redot rindreáil " "ar íomhánna eachtracha." msgid "" @@ -133950,14 +133951,14 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-lists-with-adjacency]Line list rendering primitive with " "adjacency.[/url]\n" -"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does " +"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does " "not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-lists-with-adjacency]Liosta líne a rindreáil primitive le " "cóngaracht.[/url]\n" "[b]Nóta:[/b] Ní bhíonn cóngaracht úsáideach ach le scáthaitheoirí céimseata, " -"rud nach nochtar Godot." +"rud nach nochtar Redot." msgid "" "Line strip rendering primitive. Lines drawn are connected to the previous " @@ -133970,14 +133971,14 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-strips-with-adjacency]Line strip rendering primitive with " "adjacency.[/url]\n" -"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does " +"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does " "not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-strips-with-adjacency]Rindeáil stiallacha líne primitive le " "cóngaracht.[/url]\n" "[b]Nóta:[/b] Ní bhíonn cóngaracht úsáideach ach le scáthaitheoirí céimseata, " -"rud nach nochtar Godot." +"rud nach nochtar Redot." msgid "" "Triangle list rendering primitive. Triangles are drawn separated from each " @@ -133990,14 +133991,14 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-triangle-lists-with-adjacency]Triangle list rendering primitive " "with adjacency.[/url]\n" -" [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot " +" [b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot " "does not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-triangle-lists-with-adjacency]Rindreáil liosta triantáin " "primitive le cóngaracht.[/url]\n" " [b]Nóta:[/b] Ní bhíonn cóngaracht úsáideach ach le scáthaitheoirí céimseata, " -"rud nach nochtar Godot." +"rud nach nochtar Redot." msgid "" "Triangle strip rendering primitive. Triangles drawn are connected to the " @@ -134010,14 +134011,14 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-triangle-strips-with-adjacency]Triangle strip rendering " "primitive with adjacency.[/url]\n" -"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does " +"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does " "not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-triangle-strips-with-adjacency]Rindeáil stiallacha triantán " "primitive le cóngaracht.[/url]\n" "[b]Nóta:[/b] Ní bhíonn cóngaracht úsáideach ach le scáthaitheoirí céimseata, " -"rud nach nochtar Godot." +"rud nach nochtar Redot." msgid "" "Triangle strip rendering primitive with [i]primitive restart[/i] enabled. " @@ -134496,10 +134497,10 @@ msgstr "" msgid "" "Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is " -"the language used for core Godot shaders." +"the language used for core Godot Shaders." msgstr "" "Teanga scáthaithe GLSL Khronos (a úsáideann OpenGL agus Vulkan ó dhúchas). Is " -"í seo an teanga a úsáidtear le haghaidh scáthaitheoirí Godot lárnacha." +"í seo an teanga a úsáidtear le haghaidh scáthaitheoirí Redot lárnacha." msgid "" "Microsoft's High-Level Shading Language (used natively by Direct3D, but can " @@ -136289,7 +136290,7 @@ msgid "" "Returns the version of the graphics video adapter [i]currently in use[/i] (e." "g. \"1.2.189\" for Vulkan, \"3.3.0 NVIDIA 510.60.02\" for OpenGL). This " "version may be different from the actual latest version supported by the " -"hardware, as Godot may not always request the latest version. See also " +"hardware, as Redot may not always request the latest version. See also " "[method OS.get_video_adapter_driver_info].\n" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string." @@ -136298,7 +136299,7 @@ msgstr "" "láthair[/i] (m.sh. \"1.2.189\" do Vulkan, \"3.3.0 NVIDIA 510.60.02\" le " "haghaidh OpenGL). D’fhéadfadh go mbeadh an leagan seo difriúil leis an leagan " "is déanaí a fhaigheann tacaíocht ó na crua-earraí, mar go mb’fhéidir nach n-" -"iarrfaidh Godot an leagan is déanaí i gcónaí. Féach freisin [method OS." +"iarrfaidh Redot an leagan is déanaí i gcónaí. Féach freisin [method OS." "get_video_adapter_driver_info].\n" "[b]Nóta:[/b] Nuair a bhíonn dénártha gan cheann nó freastalaí á rith, " "filleann an fheidhm seo teaghrán folamh." @@ -136478,8 +136479,8 @@ msgstr "" "Filleann sé [code]true[/code] má rinneadh athruithe ar shonraí an " "RenderingServer. [method force_draw] a thugtar de ghnáth má tharlaíonn sé seo." -msgid "This method has not been used since Godot 3.0." -msgstr "Níor úsáideadh an modh seo ó Godot 3.0." +msgid "This method has not been used since Redot 3.0." +msgstr "Níor úsáideadh an modh seo ó Redot 3.0." msgid "This method does nothing and always returns [code]false[/code]." msgstr "" @@ -138198,7 +138199,7 @@ msgid "" "RenderingServer's [method free_rid] method.\n" "[b]Note:[/b] The equivalent resource is [Texture2D].\n" "[b]Note:[/b] Not to be confused with [method RenderingDevice.texture_create], " -"which creates the graphics API's own texture type as opposed to the Godot-" +"which creates the graphics API's own texture type as opposed to the Redot-" "specific [Texture2D] resource." msgstr "" "Cruthaíonn sé uigeacht dhéthoiseach agus cuireann sé leis an RenderingServer. " @@ -138209,7 +138210,7 @@ msgstr "" "[b]Nóta:[/b] Is é [Uigeacht2D] an acmhainn choibhéiseach.\n" "[b]Nóta:[/b] Gan a mheascadh le [method RenderingDevice.texture_create], a " "chruthaíonn cineál uigeachta an API grafaic féin i gcomparáid leis an " -"acmhainn Godot-shonrach [Texture2D]." +"acmhainn Redot-shonrach [Texture2D]." msgid "" "Returns an [Image] instance from the given [param texture] [RID].\n" @@ -138358,8 +138359,8 @@ msgstr "Filleann sé an fhormáid don uigeacht." msgid "Returns a texture [RID] that can be used with [RenderingDevice]." msgstr "Filleann sé uigeacht [RID] is féidir a úsáid le [RenderingDevice]." -msgid "ProxyTexture was removed in Godot 4." -msgstr "Baineadh ProxyTexture in Godot 4." +msgid "ProxyTexture was removed in Redot 4." +msgstr "Baineadh ProxyTexture in Redot 4." msgid "This method does nothing and always returns an invalid [RID]." msgstr "" @@ -140729,7 +140730,7 @@ msgid "" "realistic fashion by desaturating it as it becomes brighter. ACES typically " "has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] " "and [constant ENV_TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." +"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Redot 3.x." msgstr "" "Úsáid tonmapper Córas Ionchódaithe Dath an Acadaimh. Tá ACES beagán níos " "costasaí ná roghanna eile, ach láimhseálann sé soilsiú geal ar bhealach níos " @@ -140737,7 +140738,7 @@ msgstr "" "mbíonn aschur níos codarsnachta ag ACES i gcomparáid le " "[ENV_TONE_MAPPER_REINHARD leanúnach] agus [ENV_TONE_MAPPER_FILMIC " "leanúnach].\n" -"[b]Nóta:[/b] Tugtar \"ACES Fitted\" ar an oibreoir tonmapála seo in Godot 3.x." +"[b]Nóta:[/b] Tugtar \"ACES Fitted\" ar an oibreoir tonmapála seo in Redot 3.x." msgid "" "Lowest quality of roughness filter for screen-space reflections. Rough " @@ -141510,8 +141511,8 @@ msgstr "" "[RENDERING_INFO_TEXTURE_MEM_USED leanúnach] agus " "[RENDERING_INFO_BUFFER_MEM_USED leanúnach]." -msgid "This constant has not been used since Godot 3.0." -msgstr "Níor úsáideadh an tairiseach seo ó Godot 3.0." +msgid "This constant has not been used since Redot 3.0." +msgstr "Níor úsáideadh an tairiseach seo ó Redot 3.0." msgid "" "Abstract scene buffers object, created for each viewport for which 3D " @@ -141925,11 +141926,11 @@ msgid "Base class for serializable objects." msgstr "Bunrang le haghaidh rudaí sraitheach." msgid "" -"Resource is the base class for all Godot-specific resource types, serving " +"Resource is the base class for all Redot-specific resource types, serving " "primarily as data containers. Since they inherit from [RefCounted], resources " "are reference-counted and freed when no longer in use. They can also be " "nested within other resources, and saved on disk. [PackedScene], one of the " -"most common [Object]s in a Godot project, is also a resource, uniquely " +"most common [Object]s in a Redot project, is also a resource, uniquely " "capable of storing and instantiating the [Node]s it contains as many times as " "desired.\n" "In GDScript, resources can loaded from disk by their [member resource_path] " @@ -141945,11 +141946,11 @@ msgid "" "will remain in memory for a while before being removed." msgstr "" "Is é acmhainn an bunrang do gach cineál acmhainne a bhaineann go sonrach le " -"Godot, a fheidhmíonn go príomha mar choimeádáin sonraí. Ós rud é go dtagann " +"Redot, a fheidhmíonn go príomha mar choimeádáin sonraí. Ós rud é go dtagann " "siad le hoidhreacht ó [RefCounted], déantar acmhainní a chomhaireamh agus a " "shaoradh nuair nach bhfuil siad in úsáid a thuilleadh. Is féidir iad a neadú " "freisin laistigh d'acmhainní eile, agus iad a shábháil ar diosca. Is acmhainn " -"é [PackedScene], ceann de na [Réada] is coitianta i dtionscadal Godot, " +"é [PackedScene], ceann de na [Réada] is coitianta i dtionscadal Redot, " "freisin, atá uathúil in ann na [Nóid] atá ann a stóráil agus a chur ar an " "toirt a mhéad uair agus a theastaíonn.\n" "I GDScript, is féidir acmhainní a luchtú ón diosca trína [member " @@ -142239,7 +142240,7 @@ msgid "Loads a specific resource type from a file." msgstr "Lódálann sé cineál acmhainne ar leith ó chomhad." msgid "" -"Godot loads resources in the editor or in exported games using " +"Redot loads resources in the editor or in exported games using " "ResourceFormatLoaders. They are queried automatically via the " "[ResourceLoader] singleton, or when a resource with internal dependencies is " "loaded. Each file type may load as a different resource type, so multiple " @@ -142250,13 +142251,13 @@ msgid "" "ResourceFormatLoaders, it will be called automatically when loading resources " "of its handled type(s). You may also implement a [ResourceFormatSaver].\n" "[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type " -"you need exists but Godot is unable to load its format. Choosing one way over " +"you need exists but Redot is unable to load its format. Choosing one way over " "another depends on if the format is suitable or not for the final exported " "game. For example, it's better to import [code].png[/code] textures as [code]." "ctex[/code] ([CompressedTexture2D]) first, so they can be loaded with better " "efficiency on the graphics card." msgstr "" -"Lódálann Godot acmhainní san eagarthóir nó i gcluichí easpórtáilte ag baint " +"Lódálann Redot acmhainní san eagarthóir nó i gcluichí easpórtáilte ag baint " "úsáide as ResourceFormatLoaders. Ceistítear iad go huathoibríoch tríd an " "singil [ResourceLoader], nó nuair a lódáiltear acmhainn le spleáchais " "inmheánacha. Féadfaidh gach cineál comhaid lódáil mar chineál eile acmhainne, " @@ -142269,7 +142270,7 @@ msgstr "" "chineál/na cineálacha láimhsithe á luchtú. Is féidir leat " "[ResourceFormatSaver] a chur i bhfeidhm freisin.\n" "[b]Nóta:[/b] Is féidir leat [EditorImportPlugin] a shíneadh freisin má tá an " -"cineál acmhainne atá uait ann ach nach bhfuil Godot in ann an fhormáid a " +"cineál acmhainne atá uait ann ach nach bhfuil Redot in ann an fhormáid a " "lódáil. Braitheann roghnú bealach amháin thar bhealach eile ar an bhfuil an " "fhormáid oiriúnach nó nach bhfuil don chluiche easpórtála deiridh. Mar " "shampla, tá sé níos fearr [code].png[/code] uigeachtaí a allmhairiú mar " @@ -142426,7 +142427,7 @@ msgid "" "the [ResourceSaver] singleton. This is accomplished thanks to multiple " "[ResourceFormatSaver]s, each handling its own format and called automatically " "by the engine.\n" -"By default, Godot saves resources as [code].tres[/code] (text-based), [code]." +"By default, Redot saves resources as [code].tres[/code] (text-based), [code]." "res[/code] (binary) or another built-in format, but you can choose to create " "your own format by extending this class. Be sure to respect the documented " "return types and values. You should give it a global class name with " @@ -142438,7 +142439,7 @@ msgstr "" "eagarthóir, nó nuair a úsáideann tú an singil [ResourceSaver]. Baintear é seo " "amach a bhuíochas le il[ResourceFormatSaver]s, gach ceann acu ag láimhseáil a " "bhformáid féin agus á nglaoite go huathoibríoch ag an inneall.\n" -"De réir réamhshocraithe, sábhálann Godot acmhainní mar [code].tres[/code] " +"De réir réamhshocraithe, sábhálann Redot acmhainní mar [code].tres[/code] " "(bunaithe ar théacs), [code].res[/code] (dénártha) nó formáid ionsuite eile, " "ach is féidir leat an rogha a dhéanamh do fhormáid féin a chruthú tríd an " "rang seo a leathnú. Bí cinnte go bhfuil meas agat ar na cineálacha agus na " @@ -142496,10 +142497,10 @@ msgid "Base class for resource importers." msgstr "Bunrang le haghaidh allmhaireoirí acmhainní." msgid "" -"This is the base class for Godot's resource importers. To implement your own " +"This is the base class for Redot's resource importers. To implement your own " "resource importers using editor plugins, see [EditorImportPlugin]." msgstr "" -"Is é seo an bunrang d’allmhaireoirí acmhainní Godot. Chun d’allmhaireoirí " +"Is é seo an bunrang d’allmhaireoirí acmhainní Redot. Chun d’allmhaireoirí " "acmhainne féin a chur i bhfeidhm ag baint úsáide as forlíontáin eagarthóra, " "féach [EditorImportPlugin]." @@ -143691,7 +143692,7 @@ msgid "" "each bone's name (if [member skins/use_named_skins] is [code]true[/code]), or " "the bone's index within the [Skeleton3D] list (if [member skins/" "use_named_skins] is [code]false[/code]).\n" -"Together, this information is enough to tell Godot how to use the bone poses " +"Together, this information is enough to tell Redot how to use the bone poses " "in the [Skeleton3D] node to render the mesh from each [MeshInstance3D]. Note " "that each [MeshInstance3D] may share binds, as is common in models exported " "from Blender, or each [MeshInstance3D] may use a separate [Skin] object, as " @@ -143715,16 +143716,16 @@ msgstr "" "[Craiceann] (má tá [craiceann ball/use_named_skins] [code]true[/code]), nó " "innéacs na gcnámh laistigh den liosta [Skeleton3D] (más é [craiceann ball/" "use_named_skins] [code] ]bréagach[/code]).\n" -"Le chéile, is leor an fhaisnéis seo chun a insint do Godot conas na cnámha a " +"Le chéile, is leor an fhaisnéis seo chun a insint do Redot conas na cnámha a " "úsáid sa nód [Skeleton3D] chun an mogalra ó gach [MeshInstance3D] a " "sholáthar. Tabhair faoi deara go bhféadfaidh gach [MeshInstance3D] ceangail a " "roinnt, mar atá coitianta i múnlaí a onnmhairítear ó Chumascóir, nó féadfaidh " "gach [MeshInstance3D] réad [Skin] ar leith a úsáid, mar atá coitianta i " "múnlaí a onnmhairítear ó uirlisí eile ar nós Maya." -msgid "Imports native GLSL shaders (not Godot shaders) as a [RDShaderFile]." +msgid "Imports native GLSL shaders (not Godot Shaders) as a [RDShaderFile]." msgstr "" -"Allmhairíonn sé scáthaitheoirí GLSL dúchasacha (ní scáthaitheoirí Godot) mar " +"Allmhairíonn sé scáthaitheoirí GLSL dúchasacha (ní scáthaitheoirí Redot) mar " "[RDShaderFile]." msgid "" @@ -143771,7 +143772,7 @@ msgid "" "When using a texture as normal map, only the red and green channels are " "required. Given regular texture compression algorithms produce artifacts that " "don't look that nice in normal maps, the RGTC compression format is the best " -"fit for this data. Forcing this option to Enable will make Godot import the " +"fit for this data. Forcing this option to Enable will make Redot import the " "image as RGTC compressed. By default, it's set to Detect. This means that if " "the texture is ever detected to be used as a normal map, it will be changed " "to Enable and reimported automatically.\n" @@ -143784,7 +143785,7 @@ msgstr "" "dearga agus glasa. Ós rud é go dtáirgeann halgartaim chomhbhrúite uigeachta " "rialta déantáin nach bhfuil cuma chomh deas sin orthu i ngnáthléarscáileanna, " "is í an fhormáid chomhbhrú RGTC an ceann is fearr a oireann do na sonraí seo. " -"Má chuirtear brú ar an rogha seo Cumasaigh, iompórtálfar Godot an íomhá mar " +"Má chuirtear brú ar an rogha seo Cumasaigh, iompórtálfar Redot an íomhá mar " "chomhbhrúite RGTC. De réir réamhshocraithe, tá sé socraithe chun Braith. " "Ciallaíonn sé seo má aimsítear an uigeacht riamh le húsáid mar " "ghnáthléarscáil, déanfar é a athrú go Cumasaigh agus a ath-allmhairiú go " @@ -143815,7 +143816,7 @@ msgid "" "If [code]true[/code], converts the imported image's colors to match [member " "EditorSettings.interface/theme/icon_and_font_color]. This assumes the image " "uses the exact same colors as [url=$DOCS_URL/contributing/development/editor/" -"creating_icons.html]Godot's own color palette for editor icons[/url], with " +"creating_icons.html]Redot's own color palette for editor icons[/url], with " "the source file designed for a dark editor theme. This should be enabled for " "editor plugin icons and custom class icons, but should be left disabled " "otherwise.\n" @@ -143825,7 +143826,7 @@ msgstr "" "mheaitseáil [member EditorSettings.interface/theme/icon_and_font_color]. " "Glacann sé seo leis go n-úsáideann an íomhá na dathanna ceannann céanna le " "[url=$DOCS_URL/contributing/development/editor/creating_icons.html]pailéad " -"dathanna Godot féin le haghaidh deilbhíní an eagarthóra[/url], agus an " +"dathanna Redot féin le haghaidh deilbhíní an eagarthóra[/url], agus an " "bunchomhad deartha do théama dorcha eagarthóra. Ba cheart é seo a chumasú le " "haghaidh deilbhíní breiseán eagarthóireachta agus deilbhíní ranga " "saincheaptha, ach ba cheart é a fhágáil díchumasaithe ar shlí eile.\n" @@ -143914,7 +143915,7 @@ msgid "" "Some HDR panorama images you can find online may contain extremely bright " "pixels, due to being taken from real life sources without any clipping.\n" "While these HDR panorama images are accurate to real life, this can cause the " -"radiance map generated by Godot to contain sparkles when used as a background " +"radiance map generated by Redot to contain sparkles when used as a background " "sky. This can be seen in material reflections (even on rough materials in " "extreme cases). Enabling [member process/hdr_clamp_exposure] can resolve this." msgstr "" @@ -143926,7 +143927,7 @@ msgstr "" "fhoinsí fíorshaoil gan aon ghearrthóg.\n" "Cé go bhfuil na híomhánna lánléargais HDR seo cruinn don fhíorshaol, is " "féidir leis seo a chur faoi deara go mbeidh spléachaí sa léarscáil radiance a " -"ghineann Godot nuair a úsáidtear é mar spéir chúlra. Is féidir é seo a " +"ghineann Redot nuair a úsáidtear é mar spéir chúlra. Is féidir é seo a " "fheiceáil i machnaimh ábhartha (fiú ar ábhair garbh i gcásanna " "tromchúiseacha). Má chuirtear ar chumas [member process/hdr_clamp_exposure] " "is féidir é seo a réiteach." @@ -143934,14 +143935,14 @@ msgstr "" msgid "" "If [code]true[/code], convert the normal map from Y- (DirectX-style) to Y+ " "(OpenGL-style) by inverting its green color channel. This is the normal map " -"convention expected by Godot.\n" +"convention expected by Redot.\n" "More information about normal maps (including a coordinate order table for " "popular engines) can be found [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details]here[/url]." msgstr "" "Más [code]true[/code], tiontaigh an gnáthléarscáil ó Y- (stíl DirectX) go Y+ " "(stíl OpenGL) tríd an gcainéal dath glas a aisiompú. Is é seo an " -"gnáthghnáthamh léarscáile a mbíonn Godot ag súil leis.\n" +"gnáthghnáthamh léarscáile a mbíonn Redot ag súil leis.\n" "Is féidir tuilleadh faisnéise a fháil faoi ghnáthléarscáileanna (lena n-" "áirítear tábla ordaithe comhordanáidí d’innill mhóréilimh) [url=http://wiki." "polycount.com/wiki/Normal_Map_Technical_Details]anseo[/url]." @@ -147014,7 +147015,7 @@ msgstr "Cur i bhfeidhm API il-imreora ardleibhéil." msgid "" "This class is the default implementation of [MultiplayerAPI], used to provide " -"multiplayer functionalities in Godot Engine.\n" +"multiplayer functionalities in Redot Engine.\n" "This implementation supports RPCs via [method Node.rpc] and [method Node." "rpc_id] and requires [method MultiplayerAPI.rpc] to be passed a [Node] (it " "will fail for other object types).\n" @@ -147022,7 +147023,7 @@ msgid "" "[MultiplayerSpawner] and [MultiplayerSynchronizer] nodes, and the " "[SceneReplicationConfig] resource.\n" "[b]Note:[/b] The high-level multiplayer API protocol is an implementation " -"detail and isn't meant to be used by non-Godot servers. It may change without " +"detail and isn't meant to be used by non-Redot servers. It may change without " "notice.\n" "[b]Note:[/b] When exporting to Android, make sure to enable the " "[code]INTERNET[/code] permission in the Android export preset before " @@ -147030,7 +147031,7 @@ msgid "" "communication of any kind will be blocked by Android." msgstr "" "Is é an rang seo cur i bhfeidhm réamhshocraithe [MultiplayerAPI], a úsáidtear " -"chun feidhmiúlachtaí il-imreora a sholáthar in Inneall Godot.\n" +"chun feidhmiúlachtaí il-imreora a sholáthar in Inneall Redot.\n" "Tacaíonn an cur i bhfeidhm seo le RPCanna trí [method Node.rpc] agus [method " "Node.rpc_id] agus éilíonn sé [method MultiplayerAPI.rpc] a chur ar aghaidh i " "[Nóid] (teipfidh ar chineálacha réad eile).\n" @@ -147038,7 +147039,7 @@ msgstr "" "nóid [MultiplayerSpawner] agus [MultiplayerSynchronizer], agus an acmhainn " "[SceneReplicationConfig].\n" "[b]Nóta:[/b] Is sonraí feidhmithe é an prótacal API il-imreora ardleibhéil " -"agus níl sé i gceist go n-úsáidfidh freastalaithe neamh-Godot é. Féadfaidh sé " +"agus níl sé i gceist go n-úsáidfidh freastalaithe neamh-Redot é. Féadfaidh sé " "athrú gan fógra.\n" "[b]Nóta:[/b] Agus tú ag easpórtáil go Android, déan cinnte an cead " "[code]Idirlíon[/code] a chumasú sa réamhshocrú easpórtála Android sula n-" @@ -147615,7 +147616,7 @@ msgid "" "[b]Note:[/b] This method acts immediately on all selected nodes at once, " "which may cause stuttering in some performance-intensive situations.\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" @@ -147629,7 +147630,7 @@ msgstr "" "rud a d’fhéadfadh a bheith ina chúis le stuttering i gcásanna áirithe " "dianfheidhmíochta.\n" "[b]Nóta:[/b] I C#, ní mór [param method] a bheith i snake_case agus tagairt á " -"dhéanamh do mhodhanna Godot ionsuite. Is fearr na hainmneacha a nochtar sa " +"dhéanamh do mhodhanna Redot ionsuite. Is fearr na hainmneacha a nochtar sa " "rang [code]MethodName[/code] a úsáid chun [StringName] nua a sheachaint ar " "gach glao." @@ -147648,7 +147649,7 @@ msgid "" " \"enemies\", \"hide\")\n" "[/codeblock]\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" @@ -147666,7 +147667,7 @@ msgstr "" " \"naimhde\", \"hide\")\n" "[/codeblock]\n" "[b]Nóta:[/b] I C#, ní mór [param method] a bheith i snake_case agus tagairt á " -"dhéanamh do mhodhanna Godot ionsuite. Is fearr na hainmneacha a nochtar sa " +"dhéanamh do mhodhanna Redot ionsuite. Is fearr na hainmneacha a nochtar sa " "rang [code]MethodName[/code] a úsáid chun [StringName] nua a sheachaint ar " "gach glao." @@ -147869,7 +147870,7 @@ msgstr "" msgid "" "Calls [method Object.notification] with the given [param notification] to all " "nodes inside this tree added to the [param group]. See also [url=$DOCS_URL/" -"tutorials/best_practices/godot_notifications.html]Godot notifications[/url] " +"tutorials/best_practices/godot_notifications.html]Redot notifications[/url] " "and [method call_group] and [method set_group].\n" "[b]Note:[/b] This method acts immediately on all selected nodes at once, " "which may cause stuttering in some performance-intensive situations." @@ -147877,7 +147878,7 @@ msgstr "" "Glaonna [method Object.notification] leis an [fógra param] tugtha do gach nód " "taobh istigh den chrann seo a chuirtear leis an [param group]. Féach freisin " "[url=$DOCS_URL/tutorials/best_practices/godot_notifications.html]Fógraí " -"Godot[/url] agus [method call_group] agus [method set_group].\n" +"Redot[/url] agus [method call_group] agus [method set_group].\n" "[b]Nóta:[/b] Feidhmíonn an modh seo láithreach ar na nóid roghnaithe go léir, " "rud a d’fhéadfadh a bheith ina chúis le stuttering i gcásanna áirithe " "dianfheidhmíochta." @@ -147946,7 +147947,7 @@ msgid "" "[b]Note:[/b] This method acts immediately on all selected nodes at once, " "which may cause stuttering in some performance-intensive situations.\n" "[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " +"built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -147958,7 +147959,7 @@ msgstr "" "rud a d’fhéadfadh a bheith ina chúis le stuttering i gcásanna áirithe " "dianfheidhmíochta.\n" "[b]Nóta:[/b] I C#, ní mór [airí param] a bheith i snake_case agus tagairt á " -"dhéanamh d'airíonna Godot ionsuite. Is fearr na hainmneacha a nochtar sa rang " +"dhéanamh d'airíonna Redot ionsuite. Is fearr na hainmneacha a nochtar sa rang " "[code]PropertyName[/code] a úsáid chun [StringName] nua a sheachaint ar gach " "glao." @@ -147968,7 +147969,7 @@ msgid "" "property] are ignored. Use [param call_flags] to customize this method's " "behavior (see [enum GroupCallFlags]).\n" "[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " +"built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -147977,7 +147978,7 @@ msgstr "" "nóid nach bhfuil an [airí param] acu. Úsáid [param call_flags] chun iompar an " "mhodha seo a shaincheapadh (féach [enum GroupCallFlags]).\n" "[b]Nóta:[/b] I C#, ní mór [airí param] a bheith i snake_case agus tagairt á " -"dhéanamh d'airíonna Godot ionsuite. Is fearr na hainmneacha a nochtar sa rang " +"dhéanamh d'airíonna Redot ionsuite. Is fearr na hainmneacha a nochtar sa rang " "[code]PropertyName[/code] a úsáid chun [StringName] nua a sheachaint ar gach " "glao." @@ -148339,7 +148340,7 @@ msgid "" "extends Node\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[GlobalClass]\n" "public partial class MyNode : Node\n" @@ -148359,7 +148360,7 @@ msgstr "" "leathnaíonn Nód\n" "[/gdscript]\n" "[csharp]\n" -"ag baint úsáide as Godot;\n" +"ag baint úsáide as Redot;\n" "\n" "[Global Class]\n" "páirt-aicme poiblí MyNode : Nód\n" @@ -148442,8 +148443,8 @@ msgstr "" "Nuair a bheidh sé socraithe, ní athluchtaítear cur i bhfeidhm an ranga go " "huathoibríoch." -msgid "Godot editor's popup dialog for creating new [Script] files." -msgstr "Dialóg aníos an eagarthóra Godot chun comhaid [Script] nua a chruthú." +msgid "Redot editor's popup dialog for creating new [Script] files." +msgstr "Dialóg aníos an eagarthóra Redot chun comhaid [Script] nua a chruthú." msgid "" "The [ScriptCreateDialog] creates script files according to a given template " @@ -148504,15 +148505,15 @@ msgstr "" msgid "Emitted when the user clicks the OK button." msgstr "Astaítear nuair a chliceálann an t-úsáideoir an cnaipe OK." -msgid "Godot editor's script editor." -msgstr "Godot eagarthóir scripte." +msgid "Redot editor's script editor." +msgstr "Redot eagarthóir scripte." msgid "" -"Godot editor's script editor.\n" +"Redot editor's script editor.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_script_editor]." msgstr "" -"Godot eagarthóir scripte.\n" +"Redot eagarthóir scripte.\n" "[b]Nóta:[/b] Níor cheart an rang seo a chur ar an toirt go díreach. Ina áit " "sin, rochtain a fháil ar an singleton ag baint úsáide as [method " "EditorInterface.get_script_editor]." @@ -149181,17 +149182,17 @@ msgstr "" "[StyleBoxLine] (cuimhnigh [comhalta StyleBoxLine.vertical] a chumasú do " "[VSeparator])." -msgid "A shader implemented in the Godot shading language." -msgstr "A shader i bhfeidhm sa teanga scáthú Godot." +msgid "A shader implemented in the Redot shading language." +msgstr "A shader i bhfeidhm sa teanga scáthú Redot." msgid "" -"A custom shader program implemented in the Godot shading language, saved with " +"A custom shader program implemented in the Redot shading language, saved with " "the [code].gdshader[/code] extension.\n" "This class is used by a [ShaderMaterial] and allows you to write your own " "custom behavior for rendering visual items or updating particle information. " "For a detailed explanation and usage, please see the tutorials linked below." msgstr "" -"Clár scáthaithe saincheaptha curtha i bhfeidhm sa teanga scáthú Godot, " +"Clár scáthaithe saincheaptha curtha i bhfeidhm sa teanga scáthú Redot, " "sábháilte leis an síneadh [code].gdshader[/code].\n" "Úsáideann [ShaderMaterial] an rang seo agus ligeann sé duit d'iompar " "saincheaptha féin a scríobh chun míreanna amhairc a rindreáil nó chun " @@ -149584,14 +149585,14 @@ msgstr "" "ó [member ProjectSettings.physics/3d/solver/default_contact_bias]." msgid "" -"The collision margin for the shape. This is not used in Godot Physics.\n" +"The collision margin for the shape. This is not used in Redot Physics.\n" "Collision margins allow collision detection to be more efficient by adding an " "extra shell around shapes. Collision algorithms are more expensive when " "objects overlap by more than their margin, so a higher value for margins is " "better for performance, at the cost of accuracy around edges as it makes them " "less sharp." msgstr "" -"An lamháil imbhuailte don chruth. Ní úsáidtear é seo i bhFisic Godot.\n" +"An lamháil imbhuailte don chruth. Ní úsáidtear é seo i bhFisic Redot.\n" "Ligeann corrlaigh imbhuailtí a bheith níos éifeachtaí chun imbhuailtí a " "bhrath trí shliogán breise a chur timpeall ar chruthanna. Bíonn halgartaim " "imbhuailte níos costasaí nuair a fhorluíonn rudaí níos mó ná a gcorrlach, mar " @@ -150824,25 +150825,25 @@ msgid "" "This resource provides an interface that can be expanded so code that " "operates on [Bone2D] nodes in a [Skeleton2D] can be mixed and matched " "together to create complex interactions.\n" -"This is used to provide Godot with a flexible and powerful Inverse Kinematics " +"This is used to provide Redot with a flexible and powerful Inverse Kinematics " "solution that can be adapted for many different uses." msgstr "" "Soláthraíonn an acmhainn seo comhéadan is féidir a leathnú ionas gur féidir " "cód a oibríonn ar nóid [Bone2D] i [Skeleton2D] a mheascadh agus a mheaitseáil " "le chéile chun idirghníomhaíochtaí casta a chruthú.\n" "Úsáidtear é seo chun réiteach solúbtha agus cumhachtach Inbhéarta Inbhéartach " -"a sholáthar do Godot ar féidir é a oiriúnú do go leor úsáidí éagsúla." +"a sholáthar do Redot ar féidir é a oiriúnú do go leor úsáidí éagsúla." msgid "" "Used for drawing [b]editor-only[/b] modification gizmos. This function will " -"only be called in the Godot editor and can be overridden to draw custom " +"only be called in the Redot editor and can be overridden to draw custom " "gizmos.\n" "[b]Note:[/b] You will need to use the Skeleton2D from [method " "SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the " "[SkeletonModification2D] resource cannot draw on its own." msgstr "" "Úsáidte le haghaidh líníocht [b]eagarthóir amháin[/b] gizmos modhnú. Ní " -"dhéanfar an fheidhm seo a ghlaoch ach san eagarthóir Godot agus is féidir é a " +"dhéanfar an fheidhm seo a ghlaoch ach san eagarthóir Redot agus is féidir é a " "shárú chun gizmos saincheaptha a tharraingt.\n" "[b]Nóta:[/b] Beidh ort an Skeleton2D ó [method SkeletonModificationStack2D." "get_skeleton] a úsáid agus a feidhmeanna tarraingthe, mar ní féidir leis an " @@ -150874,10 +150875,10 @@ msgstr "" msgid "" "Returns whether this modification will call [method _draw_editor_gizmo] in " -"the Godot editor to draw modification-specific gizmos." +"the Redot editor to draw modification-specific gizmos." msgstr "" "Filleann sé cé acu an dtabharfaidh an modhnú seo glaoch ar [method " -"_draw_editor_gizmo] in eagarthóir Godot chun gizmos mionathraithe a " +"_draw_editor_gizmo] in eagarthóir Redot chun gizmos mionathraithe a " "tharraingt." msgid "Returns whether this modification has been successfully setup or not." @@ -150895,10 +150896,10 @@ msgstr "" msgid "" "Sets whether this modification will call [method _draw_editor_gizmo] in the " -"Godot editor to draw modification-specific gizmos." +"Redot editor to draw modification-specific gizmos." msgstr "" "Socraíonn sé cé acu an dtabharfaidh an modhnú seo glaoch ar [method " -"_draw_editor_gizmo] in eagarthóir Godot chun gizmos mionathraithe a " +"_draw_editor_gizmo] in eagarthóir Redot chun gizmos mionathraithe a " "tharraingt." msgid "" @@ -152865,13 +152866,13 @@ msgstr "" msgid "" "The body's drag coefficient. Higher values increase this body's air " "resistance.\n" -"[b]Note:[/b] This value is currently unused by Godot's default physics " +"[b]Note:[/b] This value is currently unused by Redot's default physics " "implementation." msgstr "" "Comhéifeacht tarraing an chomhlachta. Méadaíonn luachanna níos airde " "friotaíocht aeir an chomhlachta seo.\n" "[b]Nóta:[/b] Níl an luach seo in úsáid faoi láthair ag cur i bhfeidhm " -"réamhshocraithe fisice Godot." +"réamhshocraithe fisice Redot." msgid "" "Higher values will result in a stiffer body, while lower values will increase " @@ -154963,14 +154964,14 @@ msgid "" "placeholder] will be replaced with the corresponding keys in advance. Array " "elements use their index as keys.\n" "[codeblock]\n" -"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"# Prints \"Waiting for Redot is a play by Samuel Beckett, and Redot Engine is " "named after it.\"\n" "var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " "named after it.\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n" "\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"# Prints \"User 42 is Redot.\"\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Redot\"}))\n" "[/codeblock]\n" "Some additional handling is performed when [param values] is an [Array]. If " "[param placeholder] does not contain an underscore, the elements of the " @@ -154978,10 +154979,10 @@ msgid "" "placeholder in order; If an element of [param values] is another 2-element " "array, it'll be interpreted as a key-value pair.\n" "[codeblock]\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"# Prints \"User 42 is Redot.\"\n" +"print(\"User {} is {}.\".format([42, \"Redot\"], \"{}\"))\n" "print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " -"\"Godot\"]]))\n" +"\"Redot\"]]))\n" "[/codeblock]\n" "See also the [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_format_string.html]GDScript format string[/url] tutorial.\n" @@ -155012,15 +155013,15 @@ msgstr "" "na heochracha comhfhreagracha in ionad aon bhéim in [param placeholder] roimh " "ré. Úsáideann eilimintí eagar a n-innéacs mar eochracha.\n" "[codeblock]\n" -"# Priontaí \"Is dráma le Samuel Beckett é Waiting for Godot, agus tá Godot " +"# Priontaí \"Is dráma le Samuel Beckett é Waiting for Redot, agus tá Redot " "Engine ainmnithe ina dhiaidh.\"\n" "var use_array_values = \"Ag feitheamh le {0} tá dráma le {1}, agus {0} " "Inneall ainmnithe ina dhiaidh.\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n" "\n" -"# Priontála \"Tá Úsáideoir 42 Godot.\"\n" +"# Priontála \"Tá Úsáideoir 42 Redot.\"\n" "print (\"Úsáideoir {id} is {name}.\".format({\"id\": 42, \"ainm\": " -"\"Godot\"}))\n" +"\"Redot\"}))\n" "[/codeblock]\n" "Déantar roinnt láimhseáil bhreise nuair is [Eagar] é [paraluachanna]. Mura " "bhfuil foscór ag [param placeholder], úsáidfear na heilimintí den eagar " @@ -155028,10 +155029,10 @@ msgstr "" "ord; Más sraith dhá eilimint eile í eilimint de [luachanna param], " "léirmhíneofar é mar phéire eochairluacha.\n" "[codeblock]\n" -"# Priontála \"Tá Úsáideoir 42 Godot.\"\n" -"print (\"Is é {} an t-úsáideoir {}.\".format([42, \"Godot\"], \"{}\"))\n" +"# Priontála \"Tá Úsáideoir 42 Redot.\"\n" +"print (\"Is é {} an t-úsáideoir {}.\".format([42, \"Redot\"], \"{}\"))\n" "print (\"Is é an t-úsáideoir {id} ná {name}.\".format([[\"id\", 42], " -"[\"ainm\", \"Godot\"]]))\n" +"[\"ainm\", \"Redot\"]]))\n" "[/codeblock]\n" "Féach freisin an [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_format_string.html]teaghrán formáid GDScript[/url] teagaisc.\n" @@ -156361,12 +156362,12 @@ msgid "" "also [method uri_encode].\n" "[codeblocks]\n" "[gdscript]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/gdscript]\n" "[csharp]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Redot Engine:" "docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -156376,14 +156377,14 @@ msgstr "" "iarratas HTTP. Féach freisin [method uri_ionchódú].\n" "[codeblocks]\n" "[gdscript]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"print(url.uri_decode()) # Priontála \"$DOCS_URL/?highlight=Inneall Godot: " +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"print(url.uri_decode()) # Priontála \"$DOCS_URL/?highlight=Inneall Redot: " "docs\"\n" "[/gdscript]\n" "[csharp]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "GD.Print(url.URIDecode()) // Priontálann \"$DOCS_URL/?highlight=Inneall " -"Godot: docs\"\n" +"Redot: docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -156394,15 +156395,15 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var prefix = \"$DOCS_URL/?highlight=\"\n" -"var url = prefix + \"Godot Engine:docs\".uri_encode()\n" +"var url = prefix + \"Redot Engine:docs\".uri_encode()\n" "\n" -"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"print(url) # Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/gdscript]\n" "[csharp]\n" "var prefix = \"$DOCS_URL/?highlight=\";\n" -"var url = prefix + \"Godot Engine:docs\".URIEncode();\n" +"var url = prefix + \"Redot Engine:docs\".URIEncode();\n" "\n" -"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" @@ -156412,15 +156413,15 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "var réimír = \"$DOCS_URL/?highlight=\"\n" -"var url = réimír + \"Godot Engine: docs\".uri_encode()\n" +"var url = réimír + \"Redot Engine: docs\".uri_encode()\n" "\n" -"print(url) # Priontála \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"print(url) # Priontála \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/gdscript]\n" "[csharp]\n" "var réimír = \"$DOCS_URL/?highlight=\";\n" -"var url = réimír + \"Godot Engine:docs\".URIEncode();\n" +"var url = réimír + \"Redot Engine:docs\".URIEncode();\n" "\n" -"GD.Print(url); // Priontaí \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"GD.Print(url); // Priontaí \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -156672,14 +156673,14 @@ msgid "" "placeholder] will be replaced with the corresponding keys in advance. Array " "elements use their index as keys.\n" "[codeblock]\n" -"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"# Prints \"Waiting for Redot is a play by Samuel Beckett, and Redot Engine is " "named after it.\"\n" "var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " "named after it.\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n" "\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"# Prints \"User 42 is Redot.\"\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Redot\"}))\n" "[/codeblock]\n" "Some additional handling is performed when [param values] is an [Array]. If " "[param placeholder] does not contain an underscore, the elements of the " @@ -156687,10 +156688,10 @@ msgid "" "placeholder in order; If an element of [param values] is another 2-element " "array, it'll be interpreted as a key-value pair.\n" "[codeblock]\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"# Prints \"User 42 is Redot.\"\n" +"print(\"User {} is {}.\".format([42, \"Redot\"], \"{}\"))\n" "print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " -"\"Godot\"]]))\n" +"\"Redot\"]]))\n" "[/codeblock]\n" "See also the [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_format_string.html]GDScript format string[/url] tutorial.\n" @@ -156704,15 +156705,15 @@ msgstr "" "na heochracha comhfhreagracha in ionad aon bhéim in [param placeholder] roimh " "ré. Úsáideann eilimintí eagar a n-innéacs mar eochracha.\n" "[codeblock]\n" -"# Priontaí \"Is dráma le Samuel Beckett é Waiting for Godot, agus tá Godot " +"# Priontaí \"Is dráma le Samuel Beckett é Waiting for Redot, agus tá Redot " "Engine ainmnithe ina dhiaidh.\"\n" "var use_array_values = \"Ag feitheamh le {0} tá dráma le {1}, agus {0} " "Inneall ainmnithe ina dhiaidh.\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n" "\n" -"# Priontála \"Is Godot é Úsáideoir 42.\"\n" +"# Priontála \"Is Redot é Úsáideoir 42.\"\n" "print (\"Úsáideoir {id} is {name}.\".format({\"id\": 42, \"ainm\": " -"\"Godot\"}))\n" +"\"Redot\"}))\n" "[/codeblock]\n" "Déantar roinnt láimhseáil bhreise nuair is [Eagar] é [paraluachanna]. Mura " "bhfuil foscór ag [param placeholder], úsáidfear na heilimintí den eagar " @@ -156720,10 +156721,10 @@ msgstr "" "ord; Más sraith dhá eilimint eile í eilimint de [luachanna param], " "léirmhíneofar é mar phéire eochairluacha.\n" "[codeblock]\n" -"# Priontála \"Tá Úsáideoir 42 Godot.\"\n" -"print (\"Is é {} an t-úsáideoir {}.\".format([42, \"Godot\"], \"{}\"))\n" +"# Priontála \"Tá Úsáideoir 42 Redot.\"\n" +"print (\"Is é {} an t-úsáideoir {}.\".format([42, \"Redot\"], \"{}\"))\n" "print (\"Is é an t-úsáideoir {id} ná {name}.\".format([[\"id\", 42], " -"[\"ainm\", \"Godot\"]]))\n" +"[\"ainm\", \"Redot\"]]))\n" "[/codeblock]\n" "Féach freisin an [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_format_string.html]teaghrán formáid GDScript[/url] teagaisc.\n" @@ -156825,12 +156826,12 @@ msgid "" "properly decode the parameters in a URL when receiving an HTTP request.\n" "[codeblocks]\n" "[gdscript]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/gdscript]\n" "[csharp]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Redot Engine:" "docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -156840,14 +156841,14 @@ msgstr "" "iarratas HTTP.\n" "[codeblocks]\n" "[gdscript]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"print(url.uri_decode()) # Priontála \"$DOCS_URL/?highlight=Inneall Godot: " +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"print(url.uri_decode()) # Priontála \"$DOCS_URL/?highlight=Inneall Redot: " "docs\"\n" "[/gdscript]\n" "[csharp]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "GD.Print(url.URIDecode()) // Priontálann \"$DOCS_URL/?highlight=Inneall " -"Godot: docs\"\n" +"Redot: docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -156857,15 +156858,15 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var prefix = \"$DOCS_URL/?highlight=\"\n" -"var url = prefix + \"Godot Engine:docs\".uri_encode()\n" +"var url = prefix + \"Redot Engine:docs\".uri_encode()\n" "\n" -"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"print(url) # Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/gdscript]\n" "[csharp]\n" "var prefix = \"$DOCS_URL/?highlight=\";\n" -"var url = prefix + \"Godot Engine:docs\".URIEncode();\n" +"var url = prefix + \"Redot Engine:docs\".URIEncode();\n" "\n" -"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" @@ -156875,15 +156876,15 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "var réimír = \"$DOCS_URL/?highlight=\"\n" -"var url = réimír + \"Godot Engine: docs\".uri_encode()\n" +"var url = réimír + \"Redot Engine: docs\".uri_encode()\n" "\n" -"print(url) # Priontála \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"print(url) # Priontála \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/gdscript]\n" "[csharp]\n" "var réimír = \"$DOCS_URL/?highlight=\";\n" -"var url = réimír + \"Godot Engine:docs\".URIEncode();\n" +"var url = réimír + \"Redot Engine:docs\".URIEncode();\n" "\n" -"GD.Print(url); // Priontálann \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"GD.Print(url); // Priontálann \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -157888,7 +157889,7 @@ msgid "" "you cannot add color to any of the subsequent vertices.\n" "See also [ArrayMesh], [ImmediateMesh] and [MeshDataTool] for procedural " "geometry generation.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " "modes." msgstr "" @@ -157925,7 +157926,7 @@ msgstr "" "dhiaidh sin.\n" "Féach freisin [ArrayMesh], [ImmediateMesh] agus [MeshDataTool] maidir le " "giniúint céimseata nós imeachta.\n" -"[b]Nóta:[/b] Úsáideann Godot deiseal [url=https://learnopengl.com/Advanced-" +"[b]Nóta:[/b] Úsáideann Redot deiseal [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]ord foirceannadh[/url] le haghaidh aghaidheanna tosaigh " "na modhanna triantáin primitive." @@ -159388,7 +159389,7 @@ msgid "" "[code]0[/code] for the main caret, or greater than [code]0[/code] for " "secondary carets in the order they were created.\n" "[b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will " -"scroll 5 times as fast as it would normally do. This also works in the Godot " +"scroll 5 times as fast as it would normally do. This also works in the Redot " "script editor." msgstr "" "Eagarthóir téacs il-líne. Tá áiseanna teoranta aige freisin chun cód a chur " @@ -159402,7 +159403,7 @@ msgstr "" "iad.\n" "[b]Nóta:[/b] Agus [kbd]Alt[/kbd] á choinneáil síos, scrollóidh an roth " "scrollaithe ingearach 5 huaire chomh tapa agus a dhéanfadh sé de ghnáth. " -"Oibríonn sé seo freisin in eagarthóir script Godot." +"Oibríonn sé seo freisin in eagarthóir script Redot." msgid "" "Override this method to define what happens when the user presses the " @@ -162318,15 +162319,15 @@ msgid "" "returned instead.\n" "[codeblock]\n" "var ts = TextServerManager.get_primary_interface()\n" -"print(ts.string_get_word_breaks(\"The Godot Engine, 4\")) # Prints [0, 3, 4, " +"print(ts.string_get_word_breaks(\"The Redot Engine, 4\")) # Prints [0, 3, 4, " "9, 10, 16, 18, 19], which corresponds to the following substrings: \"The\", " -"\"Godot\", \"Engine\", \"4\"\n" -"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"en\", 5)) # Prints " +"\"Redot\", \"Engine\", \"4\"\n" +"print(ts.string_get_word_breaks(\"The Redot Engine, 4\", \"en\", 5)) # Prints " "[0, 3, 4, 9, 10, 15, 15, 19], which corresponds to the following substrings: " -"\"The\", \"Godot\", \"Engin\", \"e, 4\"\n" -"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"en\", 10)) # " +"\"The\", \"Redot\", \"Engin\", \"e, 4\"\n" +"print(ts.string_get_word_breaks(\"The Redot Engine, 4\", \"en\", 10)) # " "Prints [0, 9, 10, 19], which corresponds to the following substrings: \"The " -"Godot\", \"Engine, 4\"\n" +"Redot\", \"Engine, 4\"\n" "[/codeblock]" msgstr "" "Filleann sé raon de na teorainneacha briseadh focal. Is éard atá i ngnéithe " @@ -162336,15 +162337,15 @@ msgstr "" "teorainneacha sosanna líne ar ais ina ionad sin.\n" "[codeblock]\n" "var ts = TextServerManager.get_primary_interface()\n" -"print(ts.string_get_word_breaks(\"An Inneall Godot, 4\")) # Priontála [0, 3, " +"print(ts.string_get_word_breaks(\"An Inneall Redot, 4\")) # Priontála [0, 3, " "4, 9, 10, 16, 18, 19], a fhreagraíonn do na fotheideal seo a leanas: \"The\", " -"\"Godot\", \"Inneall\", \"4\"\n" -"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"ga\", 5)) # " +"\"Redot\", \"Inneall\", \"4\"\n" +"print(ts.string_get_word_breaks(\"The Redot Engine, 4\", \"ga\", 5)) # " "Priontála [0, 3, 4, 9, 10, 15, 15, 19], a fhreagraíonn do na fotheideal seo a " -"leanas: \"The \", \"Godot\", \"Engin\", \"e, 4\"\n" -"print(ts.string_get_word_breaks(\"An Inneall Godot, 4\", \"ga\", 10)) # " +"leanas: \"The \", \"Redot\", \"Engin\", \"e, 4\"\n" +"print(ts.string_get_word_breaks(\"An Inneall Redot, 4\", \"ga\", 10)) # " "Priontála [0, 9, 10, 19], a fhreagraíonn do na fotheaghráin seo a leanas: " -"\"The Godot\", \"Engine, 4\"\n" +"\"The Redot\", \"Engine, 4\"\n" "[/codeblock]" msgid "" @@ -162928,19 +162929,19 @@ msgstr "" msgid "" "An advanced text server with support for BiDi, complex text layout, and " -"contextual OpenType features. Used in Godot by default." +"contextual OpenType features. Used in Redot by default." msgstr "" "Ardfhreastalaí téacs le tacaíocht do BiDi, leagan amach casta téacs, agus " -"gnéithe comhthéacsúla OpenType. Úsáidte i Godot de réir réamhshocraithe." +"gnéithe comhthéacsúla OpenType. Úsáidte i Redot de réir réamhshocraithe." msgid "" "An implementation of [TextServer] that uses HarfBuzz, ICU and SIL Graphite to " "support BiDi, complex text layouts and contextual OpenType features. This is " -"Godot's default primary [TextServer] interface." +"Redot's default primary [TextServer] interface." msgstr "" "Cur i bhfeidhm [TextServer] a úsáideann HarfBuzz, ICU agus SIL Graphite chun " "tacú le BiDi, leagan amach casta téacs agus gnéithe comhthéacsúla OpenType. " -"Is é seo príomhchomhéadan [TextServer] réamhshocraithe Godot." +"Is é seo príomhchomhéadan [TextServer] réamhshocraithe Redot." msgid "A dummy text server that can't render text or manage fonts." msgstr "" @@ -164662,25 +164663,25 @@ msgstr "" "Athraíonn an chlib OpenType go gné inléite, athrú, script nó ainm teanga." msgid "" -"A fallback implementation of Godot's text server, without support for BiDi " +"A fallback implementation of Redot's text server, without support for BiDi " "and complex text layout." msgstr "" -"Cur i bhfeidhm cúltaca de fhreastalaí téacs Godot, gan tacaíocht do BiDi agus " +"Cur i bhfeidhm cúltaca de fhreastalaí téacs Redot, gan tacaíocht do BiDi agus " "leagan amach casta téacs." msgid "" -"A fallback implementation of Godot's text server. This fallback is faster " +"A fallback implementation of Redot's text server. This fallback is faster " "than [TextServerAdvanced] for processing a lot of text, but it does not " "support BiDi and complex text layout.\n" -"[b]Note:[/b] This text server is not part of official Godot binaries. If you " +"[b]Note:[/b] This text server is not part of official Redot binaries. If you " "want to use it, compile the engine with the option " "[code]module_text_server_fb_enabled=yes[/code]." msgstr "" -"Cur i bhfeidhm cúltaca de fhreastalaí téacs Godot. Tá an t-aischur seo níos " +"Cur i bhfeidhm cúltaca de fhreastalaí téacs Redot. Tá an t-aischur seo níos " "tapúla ná [TextServerAdvanced] chun go leor téacs a phróiseáil, ach ní " "thacaíonn sé le BiDi agus leagan amach casta téacs.\n" "[b]Nóta:[/b] Níl an freastalaí téacs seo ina chuid de dhénártaí oifigiúla " -"Godot. Más mian leat é a úsáid, tiomsaigh an t-inneall leis an rogha " +"Redot. Más mian leat é a úsáid, tiomsaigh an t-inneall leis an rogha " "[code]module_text_server_fb_enabled=tá[/code]." msgid "A singleton for managing [TextServer] implementations." @@ -164906,7 +164907,7 @@ msgid "" "separately for each layer. In an atlas, the slicing has to be done manually " "in the fragment shader.\n" "To create such a texture file yourself, reimport your image files using the " -"Godot Editor import presets." +"Redot Editor import presets." msgstr "" "Tá Texture2DArray difriúil ó Texture3D: Ní thacaíonn an Texture2DArray le " "hidirshuíomh trílíneach idir na [Íomhá]s, ie gan chumasc. Féach freisin " @@ -164920,7 +164921,7 @@ msgstr "" "mipmapping: láimhseáiltear slabhraí mipmap ar leithligh do gach ciseal. In " "atlas, ní mór an slicing a dhéanamh de láimh sa scáthlánóir blúirí.\n" "Chun comhad uigeachta den sórt sin a chruthú tú féin, athiompórtáil do chuid " -"comhad íomhá ag baint úsáide as réamhshocruithe iompórtála Godot Editor." +"comhad íomhá ag baint úsáide as réamhshocruithe iompórtála Redot Editor." msgid "" "Creates a placeholder version of this resource ([PlaceholderTexture2DArray])." @@ -164968,7 +164969,7 @@ msgid "" "types. See also [TextureLayered].\n" "All images need to have the same width, height and number of mipmap levels.\n" "To create such a texture file yourself, reimport your image files using the " -"Godot Editor import presets." +"Redot Editor import presets." msgstr "" "Bunrang do [ImageTexture3D] agus [CompressedTexture3D]. Ní féidir é a úsáid " "go díreach, ach tá na feidhmeanna go léir ann atá riachtanach chun rochtain a " @@ -164977,7 +164978,7 @@ msgstr "" "Caithfidh an leithead céanna, an airde agus an líon céanna leibhéil mipmap a " "bheith ag gach íomhá.\n" "Chun comhad uigeachta den sórt sin a chruthú tú féin, athiompórtáil do chuid " -"comhad íomhá ag baint úsáide as na réamhshocruithe iompórtála Godot Editor." +"comhad íomhá ag baint úsáide as na réamhshocruithe iompórtála Redot Editor." msgid "Called when the [Texture3D]'s data is queried." msgstr "Glaoitear air nuair a cheistítear sonraí [Texture3D]." @@ -165062,7 +165063,7 @@ msgstr "" msgid "" "[TextureButton] has the same functionality as [Button], except it uses " -"sprites instead of Godot's [Theme] resource. It is faster to create, but it " +"sprites instead of Redot's [Theme] resource. It is faster to create, but it " "doesn't support localization like more complex [Control]s.\n" "The \"normal\" state must contain a texture ([member texture_normal]); other " "textures are optional.\n" @@ -165070,7 +165071,7 @@ msgid "" "with this node." msgstr "" "Tá an fheidhmiúlacht chéanna ag [TextureButton] agus atá ag [Button], ach " -"amháin úsáideann sé sprites in ionad acmhainn [Téama] Godot. Is tapúla é a " +"amháin úsáideann sé sprites in ionad acmhainn [Téama] Redot. Is tapúla é a " "chruthú, ach ní thacaíonn sé le logánú cosúil le [Rialú]anna níos casta.\n" "Caithfidh uigeacht a bheith sa stát \"gnáth\" ([member texture_normal]); tá " "uigeachtaí eile roghnach.\n" @@ -165237,7 +165238,7 @@ msgid "" "the array layer.\n" "All images need to have the same width, height and number of mipmap levels.\n" "A [TextureLayered] can be loaded with [method ResourceLoader.load].\n" -"Internally, Godot maps these files to their respective counterparts in the " +"Internally, Redot maps these files to their respective counterparts in the " "target rendering driver (Vulkan, OpenGL3)." msgstr "" "Bunrang le haghaidh [ImageTextureLayered] agus [CompressedTextureLayered]. Ní " @@ -165249,7 +165250,7 @@ msgstr "" "Caithfidh an leithead céanna, an airde agus an líon céanna leibhéil mipmap a " "bheith ag gach íomhá.\n" "Is féidir [TextureLayered] a luchtú le [method ResourceLoader.load].\n" -"Go hinmheánach, mapálann Godot na comhaid seo dá gcomhghleacaithe faoi seach " +"Go hinmheánach, mapálann Redot na comhaid seo dá gcomhghleacaithe faoi seach " "sa tiománaí rindreála sprice (Vulkan, OpenGL3)." msgid "Called when the [TextureLayered]'s format is queried." @@ -165339,11 +165340,11 @@ msgstr "" msgid "" "TextureProgressBar works like [ProgressBar], but uses up to 3 textures " -"instead of Godot's [Theme] resource. It can be used to create horizontal, " +"instead of Redot's [Theme] resource. It can be used to create horizontal, " "vertical and radial progress bars." msgstr "" "Oibríonn TextureProgressBar mar [ProgressBar], ach úsáideann suas le 3 " -"uigeacht in ionad acmhainn Godot [Téama]. Is féidir é a úsáid chun barraí dul " +"uigeacht in ionad acmhainn Redot [Téama]. Is féidir é a úsáid chun barraí dul " "chun cinn cothrománacha, ingearacha agus gathacha a chruthú." msgid "" @@ -165361,12 +165362,12 @@ msgstr "" "stretch_margin_bottom] agus airíonna gaolmhara." msgid "" -"If [code]true[/code], Godot treats the bar's textures like in " +"If [code]true[/code], Redot treats the bar's textures like in " "[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like " "[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When " "using a radial [member fill_mode], this setting will enable stretching." msgstr "" -"Más [code]true[/code], déileálann Godot le huigeachtaí an bheáir mar atá in " +"Más [code]true[/code], déileálann Redot le huigeachtaí an bheáir mar atá in " "[NinePatchRect]. Úsáid na hairíonna [code]stretch_margin_*[/code] cosúil le " "[member stretch_margin_bottom] chun greille 3×3 na naoi bpaiste a shocrú. " "Nuair a bheidh [member fill_mode] gathacha in úsáid, cumasóidh an socrú seo " @@ -170889,7 +170890,7 @@ msgid "" "[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" -"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"[b]Note:[/b] Redot uses a [url=https://en.wikipedia.org/wiki/Right-" "hand_rule]right-handed coordinate system[/url], which is a common standard. " "For directions, the convention for built-in types like [Camera3D] is for -Z " "to point forward (+X is right, +Y is up, and +Z is back). Other objects may " @@ -170904,7 +170905,7 @@ msgstr "" "féidir leis an gclaochlú a bheith ina aistriúchán freisin.\n" "Le haghaidh réamhrá ginearálta, féach ar an [url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]Matrices and transforms[/url] teagaisc.\n" -"[b]Nóta:[/b] Úsáideann Godot [url=https://en.wikipedia.org/wiki/Right-" +"[b]Nóta:[/b] Úsáideann Redot [url=https://en.wikipedia.org/wiki/Right-" "hand_rule]córas comhordanáidí ar dheis[/url], ar comhchaighdeán é. Maidir le " "treoracha, is é an gnás do chineálacha ionsuite ar nós [Camera3D] ná -Z chun " "tosaigh (+ tá X ceart, tá +Y in airde, agus tá + Z ar ais). Féadfaidh rudaí " @@ -173384,7 +173385,7 @@ msgid "" "beginning, the end, or both). If you don't know which transition and easing " "to pick, you can try different [enum TransitionType] constants with [constant " "EASE_IN_OUT], and use the one that looks best.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] Tweens are not designed to be re-used and trying to do so " "results in an undefined behavior. Create a new Tween for each animation and " @@ -174393,7 +174394,7 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// ServerNode.cs\n" -"using Godot;\n" +"using Redot;\n" "using System.Collections.Generic;\n" "\n" "public partial class ServerNode : Node\n" @@ -174451,7 +174452,7 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// ClientNode.cs\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class ClientNode : Node\n" "{\n" @@ -174521,7 +174522,7 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// ServerNode.cs\n" -"using Godot;\n" +"using Redot;\n" "using System.Collections.Generic;\n" "\n" "public partial class ServerNode : Node\n" @@ -174580,7 +174581,7 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// ClientNode.cs\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class ClientNode : Node\n" "{\n" @@ -175218,7 +175219,7 @@ msgid "" "[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] is " "a good first stop, the specification can be found at the [url=https://" "openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open " -"Connectivity Foundation[/url] and Godot's implementation is based on the " +"Connectivity Foundation[/url] and Redot's implementation is based on the " "[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]." msgstr "" "Is féidir an aicme seo a úsáid chun [UPNPDevice]anna comhoiriúnacha a fháil " @@ -175313,7 +175314,7 @@ msgstr "" "go sonrach), [url=https://en.wikipedia.org/ wiki/Universal_Plug_and_Play]Is " "maith an chéad stad é Vicipéid[/url], is féidir an tsonraíocht a fháil ag an " "[url=https://openconnectivity.org/developer/specifications/upnp-resources/" -"upnp/]Open Connectivity Foundation[/url ] agus tá cur i bhfeidhm Godot " +"upnp/]Open Connectivity Foundation[/url ] agus tá cur i bhfeidhm Redot " "bunaithe ar an gcliant [url=https://github.com/miniupnp/miniupnp]MiniUPnP[/" "url]." @@ -175700,8 +175701,8 @@ msgstr "Rialú neamhbhailí." msgid "Memory allocation error." msgstr "Earráid leithdháilte cuimhne." -msgid "The most important data type in Godot." -msgstr "An cineál sonraí is tábhachtaí i Godot." +msgid "The most important data type in Redot." +msgstr "An cineál sonraí is tábhachtaí i Redot." msgid "" "In computer programming, a Variant class is a class that is designed to store " @@ -175730,15 +175731,15 @@ msgid "" "var ref = new RefCounted(); // var is especially useful when used together " "with a constructor.\n" "\n" -"// Godot also provides a Variant type that works like a union of all the " +"// Redot also provides a Variant type that works like a union of all the " "Variant-compatible types.\n" "Variant fooVar = 2; // fooVar is dynamically an integer (stored as a `long` " "in the Variant type).\n" "fooVar = \"Now fooVar is a string!\";\n" -"fooVar = new RefCounted(); // fooVar is a GodotObject.\n" +"fooVar = new RefCounted(); // fooVar is a RedotObject.\n" "[/csharp]\n" "[/codeblocks]\n" -"Godot tracks all scripting API variables within Variants. Without even " +"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.\n" @@ -175746,7 +175747,7 @@ msgid "" "Variants by default and then optionally enforces custom static typing rules " "on variable types.\n" "- 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 " +"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.\n" "The global [method @GlobalScope.typeof] function returns the enumerated value " @@ -175783,9 +175784,9 @@ msgid "" " break;\n" " case Variant.Type.Object:\n" " // Note that Objects are their own special category.\n" -" // You can convert a Variant to a GodotObject and use reflection to " +" // You can convert a Variant to a RedotObject and use reflection to " "get its name.\n" -" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n" +" GD.Print($\"foo is a(n) {foo.AsRedotObject().GetType().Name}\");\n" " break;\n" "}\n" "[/csharp]\n" @@ -175794,16 +175795,16 @@ msgid "" "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.\n" -"Godot has specifically invested in making its Variant class as flexible as " +"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.\n" +"facilitate communication between all of Redot's systems.\n" "A Variant:\n" "- Can store almost any datatype.\n" "- Can perform operations between many variants. GDScript uses Variant as its " "atomic/native datatype.\n" "- Can be hashed, so it can be compared quickly to other variants.\n" "- Can be used to convert safely between datatypes.\n" -"- Can be used to abstract calling methods and their arguments. Godot exports " +"- Can be used to abstract calling methods and their arguments. Redot exports " "all its functions through variants.\n" "- Can be used to defer calls or move data between threads.\n" "- Can be serialized as binary and stored to disk, or transferred via " @@ -175847,15 +175848,15 @@ msgstr "" "var ref = RefCounted nua(); Tá // var an-úsáideach nuair a úsáidtear é in " "éineacht le cruthaitheoir.\n" "\n" -"// Soláthraíonn Godot cineál Athróg freisin a oibríonn mar aontas de na " +"// Soláthraíonn Redot cineál Athróg freisin a oibríonn mar aontas de na " "cineálacha uile Athróg-chomhoiriúnach.\n" "Athrú fooVar = 2; // Is slánuimhir dinimiciúil é fooVar (stóráilte mar `fada` " "sa chineál athraitheach).\n" "fooVar = \"Is teaghrán í fooVar anois!\";\n" -"fooVar = RefCounted nua(); // Is GodotObject é fooVar.\n" +"fooVar = RefCounted nua(); // Is RedotObject é fooVar.\n" "[/csharp]\n" "[/codeblocks]\n" -"Rianaíonn Godot gach athróg API scriptithe laistigh d’Athraithe. Gan fiú é a " +"Rianaíonn Redot gach athróg API scriptithe laistigh d’Athraithe. Gan fiú é a " "thuiscint, úsáideann tú Athróga an t-am ar fad. Nuair a chuireann teanga ar " "leith a rialacha féin i bhfeidhm maidir le sonraí clóscríofa a choinneáil, tá " "a loighic saincheaptha féin á cur i bhfeidhm ag an teanga sin ar an mbunús " @@ -175865,7 +175866,7 @@ msgstr "" "bhfeidhm go roghnach rialacha clóscríobh statacha saincheaptha ar chineálacha " "athraitheacha.\n" "- Tá C# clóscríofa go statach, ach úsáideann sé a fhorfheidhmiú féin den " -"chineál athraitheach in ionad aicme [Athróg] Godot nuair is gá dó luach " +"chineál athraitheach in ionad aicme [Athróg] Redot nuair is gá dó luach " "dinimiciúil a léiriú. Is féidir aon chineál comhoiriúnach a shannadh go " "hintuigthe ar C# Variant ach teastaíonn teilgean sainráite chun athrú.\n" "Tugann an fheidhm dhomhanda [method @GlobalScope.typeof] ar ais luach áirithe " @@ -175902,9 +175903,9 @@ msgstr "" " briseadh ;\n" " cás Variant.Type.Object:\n" " // Tabhair faoi deara go bhfuil Réada ina gcatagóir speisialta féin.\n" -" // Is féidir leat Athróg a thiontú go GodotObject agus machnamh a " +" // Is féidir leat Athróg a thiontú go RedotObject agus machnamh a " "úsáid chun a ainm a fháil.\n" -" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n" +" GD.Print($\"foo is a(n) {foo.AsRedotObject().GetType().Name}\");\n" " briseadh ;\n" "}\n" "[/csharp]\n" @@ -175914,9 +175915,9 @@ msgstr "" "a choinneáil ar feadh tréimhsí fada ama. Ina áit sin, úsáidtear iad go " "príomha le haghaidh cumarsáide, eagarthóireachta, sraitheachú agus bogadh " "sonraí timpeall.\n" -"Tá infheistíocht shonrach déanta ag Godot chun a aicme athraitheach a " +"Tá infheistíocht shonrach déanta ag Redot chun a aicme athraitheach a " "dhéanamh chomh solúbtha agus is féidir; chomh mór sin go n-úsáidtear é don " -"iliomad oibríochtaí chun cumarsáid a éascú idir córais Godot ar fad.\n" +"iliomad oibríochtaí chun cumarsáid a éascú idir córais Redot ar fad.\n" "Leagan:\n" "- An féidir a stóráil beagnach aon chineál data.\n" "- An féidir oibríochtaí a dhéanamh idir go leor leaganacha. Úsáideann " @@ -175925,7 +175926,7 @@ msgstr "" "leaganacha eile.\n" "- Is féidir é a úsáid chun thiontú go sábháilte idir cineálacha sonraí.\n" "- Is féidir é a úsáid chun teibí a dhéanamh ar mhodhanna glao agus a gcuid " -"argóintí. Onnmhairíonn Godot a chuid feidhmeanna go léir trí leaganacha " +"argóintí. Onnmhairíonn Redot a chuid feidhmeanna go léir trí leaganacha " "éagsúla.\n" "- Is féidir é a úsáid chun glaonna a chur siar nó chun sonraí a bhogadh idir " "snáitheanna.\n" @@ -176018,7 +176019,7 @@ msgid "" "[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).\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle.png]Illustration of the returned angle.[/url]\n" "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]." @@ -176037,11 +176038,11 @@ msgstr "" msgid "" "Returns the angle to the given vector, in radians.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" "Filleann sé an uillinn go dtí an veicteoir tugtha, ina raidian.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle_to.png]Léaráid den uillinn a cuireadh ar ais.[/url]" msgid "" @@ -176049,7 +176050,7 @@ msgid "" "in radians.\n" "[code]a.angle_to_point(b)[/code] is equivalent of doing [code](b - a).angle()" "[/code].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle_to_point.png]Illustration of the returned angle.[/url]" msgstr "" "Filleann sé an uillinn idir an líne a nascann an dá phointe agus an ais X, " @@ -176408,7 +176409,7 @@ msgid "" "[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 " +"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]." msgstr "" @@ -176417,7 +176418,7 @@ msgstr "" "[b]Nóta:[/b] Tá [method frithchaitheamh] difriúil leis an rud a dtugann " "innill agus creataí eile air [code skip-lint]rith ()[/code]. In innill eile, " "glacann [code skip-lint]refllect()[/code] gnáthtreo atá ingearach leis an " -"líne. I Godot, sonraíonn tú treo na líne go díreach. Féach freisin [preab " +"líne. I Redot, sonraíonn tú treo na líne go díreach. Féach freisin [preab " "modh] a dhéanann an rud a thugann an chuid is mó de na hinnill air [cód skip-" "lint]léiriú()[/code]." @@ -177239,7 +177240,7 @@ msgid "" "[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] returns the result of the vector reflected by the given " -"plane. The reflection thus passes through the given normal. While in Godot " +"plane. The reflection thus passes through the given normal. While in Redot " "the reflection passes through the plane and can be thought of as bouncing off " "the normal. See also [method bounce] which does what most engines call [code " "skip-lint]reflect()[/code]." @@ -177250,7 +177251,7 @@ msgstr "" "innill agus creataí eile air [code skip-lint]rith ()[/code]. In innill eile, " "cuireann [code skip-lint]reflect()[/code] ar ais toradh an veicteora atá " "léirithe ag an bplána tugtha. Mar sin téann an frithchaitheamh tríd an ngnáth " -"a thugtar. Agus é in Godot téann an machnamh tríd an eitleán agus is féidir " +"a thugtar. Agus é in Redot téann an machnamh tríd an eitleán agus is féidir " "smaoineamh air mar phreab as an ngnáth. Féach freisin [preab modh] a dhéanann " "an rud a thugann an chuid is mó de na hinnill air [cód skip-lint]léiriú()[/" "code]." @@ -178715,12 +178716,12 @@ msgstr "" "as timpeall 200 le haghaidh rud éigin cosúil le carr Foirmle 1." msgid "" -"This is the distance the suspension can travel. As Godot units are equivalent " +"This is the distance the suspension can travel. As Redot units are equivalent " "to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 " "depending on the type of car." msgstr "" "Is é seo an fad is féidir leis an bhfionraí a thaisteal. Toisc go bhfuil " -"aonaid Godot comhionann le méadar, coinnigh an socrú seo sách íseal. Bain " +"aonaid Redot comhionann le méadar, coinnigh an socrú seo sách íseal. Bain " "triail as luach idir 0.1 agus 0.3 ag brath ar an gcineál gluaisteáin." msgid "" @@ -178765,13 +178766,13 @@ msgstr "Ga an rotha i méadair." msgid "" "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 " +"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." msgstr "" "Is é seo an fad ina mhéadair a íslítear an roth óna bhunphointe. Ná socraigh " "go 0.0 é seo agus bog an roth isteach sa suíomh, ina ionad sin bog bunphointe " -"do rotha (an gizmo in Godot) go dtí an suíomh a ghlacfaidh an roth nuair a " +"do rotha (an gizmo in Redot) go dtí an suíomh a ghlacfaidh an roth nuair a " "bheidh tú ag bun amach, agus ansin bain úsáid as an gcuid eile chun an roth a " "bhogadh síos go dtí an suíomh ar cheart dó a bheith ann nuair a bhíonn an " "carr ar fos." @@ -178963,13 +178964,13 @@ msgstr "" msgid "" "The length of the current stream, in seconds.\n" "[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 " +"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." msgstr "" "Fad an tsrutha reatha, i soicindí.\n" "[b]Nóta:[/b] I gcás sruthanna [VideoStreamTheora] (an fhormáid ionsuite a " -"fhaigheann tacaíocht ó Godot), beidh an luach seo nialasach i gcónaí, mar níl " +"fhaigheann tacaíocht ó Redot), beidh an luach seo nialasach i gcónaí, mar níl " "fáil ar fhad an tsrutha curtha i bhfeidhm fós. Seans go mbeidh formáidí " "físeáin curtha i bhfeidhm ag breiseán GDEExtension ag tacú leis an ngné." @@ -179067,14 +179068,14 @@ msgid "" "decoded on the CPU.\n" "[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] " "extension, you will have to rename the extension to [code].ogv[/code] to use " -"those videos within Godot." +"those videos within Redot." msgstr "" "Acmhainn [VideoStream] a láimhseáil an fhormáid físeáin [url=https://www." "theora.org/]Ogg Theora[/url] le síneadh [code].ogv[/code]. Tá an CODEC Theora " "díchódaithe ar an LAP.\n" "[b]Nóta:[/b] Cé gur féidir síneadh [code].ogg[/code] a bheith ag físeáin Ogg " "Theora freisin, beidh ort an síneadh a athainmniú go [code].ogv[/code] chun " -"na físeáin sin a úsáid laistigh Godot." +"na físeáin sin a úsáid laistigh Redot." msgid "" "Abstract base class for viewports. Encapsulates drawing and interaction with " @@ -181506,10 +181507,10 @@ msgstr "" msgid "" "This property only exists to preserve data authored in earlier versions of " -"Godot. It has currently no function." +"Redot. It has currently no function." msgstr "" "Níl an airí seo ann ach chun sonraí a údaraíodh i leaganacha níos luaithe de " -"Godot a chaomhnú. Níl aon fheidhm aige faoi láthair." +"Redot a chaomhnú. Níl aon fheidhm aige faoi láthair." msgid "A comparison function for common types within the visual shader graph." msgstr "" @@ -182146,19 +182147,19 @@ msgid "Translates to [code]dot(a, b)[/code] in the shader language." msgstr "Aistrítear go [code]ponc(a, b)[/code] sa teanga scáthláin." msgid "" -"A custom visual shader graph expression written in Godot Shading Language." +"A custom visual shader graph expression written in Redot Shading Language." msgstr "" -"A slonn graf saincheaptha amhairc shader scríofa i Godot Shading Language." +"A slonn graf saincheaptha amhairc shader scríofa i Redot Shading Language." msgid "" -"Custom Godot Shading Language expression, with a custom number of input and " +"Custom Redot Shading Language expression, with a custom number of input and " "output ports.\n" "The provided code is directly injected into the graph's matching shader " "function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), " "so it cannot be used to declare functions, varyings, uniforms, or global " "constants. See [VisualShaderNodeGlobalExpression] for such global definitions." msgstr "" -"Saincheap Godot Scáthlíniú Teanga slonn, le líon saincheaptha de na calafoirt " +"Saincheap Redot Scáthlíniú Teanga slonn, le líon saincheaptha de na calafoirt " "ionchuir agus aschuir.\n" "Déantar an cód a sholáthraítear a instealladh go díreach isteach i bhfeidhm " "scáthaithe meaitseála an ghraif ([code] rinn[/code], [code]bhrín[/code], nó " @@ -182168,12 +182169,12 @@ msgstr "" "leithéid." msgid "" -"An expression in Godot Shading Language, which will be injected at the start " +"An expression in Redot Shading Language, which will be injected at the start " "of the graph's matching shader function ([code]vertex[/code], [code]fragment[/" "code], or [code]light[/code]), and thus cannot be used to declare functions, " "varyings, uniforms, or global constants." msgstr "" -"Slonn i dTeanga Scáthlúcháin Godot, a instealladh ag tús fheidhm scáthaithe " +"Slonn i dTeanga Scáthlúcháin Redot, a instealladh ag tús fheidhm scáthaithe " "meaitseála an ghraif ([code] rinn[/code], [code]ilroinn[/code], nó " "[code]solas[/code]), agus mar sin ní féidir é a úsáid chun feidhmeanna, " "athruithe, éide nó tairisigh dhomhanda a dhearbhú." @@ -182235,126 +182236,126 @@ msgid "" "Godot Shader Language." msgstr "" "Filleann sín an pharaiméadar. Aistrítear go [code]sin(x)[/code] i dTeanga " -"Godot Shader." +"Redot Shader." msgid "" "Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in the " "Godot Shader Language." msgstr "" "Filleann cosine an pharaiméadar. Aistrítear go [code]cos(x)[/code] i dTeanga " -"Godot Shader." +"Redot Shader." msgid "" "Returns the tangent of the parameter. Translates to [code]tan(x)[/code] in " "the Godot Shader Language." msgstr "" "Filleann tadhlaí an pharaiméadar. Aistrítear go [code]tan(x)[/code] i dTeanga " -"Godot Shader." +"Redot Shader." msgid "" "Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] in " "the Godot Shader Language." msgstr "" "Filleann stua-sín an pharaiméadar. Aistrítear go [code]asin(x)[/code] i " -"dTeanga Godot Shader." +"dTeanga Redot Shader." msgid "" "Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/code] " "in the Godot Shader Language." msgstr "" "Filleann stua-cóisín an pharaiméadar. Aistrítear go [code]acos(x)[/code] i " -"dTeanga Godot Shader." +"dTeanga Redot Shader." msgid "" "Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/code] " "in the Godot Shader Language." msgstr "" "Filleann stua-tadhlaí an pharaiméadar. Aistrítear go [code]atan(x)[/code] i " -"dTeanga Godot Shader." +"dTeanga Redot Shader." msgid "" "Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/" "code] in the Godot Shader Language." msgstr "" "Filleann sé sin hipearbóileach an pharaiméadar. Aistrítear go [code]sinh(x)[/" -"code] i dTeanga Godot Shader." +"code] i dTeanga Redot Shader." msgid "" "Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/" "code] in the Godot Shader Language." msgstr "" "Filleann sé comhshíneas hipearbóileach an pharaiméadar. Aistrítear go " -"[code]cosh(x)[/code] i dTeanga Godot Shader." +"[code]cosh(x)[/code] i dTeanga Redot Shader." msgid "" "Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)[/" "code] in the Godot Shader Language." msgstr "" "Filleann tadhlaí hipearbóileach an pharaiméadar. Aistrítear go [code]tanh(x)[/" -"code] i dTeanga Godot Shader." +"code] i dTeanga Redot Shader." msgid "" "Returns the natural logarithm of the parameter. Translates to [code]log(x)[/" "code] in the Godot Shader Language." msgstr "" "Filleann sé logarithm nádúrtha an pharaiméadar. Aistrítear go [code]log(x)[/" -"code] i dTeanga Godot Shader." +"code] i dTeanga Redot Shader." msgid "" "Returns the natural exponentiation of the parameter. Translates to " "[code]exp(x)[/code] in the Godot Shader Language." msgstr "" "Filleann sé easpónantú nádúrtha an pharaiméadar. Aistrítear go [code]exp(x)[/" -"code] i dTeanga Godot Shader." +"code] i dTeanga Redot Shader." msgid "" "Returns the square root of the parameter. Translates to [code]sqrt(x)[/code] " "in the Godot Shader Language." msgstr "" "Filleann fréamh chearnach an pharaiméadar. Aistrítear go [code]sqrt(x)[/code] " -"i dTeanga Godot Shader." +"i dTeanga Redot Shader." msgid "" "Returns the absolute value of the parameter. Translates to [code]abs(x)[/" "code] in the Godot Shader Language." msgstr "" "Filleann sé luach absalóideach an pharaiméadar. Aistrítear go [code]abs(x)[/" -"code] i dTeanga Godot Shader." +"code] i dTeanga Redot Shader." msgid "" "Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the " "Godot Shader Language." msgstr "" "Sliocht comhartha an pharaiméadar. Aistrítear go [code]comhartha(x)[/code] i " -"dTeanga Godot Shader." +"dTeanga Redot Shader." msgid "" "Finds the nearest integer less than or equal to the parameter. Translates to " "[code]floor(x)[/code] in the Godot Shader Language." msgstr "" "Faightear an tslánuimhir is gaire níos lú ná nó cothrom leis an bparaiméadar. " -"Aistrítear go [code]urlár(x)[/code] i dTeanga Godot Shader." +"Aistrítear go [code]urlár(x)[/code] i dTeanga Redot Shader." msgid "" "Finds the nearest integer to the parameter. Translates to [code]round(x)[/" "code] in the Godot Shader Language." msgstr "" "Faightear an tslánuimhir is gaire don pharaiméadar. Aistrítear go " -"[code]bhabhta(x)[/code] i dTeanga Godot Shader." +"[code]bhabhta(x)[/code] i dTeanga Redot Shader." msgid "" "Finds the nearest integer that is greater than or equal to the parameter. " "Translates to [code]ceil(x)[/code] in the Godot Shader Language." msgstr "" "Faightear an tslánuimhir is gaire atá níos mó ná nó cothrom leis an " -"bparaiméadar. Aistrítear go [code]ceil(x)[/code] i dTeanga Godot Shader." +"bparaiméadar. Aistrítear go [code]ceil(x)[/code] i dTeanga Redot Shader." msgid "" "Computes the fractional part of the argument. Translates to [code]fract(x)[/" "code] in the Godot Shader Language." msgstr "" "Ríomhann sé an chuid codánach den argóint. Aistrítear go [code]fract(x)[/" -"code] i dTeanga Godot Shader." +"code] i dTeanga Redot Shader." msgid "" "Clamps the value between [code]0.0[/code] and [code]1.0[/code] using " @@ -182371,56 +182372,56 @@ msgid "" "[code]acosh(x)[/code] in the Godot Shader Language." msgstr "" "Filleann stua-hiperbolic-cóisín an pharaiméadar. Aistrítear go [code]acosh(x)" -"[/code] i dTeanga Godot Shader." +"[/code] i dTeanga Redot Shader." msgid "" "Returns the arc-hyperbolic-sine of the parameter. Translates to [code]asinh(x)" "[/code] in the Godot Shader Language." msgstr "" "Filleann stua-hiperbolic-sín an pharaiméadar. Aistrítear go [code]asinh(x)[/" -"code] i dTeanga Godot Shader." +"code] i dTeanga Redot Shader." msgid "" "Returns the arc-hyperbolic-tangent of the parameter. Translates to " "[code]atanh(x)[/code] in the Godot Shader Language." msgstr "" "Filleann stua-hiperbolic-tadhlaí an pharaiméadar. Aistrítear go [code]atanh(x)" -"[/code] i dTeanga Godot Shader." +"[/code] i dTeanga Redot Shader." msgid "" "Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/" "code] in the Godot Shader Language." msgstr "" "Tiontaigh cainníocht i raidian go céimeanna. Aistrítear go [code]céimeanna(x)" -"[/code] i dTeanga Godot Shader." +"[/code] i dTeanga Redot Shader." msgid "" "Returns 2 raised by the power of the parameter. Translates to [code]exp2(x)[/" "code] in the Godot Shader Language." msgstr "" "Tuairisceáin 2 a ardaíodh ag cumhacht an pharaiméadar. Aistrítear go " -"[code]exp2(x)[/code] i dTeanga Godot Shader." +"[code]exp2(x)[/code] i dTeanga Redot Shader." msgid "" "Returns the inverse of the square root of the parameter. Translates to " "[code]inversesqrt(x)[/code] in the Godot Shader Language." msgstr "" "Filleann sé inbhéartach fhréamh chearnach an pharaiméadar. Aistrítear go " -"[code]inversesqrt(x)[/code] i dTeanga Godot Shader." +"[code]inversesqrt(x)[/code] i dTeanga Redot Shader." msgid "" "Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/" "code] in the Godot Shader Language." msgstr "" "Filltear bonn 2 logarithm an pharaiméadar. Aistrítear go [code]log2(x)[/code] " -"i dTeanga Godot Shader." +"i dTeanga Redot Shader." msgid "" "Convert a quantity in degrees to radians. Translates to [code]radians(x)[/" "code] in the Godot Shader Language." msgstr "" "Tiontaigh cainníocht ina céimeanna go raidian. Aistrítear go [code]radians(x)" -"[/code] i dTeanga Godot Shader." +"[/code] i dTeanga Redot Shader." msgid "" "Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/" @@ -182434,7 +182435,7 @@ msgid "" "[code]roundEven(x)[/code] in the Godot Shader Language." msgstr "" "Faigheann sé an tslánuimhir chothrom is gaire don pharaiméadar. Aistrítear go " -"[code]roundEven(x)[/code] i dTeanga Godot Shader." +"[code]roundEven(x)[/code] i dTeanga Redot Shader." msgid "" "Returns a value equal to the nearest integer to [code]x[/code] whose absolute " @@ -182443,7 +182444,7 @@ msgid "" msgstr "" "Filleann sé luach atá comhionann leis an slánuimhir is gaire do [code]x[/" "code] nach bhfuil a luach absalóideach níos mó ná an luach absalóideach ar " -"[code]x[/code]. Aistrítear go [code]trunc(x)[/code] i dTeanga Godot Shader." +"[code]x[/code]. Aistrítear go [code]trunc(x)[/code] i dTeanga Redot Shader." msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])." msgstr "Dealaigh scálach [code]x[/code] ó 1 (i.e. [code]1 - x[/code])." @@ -182478,46 +182479,46 @@ msgid "" "in the Godot Shader Language." msgstr "" "Ríomhtar an chuid eile de dhá uimhir. Aistrítear go [code]mod(a, b)[/code] i " -"dTeanga Godot Shader." +"dTeanga Redot Shader." msgid "" "Raises the [code]a[/code] to the power of [code]b[/code]. Translates to " "[code]pow(a, b)[/code] in the Godot Shader Language." msgstr "" "Ardaíonn sé an [code]a[/code] go cumhacht [code]b[/code]. Aistrítear go " -"[code]pow(a, b)[/code] i dTeanga Godot Shader." +"[code]pow(a, b)[/code] i dTeanga Redot Shader." msgid "" "Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in " "the Godot Shader Language." msgstr "" "Filleann an ceann is mó de dhá uimhir. Aistrítear go [code]max(a, b)[/code] i " -"dTeanga Godot Shader." +"dTeanga Redot Shader." msgid "" "Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in " "the Godot Shader Language." msgstr "" "Filleann an ceann is lú de dhá uimhir. Aistrítear go [code]nóim(a, b)[/code] " -"i dTeanga Godot Shader." +"i dTeanga Redot Shader." msgid "" "Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)[/" "code] in the Godot Shader Language." msgstr "" "Filleann stua-tadhlaí na bparaiméadar. Aistrítear go [code]atan(a, b)[/code] " -"i dTeanga Godot Shader." +"i dTeanga Redot Shader." msgid "" "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 " +"otherwise 1.0. Translates to [code]step(a, b)[/code] in the Redot Shader " "Language." msgstr "" "Gineann céimfheidhm trí [code]b[/code](x) a chur i gcomparáid le [code]a[/" "code](imeall). Filleann sé 0.0 má tá [code]x[/code] níos lú ná [code]imeall[/" "code] agus ar bhealach eile 1.0. Aistrítear go [code]céim(a, b)[/code] i " -"dTeanga Godot Shader." +"dTeanga Redot Shader." msgid "A scalar float parameter to be used within the visual shader graph." msgstr "" @@ -182647,19 +182648,19 @@ msgstr "" "amharc an cheamara (cuir isteach na hionchuir a bhaineann leis)." msgid "" -"A custom global visual shader graph expression written in Godot Shading " +"A custom global visual shader graph expression written in Redot Shading " "Language." msgstr "" -"A slonn graf saincheaptha domhanda shader amhairc scríofa i Godot Shading " +"A slonn graf saincheaptha domhanda shader amhairc scríofa i Redot Shading " "Language...." msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "generated shader. You can place various function definitions inside to call " "later in [VisualShaderNodeExpression]s (which are injected in the main shader " "functions). You can also declare varyings, uniforms and global constants." msgstr "" -"Saincheap Godot Shader slonn teanga, a chuirtear ar bharr an shader ginte. Is " +"Saincheap Redot Shader slonn teanga, a chuirtear ar bharr an shader ginte. Is " "féidir leat sainmhínithe feidhmeanna éagsúla a chur taobh istigh le glaoch " "orthu níos déanaí in [VisualShaderNodeExpression]s (a chuirtear isteach sna " "príomhfheidhmeanna scáthaithe). Is féidir leat athruithe, éidí agus tairisigh " @@ -182837,11 +182838,11 @@ msgid "Shading reference index" msgstr "Innéacs tagartha scáthaithe" msgid "" -"Returns a translated name of the current constant in the Godot Shader " +"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]." msgstr "" -"Tugann sé ar ais ainm aistrithe den tairiseach reatha sa Godot Shader " +"Tugann sé ar ais ainm aistrithe den tairiseach reatha sa Redot Shader " "Language. E.g. [code]\"ALBEDO\"[/code] má tá an [comhalta ionchur_ainm] " "comhionann le [code]\"albedo\"[/code]." @@ -182882,7 +182883,7 @@ msgid "" "Translates to [code]~a[/code] in the Godot Shader Language." msgstr "" "Filleann sé toradh na hoibríochta bitwise [code]NOT[/code] ar an tslánuimhir. " -"Aistrítear go [code]~a[/code] i dTeanga Godot Shader." +"Aistrítear go [code]~a[/code] i dTeanga Redot Shader." msgid "An integer scalar operator to be used within the visual shader graph." msgstr "" @@ -182904,42 +182905,42 @@ msgid "" "the Godot Shader Language." msgstr "" "Filleann an ceann is lú de dhá uimhir. Aistrítear go [code]max(a, b)[/code] i " -"dTeanga Godot Shader." +"dTeanga Redot Shader." msgid "" "Returns the result of bitwise [code]AND[/code] operation on the integer. " "Translates to [code]a & b[/code] in the Godot Shader Language." msgstr "" "Filleann sé toradh oibríocht bitwise [code]AND[/code] ar an tslánuimhir. " -"Aistrítear go [code]a & b[/code] i dTeanga Godot Shader." +"Aistrítear go [code]a & b[/code] i dTeanga Redot Shader." msgid "" "Returns the result of bitwise [code]OR[/code] operation for two integers. " "Translates to [code]a | b[/code] in the Godot Shader Language." msgstr "" "Filleann sé toradh na hoibríochta bitwise [code] OR[/code] le haghaidh dhá " -"shlánuimhir. Aistrítear go [code]a | b[/code] sa teanga Godot Shader." +"shlánuimhir. Aistrítear go [code]a | b[/code] sa teanga Redot Shader." msgid "" "Returns the result of bitwise [code]XOR[/code] operation for two integers. " "Translates to [code]a ^ b[/code] in the Godot Shader Language." msgstr "" "Filleann sé toradh oibríocht bitwise [code]XOR[/code] le haghaidh dhá " -"shlánuimhir. Aistrítear go [code]a^ b[/code] sa Teanga Godot Shader." +"shlánuimhir. Aistrítear go [code]a^ b[/code] sa Teanga Redot Shader." msgid "" "Returns the result of bitwise left shift operation on the integer. Translates " "to [code]a << b[/code] in the Godot Shader Language." msgstr "" "Filleann sé an toradh ar oibriú seal beag ar chlé ar an tslánuimhir. " -"Aistrítear go [code]a <<b[/code] sa Teanga Godot Shader." +"Aistrítear go [code]a <<b[/code] sa Teanga Redot Shader." msgid "" "Returns the result of bitwise right shift operation on the integer. " "Translates to [code]a >> b[/code] in the Godot Shader Language." msgstr "" "Filleann sé an toradh ar oibriú seal beag ar chlé ar an tslánuimhir. " -"Aistrítear go [code]a <<b[/code] sa Teanga Godot Shader." +"Aistrítear go [code]a <<b[/code] sa Teanga Redot Shader." msgid "A visual shader node for shader parameter (uniform) of type [int]." msgstr "" @@ -185066,17 +185067,17 @@ msgstr "" msgid "" "Tells the channel to send data over this channel as text. An external peer " -"(non-Godot) would receive this as a string." +"(non-Redot) would receive this as a string." msgstr "" "Insíonn sé don chainéal sonraí a sheoladh thar an gcainéal seo mar théacs. " -"Gheobhadh piaraí seachtrach (neamh-Godot) é seo mar theaghrán." +"Gheobhadh piaraí seachtrach (neamh-Redot) é seo mar theaghrán." msgid "" "Tells the channel to send data over this channel as binary. An external peer " -"(non-Godot) would receive this as array buffer or blob." +"(non-Redot) would receive this as array buffer or blob." msgstr "" "Insíonn sé don chainéal sonraí a sheoladh thar an gcainéal seo mar dhénártha. " -"Gheobhadh piaraí seachtrach (neamh-Godot) é seo mar mhaolán eagair nó blob." +"Gheobhadh piaraí seachtrach (neamh-Redot) é seo mar mhaolán eagair nó blob." msgid "The channel was created, but it's still trying to connect." msgstr "Cruthaíodh an cainéal, ach tá sé fós ag iarraidh a nascadh." @@ -186117,7 +186118,7 @@ msgid "" "\n" "func _webxr_session_started():\n" " $Button.visible = false\n" -" # This tells Godot to start rendering to the headset.\n" +" # This tells Redot to start rendering to the headset.\n" " get_viewport().use_xr = true\n" " # This will be the reference space type you ultimately got, out of the\n" " # types that you requested above. This is useful if you want the game to\n" @@ -186129,7 +186130,7 @@ msgid "" "\n" "func _webxr_session_ended():\n" " $Button.visible = true\n" -" # If the user exits immersive mode, then we tell Godot to render to the " +" # If the user exits immersive mode, then we tell Redot to render to the " "web\n" " # page again.\n" " get_viewport().use_xr = false\n" @@ -186140,7 +186141,7 @@ msgid "" "There are a couple ways to handle \"controller\" input:\n" "- Using [XRController3D] nodes and their [signal XRController3D." "button_pressed] and [signal XRController3D.button_released] signals. This is " -"how controllers are typically handled in XR apps in Godot, however, this will " +"how controllers are typically handled in XR apps in Redot, however, this will " "only work with advanced VR controllers like the Oculus Touch or Index " "controllers, for example.\n" "- Using the [signal select], [signal squeeze] and related signals. This " @@ -186238,7 +186239,7 @@ msgstr "" "\n" "feidhm _webxr_session_started():\n" " $Button.visible = bréagach\n" -" # Insíonn sé seo do Godot tosú ag rindreáil don headset.\n" +" # Insíonn sé seo do Redot tosú ag rindreáil don headset.\n" " get_viewport().use_xr = fíor\n" " # Is é seo an cineál spáis tagartha a fuair tú sa deireadh, as an\n" " # chineál a d'iarr tú thuas. Tá sé seo úsáideach más mian leat an cluiche " @@ -186252,7 +186253,7 @@ msgstr "" "\n" "feidhm _webxr_seisiún_críochnaithe():\n" " $Button.visible = fíor\n" -" # Má scoireann an t-úsáideoir mód tumtha, ansin deirimid le Godot " +" # Má scoireann an t-úsáideoir mód tumtha, ansin deirimid le Redot " "rindreáil don ngréasán\n" " # leathanach arís.\n" " get_viewport().use_xr = bréagach\n" @@ -186263,7 +186264,7 @@ msgstr "" "Tá cúpla bealach ann chun ionchur \"rialtóra\" a láimhseáil:\n" "- Ag baint úsáide as [XRController3D] nóid agus a [comhartha XRController3D." "button_pressed] agus [comhartha XRController3D.button_released] comharthaí. " -"Seo mar a láimhseáiltear rialtóirí go hiondúil in apps XR i Godot, áfach, ní " +"Seo mar a láimhseáiltear rialtóirí go hiondúil in apps XR i Redot, áfach, ní " "oibreoidh sé seo ach le rialtóirí VR chun cinn cosúil leis na rialaitheoirí " "Oculus Touch nó Index, mar shampla.\n" "- Ag baint úsáide as [roghnú comhartha], [brú comhartha] agus comharthaí " @@ -186274,8 +186275,8 @@ msgstr "" "le sraith gléasanna agus modhanna ionchuir níos leithne nó níos cúinge, nó " "chun idirghníomhaíochtaí níos forbartha a cheadú le gléasanna níos forbartha." -msgid "How to make a VR game for WebXR with Godot 4" -msgstr "Conas cluiche VR a dhéanamh do WebXR le Godot 4" +msgid "How to make a VR game for WebXR with Redot 4" +msgstr "Conas cluiche VR a dhéanamh do WebXR le Redot 4" msgid "" "Returns display refresh rates supported by the current HMD. Only returned if " @@ -186570,12 +186571,12 @@ msgid "" "Emitted when the user ends the WebXR session (which can be done using UI from " "the browser or device).\n" "At this point, you should do [code]get_viewport().use_xr = false[/code] to " -"instruct Godot to resume rendering to the screen." +"instruct Redot to resume rendering to the screen." msgstr "" "Astaithe nuair a chríochnaíonn an t-úsáideoir an seisiún WebXR (is féidir a " "dhéanamh ag baint úsáide as Chomhéadain ón mbrabhsálaí nó gléas).\n" "Ag an bpointe seo, ba cheart duit [code]get_viewport().use_xr = bréagach[/" -"code] a dhéanamh chun treoir a thabhairt do Godot rindreáil ar an scáileán a " +"code] a dhéanamh chun treoir a thabhairt do Redot rindreáil ar an scáileán a " "atosú." msgid "" @@ -186592,12 +186593,12 @@ msgid "" "Emitted by [method XRInterface.initialize] if the session is successfully " "started.\n" "At this point, it's safe to do [code]get_viewport().use_xr = true[/code] to " -"instruct Godot to start rendering to the XR device." +"instruct Redot to start rendering to the XR device." msgstr "" "Astaítear ag [method XRInterface.initialize] má tá an seisiún tosaithe go " "rathúil.\n" "Ag an bpointe seo, tá sé sábháilte [code]get_viewport().use_xr = true[/code] " -"a dhéanamh chun treoir a thabhairt do Godot tosú ag rindreáil don ghléas XR." +"a dhéanamh chun treoir a thabhairt do Redot tosú ag rindreáil don ghléas XR." msgid "" "Emitted by [method is_session_supported] to indicate if the given [param " @@ -188449,7 +188450,7 @@ msgid "" " if (parser.GetNodeType() == XmlParser.NodeType.Element)\n" " {\n" " var nodeName = parser.GetNodeName();\n" -" var attributesDict = new Godot.Collections.Dictionary();\n" +" var attributesDict = new Redot.Collections.Dictionary();\n" " for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n" " {\n" " attributesDict[parser.GetAttributeName(idx)] = parser." @@ -188493,7 +188494,7 @@ msgstr "" " if (parser.GetNodeType() == XmlParser.NodeType.Element)\n" " {\n" " var nodeName = parser.GetNodeName();\n" -" var attributesDict = new Godot.Collections.Dictionary();\n" +" var attributesDict = new Redot.Collections.Dictionary();\n" " for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n" " {\n" " attributesDict[parser.GetAttributeName(idx)] = parser." @@ -188747,13 +188748,13 @@ msgstr "Comhpháirt na coise íochtair ar dheis." msgid "" "A body tracking system will create an instance of this object and add it to " "the [XRServer]. This tracking system will then obtain skeleton data, convert " -"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"it to the Redot Humanoid skeleton and store this data on the [XRBodyTracker] " "object.\n" "Use [XRBodyModifier3D] to animate a body mesh using body tracking data." msgstr "" "Cruthóidh córas rianaithe coirp sampla den réad seo agus cuirfidh sé leis an " "[XRServer] é. Gheobhaidh an córas rianaithe seo sonraí cnámharlaigh ansin, " -"déanfar é a thiontú go cnámharlach Godot Humanoid agus stórálfar na sonraí " +"déanfar é a thiontú go cnámharlach Redot Humanoid agus stórálfar na sonraí " "seo ar an réad [XRBodyTracker].\n" "Úsáid [XRBodyModifier3D] chun mogall coirp a bheochan ag baint úsáide as " "sonraí rianaithe coirp." @@ -189727,13 +189728,13 @@ msgstr "Alt meiteacarpacha méar fáinne." msgid "" "A hand tracking system will create an instance of this object and add it to " "the [XRServer]. This tracking system will then obtain skeleton data, convert " -"it to the Godot Humanoid hand skeleton and store this data on the " +"it to the Redot Humanoid hand skeleton and store this data on the " "[XRHandTracker] object.\n" "Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." msgstr "" "Cruthóidh córas rianaithe láimhe sampla den oibiacht seo agus cuirfear leis " "an [XRServer] é. Gheobhaidh an córas rianaithe seo sonraí cnámharlaigh ansin, " -"déanfar é a thiontú go cnámharlach láimhe Godot Humanoid agus stórálfar na " +"déanfar é a thiontú go cnámharlach láimhe Redot Humanoid agus stórálfar na " "sonraí seo ar an réad [XRHandTracker].\n" "Úsáid [XRHandModifier3D] chun mogalra láimhe a bheochan ag baint úsáide as " "sonraí rianaithe láimhe." @@ -189932,7 +189933,7 @@ msgstr "[code]true[/code] más é seo an príomh-chomhéadan." msgid "" "This class needs to be implemented to make an AR or VR platform available to " -"Godot and these should be implemented as C++ modules or GDExtension modules. " +"Redot and these should be implemented as C++ modules or GDExtension modules. " "Part of the interface is exposed to GDScript so you can detect, enable and " "configure an AR or VR platform.\n" "Interfaces should be written in such a way that simply enabling them will " @@ -189940,7 +189941,7 @@ msgid "" "[XRServer]." msgstr "" "Ní mór an rang seo a chur i bhfeidhm chun ardán AR nó VR a chur ar fáil do " -"Godot agus ba chóir iad seo a chur i bhfeidhm mar mhodúil C++ nó mar mhodúil " +"Redot agus ba chóir iad seo a chur i bhfeidhm mar mhodúil C++ nó mar mhodúil " "Síneadh GDE. Tá cuid den chomhéadan nochta do GDScript ionas gur féidir leat " "ardán AR nó VR a bhrath, a chumasú agus a chumrú.\n" "Ba cheart comhéadain a scríobh ar bhealach a thabharfaidh socrú oibre dúinn " @@ -189982,7 +189983,7 @@ msgstr "Tacaíonn an comhéadan seo le rindreáil steiréascópach." msgid "Returns the projection matrix for a view/eye." msgstr "" "Tacaíonn an comhéadan seo le rindreáil quad (nach bhfuil tacaíocht fós ag " -"Godot)." +"Redot)." msgid "" "Returns the resolution at which we should render our intermediate results " @@ -190042,9 +190043,9 @@ msgid "" "After initializing the interface you want to use you then need to enable the " "AR/VR mode of a viewport and rendering should commence.\n" "[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.\n" +"that uses the main output of Redot, such as for mobile VR.\n" "If you do this for a platform that handles its own output (such as OpenVR) " -"Godot will show just one eye without distortion on screen. Alternatively, you " +"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 " @@ -190059,9 +190060,9 @@ msgstr "" "Tar éis duit an comhéadan is mian leat a úsáid a thosú ní mór duit an modh AR/" "VR d'amharc a chumasú agus ba chóir go dtosódh an rindreáil.\n" "[b]Nóta:[/b] Ní mór duit an mód XR a chumasú sa phríomhamharc d’aon ghléas a " -"úsáideann príomh-aschur Godot, mar shampla do VR soghluaiste.\n" +"úsáideann príomh-aschur Redot, mar shampla do VR soghluaiste.\n" "Má dhéanann tú é seo le haghaidh ardán a láimhseálann a aschur féin (cosúil " -"le OpenVR) taispeánfaidh Godot súil amháin gan aon saobhadh ar an scáileán. " +"le OpenVR) taispeánfaidh Redot súil amháin gan aon saobhadh ar an scáileán. " "Mar mhalairt air sin, is féidir leat nód radhairc ar leith a chur le do " "radharc agus AR/VR a chumasú ar an radharc sin. Bainfear úsáid as chun aschur " "chuig an HMD, rud a fhágann go mbeidh tú in ann aon rud a thaitníonn leat sa " @@ -190249,7 +190250,7 @@ msgid "This interface supports stereoscopic rendering." msgstr "" "Filleann sé an maitrís teilgin don radharc a thugtar mar [PackedFloat64Array]." -msgid "This interface supports quad rendering (not yet supported by Godot)." +msgid "This interface supports quad rendering (not yet supported by Redot)." msgstr "" "Filleann sé seo méid ár sprice rindreála don chomhéadan seo, sáraíonn sé seo " "méid an [Viewport] atá marcáilte mar an amharcport xr." @@ -190608,12 +190609,12 @@ msgstr "" msgid "" "The name of the pose we're bound to. Which poses a tracker supports is not " "known during design time.\n" -"Godot defines number of standard pose names such as [code]aim[/code] and " +"Redot defines number of standard pose names such as [code]aim[/code] and " "[code]grip[/code] but other may be configured within a given [XRInterface]." msgstr "" "Ainm an staidiúir a bhfuil ceangal orainn. Ní fios cén tacaí rianaithe atá i " "gceist le linn am dearaidh.\n" -"Sainmhíníonn Godot líon na n-ainmneacha staidiúir caighdeánacha mar " +"Sainmhíníonn Redot líon na n-ainmneacha staidiúir caighdeánacha mar " "[code]aim[/code] agus [code]greim[/code] ach is féidir cinn eile a chumrú " "laistigh de [XRInterface] ar leith." @@ -190627,13 +190628,13 @@ msgstr "" msgid "" "The name of the tracker we're bound to. Which trackers are available is not " "known during design time.\n" -"Godot defines a number of standard trackers such as [code]left_hand[/code] " +"Redot defines a number of standard trackers such as [code]left_hand[/code] " "and [code]right_hand[/code] but others may be configured within a given " "[XRInterface]." msgstr "" "Ainm an lorgaire a bhfuil muid faoi cheangal. Ní fios cé na lorgairí atá ar " "fáil le linn an ama deartha.\n" -"Sainmhíníonn Godot roinnt rianairí caighdeánacha ar nós [code]left_hand[/" +"Sainmhíníonn Redot roinnt rianairí caighdeánacha ar nós [code]left_hand[/" "code] agus [code] right_hand[/code] ach is féidir cinn eile a chumrú laistigh " "de [XRInterface] ar leith." @@ -190731,7 +190732,7 @@ msgstr "" msgid "" "The name of this pose. Pose names are often driven by an action map setup by " -"the user. Godot does suggest a number of pose names that it expects " +"the user. Redot does suggest a number of pose names that it expects " "[XRInterface]s to implement:\n" "- [code]root[/code] defines a root location, often used for tracked objects " "that do not have further nodes.\n" @@ -190743,7 +190744,7 @@ msgid "" "runtime." msgstr "" "Ainm an staidiúir seo. Is minic a bhíonn ainmneacha staidiúir á dtiomáint ag " -"socrú léarscáil gnímh ag an úsáideoir. Molann Godot roinnt ainmneacha " +"socrú léarscáil gnímh ag an úsáideoir. Molann Redot roinnt ainmneacha " "staidiúir a bhfuil sé ag súil leis go gcuirfidh [XRInterface]s iad i " "bhfeidhm:\n" "- Sainmhíníonn [code]fréamh[/code] suíomh fréimhe, a úsáidtear go minic le " @@ -191169,7 +191170,7 @@ msgstr "Cur síos ar an lorgaire seo." msgid "" "The unique name of this tracker. The trackers that are available differ " -"between various XR runtimes and can often be configured by the user. Godot " +"between various XR runtimes and can often be configured by the user. Redot " "maintains a number of reserved names that it expects the [XRInterface] to " "implement if applicable:\n" "- [code]head[/code] identifies the [XRPositionalTracker] of the players head\n" @@ -191188,7 +191189,7 @@ msgid "" msgstr "" "Ainm uathúil an rianaithe seo. Tá difríocht idir na rianaithe atá ar fáil " "idir amanna rite XR éagsúla agus is minic gur féidir leis an úsáideoir iad a " -"chumrú. Coinníonn Godot roinnt ainmneacha forchoimeádta a bhfuil sé ag súil " +"chumrú. Coinníonn Redot roinnt ainmneacha forchoimeádta a bhfuil sé ag súil " "go gcuirfidh an [XRInterface] i bhfeidhm más infheidhme:\n" "- Aithníonn [code]head[/code] an [XRPositionalTracker] ceann na n-imreoirí\n" "- Aithníonn [code]left_hand[/code] an [XRControllerTracker] sa lámh chlé\n" diff --git a/doc/translations/it.po b/doc/translations/it.po index 755742f680..39cab0c2ed 100644 --- a/doc/translations/it.po +++ b/doc/translations/it.po @@ -1,7 +1,8 @@ -# Italian translation of the Godot Engine class reference. +# Italian translation of the Redot Engine class reference. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. -# This file is distributed under the same license as the Godot source code. +# This file is distributed under the same license as the Redot source code. # # Micila Micillotto <micillotto@gmail.com>, 2020, 2021, 2022. # Bob <spiroski.boban@gmail.com>, 2020. @@ -41,7 +42,7 @@ # Micky <micheledevita2@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine class reference\n" +"Project-Id-Version: Redot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2024-08-12 20:09+0000\n" "Last-Translator: Micky <micheledevita2@gmail.com>\n" @@ -2265,7 +2266,7 @@ 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]." @@ -2283,7 +2284,7 @@ msgstr "" "- 1.0: Lineare\n" "- Maggiore di 1.0 (esclusi): Ease out\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]cheatsheet per valori curve di ease()[/url]\n" "Vedi anche [method smoothstep]. Se hai bisogno di eseguire transizioni più " "avanzate, usa [Tween.interpolate_value]." @@ -2925,7 +2926,7 @@ msgid "" "terminal. Unlike [method print], no newline is automatically added at the " "end.\n" "[b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output " -"dock. The output sent to the OS terminal can be seen when running Godot from " +"dock. The output sent to the OS terminal can be seen when running Redot from " "a terminal. On Windows, this requires using the [code]console.exe[/code] " "executable.\n" "[codeblocks]\n" @@ -2948,7 +2949,7 @@ msgstr "" "viene automaticamente aggiunta alla fine.\n" "[b]Nota:[/b] Il terminale del sistema operativo [i]not[/i] è lo stesso del " "pannello di output dell'editor. L'output inviato al terminale del sistema " -"operativo può essere visto quando Godot è eseguito dal terminale. Su Windows, " +"operativo può essere visto quando Redot è eseguito dal terminale. Su Windows, " "questo richiede l'utilizzo dell'eseguibile [code]console.exe[/code] .\n" "[codeblocks]\n" "[gdscript]\n" @@ -3011,7 +3012,7 @@ msgstr "" "[/codeblocks]" msgid "" -"Pushes an error message to Godot's built-in debugger and to the OS terminal.\n" +"Pushes an error message to Redot's built-in debugger and to the OS terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " @@ -3026,7 +3027,7 @@ msgid "" "error message and pause project execution in debug builds, use " "[code]assert(false, \"test error\")[/code] instead." msgstr "" -"Manda un messaggio di errore al debugger integrato di Godot e al terminale " +"Manda un messaggio di errore al debugger integrato di Redot e al terminale " "del sistema operativo.\n" "[codeblocks]\n" "[gdscript]\n" @@ -3043,7 +3044,7 @@ msgstr "" "usa [code]assert(false, \"test error\")[/code] invece." msgid "" -"Pushes a warning message to Godot's built-in debugger and to the OS " +"Pushes a warning message to Redot's built-in debugger and to the OS " "terminal.\n" "[codeblocks]\n" "[gdscript]\n" @@ -3056,16 +3057,16 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Manda un messaggio di avviso al debugger integrato di Godot e al terminale " +"Manda un messaggio di avviso al debugger integrato di Redot e al terminale " "del sistema operativo.\n" "[codeblocks]\n" "[gdscript]\n" "push_warning(\"test warning\") # Stampa \"test warning\" nella console di " -"Godot e nel terminale con una chiamata di avviso\n" +"Redot e nel terminale con una chiamata di avviso\n" "[/gdscript]\n" "[csharp]\n" "GD.PushWarning(\"test warning\"); // Stampa \"test warning\" nella console di " -"Godot e nel terminale con una chiamata di avviso\n" +"Redot e nel terminale con una chiamata di avviso\n" "[/csharp]\n" "[/codeblocks]" @@ -3222,7 +3223,7 @@ msgid "" "functions.\n" "[codeblocks]\n" "[gdscript]\n" -"var my_seed = \"Godot Rocks\".hash()\n" +"var my_seed = \"Redot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" @@ -3230,7 +3231,7 @@ msgid "" "# a and b are now identical\n" "[/gdscript]\n" "[csharp]\n" -"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" +"ulong mySeed = (ulong)GD.Hash(\"Redot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" @@ -3244,7 +3245,7 @@ msgstr "" "maggior parte delle funzioni di casualità.\n" "[codeblocks]\n" "[gdscript]\n" -"var my_seed = \"Godot Rocks\".hash()\n" +"var my_seed = \"Redot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" @@ -3252,7 +3253,7 @@ msgstr "" "# a e b sono ora identici\n" "[/gdscript]\n" "[csharp]\n" -"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" +"ulong mySeed = (ulong)GD.Hash(\"Redot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" @@ -3381,7 +3382,7 @@ 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 "" @@ -3404,7 +3405,7 @@ msgstr "" "[method smoothstep] restituisce la curva più regolare possibile senza " "improvvisi cambiamenti sulla derivata. Se hai bisogno di effettuare " "transizioni più avanzate, usa [Tween] o [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/3.5/img/" "smoothstep_ease_comparison.png]Confronto dei valori di ritorno tra " "smoothstep() e ease(x, -1.6521)[/url]" @@ -3551,7 +3552,7 @@ msgid "" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data is a " "string\n" -"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n" +"var dict = GD.StrToVar(data).AsRedotDictionary(); // dict is a Dictionary\n" "GD.Print(dict[\"a\"]); // Prints 1\n" "[/csharp]\n" "[/codeblocks]" @@ -3567,7 +3568,7 @@ msgstr "" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data è una " "stringa\n" -"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict è un dizionario\n" +"var dict = GD.StrToVar(data).AsRedotDictionary(); // dict è un dizionario\n" "GD.Print(dict[\"a\"]); // Stampa 1\n" "[/csharp]\n" "[/codeblocks]" @@ -3688,7 +3689,7 @@ msgid "" "print(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" -"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" +"var a = new Redot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" @@ -3710,7 +3711,7 @@ msgstr "" "print(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" -"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" +"var a = new Redot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" @@ -6190,7 +6191,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " -"negative, as most other methods in Godot assume that the [member size]'s " +"negative, as most other methods in Redot assume that the [member size]'s " "components are greater than [code]0[/code]." msgstr "" "Restituisce un [AABB] equivalente a questa bounding box, con la sua " @@ -6210,7 +6211,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nota:[/b] Si consiglia di utilizzare questo metodo quando [member size] è " -"negativo, poiché la maggior parte degli altri metodi in Godot presumono che i " +"negativo, poiché la maggior parte degli altri metodi in Redot presumono che i " "componenti di [member size] sono maggiori di [code]0[/code]." msgid "" @@ -6539,7 +6540,7 @@ msgid "" "The bounding box's width, height, and depth starting from [member position]. " "Setting this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width, height, and depth to non-" -"negative values. This is because most methods in Godot assume that the " +"negative values. This is because most methods in Redot assume that the " "[member position] is the bottom-left-back corner, and the [member end] is the " "top-right-forward corner. To get an equivalent bounding box with non-negative " "size, use [method abs]." @@ -6549,7 +6550,7 @@ msgstr "" "end].\n" "[b]Nota:[/b] Si raccomanda di impostare la larghezza, l'altezza, e la " "profondità a valori non negativi. Questo perché la maggior parte dei metodi " -"in Godot presumono che [member position] sia lo spigolo in basso a sinistra " +"in Redot presumono che [member position] sia lo spigolo in basso a sinistra " "posteriore, e che [member end] sia lo spigolo in alto a destra anteriore. Per " "ottenere una bounding box con dimensioni non negative, utilizza [method abs]." @@ -6812,7 +6813,7 @@ msgid "" " assert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" @@ -6893,7 +6894,7 @@ msgstr "" " assert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" @@ -10653,7 +10654,7 @@ msgid "" "print(array[-3]) # Prints \"Second\"\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array{\"First\", 2, 3, \"Last\"};\n" +"var array = new Redot.Collections.Array{\"First\", 2, 3, \"Last\"};\n" "GD.Print(array[0]); // Prints \"First\"\n" "GD.Print(array[2]); // Prints 3\n" "GD.Print(array[array.Count - 1]); // Prints \"Last\"\n" @@ -10693,7 +10694,7 @@ msgstr "" "print(array[-3]) # Stampa \"Secondo\"\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array{\"Primo\", 2, 3, \"Ultimo\"};\n" +"var array = new Redot.Collections.Array{\"Primo\", 2, 3, \"Ultimo\"};\n" "GD.Print(array[0]); // Stampa \"Primo\"\n" "GD.Print(array[2]); // Stampa 3\n" "GD.Print(array[array.Count - 1]); // Stampa \"Ultimo\"\n" @@ -10962,7 +10963,7 @@ msgid "" "print(array) # Prints [2, 2, 2, 2, 2]\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array();\n" +"var array = new Redot.Collections.Array();\n" "array.Resize(5);\n" "array.Fill(2);\n" "GD.Print(array); // Prints [2, 2, 2, 2, 2]\n" @@ -10983,7 +10984,7 @@ msgstr "" "print(array) # Stampa [2, 2, 2, 2, 2]\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array();\n" +"var array = new Redot.Collections.Array();\n" "array.Resize(5);\n" "array.Fill(2);\n" "GD.Print(array); // Stampa [2, 2, 2, 2, 2]\n" @@ -11097,7 +11098,7 @@ msgid "" "print([\"inside\", 7].has(\"7\")) # Prints false\n" "[/gdscript]\n" "[csharp]\n" -"var arr = new Godot.Collections.Array { \"inside\", 7 };\n" +"var arr = new Redot.Collections.Array { \"inside\", 7 };\n" "// By C# convention, this method is renamed to `Contains`.\n" "GD.Print(arr.Contains(\"inside\")); // Prints true\n" "GD.Print(arr.Contains(\"outside\")); // Prints false\n" @@ -11123,7 +11124,7 @@ msgstr "" "print([\"inside\", 7].has(\"7\")) # Stampa false\n" "[/gdscript]\n" "[csharp]\n" -"var arr = new Godot.Collections.Array { \"inside\", 7 };\n" +"var arr = new Redot.Collections.Array { \"inside\", 7 };\n" "// By C# convention, this method is renamed to `Contains`.\n" "GD.Print(arr.Contains(\"inside\")); // Stampa true\n" "GD.Print(arr.Contains(\"outside\")); // Stampa false\n" @@ -11294,7 +11295,7 @@ msgid "" "print([1, 2, 3.25, \"Hi\"].pick_random())\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array { 1, 2, 3.25f, \"Hi\" };\n" +"var array = new Redot.Collections.Array { 1, 2, 3.25f, \"Hi\" };\n" "GD.Print(array.PickRandom()); // May print 1, 2, 3.25, or \"Hi\".\n" "[/csharp]\n" "[/codeblocks]\n" @@ -11311,7 +11312,7 @@ msgstr "" "print([1, 2, 3.25, \"Ciao\"].pick_random())\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array { 1, 2, 3.25f, \"Ciao\" };\n" +"var array = new Redot.Collections.Array { 1, 2, 3.25f, \"Ciao\" };\n" "GD.Print(array.PickRandom()); // Potrebbe stampare 1, 2, 3.25, o \"Ciao\".\n" "[/csharp]\n" "[/codeblocks]\n" @@ -11580,8 +11581,8 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// Note that concatenation is not possible with C#'s native Array type.\n" -"var array1 = new Godot.Collections.Array{\"One\", 2};\n" -"var array2 = new Godot.Collections.Array{3, \"Four\"};\n" +"var array1 = new Redot.Collections.Array{\"One\", 2};\n" +"var array2 = new Redot.Collections.Array{3, \"Four\"};\n" "GD.Print(array1 + array2); // Prints [\"One\", 2, 3, \"Four\"]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -11599,8 +11600,8 @@ msgstr "" "[csharp]\n" "// Si noti che la concatenazione non è possibile con il tipo Array nativo di " "C#.\n" -"var array1 = new Godot.Collections.Array{\"Uno\", 2};\n" -"var array2 = new Godot.Collections.Array{3, \"Quattro\"};\n" +"var array1 = new Redot.Collections.Array{\"Uno\", 2};\n" +"var array2 = new Redot.Collections.Array{3, \"Quattro\"};\n" "GD.Print(array1 + array2); // Stampa [\"Uno\", 2, 3, \"Quattro\"]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -11748,7 +11749,7 @@ msgid "" "\n" "// Initialize the ArrayMesh.\n" "var arrMesh = new ArrayMesh();\n" -"var arrays = new Godot.Collections.Array();\n" +"var arrays = new Redot.Collections.Array();\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" @@ -11761,7 +11762,7 @@ msgid "" "The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n" "See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural " "geometry generation.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " "modes." msgstr "" @@ -11796,7 +11797,7 @@ msgstr "" "\n" "// Inizializza l'ArrayMesh.\n" "var arrMesh = new ArrayMesh();\n" -"var arrays = new Godot.Collections.Array();\n" +"var arrays = new Redot.Collections.Array();\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" @@ -11810,7 +11811,7 @@ msgstr "" "mostrato.\n" "Vedi anche [ImmediateMesh], [MeshDataTool], e [SurfaceTool] per la " "generazione di geometria procedurale.\n" -"[b]Nota:[/b] Godot utilizza l'[url=https://learnopengl.com/Advanced-OpenGL/" +"[b]Nota:[/b] Redot utilizza l'[url=https://learnopengl.com/Advanced-OpenGL/" "Face-culling]ordine di avvolgimento[/url] in senso orario per le facce " "anteriori delle modalità di triangolo primitivo." @@ -13621,7 +13622,7 @@ msgstr "" msgid "" "Allows the user to record the sound from an audio bus into an " "[AudioStreamWAV]. When used on the \"Master\" audio bus, this includes all " -"audio output by Godot.\n" +"audio output by Redot.\n" "Unlike [AudioEffectCapture], this effect encodes the recording with the given " "format (8-bit, 16-bit, or compressed) instead of giving access to the raw " "audio samples.\n" @@ -13633,7 +13634,7 @@ msgid "" msgstr "" "Consente all'utente di registrare l'audio da un bus audio in un " "[AudioStreamWAV]. Quando è utilizzato sul bus audio \"Master\", include tutta " -"l'uscita audio di Godot.\n" +"l'uscita audio di Redot.\n" "A differenza di [AudioEffectCapture], questo effetto codifica la " "registrazione con il formato specificato (8 bit, 16 bit, o compresso) invece " "di fornire accesso ai campioni audio grezzi.\n" @@ -14420,8 +14421,8 @@ msgstr "" "Questa classe è deve essere utilizzata con [AudioStreamGenerator] per " "riprodurre l'audio generato in tempo reale." -msgid "Godot 3.2 will get new audio features" -msgstr "Godot 3.2 otterrà nuove funzionalità audio" +msgid "Redot 3.2 will get new audio features" +msgstr "Redot 3.2 otterrà nuove funzionalità audio" msgid "" "Returns [code]true[/code] if a buffer of the size [param amount] can be " @@ -16083,17 +16084,17 @@ msgid "" "If [code]true[/code], interprets the height map texture as a depth map, with " "brighter values appearing to be \"lower\" in altitude compared to darker " "values.\n" -"This can be enabled for compatibility with some materials authored for Godot " +"This can be enabled for compatibility with some materials authored for Redot " "3.x. This is not necessary if the Invert import option was used to invert the " -"depth map in Godot 3.x, in which case [member heightmap_flip_texture] should " +"depth map in Redot 3.x, in which case [member heightmap_flip_texture] should " "remain [code]false[/code]." msgstr "" "Se [code]true[/code], interpreta la texture della mappa di altezza come una " "mappa di profondità, con valori più chiari che sembrano essere \"più bassi\" " "in altitudine rispetto ai valori più scuri.\n" "Questo può essere abilitato per la compatibilità con alcuni materiali creati " -"per Godot 3.x. Ciò non è necessario se l'opzione Inverti importazione è stata " -"utilizzata per invertire la mappa di profondità in Godot 3.x, nel qual caso " +"per Redot 3.x. Ciò non è necessario se l'opzione Inverti importazione è stata " +"utilizzata per invertire la mappa di profondità in Redot 3.x, nel qual caso " "[member heightmap_flip_texture] dovrebbe rimanere [code]false[/code]." msgid "" @@ -16283,7 +16284,7 @@ msgid "" "you can use [method SurfaceTool.generate_normals] and [method SurfaceTool." "generate_tangents] to automatically generate normals and tangents " "respectively.\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines.\n" @@ -16302,7 +16303,7 @@ msgstr "" "geometria con [SurfaceTool], puoi utilizzare [method SurfaceTool." "generate_normals] e [method SurfaceTool.generate_tangents] per generare " "automaticamente normali e tangenti, rispettivamente.\n" -"[b]Nota:[/b] Godot si aspetta che la mappa normale utilizzi le coordinate X+, " +"[b]Nota:[/b] Redot si aspetta che la mappa normale utilizzi le coordinate X+, " "Y+ e Z+. Vedi [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]questa pagina[/url] " "per un confronto delle coordinate della mappa normale previste dai motori più " @@ -17383,7 +17384,7 @@ msgid "" "not distorted.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" -"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"[b]Note:[/b] Redot uses a [url=https://en.wikipedia.org/wiki/Right-" "hand_rule]right-handed coordinate system[/url], which is a common standard. " "For directions, the convention for built-in types like [Camera3D] is for -Z " "to point forward (+X is right, +Y is up, and +Z is back). Other objects may " @@ -17415,7 +17416,7 @@ msgstr "" "che non sia distorta.\n" "Per un'introduzione generale, consulta il tutorial [url=$DOCS_URL/tutorials/" "math/matrices_and_transforms.html]Matrici e trasformazioni[/url].\n" -"[b]Nota:[/b] Godot utilizza un [url=https://it.wikipedia.org/wiki/" +"[b]Nota:[/b] Redot utilizza un [url=https://it.wikipedia.org/wiki/" "Regola_della_mano_destra]sistema di coordinate destrorso[/url], che è uno " "standard comune. Per le direzioni, la convenzione per i tipi integrati come " "[Camera3D] prevede che -Z punti in avanti (+X è destra, +Y è su e +Z è " @@ -19882,14 +19883,14 @@ msgstr "" msgid "" "Returns [code]true[/code] if the given position is behind the camera (the " "blue part of the linked diagram). [url=https://raw.githubusercontent.com/" -"godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this " +"Redot-Engine/redot-docs/master/img/camera3d_position_frustum.png]See this " "diagram[/url] for an overview of position query methods.\n" "[b]Note:[/b] A position which returns [code]false[/code] may still be outside " "the camera's field of view." msgstr "" "Restituisce [code]true[/code] se la posizione indicata è dietro la telecamera " "(la parte blu del diagramma collegato). [url=https://raw.githubusercontent." -"com/godotengine/godot-docs/master/img/camera3d_position_frustum.png]Vedi " +"com/Redot-Engine/redot-docs/master/img/camera3d_position_frustum.png]Vedi " "questo diagramma[/url] per una panoramica dei metodi di richiesta della " "posizione.\n" "[b]Nota:[/b] Una posizione che restituisce [code]false[/code] potrebbe essere " @@ -19898,13 +19899,13 @@ msgstr "" msgid "" "Returns [code]true[/code] if the given position is inside the camera's " "frustum (the green part of the linked diagram). [url=https://raw." -"githubusercontent.com/godotengine/godot-docs/master/img/" +"githubusercontent.com/Redot-Engine/redot-docs/master/img/" "camera3d_position_frustum.png]See this diagram[/url] for an overview of " "position query methods." msgstr "" "Restituisce [code]true[/code] se la posizione data è all'interno del tronco " "della telecamera (la parte verde del diagramma collegato). [url=https://raw." -"githubusercontent.com/godotengine/godot-docs/master/img/" +"githubusercontent.com/Redot-Engine/redot-docs/master/img/" "camera3d_position_frustum.png]Vedi questo diagramma[/url] per una panoramica " "dei metodi di richiesta della posizione." @@ -20541,18 +20542,18 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " -"device. When enabled, Godot will start capturing frames from the camera which " +"device. When enabled, Redot will start capturing frames from the camera which " "can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " -"textures and need to be combined in a shader. Godot does this automatically " +"textures and need to be combined in a shader. Redot does this automatically " "for you if you set the environment to show the camera image in the background." msgstr "" "Un feed della telecamera ti dà accesso a una singola telecamera fisica " -"collegata al tuo dispositivo. Quando abilitato, Godot inizierà a catturare " +"collegata al tuo dispositivo. Quando abilitato, Redot inizierà a catturare " "fotogrammi dalla telecamera che potranno quindi essere utilizzati. Vedi anche " "[CameraServer].\n" "[b]Nota:[/b] Molte telecamere restituiscono immagini in YCbCr che sono divise " -"in due texture e che devono essere combinate in uno shader. Godot fa ciò " +"in due texture e che devono essere combinate in uno shader. Redot fa ciò " "automaticamente se imposti l'ambiente per mostrare l'immagine della " "telecamera sullo sfondo." @@ -21593,8 +21594,8 @@ msgstr "Contrassegna l'opzione come voce di enumerazione." msgid "Marks the option as a constant." msgstr "Contrassegna l'opzione come costante." -msgid "Marks the option as a Godot node path." -msgstr "Contrassegna l'opzione come percorso di nodo di Godot." +msgid "Marks the option as a Redot node path." +msgstr "Contrassegna l'opzione come percorso di nodo di Redot." msgid "Marks the option as a file path." msgstr "Contrassegna l'opzione come percorso di file." @@ -22087,7 +22088,7 @@ msgid "" "[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].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "color_constants.png]Color constants cheatsheet[/url]" msgstr "" "Un colore rappresentato in formato RGBA da un componente rosso ([member r]), " @@ -22106,7 +22107,7 @@ msgstr "" "[b]Nota:[/b] In un contesto booleano, un colore sarà valutato come " "[code]false[/code] se è uguale a [code]Color(0, 0, 0, 1)[/code] (nero opaco). " "Altrimenti, un colore sarà sempre valutato come [code]true[/code].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "color_constants.png]Foglio riassuntivo delle costanti di colore[/url]" msgid "Tween Interpolation Demo" @@ -22770,7 +22771,7 @@ msgstr "" msgid "" "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 " +"component is 8 bits). RGBA is Redot's default format. This method is the " "inverse of [method hex].\n" "[codeblocks]\n" "[gdscript]\n" @@ -22784,7 +22785,7 @@ msgid "" "[/codeblocks]" msgstr "" "Restituisce il colore convertito in un intero a 32 bit in formato RGBA (ogni " -"componente è di 8 bit). RGBA è il formato predefinito di Godot. Questo metodo " +"componente è di 8 bit). RGBA è il formato predefinito di Redot. Questo metodo " "è l'inverso di [method hex].\n" "[codeblocks]\n" "[gdscript]\n" @@ -22799,7 +22800,7 @@ msgstr "" msgid "" "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 " +"component is 16 bits). RGBA is Redot's default format. This method is the " "inverse of [method hex64].\n" "[codeblocks]\n" "[gdscript]\n" @@ -22813,7 +22814,7 @@ msgid "" "[/codeblocks]" msgstr "" "Restituisce il colore convertito in un intero a 64 bit in formato RGBA (ogni " -"componente è di 16 bit). RGBA è il formato predefinito di Godot. Questo " +"componente è di 16 bit). RGBA è il formato predefinito di Redot. Questo " "metodo è l'inverso di [method hex64].\n" "[codeblocks]\n" "[gdscript]\n" @@ -23930,7 +23931,7 @@ msgid "All GUI Demos" msgstr "Tutte le demo d'interfaccia grafica" msgid "" -"Godot calls this method to test if [param data] from a control's [method " +"Redot calls this method to test if [param data] from a control's [method " "_get_drag_data] can be dropped at [param at_position]. [param at_position] is " "local to this control.\n" "This method should only be used to test the data. Process the data in [method " @@ -23948,12 +23949,12 @@ msgid "" " // Check position if it is relevant to you\n" " // Otherwise, just check data\n" " return data.VariantType == Variant.Type.Dictionary && data." -"AsGodotDictionary().ContainsKey(\"expected\");\n" +"AsRedotDictionary().ContainsKey(\"expected\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Godot chiama questo metodo per verificare se [param data] da un [method " +"Redot chiama questo metodo per verificare se [param data] da un [method " "_get_drag_data] di un controllo può essere rilasciato nella posizione [param " "at_position]. [param at_position] è locale a questo controllo.\n" "Questo metodo dovrebbe essere utilizzato solo per verificare i dati. Elabora " @@ -23971,14 +23972,14 @@ msgstr "" " // Controlla la posizione se ti interessa\n" " // Altrimenti, controlla solo i dati\n" " return data.VariantType == Variant.Type.Dictionary && data." -"AsGodotDictionary().ContainsKey(\"previsto\");\n" +"AsRedotDictionary().ContainsKey(\"previsto\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" -"Godot calls this method to pass you the [param data] from a control's [method " -"_get_drag_data] result. Godot first calls [method _can_drop_data] to test if " +"Redot calls this method to pass you the [param data] from a control's [method " +"_get_drag_data] result. Redot first calls [method _can_drop_data] to test if " "[param data] is allowed to drop at [param at_position] where [param " "at_position] is local to this control.\n" "[codeblocks]\n" @@ -23993,18 +23994,18 @@ msgid "" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " return data.VariantType == Variant.Type.Dictionary && dict." -"AsGodotDictionary().ContainsKey(\"color\");\n" +"AsRedotDictionary().ContainsKey(\"color\");\n" "}\n" "\n" "public override void _DropData(Vector2 atPosition, Variant data)\n" "{\n" -" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n" +" Color color = data.AsRedotDictionary()[\"color\"].AsColor();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Godot chiama questo metodo per passarti [param data] dal risultato di [method " -"_get_drag_data] di un controllo. Godot chiama prima [method _can_drop_data] " +"Redot chiama questo metodo per passarti [param data] dal risultato di [method " +"_get_drag_data] di un controllo. Redot chiama prima [method _can_drop_data] " "per verificare se [param data] può essere rilasciato nella posizione [param " "at_position] dove [param at_position] è locale a questo controllo.\n" "[codeblocks]\n" @@ -24019,18 +24020,18 @@ msgstr "" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " return data.VariantType == Variant.Type.Dictionary && dict." -"AsGodotDictionary().ContainsKey(\"colore\");\n" +"AsRedotDictionary().ContainsKey(\"colore\");\n" "}\n" "\n" "public override void _DropData(Vector2 atPosition, Variant data)\n" "{\n" -" Color colore = data.AsGodotDictionary()[\"colore\"].AsColor();\n" +" Color colore = data.AsRedotDictionary()[\"colore\"].AsColor();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" -"Godot calls this method to get data that can be dragged and dropped onto " +"Redot calls this method to get data that can be dragged and dropped onto " "controls that expect drop data. Returns [code]null[/code] if there is no data " "to drag. Controls that want to receive drop data should implement [method " "_can_drop_data] and [method _drop_data]. [param at_position] is local to this " @@ -24059,7 +24060,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Godot chiama questo metodo per ottenere dati che possono essere trascinati e " +"Redot chiama questo metodo per ottenere dati che possono essere trascinati e " "rilasciati su controlli che prevedono dati di rilascio. Restituisce " "[code]null[/code] se non ci sono dati da trascinare. I controlli che vogliono " "ricevere dati di rilascio devono implementare [method _can_drop_data] e " @@ -24966,13 +24967,13 @@ msgstr "" "format_number]." msgid "" -"The default cursor shape for this control. Useful for Godot plugins and " +"The default cursor shape for this control. Useful for Redot plugins and " "applications or games that use the system's mouse cursors.\n" "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the " "system." msgstr "" "La forma predefinita del cursore per questo controllo. Utile per le " -"estensioni di Godot e le applicazioni o i giochi che utilizzano i cursori del " +"estensioni di Redot e le applicazioni o i giochi che utilizzano i cursori del " "mouse del sistema.\n" "[b]Nota:[/b] Su Linux, le forme potrebbero variare a seconda del tema del " "cursore del sistema." @@ -27424,10 +27425,10 @@ msgstr "" msgid "" "This class represents a C# script. It is the C# equivalent of the [GDScript] " -"class and is only available in Mono-enabled Godot builds." +"class and is only available in Mono-enabled Redot builds." msgstr "" "Questa classe rappresenta uno script C#. È l'equivalente C# della classe " -"[GDScript] ed è disponibile solo nelle build Godot abilitate per Mono." +"[GDScript] ed è disponibile solo nelle build Redot abilitate per Mono." msgid "C# documentation index" msgstr "Indice di documentazione C#" @@ -28127,9 +28128,9 @@ msgid "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary(); // Creates an empty " +"var myDict = new Redot.Collections.Dictionary(); // Creates an empty " "dictionary.\n" -"var pointsDict = new Godot.Collections.Dictionary\n" +"var pointsDict = new Redot.Collections.Dictionary\n" "{\n" " {\"White\", 50},\n" " {\"Yellow\", 75},\n" @@ -28154,7 +28155,7 @@ msgid "" "[csharp]\n" "[Export(PropertyHint.Enum, \"White,Yellow,Orange\")]\n" "public string MyColor { get; set; }\n" -"private Godot.Collections.Dictionary _pointsDict = new Godot.Collections." +"private Redot.Collections.Dictionary _pointsDict = new Redot.Collections." "Dictionary\n" "{\n" " {\"White\", 50},\n" @@ -28178,9 +28179,9 @@ msgid "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary\n" "{\n" -" {\"First Array\", new Godot.Collections.Array{1, 2, 3, 4}}\n" +" {\"First Array\", new Redot.Collections.Array{1, 2, 3, 4}}\n" "};\n" "[/csharp]\n" "[/codeblocks]\n" @@ -28193,7 +28194,7 @@ msgid "" "value.\n" "[/gdscript]\n" "[csharp]\n" -"var pointsDict = new Godot.Collections.Dictionary\n" +"var pointsDict = new Redot.Collections.Dictionary\n" "{\n" " {\"White\", 50},\n" " {\"Yellow\", 75},\n" @@ -28220,13 +28221,13 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// This is a valid dictionary.\n" -"// To access the string \"Nested value\" below, use `((Godot.Collections." +"// To access the string \"Nested value\" below, use `((Redot.Collections." "Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`.\n" -"var myDict = new Godot.Collections.Dictionary {\n" +"var myDict = new Redot.Collections.Dictionary {\n" " {\"String Key\", 5},\n" -" {4, new Godot.Collections.Array{1,2,3}},\n" +" {4, new Redot.Collections.Array{1,2,3}},\n" " {7, \"Hello\"},\n" -" {\"sub_dict\", new Godot.Collections.Dictionary{{\"sub_key\", \"Nested " +" {\"sub_dict\", new Redot.Collections.Dictionary{{\"sub_key\", \"Nested " "value\"}}}\n" "};\n" "[/csharp]\n" @@ -28239,7 +28240,7 @@ msgid "" " var amount = groceries[fruit]\n" "[/gdscript]\n" "[csharp]\n" -"var groceries = new Godot.Collections.Dictionary{{\"Orange\", 20}, " +"var groceries = new Redot.Collections.Dictionary{{\"Orange\", 20}, " "{\"Apple\", 2}, {\"Banana\", 4}};\n" "foreach (var (fruit, amount) in groceries)\n" "{\n" @@ -28284,9 +28285,9 @@ msgstr "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary(); // Crea un dizionario " +"var myDict = new Redot.Collections.Dictionary(); // Crea un dizionario " "vuoto.\n" -"var pointsDict = new Godot.Collections.Dictionary\n" +"var pointsDict = new Redot.Collections.Dictionary\n" "{\n" " {\"White\", 50},\n" " {\"Yellow\", 75},\n" @@ -28312,7 +28313,7 @@ msgstr "" "[csharp]\n" "[Export(PropertyHint.Enum, \"White,Yellow,Orange\")]\n" "public string MyColor { get; set; }\n" -"private Godot.Collections.Dictionary _pointsDict = new Godot.Collections." +"private Redot.Collections.Dictionary _pointsDict = new Redot.Collections." "Dictionary\n" "{\n" " {\"White\", 50},\n" @@ -28336,9 +28337,9 @@ msgstr "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary\n" "{\n" -" {\"First Array\", new Godot.Collections.Array{1, 2, 3, 4}}\n" +" {\"First Array\", new Redot.Collections.Array{1, 2, 3, 4}}\n" "};\n" "[/csharp]\n" "[/codeblocks]\n" @@ -28351,7 +28352,7 @@ msgstr "" "come valore.\n" "[/gdscript]\n" "[csharp]\n" -"var pointsDict = new Godot.Collections.Dictionary\n" +"var pointsDict = new Redot.Collections.Dictionary\n" "{\n" " {\"White\", 50},\n" " {\"Yellow\", 75},\n" @@ -28379,13 +28380,13 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// Questo è un dizionario valido.\n" -"// Per accedere alla stringa \"Nested value\" qui sotto, usa `((Godot." +"// Per accedere alla stringa \"Nested value\" qui sotto, usa `((Redot." "Collections.Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`.\n" -"var myDict = new Godot.Collections.Dictionary {\n" +"var myDict = new Redot.Collections.Dictionary {\n" " {\"String Key\", 5},\n" -" {4, new Godot.Collections.Array{1,2,3}},\n" +" {4, new Redot.Collections.Array{1,2,3}},\n" " {7, \"Hello\"},\n" -" {\"sub_dict\", new Godot.Collections.Dictionary{{\"sub_key\", \"Nested " +" {\"sub_dict\", new Redot.Collections.Dictionary{{\"sub_key\", \"Nested " "value\"}}}\n" "};\n" "[/csharp]\n" @@ -28399,7 +28400,7 @@ msgstr "" " var amount = groceries[fruit]\n" "[/gdscript]\n" "[csharp]\n" -"var groceries = new Godot.Collections.Dictionary{{\"Orange\", 20}, " +"var groceries = new Redot.Collections.Dictionary{{\"Orange\", 20}, " "{\"Apple\", 2}, {\"Banana\", 4}};\n" "foreach (var (fruit, amount) in groceries)\n" "{\n" @@ -28486,29 +28487,29 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var my_dict = {\n" -" \"Godot\" : 4,\n" +" \"Redot\" : 4,\n" " 210 : null,\n" "}\n" "\n" -"print(my_dict.has(\"Godot\")) # Prints true\n" +"print(my_dict.has(\"Redot\")) # Prints true\n" "print(my_dict.has(210)) # Prints true\n" "print(my_dict.has(4)) # Prints false\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary\n" "{\n" -" { \"Godot\", 4 },\n" +" { \"Redot\", 4 },\n" " { 210, default },\n" "};\n" "\n" -"GD.Print(myDict.ContainsKey(\"Godot\")); // Prints true\n" +"GD.Print(myDict.ContainsKey(\"Redot\")); // Prints true\n" "GD.Print(myDict.ContainsKey(210)); // Prints true\n" "GD.Print(myDict.ContainsKey(4)); // Prints false\n" "[/csharp]\n" "[/codeblocks]\n" "In GDScript, this is equivalent to the [code]in[/code] operator:\n" "[codeblock]\n" -"if \"Godot\" in {\"Godot\": 4}:\n" +"if \"Redot\" in {\"Redot\": 4}:\n" " print(\"The key is here!\") # Will be printed.\n" "[/codeblock]\n" "[b]Note:[/b] This method returns [code]true[/code] as long as the [param key] " @@ -28519,29 +28520,29 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "var my_dict = {\n" -" \"Godot\" : 4,\n" +" \"Redot\" : 4,\n" " 210 : null,\n" "}\n" "\n" -"print(my_dict.has(\"Godot\")) # Stampa true\n" +"print(my_dict.has(\"Redot\")) # Stampa true\n" "print(my_dict.has(210)) # Stampa true\n" "print(my_dict.has(4)) # Stampa false\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary\n" "{\n" -" { \"Godot\", 4 },\n" +" { \"Redot\", 4 },\n" " { 210, default },\n" "};\n" "\n" -"GD.Print(myDict.ContainsKey(\"Godot\")); // Stampa true\n" +"GD.Print(myDict.ContainsKey(\"Redot\")); // Stampa true\n" "GD.Print(myDict.ContainsKey(210)); // Stampa true\n" "GD.Print(myDict.ContainsKey(4)); // Stampa false\n" "[/csharp]\n" "[/codeblocks]\n" "In GDScript, questo è equivalente all'operatore [code]in[/code]:\n" "[codeblock]\n" -"if \"Godot\" in {\"Godot\": 4}:\n" +"if \"Redot\" in {\"Redot\": 4}:\n" " print(\"La chiave è qui!\") # Verrà stampato.\n" "[/codeblock]\n" "[b]Nota:[/b] Questo metodo restituisce [code]true[/code] finché esiste la " @@ -28572,10 +28573,10 @@ msgid "" "print(dict1.hash() == dict2.hash()) # Prints true\n" "[/gdscript]\n" "[csharp]\n" -"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" -"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" +"var dict1 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" +"var dict2 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" "\n" -"// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n" +"// Redot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n" "GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints true\n" "[/csharp]\n" "[/codeblocks]\n" @@ -28595,10 +28596,10 @@ msgstr "" "print(dict1.hash() == dict2.hash()) # Stampa true\n" "[/gdscript]\n" "[csharp]\n" -"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" -"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" +"var dict1 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" +"var dict2 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" "\n" -"// Godot.Collections.Dictionary non ha un metodo Hash(). Usa invece GD." +"// Redot.Collections.Dictionary non ha un metodo Hash(). Usa invece GD." "Hash().\n" "GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Stampa true\n" "[/csharp]\n" @@ -28657,13 +28658,13 @@ msgid "" "\"silver\" }\n" "[/gdscript]\n" "[csharp]\n" -"var dict = new Godot.Collections.Dictionary\n" +"var dict = new Redot.Collections.Dictionary\n" "{\n" " [\"item\"] = \"sword\",\n" " [\"quantity\"] = 2,\n" "};\n" "\n" -"var otherDict = new Godot.Collections.Dictionary\n" +"var otherDict = new Redot.Collections.Dictionary\n" "{\n" " [\"quantity\"] = 15,\n" " [\"color\"] = \"silver\",\n" @@ -28704,13 +28705,13 @@ msgstr "" "\"silver\" }\n" "[/gdscript]\n" "[csharp]\n" -"var dict = new Godot.Collections.Dictionary\n" +"var dict = new Redot.Collections.Dictionary\n" "{\n" " [\"item\"] = \"sword\",\n" " [\"quantity\"] = 2,\n" "};\n" "\n" -"var otherDict = new Godot.Collections.Dictionary\n" +"var otherDict = new Redot.Collections.Dictionary\n" "{\n" " [\"quantity\"] = 15,\n" " [\"color\"] = \"silver\",\n" @@ -30326,8 +30327,8 @@ msgstr "Esportatore per macOS." msgid "Exporting for macOS" msgstr "Esportazione per macOS" -msgid "Running Godot apps on macOS" -msgstr "Eseguire le app Godot su macOS" +msgid "Running Redot apps on macOS" +msgstr "Eseguire le app Redot su macOS" msgid "Application category for the App Store." msgstr "Categoria dell'applicazione per l'App Store." @@ -30945,14 +30946,14 @@ msgstr "Esportatore per il Web." msgid "" "The Web exporter customizes how a web build is handled. In the editor's " "\"Export\" window, it is created when adding a new \"Web\" preset.\n" -"[b]Note:[/b] Godot on Web is rendered inside a [code]<canvas>[/code] tag. " +"[b]Note:[/b] Redot on Web is rendered inside a [code]<canvas>[/code] tag. " "Normally, the canvas cannot be positioned or resized manually, but otherwise " "acts as the main [Window] of the application." msgstr "" "L'esportatore Web personalizza il modo in cui viene gestita una build Web. " "Nella finestra \"Esporta\" dell'editor, viene creato quando si aggiunge un " "nuovo preset \"Web\".\n" -"[b]Nota:[/b] Godot su Web viene renderizzato all'interno di un tag " +"[b]Nota:[/b] Redot su Web viene renderizzato all'interno di un tag " "[code]<canvas>[/code]. Normalmente, il canvas non può essere posizionato o " "ridimensionato manualmente, ma altrimenti funge da [Window] principale " "dell'applicazione." @@ -31462,7 +31463,7 @@ msgstr "" msgid "" "An editor feature profile can be used to disable specific features of the " -"Godot editor. When disabled, the features won't appear in the editor, which " +"Redot editor. When disabled, the features won't appear in the editor, which " "makes the editor less cluttered. This is useful in education settings to " "reduce confusion or when working in a team. For example, artists and level " "designers could use a feature profile that disables the script editor to " @@ -31471,7 +31472,7 @@ msgid "" "Profiles...[/b] at the top of the editor window." msgstr "" "Un profilo delle funzionalità dell'editor può essere utilizzato per " -"disabilitare specifiche funzionalità dell'editor Godot. Quando disabilitate, " +"disabilitare specifiche funzionalità dell'editor Redot. Quando disabilitate, " "le funzionalità non appariranno nell'editor, il che rende l'editor più " "semplice. Ciò è utile per scopi educativi per ridurre la confusione o quando " "si lavora in un gruppo. Ad esempio, artisti e progettisti di livelli " @@ -32647,10 +32648,10 @@ msgstr "" "[method EditorInterface.get_edited_scene_root]." msgid "" -"Godot editor's control for selecting the [code]script[/code] property of a " +"Redot editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" -"Il controllo dell'editor Godot per selezionare la proprietà [code]script[/" +"Il controllo dell'editor Redot per selezionare la proprietà [code]script[/" "code] di un [Node]." msgid "The owner [Node] of the script property that holds the edited resource." @@ -32764,11 +32765,11 @@ msgstr "" msgid "" "If [code]true[/code], enables collection of profiling data from non-GDScript " -"Godot functions, such as engine class methods. Enabling this slows execution " +"Redot functions, such as engine class methods. Enabling this slows execution " "while profiling further." msgstr "" "Se [code]true[/code], abilita la raccolta di dati di profilazione da funzioni " -"Godot non GDScript, come i metodi di classe del motore. Abilitare questa " +"Redot non GDScript, come i metodi di classe del motore. Abilitare questa " "opzione rallenta l'esecuzione durante l'ulteriore profilazione." msgid "" @@ -33657,18 +33658,18 @@ msgstr "" msgid "" "Returns the engine author information as a [Dictionary], where each entry is " -"an [Array] of strings with the names of notable contributors to the Godot " +"an [Array] of strings with the names of notable contributors to the Redot " "Engine: [code]lead_developers[/code], [code]founders[/code], " "[code]project_managers[/code], and [code]developers[/code]." msgstr "" "Restituisce le informazioni sugli autori del motore come un [Dictionary], " "dove ogni voce è un [Array] di stringhe con i nomi dei collaboratori più " -"importanti del Godot Engine: [code]lead_developers[/code], [code]founders[/" +"importanti del Redot Engine: [code]lead_developers[/code], [code]founders[/" "code], [code]project_managers[/code], e [code]developers[/code]." msgid "" "Returns an [Array] of dictionaries with copyright information for every " -"component of Godot's source code.\n" +"component of Redot's source code.\n" "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:\n" @@ -33681,7 +33682,7 @@ msgid "" "creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" "Restituisce un [Array] di dizionari con informazioni sul copyright per ogni " -"componente del codice sorgente di Godot.\n" +"componente del codice sorgente di Redot.\n" "Ogni [Dictionary] contiene un identificatore [code]name[/code] e un array " "[code]parts[/code] di dizionari. Quest'ultimo descrive il componente in " "dettaglio con le seguenti voci:\n" @@ -33727,18 +33728,18 @@ msgstr "" "anche come frequenza dei fotogrammi." msgid "" -"Returns a [Dictionary] of licenses used by Godot and included third party " +"Returns a [Dictionary] of licenses used by Redot and included third party " "components. Each entry is a license name (such as \"[url=https://en.wikipedia." "org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its associated " "text." msgstr "" -"Restituisce un [Dictionary] di licenze utilizzate da Godot e componenti di " +"Restituisce un [Dictionary] di licenze utilizzate da Redot e componenti di " "terze parti incluse. Ogni voce è un nome di licenza (ad esempio " "\"[url=https://en.wikipedia.org/wiki/" "MIT_License#Ambiguity_and_variants]Expat[/url]\") e il suo testo associato." -msgid "Returns the full Godot license text." -msgstr "Restituisce il testo completo della licenza di Godot." +msgid "Returns the full Redot license text." +msgstr "Restituisce il testo completo della licenza di Redot." msgid "" "Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " @@ -34270,7 +34271,7 @@ msgstr "" msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " -"should generally always be set to [code]60[/code] or above, as Godot doesn't " +"should generally always be set to [code]60[/code] or above, as Redot doesn't " "interpolate the physics step. As a result, values lower than [code]60[/code] " "will look stuttery. This value can be increased to make input more reactive " "or work around collision tunneling issues, but keep in mind doing so will " @@ -34287,7 +34288,7 @@ msgstr "" "Numero di iterazioni fisse al secondo. Controlla la frequenza con cui vengono " "eseguiti i metodi di simulazione fisica e [method Node._physics_process]. " "Questo valore dovrebbe essere generalmente sempre impostato su [code]60[/" -"code] o superiore, poiché Godot non interpola i passaggi di fisica. Di " +"code] o superiore, poiché Redot non interpola i passaggi di fisica. Di " "conseguenza, i valori inferiori a [code]60[/code] sembreranno a scatti. " "Questo valore può essere aumentato per rendere l'input più reattivo o " "aggirare i problemi di tunneling di collisione, ma tieni presente che ciò " @@ -35249,7 +35250,7 @@ msgid "" "This darkens objects' corners and cavities to simulate ambient light not " "reaching the entire object as in real life. This works well for small, " "dynamic objects, but baked lighting or ambient occlusion textures will do a " -"better job at displaying ambient occlusion on large static objects. Godot " +"better job at displaying ambient occlusion on large static objects. Redot " "uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is " "itself a form of Horizon Based Ambient Occlusion.\n" "[b]Note:[/b] SSAO is only supported in the Forward+ rendering method, not " @@ -35261,7 +35262,7 @@ msgstr "" "come nella vita reale. Questo funziona bene per piccoli oggetti dinamici, ma " "l'illuminazione preprocessata o le texture di occlusione ambientale farebbero " "un lavoro migliore nel visualizzare l'occlusione ambientale su grandi oggetti " -"statici. Godot usa una forma di SSAO chiamata Adaptive Screen Space Ambient " +"statici. Redot usa una forma di SSAO chiamata Adaptive Screen Space Ambient " "Occlusion che è essa stessa una forma di Horizon Based Ambient Occlusion.\n" "[b]Nota:[/b] SSAO è supportato solo nel metodo di rendering Forward+, non " "Mobile o Compatibilità." @@ -35452,12 +35453,12 @@ msgstr "" msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" HDR " -"values to be suitable for rendering on an LDR display. (Godot doesn't support " +"values to be suitable for rendering on an LDR display. (Redot doesn't support " "rendering on HDR displays yet.)" msgstr "" "La modalità di mappatura dei toni da usare. La mappatura dei toni è il " "processo che \"converte\" i valori in HDR per renderli adatti al rendering su " -"un display in LDR. (Godot non supporta ancora il rendering su display HDR.)" +"un display in LDR. (Redot non supporta ancora il rendering su display HDR.)" msgid "" "The [Color] of the volumetric fog when interacting with lights. Mist and fog " @@ -35762,7 +35763,7 @@ msgid "" "realistic fashion by desaturating it as it becomes brighter. ACES typically " "has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and " "[constant TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." +"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Redot 3.x." msgstr "" "Usa il mappatore dei toni Academy Color Encoding System. ACES è leggermente " "più costoso di altre opzioni, ma gestisce l'illuminazione intensa in modo più " @@ -35770,7 +35771,7 @@ msgstr "" "ACES in genere appare più contrastato rispetto a [constant " "TONE_MAPPER_REINHARDT] e [constant TONE_MAPPER_FILMIC].\n" "[b]Nota:[/b] Questo operatore di mappatore dei toni è chiamato \"ACES " -"Fitted\" in Godot 3.x." +"Fitted\" in Redot 3.x." msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " @@ -36393,8 +36394,8 @@ msgstr "Icona personalizzata per il pulsante di ricarica." msgid "Custom icon for the toggle hidden button." msgstr "Icona personalizzata per l'Interruttore dei file nascosti." -msgid "Godot editor's dock for managing files in the project." -msgstr "Pannello dell'editor Godot per la gestione dei file nel progetto." +msgid "Redot editor's dock for managing files in the project." +msgstr "Pannello dell'editor Redot per la gestione dei file nel progetto." msgid "Emitted when the user switches file display mode or split mode." msgstr "" @@ -36416,8 +36417,8 @@ msgid "" "Many methods and properties in the engine use 32-bit single-precision " "floating-point numbers instead, equivalent to [code skip-lint]float[/code] in " "C++, which have 6 reliable decimal digits of precision. For data structures " -"such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by " -"default, but it can be changed to use 64-bit doubles if Godot is compiled " +"such as [Vector2] and [Vector3], Redot uses 32-bit floating-point numbers by " +"default, but it can be changed to use 64-bit doubles if Redot is compiled " "with the [code]precision=double[/code] option.\n" "Math done using the [float] type is not guaranteed to be exact and will often " "result in small errors. You should usually use the [method @GlobalScope." @@ -36431,9 +36432,9 @@ msgstr "" "Molti metodi e proprietà nel motore usano invece numeri in virgola mobile a " "precisione singola a 32 bit, equivalenti a [code skip-lint]float[/code] in C+" "+, che hanno 6 cifre decimali affidabili di precisione. Per strutture dati " -"come [Vector2] e [Vector3], Godot usa numeri in virgola mobile a 32 bit per " +"come [Vector2] e [Vector3], Redot usa numeri in virgola mobile a 32 bit per " "impostazione predefinita, ma può essere modificato per usare numeri double a " -"64 bit se Godot è compilato con l'opzione [code]precision=double[/code].\n" +"64 bit se Redot è compilato con l'opzione [code]precision=double[/code].\n" "Non è garantita l'esattezza dei calcoli eseguiti utilizzando il tipo [float] " "e spesso risulteranno piccoli errori. Di solito dovresti usare i metodi " "[method @GlobalScope.is_equal_approx] e [method @GlobalScope.is_zero_approx] " @@ -41987,7 +41988,7 @@ msgid "" "MIDI messages can be received over a 5-pin MIDI connector or over USB. If " "your device supports both be sure to check the settings in the device to see " "which output it is using.\n" -"By default, Godot does not detect MIDI devices. You need to call [method OS." +"By default, Redot does not detect MIDI devices. You need to call [method OS." "open_midi_inputs], first. You can check which devices are detected with " "[method OS.get_connected_midi_inputs], and close the connection with [method " "OS.close_midi_inputs].\n" @@ -42041,8 +42042,8 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] Godot 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." msgstr "" "InputEventMIDI memorizza informazioni sui messaggi provenienti da dispositivi " "[url=https://it.wikipedia.org/wiki/Musical_Instrument_Digital_Interface]MIDI[/" @@ -42052,7 +42053,7 @@ msgstr "" "tramite USB. Se il tuo dispositivo supporta entrambi, assicurati di " "controllare le impostazioni nel dispositivo per vedere quale output sta " "utilizzando.\n" -"Per impostazione predefinita, Godot non rileva i dispositivi MIDI. È " +"Per impostazione predefinita, Redot non rileva i dispositivi MIDI. È " "necessario prima chiamare [method OS.open_midi_inputs]. Puoi controllare " "quali dispositivi sono rilevati con [method OS.get_connected_midi_inputs] e " "chiudere la connessione con [method OS.close_midi_inputs].\n" @@ -42106,8 +42107,8 @@ msgstr "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Nota:[/b] Godot non supporta l'output MIDI, quindi non c'è modo di " -"emettere messaggi MIDI da Godot. Solo l'input MIDI è supportato." +"[b]Nota:[/b] Redot non supporta l'output MIDI, quindi non c'è modo di " +"emettere messaggi MIDI da Redot. Solo l'input MIDI è supportato." msgid "MIDI Message Status Byte List" msgstr "Elenco byte di stato dei messaggi MIDI" @@ -43054,24 +43055,24 @@ msgid "Provides access to the Java Native Interface." msgstr "Fornisce l'accesso alla Java Native Interface." msgid "" -"The JavaClassWrapper singleton provides a way for the Godot application to " +"The JavaClassWrapper singleton provides a way for the Redot application to " "send and receive data through the [url=https://developer.android.com/training/" "articles/perf-jni]Java Native Interface[/url] (JNI).\n" "[b]Note:[/b] This singleton is only available in Android builds." msgstr "" -"Il singleton JavaClassWrapper fornisce un modo all'applicazione Godot di " +"Il singleton JavaClassWrapper fornisce un modo all'applicazione Redot di " "inviare e ricevere dati tramite la [url=https://developer.android.com/" "training/articles/perf-jni]Java Native Interface[/url] (JNI).\n" "[b]Nota:[/b] Questo singleton è disponibile solo nelle build Android." msgid "" "Wraps a class defined in Java, and returns it as a [JavaClass] [Object] type " -"that Godot can interact with.\n" +"that Redot can interact with.\n" "[b]Note:[/b] This method only works on Android. On every other platform, this " "method does nothing and returns an empty [JavaClass]." msgstr "" "Esegue il wrapping di una classe definita in Java e la restituisce come un " -"tipo [JavaClass] [Object] con cui Godot può interagire.\n" +"tipo [JavaClass] [Object] con cui Redot può interagire.\n" "[b]Nota:[/b] Questo metodo funziona solo su Android. Su tutte le altre " "piattaforme, questo metodo non fa nulla e restituisce un [JavaClass] vuoto." @@ -44476,7 +44477,7 @@ msgstr "" "metodi di rendering Forward+ e Mobile, non Compatibilità." msgid "" -"The size of the light in Godot units. Only available for [OmniLight3D]s and " +"The size of the light in Redot units. Only available for [OmniLight3D]s and " "[SpotLight3D]s. Increasing this value will make the light fade out slower and " "shadows appear blurrier (also called percentage-closer soft shadows, or " "PCSS). This can be used to simulate area lights to an extent. Increasing this " @@ -44487,7 +44488,7 @@ msgid "" "[b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and " "Mobile rendering methods, not Compatibility." msgstr "" -"La dimensione della luce in unità Godot. Disponibile solo per [OmniLight3D] e " +"La dimensione della luce in unità Redot. Disponibile solo per [OmniLight3D] e " "[SpotLight3D]. Aumentando questo valore la luce si dissolverà più lentamente " "e le ombre appariranno più sfocate (chiamate anche ombre morbide " "percentualmente più vicine o PCSS). Ciò può essere utilizzato per simulare " @@ -46117,14 +46118,14 @@ msgstr "Un pulsante che apre un [PopupMenu] quando viene cliccato." msgid "" "A button that brings up a [PopupMenu] when clicked. To create new items " "inside this [PopupMenu], use [code]get_popup().add_item(\"My Item Name\")[/" -"code]. You can also create them directly from Godot editor's inspector.\n" +"code]. You can also create them directly from Redot editor's inspector.\n" "See also [BaseButton] which contains common properties and methods associated " "with this node." msgstr "" "Un pulsante che apre un [PopupMenu] quando viene cliccato. Per creare nuove " "voci all'interno di questo [PopupMenu], usa [code]get_popup().add_item(\"My " "Item Name\")[/code]. Puoi anche crearli direttamente dall'ispettore " -"dell'editor Godot.\n" +"dell'editor Redot.\n" "Vedi anche [BaseButton] che contiene le proprietà e i metodi comuni associati " "a questo nodo." @@ -50459,20 +50460,20 @@ msgstr "" msgid "" "Notification received right before the scene with the node is saved in the " -"editor. This notification is only sent in the Godot editor and will not occur " +"editor. This notification is only sent in the Redot editor and will not occur " "in exported projects." msgstr "" "Notifica ricevuta subito prima che la scena con il nodo sia salvata " -"nell'editor. Questa notifica è inviata solo nell'editor di Godot e non si " +"nell'editor. Questa notifica è inviata solo nell'editor di Redot e non si " "verificherà nei progetti esportati." msgid "" "Notification received right after the scene with the node is saved in the " -"editor. This notification is only sent in the Godot editor and will not occur " +"editor. This notification is only sent in the Redot editor and will not occur " "in exported projects." msgstr "" "Notifica ricevuta subito dopo che la scena con il nodo è stata salvata " -"nell'editor. Questa notifica è inviata solo nell'editor di Godot e non si " +"nell'editor. Questa notifica è inviata solo nell'editor di Redot e non si " "verificherà nei progetti esportati." msgid "" @@ -50636,11 +50637,11 @@ msgstr "" "Implementato solo su macOS." msgid "" -"Notification received from Godot's crash handler when the engine is about to " +"Notification received from Redot's crash handler when the engine is about to " "crash.\n" "Implemented on desktop platforms, if the crash handler is enabled." msgstr "" -"Notifica ricevuta dal gestore dei crash di Godot quando il motore sta per " +"Notifica ricevuta dal gestore dei crash di Redot quando il motore sta per " "arrestarsi.\n" "Implementato su piattaforme desktop, se il gestore dei crash è abilitato." @@ -50855,11 +50856,11 @@ msgstr "Moltiplica la scala attuale per il vettore [param ratio]." msgid "" "Returns the angle between the node and the [param point] in radians.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "node2d_get_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" "Restituisce l'angolo tra il nodo e il punto [param point] in radianti.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "node2d_get_angle_to.png]Illustrazione dell'angolo restituito.[/url]" msgid "Returns the [Transform2D] relative to this node's parent." @@ -50974,14 +50975,14 @@ msgid "" "The node's scale. Unscaled value: [code](1, 1)[/code].\n" "[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 " +"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." msgstr "" "La scala del nodo. Valore non scalato: [code](1, 1)[/code].\n" "[b]Nota:[/b] Le scale X negative in 2D non sono scomponibili dalla matrice di " "trasformazione. A causa del modo in cui la scala è rappresentata con le " -"matrici di trasformazione in Godot, le scale negative sull'asse X saranno " +"matrici di trasformazione in Redot, le scale negative sull'asse X saranno " "modificate in scale negative sull'asse Y e una rotazione di 180 gradi quando " "scomposte." @@ -51013,8 +51014,8 @@ msgid "" "parameters must have angles specified as [i]radians[/i]. To convert degrees " "to radians, use [method @GlobalScope.deg_to_rad].\n" "[b]Note:[/b] Be aware that \"Spatial\" nodes are now called \"Node3D\" " -"starting with Godot 4. Any Godot 3.x references to \"Spatial\" nodes refer to " -"\"Node3D\" in Godot 4." +"starting with Redot 4. Any Redot 3.x references to \"Spatial\" nodes refer to " +"\"Node3D\" in Redot 4." msgstr "" "L'oggetto di gioco 3D più basilare, con un [Transform3D] e impostazioni di " "visibilità. Tutti gli altri oggetti di gioco 3D ereditano da [Node3D]. Usa " @@ -51032,8 +51033,8 @@ msgstr "" "parametri di angolo devono avere angoli specificati come [i]radianti[/i]. Per " "convertire i gradi in radianti, usa [method @GlobalScope.deg_to_rad].\n" "[b]Nota:[/b] Tieni presente che i nodi \"Spaziali\" ora sono chiamati " -"\"Node3D\" a partire da Godot 4. Tutti i riferimenti Godot 3.x ai nodi " -"\"Spaziali\" si riferiscono a \"Node3D\" in Godot 4." +"\"Node3D\" a partire da Redot 4. Tutti i riferimenti Redot 3.x ai nodi " +"\"Spaziali\" si riferiscono a \"Node3D\" in Redot 4." msgid "Introduction to 3D" msgstr "Introduzione al 3D" @@ -51353,7 +51354,7 @@ msgid "" "Scale part of the local transformation.\n" "[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the " "transformation matrix. Due to the way scale is represented with " -"transformation matrices in Godot, the scale values will either be all " +"transformation matrices in Redot, the scale values will either be all " "positive or all negative.\n" "[b]Note:[/b] Not all nodes are visually scaled by the [member scale] " "property. For example, [Light3D]s are not visually affected by [member scale]." @@ -51361,7 +51362,7 @@ msgstr "" "Parte di scala della trasformazione locale.\n" "[b]Nota:[/b] Le scale negative miste in 3D non sono scomponibili dalla " "matrice di trasformazione. A causa del modo in cui la scala è rappresentata " -"con le matrici di trasformazione in Godot, i valori di scala saranno tutti " +"con le matrici di trasformazione in Redot, i valori di scala saranno tutti " "positivi o tutti negativi.\n" "[b]Nota:[/b] Non tutti i nodi sono ridimensionati visivamente dalla proprietà " "[member scale]. Ad esempio, i [Light3D] non sono influenzati visivamente da " @@ -51981,7 +51982,7 @@ msgid "" "to all inheriting classes. For example, a [Sprite2D] instance is able to call " "[method Node.add_child] because it inherits from [Node].\n" "You can create new instances, using [code]Object.new()[/code] in GDScript, or " -"[code]new GodotObject[/code] in C#.\n" +"[code]new RedotObject[/code] in C#.\n" "To delete an Object instance, call [method free]. This is necessary for most " "classes inheriting Object, because they do not manage memory on their own, " "and will otherwise cause memory leaks when no longer in use. There are a few " @@ -51996,7 +51997,7 @@ msgid "" "display as lists of options, sub-divide into groups, save on disk, etc. " "Scripting languages offer easier ways to customize properties, such as with " "the [annotation @GDScript.@export] annotation.\n" -"Godot is very dynamic. An object's script, and therefore its properties, " +"Redot is very dynamic. An object's script, and therefore its properties, " "methods and signals, can be changed at run-time. Because of this, there can " "be occasions where, for example, a property required by a method may not " "exist. To prevent run-time errors, see methods such as [method set], [method " @@ -52035,7 +52036,7 @@ msgstr "" "disponibili per tutte le classi ereditanti. Ad esempio, un'istanza [Sprite2D] " "è in grado di chiamare [method Node.add_child] perché eredita da [Node].\n" "Puoi creare nuove istanze, usando [code]Object.new()[/code] in GDScript, o " -"[code]new GodotObject[/code] in C#.\n" +"[code]new RedotObject[/code] in C#.\n" "Per eliminare un'istanza di Object, chiama [method free]. Ciò è necessario " "per la maggior parte delle classi che ereditano Object, perché non gestiscono " "la memoria da sole e altrimenti causeranno perdite di memoria quando non sono " @@ -52051,7 +52052,7 @@ msgstr "" "opzioni, di essere suddivise in gruppi, di essere salvate su disco, ecc. I " "linguaggi di scripting offrono modi più semplici per personalizzare le " "proprietà, come con l'annotazione [annotation @GDScript.@export].\n" -"Godot è molto dinamico. Lo script di un oggetto, e quindi le sue proprietà, " +"Redot è molto dinamico. Lo script di un oggetto, e quindi le sue proprietà, " "metodi e segnali, possono essere modificati in fase di esecuzione. Per questo " "motivo, possono esserci occasioni in cui, ad esempio, una proprietà richiesta " "da un metodo potrebbe non esistere. Per evitare errori di durante " @@ -52151,7 +52152,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " +"built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -52171,7 +52172,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nota:[/b] In C#, [param property] deve essere in snake_case quando si fa " -"riferimento alle proprietà integrate di Godot. Preferisci utilizzare i nomi " +"riferimento alle proprietà integrate di Redot. Preferisci utilizzare i nomi " "esposti nella classe [code]PropertyName[/code] per evitare di allocare un " "nuovo [StringName] a ogni chiamata." @@ -52222,7 +52223,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property_path] must be in snake_case when " -"referring to built-in Godot properties. Prefer using the names exposed in the " +"referring to built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call.\n" "[b]Note:[/b] This method does not support actual paths to nodes in the " @@ -52250,7 +52251,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nota:[/b] In C#, [param property_path] deve essere in snake_case quando si " -"fa riferimento alle proprietà integrate di Godot. Preferisci usare i nomi " +"fa riferimento alle proprietà integrate di Redot. Preferisci usare i nomi " "esposti nella classe [code]PropertyName[/code] per evitare di allocare un " "nuovo [StringName] a ogni chiamata.\n" "[b]Nota:[/b] Questo metodo non supporta percorsi per i nodi in [SceneTree], " @@ -52301,14 +52302,14 @@ msgstr "" msgid "" "Returns the number of arguments of the given [param method] by name.\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" "Restituisce il numero di argomenti del metodo [param method] specificato per " "nome.\n" "[b]Nota:[/b] In C#, [param method] deve essere in snake_case quando si fa " -"riferimento a metodi incorporati di Godot. Preferisci usare i nomi esposti " +"riferimento a metodi incorporati di Redot. Preferisci usare i nomi esposti " "nella classe [code]MethodName[/code] per evitare di allocare un nuovo " "[StringName] a ogni chiamata." @@ -52355,7 +52356,7 @@ msgid "" "- [code]usage[/code] is a combination of [enum PropertyUsageFlags].\n" "[b]Note:[/b] In GDScript, all class members are treated as properties. In C# " "and GDExtension, it may be necessary to explicitly mark class members as " -"Godot properties using decorators or attributes." +"Redot properties using decorators or attributes." msgstr "" "Restituisce la lista delle proprietà dell'oggetto come [Array] di dizionari. " "Ogni [Dictionary] contiene le seguenti voci:\n" @@ -52371,7 +52372,7 @@ msgstr "" "- [code]usage[/code] è una combinazione di [enum PropertyUsageFlags].\n" "[b]Nota:[/b] In GDScript, tutti i membri di una classe sono trattati come " "proprietà. In C# e GDExtension potrebbe essere necessario contrassegnare " -"esplicitamente i membri di una classe come proprietà di Godot utilizzando " +"esplicitamente i membri di una classe come proprietà di Redot utilizzando " "decoratori o attributi." msgid "" @@ -52429,14 +52430,14 @@ msgid "" "Returns [code]true[/code] if the given [param method] name exists in the " "object.\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" "Restituisce [code]true[/code] se un metodo con il nome [param method] esiste " "nell'oggetto.\n" "[b]Nota:[/b] In C#, [param method] deve essere in snake_case quando si fa " -"riferimento ai metodi incorporati di Godot. Preferisci usare i nomi esposti " +"riferimento ai metodi incorporati di Redot. Preferisci usare i nomi esposti " "nella classe [code]MethodName[/code] per evitare di allocare un nuovo " "[StringName] a ogni chiamata." @@ -52444,14 +52445,14 @@ msgid "" "Returns [code]true[/code] if the given [param signal] name exists in the " "object.\n" "[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]SignalName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" "Restituisce [code]true[/code] se un segnale con il nome [param signal] esiste " "nell'oggetto.\n" "[b]Nota:[/b] In C#, [param signal] deve essere in snake_case quando si fa " -"riferimento ai metodi incorporati di Godot. Preferisci usare i nomi esposti " +"riferimento ai metodi incorporati di Redot. Preferisci usare i nomi esposti " "nella classe [code]MethodName[/code] per evitare di allocare un nuovo " "[StringName] a ogni chiamata." @@ -52514,14 +52515,14 @@ msgid "" "Returns [code]true[/code] if a connection exists between the given [param " "signal] name and [param callable].\n" "[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]SignalName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" "Restituisce [code]true[/code] se esiste una connessione tra il segnale con il " "nome [param signal] e [param callable].\n" "[b]Nota:[/b] In C#, [param signal] deve essere in snake_case quando si fa " -"riferimento a metodi incorporati di Godot. Preferisci usare i nomi esposti " +"riferimento a metodi incorporati di Redot. Preferisci usare i nomi esposti " "nella classe [code]SignalName[/code] per evitare di allocare un nuovo " "[StringName] a ogni chiamata." @@ -52553,10 +52554,10 @@ msgid "" "player.SetScript(GD.Load(\"res://player.gd\"));\n" "\n" "player.Notification(NotificationEnterTree);\n" -"// The call order is GodotObject -> Node -> Node2D -> player.gd.\n" +"// The call order is RedotObject -> Node -> Node2D -> player.gd.\n" "\n" "player.Notification(NotificationEnterTree, true);\n" -"// The call order is player.gd -> Node2D -> Node -> GodotObject.\n" +"// The call order is player.gd -> Node2D -> Node -> RedotObject.\n" "[/csharp]\n" "[/codeblocks]" msgstr "" @@ -52582,10 +52583,10 @@ msgstr "" "player.SetScript(GD.Load(\"res://player.gd\"));\n" "\n" "player.Notification(NotificationEnterTree);\n" -"// L'ordine delle chiamate è GodotObject -> Node -> Node2D -> player.gd.\n" +"// L'ordine delle chiamate è RedotObject -> Node -> Node2D -> player.gd.\n" "\n" "player.Notification(NotificationEnterTree, true);\n" -"// L'ordine delle chiamate è player.gd -> Node2D -> Node -> GodotObject.\n" +"// L'ordine delle chiamate è player.gd -> Node2D -> Node -> RedotObject.\n" "[/csharp]\n" "[/codeblocks]" @@ -52676,7 +52677,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " +"built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -52696,7 +52697,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nota:[/b] In C#, [param property] deve essere in snake_case quando si fa " -"riferimento alle proprietà integrate di Godot. Preferisci utilizzare i nomi " +"riferimento alle proprietà integrate di Redot. Preferisci utilizzare i nomi " "esposti nella classe [code]PropertyName[/code] per evitare di allocare un " "nuovo [StringName] a ogni chiamata." @@ -52736,7 +52737,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " +"built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -52766,7 +52767,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nota:[/b] in C#, [param property] deve essere in snake_case quando si fa " -"riferimento alle proprietà integrate di Godot. Preferisci usare i nomi " +"riferimento alle proprietà integrate di Redot. Preferisci usare i nomi " "esposti nella classe [code]PropertyName[/code] per evitare di allocare un " "nuovo [StringName] a ogni chiamata." @@ -52789,7 +52790,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property_path] must be in snake_case when " -"referring to built-in Godot properties. Prefer using the names exposed in the " +"referring to built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -52812,7 +52813,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nota:[/b] In C#, [param property_path] deve essere in snake_case quando si " -"fa riferimento alle proprietà integrate di Godot. Preferisci usare i nomi " +"fa riferimento alle proprietà integrate di Redot. Preferisci usare i nomi " "esposti nella classe [code]PropertyName[/code] per evitare di allocare un " "nuovo [StringName] a ogni chiamata." @@ -53708,7 +53709,7 @@ msgid "" "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.\n" -"[b]Note:[/b] In Godot 4, [OS] functions related to window management, " +"[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." @@ -53716,7 +53717,7 @@ msgstr "" "La classe [OS] racchiude le funzionalità più comuni per comunicare con il " "sistema operativo host, come il driver video, i ritardi, le variabili di " "ambiente, l'esecuzione di binari, la riga di comando, ecc.\n" -"[b]Nota:[/b] In Godot 4, le funzioni [OS] riguardo la gestione delle " +"[b]Nota:[/b] In Redot 4, le funzioni [OS] riguardo la gestione delle " "finestre, agli appunti e al TTS sono state spostate nel singleton " "[DisplayServer] (e nella classe [Window]). Le funzioni riguardo il tempo sono " "state rimosse e sono disponibili solo nella classe [Time]." @@ -53730,12 +53731,12 @@ msgstr "" "dialogo non viene chiusa." msgid "" -"Shuts down the system MIDI driver. Godot will no longer receive " +"Shuts down the system MIDI driver. Redot will no longer receive " "[InputEventMIDI]. See also [method open_midi_inputs] and [method " "get_connected_midi_inputs].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" -"Spegne il driver MIDI del sistema. Godot non riceverà più [InputEventMIDI]. " +"Spegne il driver MIDI del sistema. Redot non riceverà più [InputEventMIDI]. " "Vedi anche [method open_midi_inputs] e [method get_connected_midi_inputs].\n" "[b]Nota:[/b] Questo metodo è implementato su Linux, macOS e Windows." @@ -53755,7 +53756,7 @@ msgstr "" "[method @GlobalScope.push_error] o [method alert]." msgid "" -"Creates a new instance of Godot that runs independently. The [param " +"Creates a new instance of Redot that runs independently. The [param " "arguments] are used in the given order and separated by a space.\n" "If the process is successfully created, this method returns the new process' " "ID, which you can use to monitor the process (and potentially terminate it " @@ -53764,7 +53765,7 @@ msgid "" "See [method create_process] if you wish to run a different process.\n" "[b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows." msgstr "" -"Crea una nuova istanza di Godot che viene eseguita in modo indipendente. Gli " +"Crea una nuova istanza di Redot che viene eseguita in modo indipendente. Gli " "argomenti [param arguments] sono utilizzati nell'ordine specificato e " "separati da uno spazio.\n" "Se il processo viene creato correttamente, questo metodo restituisce l'ID del " @@ -53775,8 +53776,8 @@ msgstr "" "[b]Nota:[/b] Questo metodo è implementato su Android, Linux, macOS e Windows." msgid "" -"Creates a new process that runs independently of Godot. It will not terminate " -"when Godot terminates. The path specified in [param path] must exist and be " +"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.\n" @@ -53802,8 +53803,8 @@ msgid "" "embedded helper executables, specified during export or system .app bundle, " "system .app bundles will ignore arguments." msgstr "" -"Crea un nuovo processo che viene eseguito indipendentemente da Godot. Non " -"terminerà quando Godot termina. Il percorso specificato in [param path] deve " +"Crea un nuovo processo che viene eseguito indipendentemente da Redot. Non " +"terminerà quando Redot termina. Il percorso specificato in [param path] deve " "esistere ed essere un file eseguibile o un bundle [code].app[/code] per " "macOS. Il percorso è risolto in base alla piattaforma attuale. Gli argomenti " "[param arguments] sono utilizzati nell'ordine specificato e separati da uno " @@ -53946,7 +53947,7 @@ msgid "" "system's standards.\n" "On the Linux/BSD platform, this path can be overridden by setting the " "[code]XDG_CACHE_HOME[/code] environment variable before starting the project. " -"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/" +"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot projects[/" "url] in the documentation for more information. See also [method " "get_config_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " @@ -53957,7 +53958,7 @@ msgstr "" "Sulla piattaforma Linux/BSD, questo percorso può essere sovrascritto " "impostando la variabile d'ambiente [code]XDG_CACHE_HOME[/code] prima di " "avviare il progetto. Consulta [url=$DOCS_URL/tutorials/io/data_paths." -"html]Percorsi dei file nei progetti Godot[/url] nella documentazione per " +"html]Percorsi dei file nei progetti Redot[/url] nella documentazione per " "maggiori informazioni. Vedi anche [method get_config_dir] e [method " "get_data_dir].\n" "Da non confondere con [method get_user_data_dir], che restituisce il percorso " @@ -54067,8 +54068,8 @@ msgid "" "[code]--[/code] is intercepted by another program (such as [code]startx[/" "code]).\n" "[codeblock]\n" -"# Godot has been executed with the following command:\n" -"# godot --fullscreen -- --level=2 --hardcore\n" +"# Redot has been executed with the following command:\n" +"# redot --fullscreen -- --level=2 --hardcore\n" "\n" "OS.get_cmdline_args() # Returns [\"--fullscreen\", \"--level=2\", \"--" "hardcore\"]\n" @@ -54082,8 +54083,8 @@ msgstr "" "può essere utilizzato quando [code]--[/code] è intercettato da un altro " "programma (ad esempio [code]startx[/code]).\n" "[codeblock]\n" -"# Godot è stato eseguito con il seguente comando:\n" -"# godot --fullscreen -- --level=2 --hardcore\n" +"# Redot è stato eseguito con il seguente comando:\n" +"# redot --fullscreen -- --level=2 --hardcore\n" "\n" "OS.get_cmdline_args() # Restituisce [\"--fullscreen\", \"--level=2\", " "\"--hardcore\"]\n" @@ -54096,7 +54097,7 @@ msgid "" "operating system's standards.\n" "On the Linux/BSD platform, this path can be overridden by setting the " "[code]XDG_CONFIG_HOME[/code] environment variable before starting the " -"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot " +"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot " "projects[/url] in the documentation for more information. See also [method " "get_cache_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " @@ -54107,7 +54108,7 @@ msgstr "" "Sulla piattaforma Linux/BSD, questo percorso può essere sovrascritto " "impostando la variabile d'ambiente [code]XDG_CONFIG_HOME[/code] prima di " "avviare il progetto. Consulta [url=$DOCS_URL/tutorials/io/data_paths." -"html]Percorsi dei file nei progetti Godot[/url] nella documentazione per " +"html]Percorsi dei file nei progetti Redot[/url] nella documentazione per " "maggiori informazioni. Vedi anche [method get_cache_dir] e [method " "get_data_dir].\n" "Da non confondere con [method get_user_data_dir], che restituisce il percorso " @@ -54130,7 +54131,7 @@ msgid "" "system's standards.\n" "On the Linux/BSD platform, this path can be overridden by setting the " "[code]XDG_DATA_HOME[/code] environment variable before starting the project. " -"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/" +"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot projects[/" "url] in the documentation for more information. See also [method " "get_cache_dir] and [method get_config_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " @@ -54141,7 +54142,7 @@ msgstr "" "Sulla piattaforma Linux/BSD, questo percorso può essere sovrascritto " "impostando la variabile d'ambiente [code]XDG_DATA_HOME[/code] prima di " "avviare il progetto. Consulta [url=$DOCS_URL/tutorials/io/data_paths." -"html]Percorsi dei file nei progetti Godot[/url] nella documentazione per " +"html]Percorsi dei file nei progetti Redot[/url] nella documentazione per " "maggiori informazioni. Vedi anche [method get_cache_dir] e [method " "get_config_dir].\n" "Da non confondere con [method get_user_data_dir], che restituisce il percorso " @@ -54198,11 +54199,11 @@ msgstr "" msgid "" "Returns the file path to the current engine executable.\n" -"[b]Note:[/b] On macOS, if you want to launch another instance of Godot, " +"[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." msgstr "" "Restituisce il percorso del file eseguibile attuale del motore.\n" -"[b]Nota:[/b] Su macOS, se vuoi avviare un'altra istanza di Godot, usa sempre " +"[b]Nota:[/b] Su macOS, se vuoi avviare un'altra istanza di Redot, usa sempre " "[method create_instance] invece di basarti sul percorso dell'eseguibile." msgid "" @@ -54686,13 +54687,13 @@ msgstr "" msgid "" "Returns the absolute directory path where user data is written (the " -"[code]user://[/code] directory in Godot). The path depends on the project " +"[code]user://[/code] directory in Redot). The path depends on the project " "name and [member ProjectSettings.application/config/use_custom_user_dir].\n" -"- On Windows, this is [code]%AppData%\\Godot\\app_userdata\\[project_name][/" +"- On Windows, this is [code]%AppData%\\Redot\\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].\n" -"- On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/" +"- On macOS, this is [code]~/Library/Application Support/Redot/app_userdata/" "[project_name][/code], or [code]~/Library/Application Support/[custom_name][/" "code] if [code]use_custom_user_dir[/code] is set.\n" "- On Linux and BSD, this is [code]~/.local/share/godot/app_userdata/" @@ -54707,14 +54708,14 @@ msgid "" "i] (non-project-specific) user home directory." msgstr "" "Restituisce il percorso assoluto della cartella in cui sono scritti i dati " -"utente (la cartella [code]user://[/code] in Godot). Il percorso dipende dal " +"utente (la cartella [code]user://[/code] in Redot). Il percorso dipende dal " "nome del progetto e da [member ProjectSettings.application/config/" "use_custom_user_dir].\n" -"- Su Windows, questo è [code]%AppData%\\Godot\\app_userdata\\[project_name][/" +"- Su Windows, questo è [code]%AppData%\\Redot\\app_userdata\\[project_name][/" "code], o [code]%AppData%\\[custom_name][/code] se [code]use_custom_user_dir[/" "code] è impostato. [code]%AppData%[/code] si espande in [code]%UserProfile%" "\\AppData\\Roaming[/code].\n" -"- Su macOS, questo è [code]~/Library/Application Support/Godot/app_userdata/" +"- Su macOS, questo è [code]~/Library/Application Support/Redot/app_userdata/" "[project_name][/code], o [code]~/Library/Application Support/[custom_name][/" "code] se [code]use_custom_user_dir[/code] è impostato.\n" "- Su Linux e BSD, questo è [code]~/.local/share/godot/app_userdata/" @@ -54829,20 +54830,20 @@ msgstr "" "[code]web_windows[/code]." msgid "" -"Returns [code]true[/code] if the Godot binary used to run the project is a " +"Returns [code]true[/code] if the Redot binary used to run the project is a " "[i]debug[/i] export template, or when running in the editor.\n" -"Returns [code]false[/code] if the Godot binary used to run the project is a " +"Returns [code]false[/code] if the Redot binary used to run the project is a " "[i]release[/i] export template.\n" -"[b]Note:[/b] To check whether the Godot binary used to run the project is an " +"[b]Note:[/b] To check whether the Redot binary used to run the project is an " "export template (debug or release), use [code]OS.has_feature(\"template\")[/" "code] instead." msgstr "" -"Restituisce [code]true[/code] se l'eseguibile Godot utilizzato per eseguire " +"Restituisce [code]true[/code] se l'eseguibile Redot utilizzato per eseguire " "il progetto è un modello di esportazione di [i]debug[/i] o quando viene " "eseguito nell'editor.\n" -"Restituisce [code]false[/code] se l'eseguibile Godot utilizzato per eseguire " +"Restituisce [code]false[/code] se l'eseguibile Redot utilizzato per eseguire " "il progetto è un modello di esportazione di [i]release[/i].\n" -"[b]Nota:[/b] Per verificare se l'eseguibile Godot utilizzato per eseguire il " +"[b]Nota:[/b] Per verificare se l'eseguibile Redot utilizzato per eseguire il " "progetto è un modello di esportazione (debug o release), utilizza invece " "[code]OS.has_feature(\"template\")[/code]." @@ -54996,12 +54997,12 @@ msgstr "" "file sarà invece eliminato definitivamente." msgid "" -"Initializes the singleton for the system MIDI driver, allowing Godot to " +"Initializes the singleton for the system MIDI driver, allowing Redot to " "receive [InputEventMIDI]. See also [method get_connected_midi_inputs] and " "[method close_midi_inputs].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" -"Inizializza il singleton del driver MIDI del sistema, consentendo a Godot di " +"Inizializza il singleton del driver MIDI del sistema, consentendo a Redot di " "ricevere [InputEventMIDI]. Vedi anche [method get_connected_midi_inputs] e " "[method close_midi_inputs].\n" "[b]Nota:[/b] Questo metodo è implementato su Linux, macOS, e Windows." @@ -55067,9 +55068,9 @@ msgstr "" msgid "" "Sets the value of the environment variable [param variable] to [param value]. " -"The environment variable will be set for the Godot process and any process " +"The environment variable will be set for the Redot process and any process " "executed with [method execute] after running [method set_environment]. The " -"environment variable will [i]not[/i] persist to processes run after the Godot " +"environment variable will [i]not[/i] persist to processes run after the Redot " "process was terminated.\n" "[b]Note:[/b] Environment variable names are case-sensitive on all platforms " "except Windows. The [param variable] name cannot be empty or include the " @@ -55079,10 +55080,10 @@ msgid "" "environment block." msgstr "" "Imposta il valore della variabile di ambiente [param variable] su [param " -"value]. La variabile di ambiente sarà impostata per il processo Godot e per " +"value]. La variabile di ambiente sarà impostata per il processo Redot e per " "qualsiasi processo eseguito con [method execute] dopo l'esecuzione di [method " "set_environment]. La variabile di ambiente [i]non[/i] persisterà nei processi " -"eseguiti dopo la terminazione del processo Godot.\n" +"eseguiti dopo la terminazione del processo Redot.\n" "[b]Nota:[/b] I nomi delle variabili di ambiente sono sensibili alle maiuscole/" "minuscole su tutte le piattaforme, eccetto Windows. Il nome di [param " "variable] non può essere vuoto o includere il carattere [code]=[/code]. Su " @@ -55135,13 +55136,13 @@ msgid "" "temporary file is used in its place. When closed, it is automatically applied " "to the target file.\n" "This can useful when files may be opened by other applications, such as " -"antiviruses, text editors, or even the Godot editor itself." +"antiviruses, text editors, or even the Redot editor itself." msgstr "" "Se [param enable] è [code]true[/code], quando si apre un file per la " "scrittura, al suo posto è utilizzato un file temporaneo. Quando è chiuso, è " "automaticamente applicato al file di destinazione.\n" "Questo può essere utile quando i file possono essere aperti da altre " -"applicazioni, come antivirus, editor di testo o persino dall'editor di Godot " +"applicazioni, come antivirus, editor di testo o persino dall'editor di Redot " "stesso." msgid "" @@ -55150,7 +55151,7 @@ msgid "" "- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows " "opens the file explorer at the user's Downloads folder.\n" "- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default " -"web browser on the official Godot website.\n" +"web browser on the official Redot website.\n" "- [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 " @@ -55170,7 +55171,7 @@ msgstr "" "- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] su Windows " "apre l'esploratore file nella cartella Download dell'utente.\n" "- [code]OS.shell_open(\"https://godotengine.org\")[/code] apre il browser Web " -"predefinito sul sito Web ufficiale di Godot.\n" +"predefinito sul sito Web ufficiale di Redot.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] apre il client " "di posta elettronica predefinito con il campo \"Destinatario\" impostato su " "[code]example@example.com[/code]. Consulta [url=https://datatracker.ietf.org/" @@ -55216,20 +55217,20 @@ msgstr "" msgid "" "Removes the given environment variable from the current environment, if it " "exists. The [param variable] name cannot be empty or include the [code]=[/" -"code] character. The environment variable will be removed for the Godot " +"code] character. The environment variable will be removed for the Redot " "process and any process executed with [method execute] after running [method " "unset_environment]. The removal of the environment variable will [i]not[/i] " -"persist to processes run after the Godot process was terminated.\n" +"persist to processes run after the Redot process was terminated.\n" "[b]Note:[/b] Environment variable names are case-sensitive on all platforms " "except Windows." msgstr "" "Rimuove la variabile di ambiente specificata dall'ambiente corrente, se " "esiste. Il nome [param variable] non può essere vuoto o includere il " "carattere [code]=[/code]. La variabile di ambiente sarà rimossa per il " -"processo Godot e per qualsiasi processo eseguito con [method execute] dopo " +"processo Redot e per qualsiasi processo eseguito con [method execute] dopo " "l'esecuzione di [method unset_environment]. La rimozione della variabile di " "ambiente [i]non[/i] persisterà nei processi eseguiti dopo la terminazione del " -"processo Godot.\n" +"processo Redot.\n" "[b]Nota:[/b] i nomi delle variabili di ambiente sono sensibili alle maiuscole/" "minuscole su tutte le piattaforme, eccetto Windows." @@ -55494,14 +55495,14 @@ msgid "" "buffer_size] to the size of the uncompressed data. Set the compression mode " "using one of [enum FileAccess.CompressionMode]'s constants.\n" "[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 " +"by Redot, for example if data compressed with the deflate compression mode " "lacks a checksum or header." msgstr "" "Restituisce un nuovo [PackedByteArray] con i dati decompressi. Imposta [param " "buffer_size] sulla dimensione dei dati non compressi. Imposta la modalità di " "compressione usando una delle costanti di [enum FileAccess.CompressionMode].\n" "[b]Nota:[/b] Non è garantito che la decompressione funzioni con dati non " -"compressi da Godot, ad esempio se i dati compressi con la modalità di " +"compressi da Redot, ad esempio se i dati compressi con la modalità di " "compressione deflate non hanno un checksum o un'intestazione." msgid "" @@ -55518,7 +55519,7 @@ msgid "" "allow for unbounded output. If any positive value is passed, and the " "decompression exceeds that amount in bytes, then an error will be returned.\n" "[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 " +"by Redot, for example if data compressed with the deflate compression mode " "lacks a checksum or header." msgstr "" "Restituisce un nuovo [PackedByteArray] con i dati decompressi. Imposta la " @@ -55537,7 +55538,7 @@ msgstr "" "passato un valore positivo e la decompressione supera tale quantità in byte, " "verrà restituito un errore.\n" "[b]Nota:[/b] Non è garantito che la decompressione funzioni con dati non " -"compressi da Godot, ad esempio se i dati compressi con la modalità di " +"compressi da Redot, ad esempio se i dati compressi con la modalità di " "compressione deflate non hanno un checksum o un'intestazione." msgid "Creates a copy of the array, and returns it." @@ -55638,7 +55639,7 @@ msgstr "" msgid "" "Returns a copy of the data converted to a [PackedFloat64Array], where each " "block of 8 bytes has been converted to a 64-bit float (C++ [code]double[/" -"code], Godot [float]).\n" +"code], Redot [float]).\n" "The size of the input array must be a multiple of 8 (size of 64-bit double). " "The size of the new array will be [code]byte_array.size() / 8[/code].\n" "If the original data can't be converted to 64-bit floats, the resulting data " @@ -55674,7 +55675,7 @@ msgstr "" msgid "" "Returns a copy of the data converted to a [PackedInt64Array], where each " "block of 8 bytes has been converted to a signed 64-bit integer (C++ " -"[code]int64_t[/code], Godot [int]).\n" +"[code]int64_t[/code], Redot [int]).\n" "The size of the input array must be a multiple of 8 (size of 64-bit integer). " "The size of the new array will be [code]byte_array.size() / 8[/code].\n" "If the original data can't be converted to signed 64-bit integers, the " @@ -57149,7 +57150,7 @@ msgid "" "[PanoramaSkyMaterial] functions similar to skyboxes in other engines, except " "it uses an equirectangular sky map instead of a [Cubemap].\n" "Using an HDR panorama is strongly recommended for accurate, high-quality " -"reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR " +"reflections. Redot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR " "([code].exr[/code]) image formats for this purpose.\n" "You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an " @@ -57160,7 +57161,7 @@ msgstr "" "skybox in altri motori, tranne che utilizza una mappa di cielo " "equirettangolare invece di una [Cubemap].\n" "L'utilizzo di un panorama HDR è fortemente consigliato per riflessi accurati " -"e di alta qualità. Godot supporta i formati di immagine Radiance HDR ([code]." +"e di alta qualità. Redot supporta i formati di immagine Radiance HDR ([code]." "hdr[/code]) e OpenEXR ([code].exr[/code]) per questo scopo.\n" "Puoi utilizzare [url=https://danilw.github.io/GLSL-howto/" "cubemap_to_panorama_js/cubemap_to_panorama.html]questo strumento[/url] per " @@ -58810,11 +58811,11 @@ msgstr "" msgid "" "Returns a boolean that indicates whether the [PhysicalBone2D] is running and " -"simulating using the Godot 2D physics engine. When [code]true[/code], the " +"simulating using the Redot 2D physics engine. When [code]true[/code], the " "PhysicalBone2D node is using physics." msgstr "" "Restituisce un valore booleano che indica se [PhysicalBone2D] è in esecuzione " -"e simula utilizzando il motore fisico 2D di Godot. Quando impostato su " +"e simula utilizzando il motore fisico 2D di Redot. Quando impostato su " "[code]true[/code], il nodo PhysicalBone2D sta utilizzando la fisica." msgid "" @@ -60716,11 +60717,11 @@ msgstr "Restituisce i dati della forma." msgid "" "Returns the collision margin for the shape.\n" -"[b]Note:[/b] This is not used in Godot Physics, so will always return " +"[b]Note:[/b] This is not used in Redot Physics, so will always return " "[code]0[/code]." msgstr "" "Restituisce il margine di collisione per la forma.\n" -"[b]Nota:[/b] Questo non è utilizzato in Godot Physics, quindi restituirà " +"[b]Nota:[/b] Questo non è utilizzato in Redot Physics, quindi restituirà " "sempre [code]0[/code]." msgid "Returns the type of shape (see [enum ShapeType] constants)." @@ -60736,10 +60737,10 @@ msgstr "" msgid "" "Sets the collision margin for the shape.\n" -"[b]Note:[/b] This is not used in Godot Physics." +"[b]Note:[/b] This is not used in Redot Physics." msgstr "" "Imposta il margine di collisione per la forma.\n" -"[b]Nota:[/b] Questo non è utilizzato in Godot Physics." +"[b]Nota:[/b] Questo non è utilizzato in Redot Physics." msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)." msgstr "" @@ -60793,14 +60794,14 @@ msgstr "Restituisce il [RID] dello spazio assegnato al corpo morbido fornito." msgid "" "Returns the given soft body state (see [enum BodyState] constants).\n" -"[b]Note:[/b] Godot's default physics implementation does not support " +"[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]." msgstr "" "Restituisce lo stato del corpo morbido specificato (vedi le costanti di [enum " "BodyState]).\n" -"[b]Nota:[/b] L'implementazione fisica predefinita di Godot non supporta " +"[b]Nota:[/b] L'implementazione fisica predefinita di Redot non supporta " "[constant BODY_STATE_LINEAR_VELOCITY], [constant " "BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING] o [constant " "BODY_STATE_CAN_SLEEP]." @@ -60852,13 +60853,13 @@ msgstr "" msgid "" "Sets the drag coefficient of the given soft body. Higher values increase this " "body's air resistance.\n" -"[b]Note:[/b] This value is currently unused by Godot's default physics " +"[b]Note:[/b] This value is currently unused by Redot's default physics " "implementation." msgstr "" "Imposta il coefficiente di resistenza del corpo morbido specificato. Valori " "più alti aumentano la resistenza all'aria di questo corpo.\n" "[b]Nota:[/b] Questo valore è attualmente inutilizzato dall'implementazione " -"fisica predefinita di Godot." +"fisica predefinita di Redot." msgid "" "Sets the linear stiffness of the given soft body. Higher values will result " @@ -60905,14 +60906,14 @@ msgstr "" msgid "" "Sets the given body state for the given body (see [enum BodyState] " "constants).\n" -"[b]Note:[/b] Godot's default physics implementation does not support " +"[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]." msgstr "" "Imposta lo stato del corpo specificato per il corpo specificato (vedi le " "costanti di [enum BodyState]).\n" -"[b]Nota:[/b] l'implementazione fisica predefinita di Godot non supporta " +"[b]Nota:[/b] l'implementazione fisica predefinita di Redot non supporta " "[constant BODY_STATE_LINEAR_VELOCITY], [constant " "BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING] o [constant " "BODY_STATE_CAN_SLEEP]." @@ -62355,17 +62356,17 @@ msgstr "Il [PlaneMesh] sarà rivolto verso l'asse X positivo." msgid "" "[PlaneMesh] will face the positive Y-axis. This matches the behavior of the " -"[PlaneMesh] in Godot 3.x." +"[PlaneMesh] in Redot 3.x." msgstr "" "Il [PlaneMesh] sarà rivolto verso l'asse Y positivo. Ciò corrisponde al " -"comportamento di un [PlaneMesh] in Godot 3.x." +"comportamento di un [PlaneMesh] in Redot 3.x." msgid "" "[PlaneMesh] will face the positive Z-axis. This matches the behavior of the " -"QuadMesh in Godot 3.x." +"QuadMesh in Redot 3.x." msgstr "" "Il [PlaneMesh] sarà rivolto verso l'asse Z positivo. Ciò corrisponde al " -"comportamento di un QuadMesh in Godot 3.x." +"comportamento di un QuadMesh in Redot 3.x." msgid "Positional 2D light source." msgstr "Sorgente di luce 2D posizionale." @@ -64146,13 +64147,13 @@ msgid "" "Returns [code]true[/code] if the projections are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, this may return " "[code]true[/code], even if the projections are virtually equal. An " -"[code]is_equal_approx[/code] method may be added in a future version of Godot." +"[code]is_equal_approx[/code] method may be added in a future version of Redot." msgstr "" "Restituisce [code]true[/code] se le proiezioni non sono uguali.\n" "[b]Nota:[/b] A causa di errori di precisione in virgola mobile, questo " "potrebbe restituire [code]true[/code], anche se le proiezioni sono " "virtualmente uguali. Un metodo [code]is_equal_approx[/code] potrebbe essere " -"aggiunto in una futura versione di Godot." +"aggiunto in una futura versione di Redot." msgid "" "Returns a [Projection] that applies the combined transformations of this " @@ -64169,13 +64170,13 @@ msgid "" "Returns [code]true[/code] if the projections are equal.\n" "[b]Note:[/b] Due to floating-point precision errors, this may return " "[code]false[/code], even if the projections are virtually equal. An " -"[code]is_equal_approx[/code] method may be added in a future version of Godot." +"[code]is_equal_approx[/code] method may be added in a future version of Redot." msgstr "" "Restituisce [code]true[/code] se le proiezioni sono uguali.\n" "[b]Nota:[/b] A causa di errori di precisione in virgola mobile, questo " "potrebbe restituire [code]false[/code], anche se le proiezioni sono " "virtualmente uguali. Un metodo [code]is_equal_approx[/code] potrebbe essere " -"aggiunto in una futura versione di Godot." +"aggiunto in una futura versione di Redot." msgid "" "Returns the column of the [Projection] with the given index.\n" @@ -64354,7 +64355,7 @@ msgid "" "path] (starting with [code]res://[/code] or [code]user://[/code]). The " "returned path will vary depending on the operating system and user " "preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " -"Godot projects[/url] to see what those paths convert to. See also [method " +"Redot projects[/url] to see what those paths convert to. See also [method " "localize_path].\n" "[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work " "in an exported project. Instead, prepend the executable's base directory to " @@ -64380,7 +64381,7 @@ msgstr "" "al percorso [param path] localizzato (che inizia con [code]res://[/code] o " "[code]user://[/code]). Il percorso restituito varia a seconda del sistema " "operativo e delle preferenze dell'utente. Consulta [url=$DOCS_URL/tutorials/" -"io/data_paths.html]Percorsi dei file nei progetti Godot[/url] per vedere in " +"io/data_paths.html]Percorsi dei file nei progetti Redot[/url] per vedere in " "cosa sono convertiti quei percorsi. Consulta anche [method localize_path].\n" "[b]Nota:[/b] [method globalize_path] con [code]res://[/code] non funzionerà " "in un progetto esportato. Invece, anteponi la cartella di base " @@ -64563,7 +64564,7 @@ msgid "Background color for the boot splash." msgstr "Colore di sfondo per l'immagine di avvio." msgid "" -"Path to an image used as the boot splash. If left empty, the default Godot " +"Path to an image used as the boot splash. If left empty, the default Redot " "Engine splash will be displayed instead.\n" "[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is " "[code]true[/code].\n" @@ -64574,7 +64575,7 @@ msgid "" "override for [code]editor_hint[/code] feature." msgstr "" "Percorso di un'immagine utilizzata come splash di avvio. Se lasciato vuoto, " -"sarà visualizzato lo splash predefinito di Godot Engine.\n" +"sarà visualizzato lo splash predefinito di Redot Engine.\n" "[b]Nota:[/b] Efficace solo se [member application/boot_splash/show_image] è " "[code]true[/code].\n" "[b]Nota:[/b] L'unico formato supportato è PNG. Utilizzare un altro formato di " @@ -64622,7 +64623,7 @@ msgid "" "This user directory is used for storing persistent data ([code]user://[/code] " "filesystem). If a custom directory name is defined, this name will be " "appended to the system-specific user data directory (same parent folder as " -"the Godot configuration folder documented in [method OS.get_user_data_dir]).\n" +"the Redot configuration folder documented in [method OS.get_user_data_dir]).\n" "The [member application/config/use_custom_user_dir] setting must be enabled " "for this to take effect.\n" "[b]Note:[/b] If [member application/config/custom_user_dir_name] contains " @@ -64632,7 +64633,7 @@ msgstr "" "Questa cartella utente è utilizzata per archiviare dati persistenti (file " "system [code]user://[/code]). Se è definito un nome personalizzato di " "cartella, questo nome sarà aggiunto alla cartella dei dati utente specifica " -"del sistema (stessa cartella padre della cartella di configurazione Godot " +"del sistema (stessa cartella padre della cartella di configurazione Redot " "documentata in [method OS.get_user_data_dir]).\n" "L'impostazione [member application/config/use_custom_user_dir] deve essere " "abilitata affinché ciò abbia effetto.\n" @@ -64723,19 +64724,19 @@ msgid "" "directory. If [member application/config/custom_user_dir_name] is empty, " "[code]<OS user data directory>/<project name>[/code] directory will be used. " "If [code]false[/code], the project will save user data to [code]<OS user data " -"directory>/Godot/app_userdata/<project name>[/code].\n" +"directory>/Redot/app_userdata/<project name>[/code].\n" "See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-" -"user-data-user]File paths in Godot projects[/url]. This setting is only " +"user-data-user]File paths in Redot projects[/url]. This setting is only " "effective on desktop platforms." msgstr "" "Se [code]true[/code], il progetto salverà i dati utente nella propria " "cartella utente. Se [member application/config/custom_user_dir_name] è vuoto, " "sarà utilizzata la cartella [code]<cartella dati utente OS>/<nome del " "progetto>[/code]. Se [code]false[/code], il progetto salverà i dati utente in " -"[code]<cartella dati utente OS>/Godot/app_userdata/<nome dei progetto>[/" +"[code]<cartella dati utente OS>/Redot/app_userdata/<nome dei progetto>[/" "code].\n" "Consulta anche [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-" -"persistent-user-data-user]Percorsi file nei progetti Godot[/url]. Questa " +"persistent-user-data-user]Percorsi file nei progetti Redot[/url]. Questa " "impostazione è efficace solo sulle piattaforme desktop." msgid "" @@ -65040,7 +65041,7 @@ msgid "" "Low values may result in audible crackling on slower hardware.\n" "Audio output latency may be constrained by the host operating system and " "audio hardware drivers. If the host can not provide the specified audio " -"output latency then Godot will attempt to use the nearest latency allowed by " +"output latency then Redot will attempt to use the nearest latency allowed by " "the host. As such you should always use [method AudioServer." "get_output_latency] to determine the actual audio output latency.\n" "Audio output latency can be overridden using the [code]--audio-output-latency " @@ -65054,7 +65055,7 @@ msgstr "" "su hardware più lento.\n" "La latenza di output audio potrebbe essere limitata dal sistema operativo " "host e dai driver hardware audio. Se l'host non è in grado di fornire la " -"latenza di output audio specificata, Godot tenterà di utilizzare la latenza " +"latenza di output audio specificata, Redot tenterà di utilizzare la latenza " "più vicina consentita dall'host. Pertanto, dovresti sempre utilizzare [method " "AudioServer.get_output_latency] per determinare la latenza di output audio " "effettiva.\n" @@ -65581,10 +65582,10 @@ msgstr "" msgid "" "When enabled, using a property, enum, or function that was renamed since " -"Godot 3 will produce a hint if an error occurs." +"Redot 3 will produce a hint if an error occurs." msgstr "" "Se abilitato, l'uso di una proprietà, di un enumerazione o di una funzione " -"rinominata da Godot 3 in poi produrrà un suggerimento se si verifica un " +"rinominata da Redot 3 in poi produrrà un suggerimento se si verifica un " "errore." msgid "" @@ -65900,13 +65901,13 @@ msgstr "" msgid "" "When set to [code]true[/code], produces a warning when the shader contains " "[code]POSITION = vec4(vertex,[/code] as this was very common code written in " -"Godot 4.2 and earlier that was paired with a QuadMesh to produce a full " +"Redot 4.2 and earlier that was paired with a QuadMesh to produce a full " "screen post processes pass. With the switch to reversed z in 4.3, this trick " "no longer works, as it implicitly relied on the [code]VERTEX.z[/code] being 0." msgstr "" "Se impostato su [code]true[/code], produce un avviso quando lo shader " "contiene [code]POSITION = vec4(vertex,[/code] poiché questo era un codice " -"molto comune scritto in Godot 4.2 e nelle versioni precedenti che era " +"molto comune scritto in Redot 4.2 e nelle versioni precedenti che era " "abbinato a un QuadMesh per produrre un passaggio di processi post a schermo " "intero. Con il passaggio a z invertito in 4.3, questo trucco non funziona " "più, poiché si basava implicitamente sul fatto che [code]VERTEX.z[/code] " @@ -66660,7 +66661,7 @@ msgid "" "sln[/code] files is in the root of the project directory, next to the " "[code]project.godot[/code] and [code].csproj[/code] files.\n" "Changing this value allows setting up a multi-project scenario where there " -"are multiple [code].csproj[/code]. Keep in mind that the Godot project is " +"are multiple [code].csproj[/code]. Keep in mind that the Redot project is " "considered one of the C# projects in the workspace and it's root directory " "should contain the [code]project.godot[/code] and [code].csproj[/code] next " "to each other." @@ -66670,7 +66671,7 @@ msgstr "" "progetto, accanto ai file [code]project.godot[/code] e [code].csproj[/code].\n" "Modificare questo valore consente di configurare uno scenario multi-progetto " "in cui sono presenti più file [code].csproj[/code]. Tieni conto che il " -"progetto Godot è considerato uno dei progetti C# nell'area di lavoro e la sua " +"progetto Redot è considerato uno dei progetti C# nell'area di lavoro e la sua " "cartella radice dovrebbe contenere i file [code]project.godot[/code] e [code]." "csproj[/code] uno accanto all'altro." @@ -66785,13 +66786,13 @@ msgstr "" msgid "" "The output path for the movie. The file extension determines the " "[MovieWriter] that will be used.\n" -"Godot has 2 built-in [MovieWriter]s:\n" +"Redot has 2 built-in [MovieWriter]s:\n" "- AVI container with MJPEG for video and uncompressed audio ([code].avi[/" "code] file extension). Lossy compression, medium file sizes, fast encoding. " "The lossy compression quality can be adjusted by changing [member " "ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be " "viewed in most video players, but it must be converted to another format for " -"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not " +"viewing on the web or by Redot with [VideoStreamPlayer]. MJPEG does not " "support transparency. AVI output is currently limited to a file of 4 GB in " "size at most.\n" "- PNG image sequence for video and WAV for audio ([code].png[/code] file " @@ -66811,14 +66812,14 @@ msgid "" msgstr "" "Percorso di output per il filmato. L'estensione del file determina il " "[MovieWriter] che sarà utilizzato.\n" -"Godot ha 2 [MovieWriter] integrati:\n" +"Redot ha 2 [MovieWriter] integrati:\n" "- Contenitore AVI con MJPEG per video e audio non compresso (estensione file " "[code].avi[/code]). Compressione con perdite, dimensioni file medie, codifica " "veloce. La qualità della compressione con perdite può essere regolata " "modificando [member ProjectSettings.editor/movie_writer/mjpeg_quality]. È " "possibile visualizzare il file risultante nella maggior parte dei lettori " "video, ma deve essere convertito in un altro formato per la visualizzazione " -"sul Web o da Godot con [VideoStreamPlayer]. MJPEG non supporta la " +"sul Web o da Redot con [VideoStreamPlayer]. MJPEG non supporta la " "trasparenza. L'output AVI è attualmente limitato a un file di dimensioni " "massime di 4 GB.\n" "- Sequenza di immagini PNG per video e WAV per audio (estensione file [code]." @@ -66902,12 +66903,12 @@ msgstr "" "per lo più un'impostazione dell'editor." msgid "" -"The command-line arguments to append to Godot's own command line when running " +"The command-line arguments to append to Redot's own command line when running " "the project. This doesn't affect the editor itself.\n" -"It is possible to make another executable run Godot by using the " +"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 " +"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.\n" "For example, this can be used to force the project to run on the dedicated " "GPU in an NVIDIA Optimus system on Linux:\n" @@ -66915,13 +66916,13 @@ msgid "" "prime-run %command%\n" "[/codeblock]" msgstr "" -"Argomenti della riga di comando da aggiungere alla riga di comando di Godot " +"Argomenti della riga di comando da aggiungere alla riga di comando di Redot " "quando si esegue il progetto. Ciò non influisce sull'editor stesso.\n" -"È possibile far in modo che un altro eseguibile esegua Godot utilizzando il " +"È possibile far in modo che un altro eseguibile esegua Redot utilizzando il " "segnaposto [code]%command%[/code]. Il segnaposto sarà sostituito con la riga " -"di comando di Godot. Gli argomenti specifici del programma devono essere " +"di comando di Redot. Gli argomenti specifici del programma devono essere " "posizionati [i]prima[/i] del segnaposto, mentre gli argomenti specifici di " -"Godot devono essere posizionati [i]dopo[/i] il segnaposto.\n" +"Redot devono essere posizionati [i]dopo[/i] il segnaposto.\n" "Ad esempio, questo può essere utilizzato per forzare l'esecuzione del " "progetto sulla GPU dedicata in un sistema NVIDIA Optimus su Linux:\n" "[codeblock lang=text]\n" @@ -66940,11 +66941,11 @@ msgstr "" "script incorporati che sono serializzati nei file di scena." msgid "" -"Search path for project-specific script templates. Godot will search for " +"Search path for project-specific script templates. Redot will search for " "script templates both in the editor-specific path and in this project-" "specific path." msgstr "" -"Percorso di ricerca per i template di script specifici per il progetto. Godot " +"Percorso di ricerca per i template di script specifici per il progetto. Redot " "cercherà i template di script sia nel percorso specifico dell'editor che in " "questo percorso specifico per il progetto." @@ -66963,17 +66964,17 @@ msgstr "" msgid "" "Override for [member filesystem/import/blender/enabled] on Android where " -"Blender can't easily be accessed from Godot." +"Blender can't easily be accessed from Redot." msgstr "" "Sostituzione per [member filesystem/import/blender/enabled] su Android dove " -"Blender non è facilmente accessibile da Godot." +"Blender non è facilmente accessibile da Redot." msgid "" "Override for [member filesystem/import/blender/enabled] on the Web where " -"Blender can't easily be accessed from Godot." +"Blender can't easily be accessed from Redot." msgstr "" "Sostituzione per [member filesystem/import/blender/enabled] sul Web dove " -"Blender non è facilmente accessibile da Godot." +"Blender non è facilmente accessibile da Redot." msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " @@ -66989,17 +66990,17 @@ msgstr "" msgid "" "Override for [member filesystem/import/fbx2gltf/enabled] on Android where " -"FBX2glTF can't easily be accessed from Godot." +"FBX2glTF can't easily be accessed from Redot." msgstr "" "Sostituzione per [member filesystem/import/fbx2gltf/enabled] su Android dove " -"FBX2glTF non è facilmente accessibile da Godot." +"FBX2glTF non è facilmente accessibile da Redot." msgid "" "Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " -"FBX2glTF can't easily be accessed from Godot." +"FBX2glTF can't easily be accessed from Redot." msgstr "" "Sostituzione per [member filesystem/import/fbx2gltf/enabled] sul Web dove " -"FBX2glTF non è facilmente accessibile da Godot." +"FBX2glTF non è facilmente accessibile da Redot." msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " @@ -69672,10 +69673,10 @@ msgstr "" "lasciato vuoto, lo strato sarà visualizzato come \"Strato 32\"." msgid "" -"Godot uses a message queue to defer some function calls. If you run out of " +"Redot uses a message queue to defer some function calls. If you run out of " "space on it (you will see an error), you can increase the size here." msgstr "" -"Godot usa una coda di messaggi per rinviare alcune chiamate di funzione. Se " +"Redot usa una coda di messaggi per rinviare alcune chiamate di funzione. Se " "esaurisci lo spazio (vedrai un errore), puoi aumentare la dimensione qui." msgid "" @@ -69829,12 +69830,12 @@ msgstr "" "connessione del debugger." msgid "" -"Default size of packet peer stream for deserializing Godot data (in bytes, " +"Default size of packet peer stream for deserializing Redot data (in bytes, " "specified as a power of two). The default value [code]16[/code] is equal to " "65,536 bytes. Over this size, data is dropped." msgstr "" "La dimensione predefinita del flusso peer di pacchetti per la decodifica dei " -"dati di Godot (in byte, specificati come potenza di due). Il valore " +"dati di Redot (in byte, specificati come potenza di due). Il valore " "predefinito [code]16[/code] è uguale a 65.536 byte. Superata questa " "dimensione, i dati vengono eliminati." @@ -69848,7 +69849,7 @@ msgstr "" msgid "" "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://" +"non-empty value, this will [i]override[/i] Redot'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.\n" @@ -69856,7 +69857,7 @@ msgid "" msgstr "" "Il pacchetto di certificati CA da utilizzare per le connessioni TLS. Se " "impostato su un valore non vuoto, [i]sovrascriverà[/i] il pacchetto di " -"certificati Mozilla predefinito di Godot [url=https://github.com/godotengine/" +"certificati Mozilla predefinito di Redot [url=https://github.com/godotengine/" "godot/blob/master/thirdparty/certs/ca-certificates.crt]. Se lasciato vuoto, " "sarà utilizzato il pacchetto di certificati predefinito.\n" "In caso di dubbi, lascia questa impostazione vuota." @@ -69871,17 +69872,17 @@ msgid "" "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.\n" -"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " +"[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.\n" -"During each physics tick, Godot will multiply the linear velocity of " +"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].\n" -"[b]Warning:[/b] Godot's damping calculations are simulation tick rate " +"[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 " @@ -69897,18 +69898,18 @@ msgstr "" "velocità. Valori maggiori fermeranno l'oggetto più velocemente. Un valore " "uguale o maggiore della frequenza di tick di fisica ([member physics/common/" "physics_ticks_per_second]) arresterà l'oggetto in una sola iterazione.\n" -"[b]Nota:[/b] I calcoli dello smorzamento di Godot dipendono dalla velocità, " +"[b]Nota:[/b] I calcoli dello smorzamento di Redot dipendono dalla velocità, " "il che significa che i corpi che si muovono più velocemente impiegheranno più " "tempo per fermarsi. Non simulano l'inerzia, l'attrito o la resistenza " "dell'aria. Pertanto, i corpi più pesanti o più grandi perderanno velocità " "alla stessa frequenza proporzionale dei corpi più leggeri o più piccoli.\n" -"Durante ogni tick di fisica, Godot moltiplicherà la velocità lineare dei " +"Durante ogni tick di fisica, Redot moltiplicherà la velocità lineare dei " "RigidBody per [code]1.0 - smorzamento_combinato / tick_di_fisica_al_secondo[/" "code]. Per impostazione predefinita, i corpi combinano i fattori di " "smorzamento: [code]smorzamento_combinato [/code] è la somma del valore di " "smorzamento del corpo e di questo valore o del valore dell'area in cui si " "trova il corpo. Vedi [enum RigidBody2D.DampMode].\n" -"[b]Attenzione:[/b] I calcoli di smorzamento di Godot dipendono dalla " +"[b]Attenzione:[/b] I calcoli di smorzamento di Redot dipendono dalla " "frequenza di tick della simulazione. La modifica di [member physics/common/" "physics_ticks_per_second] potrebbe modificare significativamente i risultati " "e la percezione della simulazione. Ciò è vero per l'intera gamma di valori di " @@ -69994,17 +69995,17 @@ msgid "" "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.\n" -"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " +"[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.\n" -"During each physics tick, Godot will multiply the linear velocity of " +"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].\n" -"[b]Warning:[/b] Godot's damping calculations are simulation tick rate " +"[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 " @@ -70020,18 +70021,18 @@ msgstr "" "velocità. Valori maggiori fermeranno l'oggetto più velocemente. Un valore " "uguale o maggiore della frequenza di tick di fisica ([member physics/common/" "physics_ticks_per_second]) arresterà l'oggetto in una sola iterazione.\n" -"[b]Nota:[/b] I calcoli dello smorzamento di Godot dipendono dalla velocità, " +"[b]Nota:[/b] I calcoli dello smorzamento di Redot dipendono dalla velocità, " "il che significa che i corpi che si muovono più velocemente impiegheranno più " "tempo per fermarsi. Non simulano l'inerzia, l'attrito o la resistenza " "dell'aria. Pertanto, i corpi più pesanti o più grandi perderanno velocità " "alla stessa frequenza proporzionale dei corpi più leggeri o più piccoli.\n" -"Durante ogni tick di fisica, Godot moltiplicherà la velocità lineare dei " +"Durante ogni tick di fisica, Redot moltiplicherà la velocità lineare dei " "RigidBody per [code]1.0 - smorzamento_combinato / tick_di_fisica_al_secondo[/" "code]. Per impostazione predefinita, i corpi combinano i fattori di " "smorzamento: [code]smorzamento_combinato [/code] è la somma del valore di " "smorzamento del corpo e di questo valore o del valore dell'area in cui si " "trova il corpo. Vedi [enum RigidBody2D.DampMode].\n" -"[b]Attenzione:[/b] I calcoli di smorzamento di Godot dipendono dalla " +"[b]Attenzione:[/b] I calcoli di smorzamento di Redot dipendono dalla " "frequenza di tick della simulazione. La modifica di [member physics/common/" "physics_ticks_per_second] potrebbe modificare significativamente i risultati " "e la percezione della simulazione. Ciò è vero per l'intera gamma di valori di " @@ -70041,11 +70042,11 @@ msgstr "" msgid "" "Sets which physics engine to use for 2D physics.\n" -"\"DEFAULT\" and \"GodotPhysics2D\" are the same, as there is currently no " +"\"DEFAULT\" and \"RedotPhysics2D\" are the same, as there is currently no " "alternative 2D physics server implemented." msgstr "" "Imposta quale motore di fisica utilizzare per la fisica 2D.\n" -"\"DEFAULT\" e \"Godot Physics2D\" sono uguali, poiché al momento non è " +"\"DEFAULT\" e \"Redot Physics2D\" sono uguali, poiché al momento non è " "implementato un server di fisica 2D alternativo." msgid "" @@ -70153,17 +70154,17 @@ msgid "" "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.\n" -"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " +"[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.\n" -"During each physics tick, Godot will multiply the angular velocity of " +"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].\n" -"[b]Warning:[/b] Godot's damping calculations are simulation tick rate " +"[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 " @@ -70179,18 +70180,18 @@ msgstr "" "velocità. Valori maggiori fermeranno l'oggetto più velocemente. Un valore " "uguale o maggiore della frequenza di tick di fisica ([member physics/common/" "physics_ticks_per_second]) arresterà l'oggetto in una sola iterazione.\n" -"[b]Nota:[/b] I calcoli dello smorzamento di Godot dipendono dalla velocità, " +"[b]Nota:[/b] I calcoli dello smorzamento di Redot dipendono dalla velocità, " "il che significa che i corpi che si muovono più velocemente impiegheranno più " "tempo per fermarsi. Non simulano l'inerzia, l'attrito o la resistenza " "dell'aria. Pertanto, i corpi più pesanti o più grandi perderanno velocità " "alla stessa frequenza proporzionale dei corpi più leggeri o più piccoli.\n" -"Durante ogni tick di fisica, Godot moltiplicherà la velocità lineare dei " +"Durante ogni tick di fisica, Redot moltiplicherà la velocità lineare dei " "RigidBody per [code]1.0 - smorzamento_combinato / tick_di_fisica_al_secondo[/" "code]. Per impostazione predefinita, i corpi combinano i fattori di " "smorzamento: [code]smorzamento_combinato [/code] è la somma del valore di " "smorzamento del corpo e di questo valore o del valore dell'area in cui si " "trova il corpo. Vedi [enum RigidBody3D.DampMode].\n" -"[b]Attenzione:[/b] I calcoli di smorzamento di Godot dipendono dalla " +"[b]Attenzione:[/b] I calcoli di smorzamento di Redot dipendono dalla " "frequenza di tick della simulazione. La modifica di [member physics/common/" "physics_ticks_per_second] potrebbe modificare significativamente i risultati " "e la percezione della simulazione. Ciò è vero per l'intera gamma di valori di " @@ -70276,17 +70277,17 @@ msgid "" "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.\n" -"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " +"[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.\n" -"During each physics tick, Godot will multiply the linear velocity of " +"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].\n" -"[b]Warning:[/b] Godot's damping calculations are simulation tick rate " +"[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 " @@ -70302,18 +70303,18 @@ msgstr "" "velocità. Valori maggiori fermeranno l'oggetto più velocemente. Un valore " "uguale o maggiore della frequenza di tick di fisica ([member physics/common/" "physics_ticks_per_second]) arresterà l'oggetto in una sola iterazione.\n" -"[b]Nota:[/b] I calcoli dello smorzamento di Godot dipendono dalla velocità, " +"[b]Nota:[/b] I calcoli dello smorzamento di Redot dipendono dalla velocità, " "il che significa che i corpi che si muovono più velocemente impiegheranno più " "tempo per fermarsi. Non simulano l'inerzia, l'attrito o la resistenza " "dell'aria. Pertanto, i corpi più pesanti o più grandi perderanno velocità " "alla stessa frequenza proporzionale dei corpi più leggeri o più piccoli.\n" -"Durante ogni tick di fisica, Godot moltiplicherà la velocità lineare dei " +"Durante ogni tick di fisica, Redot moltiplicherà la velocità lineare dei " "RigidBody per [code]1.0 - smorzamento_combinato / tick_di_fisica_al_secondo[/" "code]. Per impostazione predefinita, i corpi combinano i fattori di " "smorzamento: [code]smorzamento_combinato [/code] è la somma del valore di " "smorzamento del corpo e di questo valore o del valore dell'area in cui si " "trova il corpo. Vedi [enum RigidBody3D.DampMode].\n" -"[b]Attenzione:[/b] I calcoli di smorzamento di Godot dipendono dalla " +"[b]Attenzione:[/b] I calcoli di smorzamento di Redot dipendono dalla " "frequenza di tick della simulazione. La modifica di [member physics/common/" "physics_ticks_per_second] potrebbe modificare significativamente i risultati " "e la percezione della simulazione. Ciò è vero per l'intera gamma di valori di " @@ -70323,11 +70324,11 @@ msgstr "" msgid "" "Sets which physics engine to use for 3D physics.\n" -"\"DEFAULT\" and \"GodotPhysics3D\" are the same, as there is currently no " +"\"DEFAULT\" and \"RedotPhysics3D\" are the same, as there is currently no " "alternative 3D physics server implemented." msgstr "" "Imposta quale motore di fisica utilizzare per la fisica 3D.\n" -"\"DEFAULT\" e \"Godot Physics2D\" sono uguali, poiché al momento non è " +"\"DEFAULT\" e \"Redot Physics2D\" sono uguali, poiché al momento non è " "implementato un server di fisica 2D alternativo." msgid "" @@ -71556,28 +71557,28 @@ msgstr "" msgid "" "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 Godot to real-world lighting. Due to the " -"large dynamic range of lighting conditions present in nature, Godot bakes " +"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, Godot will automatically reconcile the baked exposure " +"range. At run time, Redot will automatically reconcile the baked exposure " "with the active exposure to ensure lighting remains consistent." msgstr "" "Consente l'uso di unità basate sulla fisica per le sorgenti luminose. Le " "unità basate sulla fisica tendono a essere molto più grandi delle unità " -"arbitrarie utilizzate da Godot, ma possono essere utilizzate per " -"corrispondere l'illuminazione all'interno di Godot all'illuminazione del " +"arbitrarie utilizzate da Redot, ma possono essere utilizzate per " +"corrispondere l'illuminazione all'interno di Redot all'illuminazione del " "mondo reale. A causa dell'ampia gamma dinamica delle condizioni di " -"illuminazione presenti in natura, Godot precalcola l'esposizione nelle varie " +"illuminazione presenti in natura, Redot precalcola l'esposizione nelle varie " "quantità di illuminazione prima del rendering. La maggior parte delle " "sorgenti luminose precalcola l'esposizione automaticamente in fase di " "esecuzione in base alla risorsa [CameraAttributes] attiva, ma i [LightmapGI] " "e i [VoxelGI] richiedono che una risorsa [CameraAttributes] sia impostata in " "fase di precalcolo per ridurre la gamma dinamica. In fase di esecuzione, " -"Godot riconcilierà automaticamente l'esposizione precalcolata con " +"Redot riconcilierà automaticamente l'esposizione precalcolata con " "l'esposizione attiva per garantire che l'illuminazione rimanga coerente." msgid "" @@ -72269,9 +72270,9 @@ msgstr "" "La configurazione della mappa delle azioni da caricare per impostazione " "predefinita." -msgid "If [code]true[/code], Godot will setup and initialize OpenXR on startup." +msgid "If [code]true[/code], Redot will setup and initialize OpenXR on startup." msgstr "" -"Se [code]true[/code], Godot configurerà e inizializzerà OpenXR all'avvio." +"Se [code]true[/code], Redot configurerà e inizializzerà OpenXR all'avvio." msgid "" "Specify how OpenXR should blend in the environment. This is specific to " @@ -72335,21 +72336,21 @@ msgid "Specify the default reference space." msgstr "Specifica lo spazio di riferimento predefinito." msgid "" -"If [code]true[/code], Godot will display an alert modal when OpenXR " +"If [code]true[/code], Redot will display an alert modal when OpenXR " "initialization fails on startup." msgstr "" -"Se [code]true[/code], Godot visualizzerà un modale di avviso quando " +"Se [code]true[/code], Redot visualizzerà un modale di avviso quando " "l'inizializzazione di OpenXR fallisce all'avvio." msgid "" "If [code]true[/code], OpenXR will manage the depth buffer and use the depth " "buffer for advanced reprojection provided this is supported by the XR " -"runtime. Note that some rendering features in Godot can't be used with this " +"runtime. Note that some rendering features in Redot can't be used with this " "feature." msgstr "" "Se [code]true[/code], OpenXR gestirà il buffer di profondità e utilizzerà il " "buffer di profondità per la riproiezione avanzata, a condizione che sia " -"supportato dal runtime XR. Nota che alcune funzionalità di rendering in Godot " +"supportato dal runtime XR. Nota che alcune funzionalità di rendering in Redot " "non possono essere utilizzate con questa funzionalità." msgid "" @@ -72359,8 +72360,8 @@ msgstr "" "Specificare la configurazione della vista con cui configurare OpenXR " "impostando il rendering Mono o Stereo." -msgid "If [code]true[/code], Godot will compile shaders required for XR." -msgstr "Se [code]true[/code], Godot compilerà gli shader necessari per XR." +msgid "If [code]true[/code], Redot will compile shaders required for XR." +msgstr "Se [code]true[/code], Redot compilerà gli shader necessari per XR." msgid "Emitted when any setting is changed, up to once per process frame." msgstr "" @@ -72552,7 +72553,7 @@ msgid "" "counterparts.\n" "For a great introduction to quaternions, see [url=https://www.youtube.com/" "watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " -"the math behind quaternions, as Godot provides several helper methods that " +"the math behind quaternions, as Redot provides several helper methods that " "handle it for you. These include [method slerp] and [method " "spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" "[b]Note:[/b] Quaternions must be normalized before being used for rotation " @@ -72575,7 +72576,7 @@ msgstr "" "controparti in [Basis].\n" "Per un'ottima introduzione ai quaternioni, guarda [url=https://www.youtube." "com/watch?v=d4EgbgTm0Bg]questo video di 3Blue1Brown[/url]. Non hai bisogno di " -"conoscere la matematica dietro i quaternioni, poiché Godot fornisce diversi " +"conoscere la matematica dietro i quaternioni, poiché Redot fornisce diversi " "metodi di supporto che la gestiscono per te. Questi includono [method slerp] " "e [method spherical_cubic_interpolate], così come l'operatore [code]*[/" "code].\n" @@ -73102,7 +73103,7 @@ msgid "" "a placeholder, and not the actual default seed.\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" -"rng.seed = hash(\"Godot\")\n" +"rng.seed = hash(\"Redot\")\n" "rng.state = 100 # Restore to some previously saved state.\n" "[/codeblock]" msgstr "" @@ -73121,7 +73122,7 @@ msgstr "" "documentato qui è un segnaposto e non il seed predefinito effettivo. \n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" -"rng.seed = hash(\"Godot\")\n" +"rng.seed = hash(\"Redot\")\n" "rng.state = 100 # Ripristina uno stato salvato in precedenza.\n" "[/codeblock]" @@ -73889,7 +73890,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " -"negative, as most other methods in Godot assume that the [member position] is " +"negative, as most other methods in Redot assume that the [member position] is " "the top-left corner, and the [member end] is the bottom-right corner." msgstr "" "Restituisce un [Rect2] equivalente a questo rettangolo, con la sua larghezza " @@ -73906,7 +73907,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nota:[/b] Si consiglia di utilizzare questo metodo quando [member size] è " -"negativo, poiché la maggior parte degli altri metodi in Godot presuppone che " +"negativo, poiché la maggior parte degli altri metodi in Redot presuppone che " "[member position] sia l'angolo in alto a sinistra e [member end] sia l'angolo " "in basso a destra." @@ -74124,14 +74125,14 @@ msgid "" "The rectangle's width and height, starting from [member position]. Setting " "this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width and height to non-negative " -"values, as most methods in Godot assume that the [member position] is the top-" +"values, as most methods in Redot assume that the [member position] is the top-" "left corner, and the [member end] is the bottom-right corner. To get an " "equivalent rectangle with non-negative size, use [method abs]." msgstr "" "La larghezza e l'altezza del rettangolo, a partire da [member position]. " "L'impostazione di questo valore influisce anche sul punto [member end].\n" "[b]Nota:[/b] Si consiglia di impostare larghezza e altezza su valori non " -"negativi, poiché la maggior parte dei metodi in Godot presuppone che [member " +"negativi, poiché la maggior parte dei metodi in Redot presuppone che [member " "position] sia l'angolo in alto a sinistra e [member end] sia l'angolo in " "basso a destra. Per ottenere un rettangolo equivalente con dimensioni non " "negative, usa [method abs]." @@ -74252,7 +74253,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " -"negative, as most other methods in Godot assume that the [member position] is " +"negative, as most other methods in Redot assume that the [member position] is " "the top-left corner, and the [member end] is the bottom-right corner." msgstr "" "Restituisce un [Rect2i] equivalente a questo rettangolo, con la sua larghezza " @@ -74269,7 +74270,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nota:[/b] Si consiglia di utilizzare questo metodo quando [member size] è " -"negativo, poiché la maggior parte degli altri metodi in Godot presuppone che " +"negativo, poiché la maggior parte degli altri metodi in Redot presuppone che " "[member position] sia l'angolo in alto a sinistra e [member end] sia l'angolo " "in basso a destra." @@ -75415,8 +75416,8 @@ msgstr "" "Sovrascrive l'uniforme globale di shader denominata [param name] con [param " "value]. Equivalente al nodo [ShaderGlobalsOverride]." -msgid "This method has not been used since Godot 3.0." -msgstr "Questo metodo non è stato più utilizzato da Godot 3.0." +msgid "This method has not been used since Redot 3.0." +msgstr "Questo metodo non è stato più utilizzato da Redot 3.0." msgid "This method does nothing and always returns [code]false[/code]." msgstr "Questo metodo non fa nulla e restituisce sempre [code]false[/code]." @@ -76430,10 +76431,10 @@ msgid "Base class for resource importers." msgstr "Classe di base per gli importatori di risorse." msgid "" -"This is the base class for Godot's resource importers. To implement your own " +"This is the base class for Redot's resource importers. To implement your own " "resource importers using editor plugins, see [EditorImportPlugin]." msgstr "" -"Questa è la classe di base per gli importatori di risorse di Godot. Per " +"Questa è la classe di base per gli importatori di risorse di Redot. Per " "implementare i tuoi importatori di risorse usando le estensioni dell'editor, " "vedi [EditorImportPlugin]." @@ -78844,7 +78845,7 @@ msgid "" "[b]Note:[/b] This method acts immediately on all selected nodes at once, " "which may cause stuttering in some performance-intensive situations.\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" @@ -78858,7 +78859,7 @@ msgstr "" "allo stesso tempo, il che potrebbe causare scatti in alcune situazioni " "intense sulle prestazioni.\n" "[b]Nota:[/b] In C#, [param method] deve essere in snake_case quando si fa " -"riferimento a metodi Godot integrati. Preferisci usare i nomi esposti nella " +"riferimento a metodi Redot integrati. Preferisci usare i nomi esposti nella " "classe [code]MethodName[/code] per evitare di allocare un nuovo [StringName] " "a ogni chiamata." @@ -78877,7 +78878,7 @@ msgid "" " \"enemies\", \"hide\")\n" "[/codeblock]\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" @@ -78895,7 +78896,7 @@ msgstr "" " \"enemies\", \"hide\")\n" "[/codeblock]\n" "[b]Nota:[/b] In C#, [param method] deve essere in snake_case quando si fa " -"riferimento ai metodi Godot integrati. Si preferisce utilizzare i nomi " +"riferimento ai metodi Redot integrati. Si preferisce utilizzare i nomi " "esposti nella classe [code]MethodName[/code] per evitare di allocare un nuovo " "[StringName] a ogni chiamata." @@ -79060,7 +79061,7 @@ msgstr "" msgid "" "Calls [method Object.notification] with the given [param notification] to all " "nodes inside this tree added to the [param group]. See also [url=$DOCS_URL/" -"tutorials/best_practices/godot_notifications.html]Godot notifications[/url] " +"tutorials/best_practices/godot_notifications.html]Redot notifications[/url] " "and [method call_group] and [method set_group].\n" "[b]Note:[/b] This method acts immediately on all selected nodes at once, " "which may cause stuttering in some performance-intensive situations." @@ -79068,7 +79069,7 @@ msgstr "" "Chiama [method Object.notification] con la notifica [param notification] su " "tutti i nodi all'interno di questo albero aggiunti al gruppo [param group]. " "Vedi anche [url=$DOCS_URL/tutorials/best_practices/godot_notifications." -"html]Godot notifications[/url], [method call_group] e [method set_group].\n" +"html]Redot notifications[/url], [method call_group] e [method set_group].\n" "[b]Nota:[/b] Questo metodo agisce immediatamente su tutti i nodi selezionati " "allo stesso tempo, il che potrebbe causare scatti in alcune situazioni " "intense sulle prestazioni." @@ -79137,7 +79138,7 @@ msgid "" "[b]Note:[/b] This method acts immediately on all selected nodes at once, " "which may cause stuttering in some performance-intensive situations.\n" "[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " +"built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -79149,7 +79150,7 @@ msgstr "" "allo stesso tempo, il che potrebbe causare scatti in alcune situazioni " "intense sulle prestazioni.\n" "[b]Nota:[/b] In C#, [param property] deve essere in snake_case quando si fa " -"riferimento alle proprietà Godot integrate. Preferisci usare i nomi esposti " +"riferimento alle proprietà Redot integrate. Preferisci usare i nomi esposti " "nella classe [code]PropertyName[/code] per evitare di allocare un nuovo " "[StringName] a ogni chiamata." @@ -79159,7 +79160,7 @@ msgid "" "property] are ignored. Use [param call_flags] to customize this method's " "behavior (see [enum GroupCallFlags]).\n" "[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " +"built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -79168,7 +79169,7 @@ msgstr "" "hanno [param property] sono ignorati. Usa [param flags] per personalizzare il " "comportamento di questo metodo (vedi [enum GroupCallFlags]).\n" "[b]Nota:[/b] In C#, [param property] deve essere in snake_case quando si fa " -"riferimento alle proprietà Godot integrate. Preferisci usare i nomi esposti " +"riferimento alle proprietà Redot integrate. Preferisci usare i nomi esposti " "nella classe [code]PropertyName[/code] per evitare di allocare un nuovo " "[StringName] a ogni chiamata." @@ -79533,7 +79534,7 @@ msgid "" "extends Node\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[GlobalClass]\n" "public partial class MyNode : Node\n" @@ -79553,7 +79554,7 @@ msgstr "" "extends Node\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[GlobalClass]\n" "public partial class MyNode : Node\n" @@ -79639,9 +79640,9 @@ msgstr "" "è disponibile. Quando impostato, non ricarica automaticamente " "l'implementazione della classe." -msgid "Godot editor's popup dialog for creating new [Script] files." +msgid "Redot editor's popup dialog for creating new [Script] files." msgstr "" -"Finestra di dialogo popup dell'editor Godot per la creazione di nuovi file di " +"Finestra di dialogo popup dell'editor Redot per la creazione di nuovi file di " "[Script]." msgid "" @@ -80131,18 +80132,18 @@ msgstr "" "Lo stile per la linea di separazione. Funziona meglio con [StyleBoxLine] " "(ricordati di abilitare [member StyleBoxLine.vertical] per [VSeparator])." -msgid "A shader implemented in the Godot shading language." -msgstr "Uno shader implementato nel linguaggio di shading Godot." +msgid "A shader implemented in the Redot shading language." +msgstr "Uno shader implementato nel linguaggio di shading Redot." msgid "" -"A custom shader program implemented in the Godot shading language, saved with " +"A custom shader program implemented in the Redot shading language, saved with " "the [code].gdshader[/code] extension.\n" "This class is used by a [ShaderMaterial] and allows you to write your own " "custom behavior for rendering visual items or updating particle information. " "For a detailed explanation and usage, please see the tutorials linked below." msgstr "" "Un programma di shader personalizzato implementato nel linguaggio di shading " -"Godot, salvato con l'estensione [code].gdshader[/code].\n" +"Redot, salvato con l'estensione [code].gdshader[/code].\n" "Questa classe è utilizzata da uno [ShaderMaterial] e consente di scrivere il " "proprio comportamento personalizzato per il rendering di elementi visivi o " "l'aggiornamento delle informazioni sulle particelle. Per una spiegazione " @@ -80534,14 +80535,14 @@ msgstr "" "ProjectSettings.physics/3d/solver/default_contact_bias]." msgid "" -"The collision margin for the shape. This is not used in Godot Physics.\n" +"The collision margin for the shape. This is not used in Redot Physics.\n" "Collision margins allow collision detection to be more efficient by adding an " "extra shell around shapes. Collision algorithms are more expensive when " "objects overlap by more than their margin, so a higher value for margins is " "better for performance, at the cost of accuracy around edges as it makes them " "less sharp." msgstr "" -"Il margine di collisione per la forma. Non è utilizzato in Godot Physics.\n" +"Il margine di collisione per la forma. Non è utilizzato in Redot Physics.\n" "I margini di collisione consentono di rilevare le collisioni in modo più " "efficiente aggiungendo un ulteriore guscio attorno alle forme. Gli algoritmi " "di collisione sono più costosi quando gli oggetti si sovrappongono per più " @@ -81724,25 +81725,25 @@ msgid "" "This resource provides an interface that can be expanded so code that " "operates on [Bone2D] nodes in a [Skeleton2D] can be mixed and matched " "together to create complex interactions.\n" -"This is used to provide Godot with a flexible and powerful Inverse Kinematics " +"This is used to provide Redot with a flexible and powerful Inverse Kinematics " "solution that can be adapted for many different uses." msgstr "" "Questa risorsa fornisce un'interfaccia che può essere ampliata in modo che il " "codice che opera sui nodi [Bone2D] in uno [Skeleton2D] possa essere mescolato " "e abbinato insieme per creare interazioni complesse.\n" -"Questo viene utilizzato per fornire a Godot una soluzione di cinematica " +"Questo viene utilizzato per fornire a Redot una soluzione di cinematica " "inversa flessibile e potente che può essere adattata per molti usi diversi." msgid "" "Used for drawing [b]editor-only[/b] modification gizmos. This function will " -"only be called in the Godot editor and can be overridden to draw custom " +"only be called in the Redot editor and can be overridden to draw custom " "gizmos.\n" "[b]Note:[/b] You will need to use the Skeleton2D from [method " "SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the " "[SkeletonModification2D] resource cannot draw on its own." msgstr "" "Utilizzato per disegnare il gizmo di modificazione [b]solo editor[/b]. Questa " -"funzione verrà chiamata solo nell'editor Godot e può essere sovrascritta per " +"funzione verrà chiamata solo nell'editor Redot e può essere sovrascritta per " "disegnare gizmo personalizzati.\n" "[b]Nota:[/b] Dovrai usare Skeleton2D da [method SkeletonModificationStack2D." "get_skeleton] e le sue funzioni di disegno, poiché la risorsa " @@ -81773,10 +81774,10 @@ msgstr "" msgid "" "Returns whether this modification will call [method _draw_editor_gizmo] in " -"the Godot editor to draw modification-specific gizmos." +"the Redot editor to draw modification-specific gizmos." msgstr "" "Restituisce se questa modificazione chiamerà [method _draw_editor_gizmo] " -"nell'editor di Godot per disegnare i gizmo specifici della modificazione." +"nell'editor di Redot per disegnare i gizmo specifici della modificazione." msgid "Returns whether this modification has been successfully setup or not." msgstr "" @@ -81793,10 +81794,10 @@ msgstr "" msgid "" "Sets whether this modification will call [method _draw_editor_gizmo] in the " -"Godot editor to draw modification-specific gizmos." +"Redot editor to draw modification-specific gizmos." msgstr "" "Imposta se questa modificazione chiamerà [method _draw_editor_gizmo] " -"nell'editor Godot per disegnare i gizmo specifici della modificazione." +"nell'editor Redot per disegnare i gizmo specifici della modificazione." msgid "" "Manually allows you to set the setup state of the modification. This function " @@ -83551,13 +83552,13 @@ msgstr "" msgid "" "The body's drag coefficient. Higher values increase this body's air " "resistance.\n" -"[b]Note:[/b] This value is currently unused by Godot's default physics " +"[b]Note:[/b] This value is currently unused by Redot's default physics " "implementation." msgstr "" "Il coefficiente di resistenza aerodinamica del corpo. Valori più alti " "aumentano la resistenza all'aria di questo corpo.\n" "[b]Nota:[/b] Questo valore è attualmente inutilizzato dall'implementazione " -"fisica predefinita di Godot." +"fisica predefinita di Redot." msgid "" "Higher values will result in a stiffer body, while lower values will increase " @@ -85187,14 +85188,14 @@ msgid "" "placeholder] will be replaced with the corresponding keys in advance. Array " "elements use their index as keys.\n" "[codeblock]\n" -"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"# Prints \"Waiting for Redot is a play by Samuel Beckett, and Redot Engine is " "named after it.\"\n" "var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " "named after it.\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n" "\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"# Prints \"User 42 is Redot.\"\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Redot\"}))\n" "[/codeblock]\n" "Some additional handling is performed when [param values] is an [Array]. If " "[param placeholder] does not contain an underscore, the elements of the " @@ -85202,10 +85203,10 @@ msgid "" "placeholder in order; If an element of [param values] is another 2-element " "array, it'll be interpreted as a key-value pair.\n" "[codeblock]\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"# Prints \"User 42 is Redot.\"\n" +"print(\"User {} is {}.\".format([42, \"Redot\"], \"{}\"))\n" "print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " -"\"Godot\"]]))\n" +"\"Redot\"]]))\n" "[/codeblock]\n" "See also the [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_format_string.html]GDScript format string[/url] tutorial.\n" @@ -85236,14 +85237,14 @@ msgstr "" "basso in [param placeholder] verrà sostituito in anticipo con le chiavi " "corrispondenti. Gli elementi di array utilizzano il loro indice come chiavi.\n" "[codeblock]\n" -"# Stampa \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"# Stampa \"Waiting for Redot is a play by Samuel Beckett, and Redot Engine is " "named after it.\"\n" "var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " "named after it.\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n" "\n" -"# Stampa \"User 42 is Godot.\"\n" -"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"# Stampa \"User 42 is Redot.\"\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Redot\"}))\n" "[/codeblock]\n" "Vengono eseguite alcune operazioni aggiuntive quando [param values] è un " "[Array]. Se [param placeholder] non contiene un trattino basso, gli elementi " @@ -85251,10 +85252,10 @@ msgstr "" "del segnaposto in ordine; se un elemento di [param values] è un altro array " "di 2 elementi, verrà interpretato come una coppia chiave-valore.\n" "[codeblock]\n" -"# Stampa \"User 42 is Godot.\"\n" -"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"# Stampa \"User 42 is Redot.\"\n" +"print(\"User {} is {}.\".format([42, \"Redot\"], \"{}\"))\n" "print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " -"\"Godot\"]]))\n" +"\"Redot\"]]))\n" "[/codeblock]\n" "Vedere anche il tutorial [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_format_string.html]Stringa di formato GDScript[/url].\n" @@ -86596,12 +86597,12 @@ msgid "" "also [method uri_encode].\n" "[codeblocks]\n" "[gdscript]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/gdscript]\n" "[csharp]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Redot Engine:" "docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -86611,12 +86612,12 @@ msgstr "" "una richiesta HTTP. Vedi anche [method uri_encode].\n" "[codeblocks]\n" "[gdscript]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"print(url.uri_decode()) # Stampa \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"print(url.uri_decode()) # Stampa \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/gdscript]\n" "[csharp]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"GD.Print(url.URIDecode()) // Stampa \"$DOCS_URL/?highlight=Godot Engine:" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"GD.Print(url.URIDecode()) // Stampa \"$DOCS_URL/?highlight=Redot Engine:" "docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -86628,15 +86629,15 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var prefix = \"$DOCS_URL/?highlight=\"\n" -"var url = prefix + \"Godot Engine:docs\".uri_encode()\n" +"var url = prefix + \"Redot Engine:docs\".uri_encode()\n" "\n" -"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"print(url) # Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/gdscript]\n" "[csharp]\n" "var prefix = \"$DOCS_URL/?highlight=\";\n" -"var url = prefix + \"Godot Engine:docs\".URIEncode();\n" +"var url = prefix + \"Redot Engine:docs\".URIEncode();\n" "\n" -"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" @@ -86646,15 +86647,15 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "var prefix = \"$DOCS_URL/?highlight=\"\n" -"var url = prefix + \"Godot Engine:docs\".uri_encode()\n" +"var url = prefix + \"Redot Engine:docs\".uri_encode()\n" "\n" -"print(url) # Stampa \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"print(url) # Stampa \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/gdscript]\n" "[csharp]\n" "var prefix = \"$DOCS_URL/?highlight=\";\n" -"var url = prefix + \"Godot Engine:docs\".URIEncode();\n" +"var url = prefix + \"Redot Engine:docs\".URIEncode();\n" "\n" -"GD.Print(url); // Stampa \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"GD.Print(url); // Stampa \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -86906,14 +86907,14 @@ msgid "" "placeholder] will be replaced with the corresponding keys in advance. Array " "elements use their index as keys.\n" "[codeblock]\n" -"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"# Prints \"Waiting for Redot is a play by Samuel Beckett, and Redot Engine is " "named after it.\"\n" "var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " "named after it.\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n" "\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"# Prints \"User 42 is Redot.\"\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Redot\"}))\n" "[/codeblock]\n" "Some additional handling is performed when [param values] is an [Array]. If " "[param placeholder] does not contain an underscore, the elements of the " @@ -86921,10 +86922,10 @@ msgid "" "placeholder in order; If an element of [param values] is another 2-element " "array, it'll be interpreted as a key-value pair.\n" "[codeblock]\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"# Prints \"User 42 is Redot.\"\n" +"print(\"User {} is {}.\".format([42, \"Redot\"], \"{}\"))\n" "print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " -"\"Godot\"]]))\n" +"\"Redot\"]]))\n" "[/codeblock]\n" "See also the [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_format_string.html]GDScript format string[/url] tutorial.\n" @@ -86938,14 +86939,14 @@ msgstr "" "basso in [param placeholder] verrà sostituito in anticipo con le chiavi " "corrispondenti. Gli elementi di array utilizzano il loro indice come chiavi.\n" "[codeblock]\n" -"# Stampa \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"# Stampa \"Waiting for Redot is a play by Samuel Beckett, and Redot Engine is " "named after it.\"\n" "var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " "named after it.\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n" "\n" -"# Stampa \"User 42 is Godot.\"\n" -"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"# Stampa \"User 42 is Redot.\"\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Redot\"}))\n" "[/codeblock]\n" "Vengono eseguite alcune operazioni aggiuntive quando [param values] è un " "[Array]. Se [param placeholder] non contiene un trattino basso, gli elementi " @@ -86953,10 +86954,10 @@ msgstr "" "del segnaposto in ordine; se un elemento di [param values] è un altro array " "di 2 elementi, verrà interpretato come una coppia chiave-valore.\n" "[codeblock]\n" -"# Stampa \"User 42 is Godot.\"\n" -"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"# Stampa \"User 42 is Redot.\"\n" +"print(\"User {} is {}.\".format([42, \"Redot\"], \"{}\"))\n" "print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " -"\"Godot\"]]))\n" +"\"Redot\"]]))\n" "[/codeblock]\n" "Vedi anche il tutorial [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_format_string.html]Formattazione di stringhe in GDScript[/url].\n" @@ -87058,12 +87059,12 @@ msgid "" "properly decode the parameters in a URL when receiving an HTTP request.\n" "[codeblocks]\n" "[gdscript]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/gdscript]\n" "[csharp]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Redot Engine:" "docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -87073,12 +87074,12 @@ msgstr "" "una richiesta HTTP.\n" "[codeblocks]\n" "[gdscript]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"print(url.uri_decode()) # Stampa \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"print(url.uri_decode()) # Stampa \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/gdscript]\n" "[csharp]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"GD.Print(url.URIDecode()) // Stampa \"$DOCS_URL/?highlight=Godot Engine:" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"GD.Print(url.URIDecode()) // Stampa \"$DOCS_URL/?highlight=Redot Engine:" "docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -87089,15 +87090,15 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var prefix = \"$DOCS_URL/?highlight=\"\n" -"var url = prefix + \"Godot Engine:docs\".uri_encode()\n" +"var url = prefix + \"Redot Engine:docs\".uri_encode()\n" "\n" -"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"print(url) # Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/gdscript]\n" "[csharp]\n" "var prefix = \"$DOCS_URL/?highlight=\";\n" -"var url = prefix + \"Godot Engine:docs\".URIEncode();\n" +"var url = prefix + \"Redot Engine:docs\".URIEncode();\n" "\n" -"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" @@ -87107,15 +87108,15 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "var prefix = \"$DOCS_URL/?highlight=\"\n" -"var url = prefix + \"Godot Engine:docs\".uri_encode()\n" +"var url = prefix + \"Redot Engine:docs\".uri_encode()\n" "\n" -"print(url) # Stampa \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"print(url) # Stampa \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/gdscript]\n" "[csharp]\n" "var prefix = \"$DOCS_URL/?highlight=\";\n" -"var url = prefix + \"Godot Engine:docs\".URIEncode();\n" +"var url = prefix + \"Redot Engine:docs\".URIEncode();\n" "\n" -"GD.Print(url); // Stampa \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"GD.Print(url); // Stampa \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -89027,7 +89028,7 @@ msgid "" "[code]0[/code] for the main caret, or greater than [code]0[/code] for " "secondary carets in the order they were created.\n" "[b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will " -"scroll 5 times as fast as it would normally do. This also works in the Godot " +"scroll 5 times as fast as it would normally do. This also works in the Redot " "script editor." msgstr "" "Un editor di testo multilinea. Dispone inoltre di funzionalità limitate per " @@ -89041,7 +89042,7 @@ msgstr "" "stati creati.\n" "[b]Nota:[/b] Quando si tiene premuto [kbd]Alt[/kbd], la rotellina di " "scorrimento verticale scorrerà 5 volte più velocemente di quanto farebbe " -"normalmente. Questo funziona anche nell'editor di script di Godot." +"normalmente. Questo funziona anche nell'editor di script di Redot." msgid "" "Override this method to define what happens when the user presses the " @@ -91168,15 +91169,15 @@ msgid "" "returned instead.\n" "[codeblock]\n" "var ts = TextServerManager.get_primary_interface()\n" -"print(ts.string_get_word_breaks(\"The Godot Engine, 4\")) # Prints [0, 3, 4, " +"print(ts.string_get_word_breaks(\"The Redot Engine, 4\")) # Prints [0, 3, 4, " "9, 10, 16, 18, 19], which corresponds to the following substrings: \"The\", " -"\"Godot\", \"Engine\", \"4\"\n" -"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"en\", 5)) # Prints " +"\"Redot\", \"Engine\", \"4\"\n" +"print(ts.string_get_word_breaks(\"The Redot Engine, 4\", \"en\", 5)) # Prints " "[0, 3, 4, 9, 10, 15, 15, 19], which corresponds to the following substrings: " -"\"The\", \"Godot\", \"Engin\", \"e, 4\"\n" -"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"en\", 10)) # " +"\"The\", \"Redot\", \"Engin\", \"e, 4\"\n" +"print(ts.string_get_word_breaks(\"The Redot Engine, 4\", \"en\", 10)) # " "Prints [0, 9, 10, 19], which corresponds to the following substrings: \"The " -"Godot\", \"Engine, 4\"\n" +"Redot\", \"Engine, 4\"\n" "[/codeblock]" msgstr "" "Restituisce un array dei limiti di interruzione delle parole. Gli elementi " @@ -91186,15 +91187,15 @@ msgstr "" "limiti di interruzione delle righe.\n" "[codeblock]\n" "var ts = TextServerManager.get_primary_interface()\n" -"print(ts.string_get_word_breaks(\"The Godot Engine, 4\")) # Stampa [0, 3, 4, " +"print(ts.string_get_word_breaks(\"The Redot Engine, 4\")) # Stampa [0, 3, 4, " "9, 10, 16, 18, 19], che corrisponde alle seguenti sottostringhe: \"The\", " -"\"Godot\", \"Engine\", \"4\"\n" -"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"en\", 5)) # Stampa " +"\"Redot\", \"Engine\", \"4\"\n" +"print(ts.string_get_word_breaks(\"The Redot Engine, 4\", \"en\", 5)) # Stampa " "[0, 3, 4, 9, 10, 15, 15, 19], che corrisponde alle seguenti sottostringhe:" -"\"The\", \"Godot\", \"Engin\", \"e, 4\"\n" -"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"en\", 10)) # " +"\"The\", \"Redot\", \"Engin\", \"e, 4\"\n" +"print(ts.string_get_word_breaks(\"The Redot Engine, 4\", \"en\", 10)) # " "Stampa [0, 9, 10, 19], che corrisponde alle seguenti sottostringhe: \"The " -"Godot\", \"Engine, 4\"\n" +"Redot\", \"Engine, 4\"\n" "[/codeblock]" msgid "" @@ -91717,21 +91718,21 @@ msgstr "" msgid "" "An advanced text server with support for BiDi, complex text layout, and " -"contextual OpenType features. Used in Godot by default." +"contextual OpenType features. Used in Redot by default." msgstr "" "Un server di testo avanzato con supporto per BiDi, layout di testo complesso " -"e funzionalità OpenType contestuali. Utilizzato in Godot per impostazione " +"e funzionalità OpenType contestuali. Utilizzato in Redot per impostazione " "predefinita." msgid "" "An implementation of [TextServer] that uses HarfBuzz, ICU and SIL Graphite to " "support BiDi, complex text layouts and contextual OpenType features. This is " -"Godot's default primary [TextServer] interface." +"Redot's default primary [TextServer] interface." msgstr "" "Un'implementazione di [TextServer] che usa HarfBuzz, ICU e SIL Graphite per " "supportare BiDi, layout di testo complessi e funzionalità OpenType " "contestuali. Questa è l'interfaccia primaria predefinita di [TextServer] di " -"Godot." +"Redot." msgid "A dummy text server that can't render text or manage fonts." msgstr "" @@ -91816,25 +91817,25 @@ msgstr "" "Restituisce un indice di faccia attivo della collezione TrueType / OpenType." msgid "" -"A fallback implementation of Godot's text server, without support for BiDi " +"A fallback implementation of Redot's text server, without support for BiDi " "and complex text layout." msgstr "" -"Un'implementazione di riserva del server di testo di Godot, senza supporto " +"Un'implementazione di riserva del server di testo di Redot, senza supporto " "per BiDi e layout complessi di testo." msgid "" -"A fallback implementation of Godot's text server. This fallback is faster " +"A fallback implementation of Redot's text server. This fallback is faster " "than [TextServerAdvanced] for processing a lot of text, but it does not " "support BiDi and complex text layout.\n" -"[b]Note:[/b] This text server is not part of official Godot binaries. If you " +"[b]Note:[/b] This text server is not part of official Redot binaries. If you " "want to use it, compile the engine with the option " "[code]module_text_server_fb_enabled=yes[/code]." msgstr "" -"Un'implementazione di riserva del server di testo di Godot. Questo server è " +"Un'implementazione di riserva del server di testo di Redot. Questo server è " "più veloce di [TextServerAdvanced] per l'elaborazione di molto testo, ma non " "supporta BiDi e layout complessi di testo.\n" "[b]Nota:[/b] Questo server di testo non fa parte dei binari ufficiali di " -"Godot. Se vuoi usarlo, compila il motore con l'opzione " +"Redot. Se vuoi usarlo, compila il motore con l'opzione " "[code]module_text_server_fb_enabled=yes[/code]." msgid "A singleton for managing [TextServer] implementations." @@ -92036,7 +92037,7 @@ msgid "" "separately for each layer. In an atlas, the slicing has to be done manually " "in the fragment shader.\n" "To create such a texture file yourself, reimport your image files using the " -"Godot Editor import presets." +"Redot Editor import presets." msgstr "" "Un Texture2DArray è diverso da un Texture3D: il Texture2DArray non supporta " "l'interpolazione trilineare tra le [Image], ovvero nessuna fusione. Vedi " @@ -92051,7 +92052,7 @@ msgstr "" "livello. In un atlante, la suddivisione deve essere eseguita manualmente " "nello shader dei frammenti.\n" "Per creare autonomamente un file di texture di questo tipo, reimporta i file " -"di immagine attraverso i preset di importazione dell'editor di Godot." +"di immagine attraverso i preset di importazione dell'editor di Redot." msgid "" "Creates a placeholder version of this resource ([PlaceholderTexture2DArray])." @@ -92098,7 +92099,7 @@ msgid "" "types. See also [TextureLayered].\n" "All images need to have the same width, height and number of mipmap levels.\n" "To create such a texture file yourself, reimport your image files using the " -"Godot Editor import presets." +"Redot Editor import presets." msgstr "" "Classe di base per [ImageTexture3D] e [CompressedTexture3D]. Non può essere " "utilizzata direttamente, ma contiene tutte le funzioni necessarie per " @@ -92107,7 +92108,7 @@ msgstr "" "Tutte le immagini devono avere la stessa larghezza, altezza e numero di " "livelli mipmap.\n" "Per creare autonomamente un file di texture di questo tipo, reimporta i file " -"immagine attraverso i preset di importazione del Godot Editor." +"immagine attraverso i preset di importazione del Redot Editor." msgid "Called when the [Texture3D]'s data is queried." msgstr "Chiamato quando i dati della [Texture3D] vengono richiesti." @@ -92191,7 +92192,7 @@ msgstr "" msgid "" "[TextureButton] has the same functionality as [Button], except it uses " -"sprites instead of Godot's [Theme] resource. It is faster to create, but it " +"sprites instead of Redot's [Theme] resource. It is faster to create, but it " "doesn't support localization like more complex [Control]s.\n" "The \"normal\" state must contain a texture ([member texture_normal]); other " "textures are optional.\n" @@ -92199,7 +92200,7 @@ msgid "" "with this node." msgstr "" "[TextureButton] ha la stessa funzionalità di [Button], eccetto che usa sprite " -"invece della risorsa [Theme] di Godot. È più veloce da creare, ma non " +"invece della risorsa [Theme] di Redot. È più veloce da creare, ma non " "supporta la localizzazione come i [Control] più complessi.\n" "Lo stato \"normale\" deve contenere una texture ([member texture_normal]); le " "altre texture sono opzionali.\n" @@ -92365,7 +92366,7 @@ msgid "" "the array layer.\n" "All images need to have the same width, height and number of mipmap levels.\n" "A [TextureLayered] can be loaded with [method ResourceLoader.load].\n" -"Internally, Godot maps these files to their respective counterparts in the " +"Internally, Redot maps these files to their respective counterparts in the " "target rendering driver (Vulkan, OpenGL3)." msgstr "" "Classe di base per [ImageTextureLayered] e [CompressedTextureLayered]. Non " @@ -92376,7 +92377,7 @@ msgstr "" "Tutte le immagini devono avere la stessa larghezza, altezza e numero di " "livelli mipmap.\n" "Un [TextureLayered] può essere caricato con [method ResourceLoader.load].\n" -"Internamente, Godot mappa questi file alle rispettive controparti nel driver " +"Internamente, Redot mappa questi file alle rispettive controparti nel driver " "di rendering di destinazione (Vulkan, OpenGL3)." msgid "Called when the [TextureLayered]'s format is queried." @@ -92466,11 +92467,11 @@ msgstr "" msgid "" "TextureProgressBar works like [ProgressBar], but uses up to 3 textures " -"instead of Godot's [Theme] resource. It can be used to create horizontal, " +"instead of Redot's [Theme] resource. It can be used to create horizontal, " "vertical and radial progress bars." msgstr "" "TextureProgressBar funziona come [ProgressBar], ma usa fino a 3 texture " -"invece della risorsa [Theme] di Godot. Può essere usata per creare barre di " +"invece della risorsa [Theme] di Redot. Può essere usata per creare barre di " "avanzamento orizzontali, verticali e radiali." msgid "" @@ -92488,12 +92489,12 @@ msgstr "" "stretch_margin_bottom] e le proprietà correlate." msgid "" -"If [code]true[/code], Godot treats the bar's textures like in " +"If [code]true[/code], Redot treats the bar's textures like in " "[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like " "[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When " "using a radial [member fill_mode], this setting will enable stretching." msgstr "" -"Se [code]true[/code], Godot tratta le texture della barra come in " +"Se [code]true[/code], Redot tratta le texture della barra come in " "[NinePatchRect]. Usa le proprietà [code]stretch_margin_*[/code] come [member " "stretch_margin_bottom] per impostare la griglia 3×3 del nove-sezioni. Quando " "usi un [member fill_mode] radiale, questa impostazione abiliterà " @@ -96557,7 +96558,7 @@ msgid "" "[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" -"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"[b]Note:[/b] Redot uses a [url=https://en.wikipedia.org/wiki/Right-" "hand_rule]right-handed coordinate system[/url], which is a common standard. " "For directions, the convention for built-in types like [Camera3D] is for -Z " "to point forward (+X is right, +Y is up, and +Z is back). Other objects may " @@ -96573,7 +96574,7 @@ msgstr "" "traslazione.\n" "Per un'introduzione generale, consulta il tutorial [url=$DOCS_URL/tutorials/" "math/matrices_and_transforms.html]Matrici e trasformazioni[/url].\n" -"[b]Nota:[/b] Godot utilizza un [url=https://it.wikipedia.org/wiki/" +"[b]Nota:[/b] Redot utilizza un [url=https://it.wikipedia.org/wiki/" "Regola_della_mano_destra]sistema di coordinate destrorso[/url], che è uno " "standard comune. Per le direzioni, la convenzione per i tipi integrati come " "[Camera3D] prevede che -Z punti in avanti (+X è destra, +Y è su +Z è " @@ -99075,7 +99076,7 @@ msgid "" "beginning, the end, or both). If you don't know which transition and easing " "to pick, you can try different [enum TransitionType] constants with [constant " "EASE_IN_OUT], and use the one that looks best.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] Tweens are not designed to be re-used and trying to do so " "results in an undefined behavior. Create a new Tween for each animation and " @@ -99219,7 +99220,7 @@ msgstr "" "allentamento scegliere, puoi provare le diverse costanti [enum " "TransitionType] con [constant EASE_IN_OUT] e usare quella che sembra " "migliore.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "tween_cheatsheet.webp]Foglio riassuntivo sui tipi di transizione e di " "allentamento dei Tween[/url]\n" "[b]Nota:[/b] I Tween non sono progettati per essere riutilizzati e tentare di " @@ -100830,8 +100831,8 @@ msgstr "Controllo non valido." msgid "Memory allocation error." msgstr "Errore di allocazione di memoria." -msgid "The most important data type in Godot." -msgstr "Il tipo di dati più importante in Godot." +msgid "The most important data type in Redot." +msgstr "Il tipo di dati più importante in Redot." msgid "Variant class introduction" msgstr "Introduzione della classe Variant" @@ -100907,7 +100908,7 @@ msgid "" "[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).\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle.png]Illustration of the returned angle.[/url]\n" "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]." @@ -100918,18 +100919,18 @@ msgstr "" "DOWN.angle()[/code] restituirà [code]PI / 2[/code] (un quarto di giro, o 90 " "gradi), e [code]Vector2(1, -1).angle()[/code] restituirà [code]-PI / 4[/code] " "(un ottavo di giro negativo, o -45 gradi).\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle.png]Illustrazione dell'angolo restituito.[/url]\n" "Equivalente al risultato di [method @GlobalScope.atan2] quando chiamato con " "[member y] e [member x] del vettore come parametri: [code]atan2(y, x)[/code]." msgid "" "Returns the angle to the given vector, in radians.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" "Restituisce l'angolo rispetto al vettore indicato, in radianti.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle_to.png]Illustrazione dell'angolo restituito.[/url]" msgid "" @@ -100937,14 +100938,14 @@ msgid "" "in radians.\n" "[code]a.angle_to_point(b)[/code] is equivalent of doing [code](b - a).angle()" "[/code].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle_to_point.png]Illustration of the returned angle.[/url]" msgstr "" "Restituisce l'angolo tra la linea che collega i due punti e l'asse X, in " "radianti.\n" "[code]a.angle_to_point(b)[/code] equivale a fare [code](b - a).angle()[/" "code].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle_to_point.png]Illustrazione dell'angolo restituito.[/url]" msgid "" @@ -101295,7 +101296,7 @@ msgid "" "[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 " +"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]." msgstr "" @@ -101304,7 +101305,7 @@ msgstr "" "[b]Nota:[/b] [method reflect] differisce da ciò che altri motori e framework " "chiamano [code skip-lint]reflect()[/code]. In altri motori, [code skip-" "lint]reflect()[/code] assume una direzione normale che è una direzione " -"perpendicolare alla linea. In Godot, specifichi direttamente la direzione " +"perpendicolare alla linea. In Redot, specifichi direttamente la direzione " "della linea. Vedi anche [method bounce] che fa ciò che la maggior parte dei " "motori chiama [code skip-lint]reflect()[/code]." @@ -102114,7 +102115,7 @@ msgid "" "[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] returns the result of the vector reflected by the given " -"plane. The reflection thus passes through the given normal. While in Godot " +"plane. The reflection thus passes through the given normal. While in Redot " "the reflection passes through the plane and can be thought of as bouncing off " "the normal. See also [method bounce] which does what most engines call [code " "skip-lint]reflect()[/code]." @@ -102125,7 +102126,7 @@ msgstr "" "chiamano [code skip-lint]reflect()[/code]. In altri motori, [code skip-" "lint]reflect()[/code] restituisce il risultato del vettore riflesso dal piano " "specificato. La riflessione passa quindi attraverso la normale specificata. " -"Mentre in Godot la riflessione passa attraverso il piano e può essere pensata " +"Mentre in Redot la riflessione passa attraverso il piano e può essere pensata " "come un rimbalzo sulla normale. Vedi anche [method bounce] che fa ciò che la " "maggior parte dei motori chiama [code skip-lint]reflect()[/code]." @@ -103572,12 +103573,12 @@ msgstr "" "corsa e prova qualcosa intorno a 200 per qualcosa come un'auto di Formula 1." msgid "" -"This is the distance the suspension can travel. As Godot units are equivalent " +"This is the distance the suspension can travel. As Redot units are equivalent " "to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 " "depending on the type of car." msgstr "" "Questa è la distanza che la sospensione può percorrere. Poiché le unità di " -"Godot equivalgono a metri, mantieni questa impostazione relativamente bassa. " +"Redot equivalgono a metri, mantieni questa impostazione relativamente bassa. " "Prova un valore tra 0,1 e 0,3 a seconda del tipo di auto." msgid "" @@ -103622,13 +103623,13 @@ msgstr "Il raggio della ruota in metri." msgid "" "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 " +"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." msgstr "" "Questa è la distanza in metri a cui la ruota si abbassa dal suo punto di " "origine. Non impostarla su 0,0 e spostare la ruota in posizione. Sposta " -"invece il punto di origine della tua ruota (il gizmo in Godot) nella " +"invece il punto di origine della tua ruota (il gizmo in Redot) nella " "posizione che la ruota assumerà quando toccherà il fondo, quindi usa la " "lunghezza di riposo per spostare la ruota verso il basso nella posizione in " "cui dovrebbe trovarsi quando l'auto è ferma." @@ -103813,13 +103814,13 @@ msgstr "" msgid "" "The length of the current stream, in seconds.\n" "[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 " +"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." msgstr "" "La lunghezza del flusso attuale, in secondi.\n" "[b]Nota:[/b] Per i flussi [VideoStreamTheora] (il formato integrato " -"supportato da Godot), questo valore sarà sempre zero, poiché ottenere la " +"supportato da Redot), questo valore sarà sempre zero, poiché ottenere la " "lunghezza del flusso non è ancora implementato. La funzionalità potrebbe " "essere supportata dai formati video implementati da un componente aggiuntivo " "in GDExtension." @@ -103920,14 +103921,14 @@ msgid "" "decoded on the CPU.\n" "[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] " "extension, you will have to rename the extension to [code].ogv[/code] to use " -"those videos within Godot." +"those videos within Redot." msgstr "" "Risorsa [VideoStream] che gestisce il formato video [url=https://www.theora." "org/]Ogg Theora[/url] con estensione [code].ogv[/code]. Il codec Theora è " "decodificato sulla CPU.\n" "[b]Nota:[/b] Sebbene i video Ogg Theora possano avere anche un'estensione " "[code].ogg[/code], dovrai rinominare l'estensione in [code].ogv[/code] per " -"utilizzare tali video in Godot." +"utilizzare tali video in Redot." msgid "" "Abstract base class for viewports. Encapsulates drawing and interaction with " @@ -106265,10 +106266,10 @@ msgstr "" msgid "" "This property only exists to preserve data authored in earlier versions of " -"Godot. It has currently no function." +"Redot. It has currently no function." msgstr "" "Questa proprietà esiste solo per preservare i dati creati nelle versioni " -"precedenti di Godot. Attualmente non ha alcuna funzione." +"precedenti di Redot. Attualmente non ha alcuna funzione." msgid "A comparison function for common types within the visual shader graph." msgstr "" @@ -106657,14 +106658,14 @@ msgid "Translates to [code]dot(a, b)[/code] in the shader language." msgstr "Tradotto in [code]dot(a, b)[/code] nel linguaggio shader." msgid "" -"Custom Godot Shading Language expression, with a custom number of input and " +"Custom Redot Shading Language expression, with a custom number of input and " "output ports.\n" "The provided code is directly injected into the graph's matching shader " "function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), " "so it cannot be used to declare functions, varyings, uniforms, or global " "constants. See [VisualShaderNodeGlobalExpression] for such global definitions." msgstr "" -"Espressione personalizzata nel Godot Shading Language, con un numero " +"Espressione personalizzata nel Redot Shading Language, con un numero " "personalizzato di porte di ingresso e uscita.\n" "Il codice fornito è iniettato direttamente nella funzione dello shader " "corrispondente del grafico ([code]vertex[/code], [code]fragment[/code] o " @@ -106673,12 +106674,12 @@ msgstr "" "[VisualShaderNodeGlobalExpression] per tali definizioni globali." msgid "" -"An expression in Godot Shading Language, which will be injected at the start " +"An expression in Redot Shading Language, which will be injected at the start " "of the graph's matching shader function ([code]vertex[/code], [code]fragment[/" "code], or [code]light[/code]), and thus cannot be used to declare functions, " "varyings, uniforms, or global constants." msgstr "" -"Un'espressione nel Godot Shading Language, che sarà iniettata all'inizio " +"Un'espressione nel Redot Shading Language, che sarà iniettata all'inizio " "della funzione dello shader corrispondente del grafico ([code]vertex[/code], " "[code]fragment[/code] o [code]light[/code]) e quindi non può essere " "utilizzata per dichiarare funzioni, varying, uniformi o costanti globali." @@ -107016,12 +107017,12 @@ msgstr "" msgid "" "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 " +"otherwise 1.0. Translates to [code]step(a, b)[/code] in the Redot Shader " "Language." msgstr "" "Genera una funzione di passo confrontando [code]b[/code](x) a [code]a[/code]" "(edge). Restituisce 0.0 se [code]x[/code] è minore di [code]edge[/code] e " -"altrimenti 1.0. Tradotto come [code]step(a, b)[/code] nel Godot Shader " +"altrimenti 1.0. Tradotto come [code]step(a, b)[/code] nel Redot Shader " "Language." msgid "A scalar float parameter to be used within the visual shader graph." @@ -107154,11 +107155,11 @@ msgstr "" "superfice e direzione della telecamera (passa gli ingressi associati a essa)." msgid "" -"A custom global visual shader graph expression written in Godot Shading " +"A custom global visual shader graph expression written in Redot Shading " "Language." msgstr "" "Un'espressione globale personalizzata per il grafico di visual shader scritta " -"nel Godot Shading Language." +"nel Redot Shading Language." msgid "" "Base class for a family of nodes with variable number of input and output " @@ -107331,11 +107332,11 @@ msgid "Shading reference index" msgstr "Indice di riferimento di shader" msgid "" -"Returns a translated name of the current constant in the Godot Shader " +"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]." msgstr "" -"Restituisce un nome tradotto della costante attuale nel Godot Shader " +"Restituisce un nome tradotto della costante attuale nel Redot Shader " "Language. Ad esempio [code]\"ALBEDO\"[/code] se [member input_name] è uguale " "a [code]\"albedo\"[/code]." @@ -109607,17 +109608,17 @@ msgstr "" msgid "" "Tells the channel to send data over this channel as text. An external peer " -"(non-Godot) would receive this as a string." +"(non-Redot) would receive this as a string." msgstr "" "Indica al canale di inviare dati su questo canale sotto forma di testo. Un " -"peer esterno (non Godot) riceverebbe questo come una stringa." +"peer esterno (non Redot) riceverebbe questo come una stringa." msgid "" "Tells the channel to send data over this channel as binary. An external peer " -"(non-Godot) would receive this as array buffer or blob." +"(non-Redot) would receive this as array buffer or blob." msgstr "" "Indica al canale di inviare dati su questo canale sotto forma binaria. Un " -"peer esterno (non-Godot) riceverebbe questo come un buffer di array o blob." +"peer esterno (non-Redot) riceverebbe questo come un buffer di array o blob." msgid "The channel was created, but it's still trying to connect." msgstr "Il canale è stato creato, ma sta ancora cercando di connettersi." @@ -110565,8 +110566,8 @@ msgstr "La connessione è chiusa o non può essere aperta." msgid "XR interface using WebXR." msgstr "Interfaccia XR che utilizza WebXR." -msgid "How to make a VR game for WebXR with Godot 4" -msgstr "Come creare un gioco VR per WebXR con Godot 4" +msgid "How to make a VR game for WebXR with Redot 4" +msgstr "Come creare un gioco VR per WebXR con Redot 4" msgid "" "Returns display refresh rates supported by the current HMD. Only returned if " @@ -110865,12 +110866,12 @@ msgid "" "Emitted when the user ends the WebXR session (which can be done using UI from " "the browser or device).\n" "At this point, you should do [code]get_viewport().use_xr = false[/code] to " -"instruct Godot to resume rendering to the screen." +"instruct Redot to resume rendering to the screen." msgstr "" "Emesso quando l'utente termina la sessione WebXR (operazione che può essere " "eseguita tramite l'interfaccia utente del browser o del dispositivo).\n" "A questo punto, dovresti eseguire [code]get_viewport().use_xr = false[/code] " -"per indicare a Godot di riprendere il rendering sullo schermo." +"per indicare a Redot di riprendere il rendering sullo schermo." msgid "" "Emitted by [method XRInterface.initialize] if the session fails to start.\n" @@ -110886,12 +110887,12 @@ msgid "" "Emitted by [method XRInterface.initialize] if the session is successfully " "started.\n" "At this point, it's safe to do [code]get_viewport().use_xr = true[/code] to " -"instruct Godot to start rendering to the XR device." +"instruct Redot to start rendering to the XR device." msgstr "" "Emesso da [method XRInterface.initialize] se la sessione è stata avviata " "correttamente.\n" "A questo punto, è sicuro eseguire [code]get_viewport().use_xr = true[/code] " -"per istruire Godot ad avviare il rendering sul dispositivo XR." +"per istruire Redot ad avviare il rendering sul dispositivo XR." msgid "" "Emitted by [method is_session_supported] to indicate if the given [param " @@ -112718,7 +112719,7 @@ msgid "" " if (parser.GetNodeType() == XmlParser.NodeType.Element)\n" " {\n" " var nodeName = parser.GetNodeName();\n" -" var attributesDict = new Godot.Collections.Dictionary();\n" +" var attributesDict = new Redot.Collections.Dictionary();\n" " for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n" " {\n" " attributesDict[parser.GetAttributeName(idx)] = parser." @@ -112762,7 +112763,7 @@ msgstr "" " if (parser.GetNodeType() == XmlParser.NodeType.Element)\n" " {\n" " var nodeName = parser.GetNodeName();\n" -" var attributesDict = new Godot.Collections.Dictionary();\n" +" var attributesDict = new Redot.Collections.Dictionary();\n" " for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n" " {\n" " attributesDict[parser.GetAttributeName(idx)] = parser." @@ -113054,13 +113055,13 @@ msgstr "Un corpo tracciato in XR." msgid "" "A body tracking system will create an instance of this object and add it to " "the [XRServer]. This tracking system will then obtain skeleton data, convert " -"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"it to the Redot Humanoid skeleton and store this data on the [XRBodyTracker] " "object.\n" "Use [XRBodyModifier3D] to animate a body mesh using body tracking data." msgstr "" "Un sistema di tracciamento del corpo creerà un'istanza di questo oggetto e la " "aggiungerà al [XRServer]. Questo sistema di tracciamento otterrà quindi i " -"dati dello scheletro, li convertirà nello scheletro umanoide di Godot e " +"dati dello scheletro, li convertirà nello scheletro umanoide di Redot e " "memorizzerà questi dati sull'oggetto [XRBodyTracker].\n" "Utilizza [XRBodyModifier3D] per animare una mesh del corpo attraverso i dati " "di tracciamento del corpo." @@ -114003,13 +114004,13 @@ msgstr "Una mano tracciata in XR." msgid "" "A hand tracking system will create an instance of this object and add it to " "the [XRServer]. This tracking system will then obtain skeleton data, convert " -"it to the Godot Humanoid hand skeleton and store this data on the " +"it to the Redot Humanoid hand skeleton and store this data on the " "[XRHandTracker] object.\n" "Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." msgstr "" "Un sistema di tracciamento delle mani creerà un'istanza di questo oggetto e " "la aggiungerà al [XRServer]. Questo sistema di tracciamento otterrà quindi i " -"dati dello scheletro, li convertirà nello scheletro della mano di Godot " +"dati dello scheletro, li convertirà nello scheletro della mano di Redot " "Humanoid e memorizzerà questi dati sull'oggetto [XRHandTracker].\n" "Utilizza [XRHandModifier3D] per animare una mesh di mano attraverso i dati di " "tracciamento delle mani." @@ -114184,7 +114185,7 @@ msgstr "Classe di base per un'implementazione dell'interfaccia XR." msgid "" "This class needs to be implemented to make an AR or VR platform available to " -"Godot and these should be implemented as C++ modules or GDExtension modules. " +"Redot and these should be implemented as C++ modules or GDExtension modules. " "Part of the interface is exposed to GDScript so you can detect, enable and " "configure an AR or VR platform.\n" "Interfaces should be written in such a way that simply enabling them will " @@ -114192,7 +114193,7 @@ msgid "" "[XRServer]." msgstr "" "Questa classe deve essere implementata per rendere disponibile una " -"piattaforma AR o VR a Godot e queste dovrebbero essere implementate come " +"piattaforma AR o VR a Redot e queste dovrebbero essere implementate come " "moduli in C++ o in GDExtension. Parte dell'interfaccia è esposta a GDScript " "in modo da poter rilevare, abilitare e configurare una piattaforma AR o VR.\n" "Le interfacce dovrebbero essere scritte in modo tale che semplicemente " @@ -114307,9 +114308,9 @@ msgid "" "After initializing the interface you want to use you then need to enable the " "AR/VR mode of a viewport and rendering should commence.\n" "[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.\n" +"that uses the main output of Redot, such as for mobile VR.\n" "If you do this for a platform that handles its own output (such as OpenVR) " -"Godot will show just one eye without distortion on screen. Alternatively, you " +"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 " @@ -114324,10 +114325,10 @@ msgstr "" "Dopo aver inizializzato l'interfaccia che vuoi usare, devi abilitare la " "modalità AR/VR di una viewport e il rendering dovrebbe cominciare.\n" "[b]Nota:[/b] Devi abilitare la modalità XR sulla viewport principale per " -"qualsiasi dispositivo che utilizzi l'output principale di Godot, come per la " +"qualsiasi dispositivo che utilizzi l'output principale di Redot, come per la " "VR mobile.\n" "Se lo fai per una piattaforma che gestisce il proprio output (come OpenVR), " -"Godot mostrerà solo un occhio senza distorsioni sullo schermo. In " +"Redot mostrerà solo un occhio senza distorsioni sullo schermo. In " "alternativa, puoi aggiungere un nodo viewport separato alla tua scena e " "abilitare AR/VR su quella viewport. Sarà usato per l'output sull'HMD, " "lasciandoti libero di fare qualsiasi cosa tu voglia nella finestra " @@ -114523,10 +114524,10 @@ msgstr "" msgid "This interface supports stereoscopic rendering." msgstr "Questa interfaccia supporta il rendering stereoscopico." -msgid "This interface supports quad rendering (not yet supported by Godot)." +msgid "This interface supports quad rendering (not yet supported by Redot)." msgstr "" "Questa interfaccia supporta il rendering di quad (non ancora supportato da " -"Godot)." +"Redot)." msgid "This interface supports VR." msgstr "Questa interfaccia supporta VR." @@ -114877,12 +114878,12 @@ msgstr "" msgid "" "The name of the pose we're bound to. Which poses a tracker supports is not " "known during design time.\n" -"Godot defines number of standard pose names such as [code]aim[/code] and " +"Redot defines number of standard pose names such as [code]aim[/code] and " "[code]grip[/code] but other may be configured within a given [XRInterface]." msgstr "" "Il nome della posa a cui siamo associati. Non è noto quali pose supporta un " "tracker durante la fase di progettazione.\n" -"Godot definisce un numero di nomi di pose standard come [code]aim[/code] e " +"Redot definisce un numero di nomi di pose standard come [code]aim[/code] e " "[code]grip[/code] ma è possibile configurarne altre all'interno di una " "determinata [XRInterface]." @@ -114896,13 +114897,13 @@ msgstr "" msgid "" "The name of the tracker we're bound to. Which trackers are available is not " "known during design time.\n" -"Godot defines a number of standard trackers such as [code]left_hand[/code] " +"Redot defines a number of standard trackers such as [code]left_hand[/code] " "and [code]right_hand[/code] but others may be configured within a given " "[XRInterface]." msgstr "" "Il nome del tracciatore a cui siamo associati. Non è noto quali tracciatori " "sono disponibili durante la fase di progettazione.\n" -"Godot definisce un certo numero di tracciatori standard come [code]left_hand[/" +"Redot definisce un certo numero di tracciatori standard come [code]left_hand[/" "code] e [code]right_hand[/code] ma è possibile configurarne altri all'interno " "di una determinata [XRInterface]." @@ -115009,7 +115010,7 @@ msgstr "La velocità lineare di questa posa." msgid "" "The name of this pose. Pose names are often driven by an action map setup by " -"the user. Godot does suggest a number of pose names that it expects " +"the user. Redot does suggest a number of pose names that it expects " "[XRInterface]s to implement:\n" "- [code]root[/code] defines a root location, often used for tracked objects " "that do not have further nodes.\n" @@ -115021,7 +115022,7 @@ msgid "" "runtime." msgstr "" "Il nome di questa posa. I nomi delle pose sono spesso guidati da una " -"configurazione di mappa di azione da parte dell'utente. Godot suggerisce un " +"configurazione di mappa di azione da parte dell'utente. Redot suggerisce un " "certo numero di nomi di pose che si aspetta che [XRInterface] implementi:\n" "- [code]root[/code] definisce una posizione radice, spesso utilizzata per " "oggetti tracciati che non hanno ulteriori nodi.\n" @@ -115438,7 +115439,7 @@ msgstr "La descrizione di questo tracciatore." msgid "" "The unique name of this tracker. The trackers that are available differ " -"between various XR runtimes and can often be configured by the user. Godot " +"between various XR runtimes and can often be configured by the user. Redot " "maintains a number of reserved names that it expects the [XRInterface] to " "implement if applicable:\n" "- [code]head[/code] identifies the [XRPositionalTracker] of the players head\n" @@ -115456,7 +115457,7 @@ msgid "" "players face" msgstr "" "Il nome univoco di questo tracciatore. I tracciatori disponibili differiscono " -"tra i vari runtime XR e possono spesso essere configurati dall'utente. Godot " +"tra i vari runtime XR e possono spesso essere configurati dall'utente. Redot " "mantiene un certo numero di nomi riservati che si aspetta che [XRInterface] " "implementi se applicabile:\n" "- [code]head[/code] identifica il [XRPositionalTracker] della testa del " diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index ad3572f5bb..47719f1390 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -1,7 +1,8 @@ -# Chinese (Simplified) translation of the Godot Engine class reference. +# Chinese (Simplified) translation of the Redot Engine class reference. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. -# This file is distributed under the same license as the Godot source code. +# This file is distributed under the same license as the Redot source code. # # Haoyu Qiu <timothyqiu32@gmail.com>, 2020, 2021, 2022, 2023, 2024. # fangxvan <2661712415@qq.com>, 2020. @@ -92,7 +93,7 @@ # HoshuChiu <wo_shily@163.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine class reference\n" +"Project-Id-Version: Redot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2024-08-23 10:34+0000\n" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" @@ -2320,7 +2321,7 @@ 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]." @@ -2336,7 +2337,7 @@ msgstr "" "- 1.0:线性\n" "- 大于 1.0(开区间):缓入\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() 曲线值速查表[/url]\n" "另见 [method smoothstep]。如果你需要执行更高级的过渡,请使用 [method Tween." "interpolate_value]。" @@ -3096,7 +3097,7 @@ msgid "" "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" -"var a = new Godot.Collections.Array { 1, 2, 3 };\n" +"var a = new Redot.Collections.Array { 1, 2, 3 };\n" "GD.Print(\"a\", \"b\", a); // Prints ab[1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -3114,7 +3115,7 @@ msgstr "" "print(\"a\", \"b\", a) # 输出 ab[1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" -"var a = new Godot.Collections.Array { 1, 2, 3 };\n" +"var a = new Redot.Collections.Array { 1, 2, 3 };\n" "GD.Print(\"a\", \"b\", a); // 输出 ab[1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -3234,7 +3235,7 @@ msgid "" "terminal. Unlike [method print], no newline is automatically added at the " "end.\n" "[b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output " -"dock. The output sent to the OS terminal can be seen when running Godot from " +"dock. The output sent to the OS terminal can be seen when running Redot from " "a terminal. On Windows, this requires using the [code]console.exe[/code] " "executable.\n" "[codeblocks]\n" @@ -3254,7 +3255,7 @@ msgid "" msgstr "" "以尽可能最佳的方式将一个或多个参数作为字符串输出到操作系统终端。与 [method " "print] 不同的是,最后不会自动添加换行符。\n" -"[b]注意:[/b]操作系统终端与编辑器的“输出”面板[i]不同[/i]。从终端运行 Godot 时" +"[b]注意:[/b]操作系统终端与编辑器的“输出”面板[i]不同[/i]。从终端运行 Redot 时" "可以看到发送至操作系统终端的输出。在 Windows 上,需要用到 [code]console.exe[/" "code] 可执行文件。\n" "[codeblocks]\n" @@ -3317,7 +3318,7 @@ msgstr "" "[/codeblocks]" msgid "" -"Pushes an error message to Godot's built-in debugger and to the OS terminal.\n" +"Pushes an error message to Redot's built-in debugger and to the OS terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " @@ -3332,7 +3333,7 @@ msgid "" "error message and pause project execution in debug builds, use " "[code]assert(false, \"test error\")[/code] instead." msgstr "" -"将错误消息推送到 Godot 的内置调试器和 OS 终端。\n" +"将错误消息推送到 Redot 的内置调试器和 OS 终端。\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # 向调试器和终端打印 “test error” 作为错误调用\n" @@ -3346,7 +3347,7 @@ msgstr "" "行,请改用 [code]assert(false, \"test error\")[/code]。" msgid "" -"Pushes a warning message to Godot's built-in debugger and to the OS " +"Pushes a warning message to Redot's built-in debugger and to the OS " "terminal.\n" "[codeblocks]\n" "[gdscript]\n" @@ -3359,7 +3360,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"将警告消息推送到 Godot 的内置调试器和 OS 终端。\n" +"将警告消息推送到 Redot 的内置调试器和 OS 终端。\n" "[codeblocks]\n" "[gdscript]\n" "push_warning(\"test warning\") # 以警告的形式向调试器和终端输出 “test " @@ -3648,7 +3649,7 @@ msgid "" "functions.\n" "[codeblocks]\n" "[gdscript]\n" -"var my_seed = \"Godot Rocks\".hash()\n" +"var my_seed = \"Redot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" @@ -3656,7 +3657,7 @@ msgid "" "# a and b are now identical\n" "[/gdscript]\n" "[csharp]\n" -"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" +"ulong mySeed = (ulong)GD.Hash(\"Redot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" @@ -3669,7 +3670,7 @@ msgstr "" "结果一致、可重复。\n" "[codeblocks]\n" "[gdscript]\n" -"var my_seed = \"Godot Rocks\".hash()\n" +"var my_seed = \"Redot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" @@ -3677,7 +3678,7 @@ msgstr "" "# a 和 b 现在是一样的\n" "[/gdscript]\n" "[csharp]\n" -"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" +"ulong mySeed = (ulong)GD.Hash(\"Redot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" @@ -3804,7 +3805,7 @@ 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 "" @@ -3825,7 +3826,7 @@ msgstr "" "与曲线值为 [code]-1.6521[/code] 的 [method ease] 相比,[method smoothstep] 返" "回最平滑的曲线,导数没有突然变化。如果需要执行更高级的过渡,请使用 [Tween] 或 " "[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]smoothstep() 与 ease(x, -1.6521) 返回值的比较[/" "url]" @@ -3965,7 +3966,7 @@ msgid "" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data is a " "string\n" -"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n" +"var dict = GD.StrToVar(data).AsRedotDictionary(); // dict is a Dictionary\n" "GD.Print(dict[\"a\"]); // Prints 1\n" "[/csharp]\n" "[/codeblocks]" @@ -3981,7 +3982,7 @@ msgstr "" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data 是一个 " "string\n" -"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict 是一个 Dictionary\n" +"var dict = GD.StrToVar(data).AsRedotDictionary(); // dict 是一个 Dictionary\n" "GD.Print(dict[\"a\"]); // 输出 1\n" "[/csharp]\n" "[/codeblocks]" @@ -4121,7 +4122,7 @@ msgid "" "print(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" -"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" +"var a = new Redot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" @@ -4143,7 +4144,7 @@ msgstr "" "print(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" -"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" +"var a = new Redot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" @@ -6621,7 +6622,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " -"negative, as most other methods in Godot assume that the [member size]'s " +"negative, as most other methods in Redot assume that the [member size]'s " "components are greater than [code]0[/code]." msgstr "" "返回一个与该边界框等效的 [AABB],其宽度、高度和深度被修改为非负值。\n" @@ -6639,7 +6640,7 @@ msgstr "" "GD.Print(absolute.Size); // 打印 (20, 10, 5)\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Godot 中的大多数其" +"[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Redot 中的大多数其" "他方法都假设 [member size] 的分量大于 [code]0[/code]。" msgid "" @@ -7083,14 +7084,14 @@ msgid "" "The bounding box's width, height, and depth starting from [member position]. " "Setting this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width, height, and depth to non-" -"negative values. This is because most methods in Godot assume that the " +"negative values. This is because most methods in Redot assume that the " "[member position] is the bottom-left-back corner, and the [member end] is the " "top-right-forward corner. To get an equivalent bounding box with non-negative " "size, use [method abs]." msgstr "" "边界框的宽度、高度、深度,相对于 [member position]。设置该值会影响终点 " "[member end]。\n" -"[b]注意:[/b]建议将宽度、高度、深度设置为非负数,因为 Godot 中的大多数方法假" +"[b]注意:[/b]建议将宽度、高度、深度设置为非负数,因为 Redot 中的大多数方法假" "设 [member position] 为背面的左下角、[member end] 为正面的右上角。要获取等价且" "大小非负的边界框,请使用 [method abs]。" @@ -7321,7 +7322,7 @@ msgid "" " assert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" @@ -7401,7 +7402,7 @@ msgstr "" " assert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" @@ -8611,8 +8612,8 @@ msgstr "" "于播放和混合的常用属性和方法。\n" "在扩展后的类中实例化播放信息数据后,就会由 [AnimationMixer] 负责处理混合。" -msgid "Migrating Animations from Godot 4.0 to 4.3" -msgstr "将动画从 Godot 4.0 迁移到 4.3" +msgid "Migrating Animations from Redot 4.0 to 4.3" +msgstr "将动画从 Redot 4.0 迁移到 4.3" msgid "A virtual function for processing after getting a key during playback." msgstr "虚函数,用于播放期间在获取关键帧之后的处理。" @@ -11910,7 +11911,7 @@ msgid "" "print(array[-3]) # Prints \"Second\"\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array{\"First\", 2, 3, \"Last\"};\n" +"var array = new Redot.Collections.Array{\"First\", 2, 3, \"Last\"};\n" "GD.Print(array[0]); // Prints \"First\"\n" "GD.Print(array[2]); // Prints 3\n" "GD.Print(array[array.Count - 1]); // Prints \"Last\"\n" @@ -11949,7 +11950,7 @@ msgstr "" "print(array[-3]) # 输出 \"Second\"\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array{\"First\", 2, 3, \"Last\"};\n" +"var array = new Redot.Collections.Array{\"First\", 2, 3, \"Last\"};\n" "GD.Print(array[0]); // 输出 \"First\"\n" "GD.Print(array[2]); // 输出 3\n" "GD.Print(array[array.Count - 1]); // 输出 \"Last\"\n" @@ -12112,19 +12113,19 @@ msgid "" "public override void _Ready()\n" "{\n" " // Prints true (3/3 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }." +" GD.Print(new Redot.Collections.Array>int< { 6, 10, 6 }." "All(GreaterThan5));\n" " // Prints false (1/3 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { 4, 10, 4 }." +" GD.Print(new Redot.Collections.Array>int< { 4, 10, 4 }." "All(GreaterThan5));\n" " // Prints false (0/3 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }." +" GD.Print(new Redot.Collections.Array>int< { 4, 4, 4 }." "All(GreaterThan5));\n" " // Prints true (0/0 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5));\n" +" GD.Print(new Redot.Collections.Array>int< { }.All(GreaterThan5));\n" "\n" " // Same as the first line above, but using a lambda function.\n" -" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => " +" GD.Print(new Redot.Collections.Array>int< { 6, 10, 6 }.All(element => " "element > 5)); // Prints true\n" "}\n" "[/csharp]\n" @@ -12168,19 +12169,19 @@ msgstr "" "public override void _Ready()\n" "{\n" " // 输出 true (3/3 元素被评估为真)。\n" -" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }." +" GD.Print(new Redot.Collections.Array>int< { 6, 10, 6 }." "All(GreaterThan5));\n" " // 输出 false (1/3 元素被评估为真)。\n" -" GD.Print(new Godot.Collections.Array>int< { 4, 10, 4 }." +" GD.Print(new Redot.Collections.Array>int< { 4, 10, 4 }." "All(GreaterThan5));\n" " // 输出 false (0/3 元素被评估为真)。\n" -" GD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }." +" GD.Print(new Redot.Collections.Array>int< { 4, 4, 4 }." "All(GreaterThan5));\n" " // 输出 true (0/0 元素被评估为真)。\n" -" GD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5));\n" +" GD.Print(new Redot.Collections.Array>int< { }.All(GreaterThan5));\n" "\n" " // 与上面的第一行相同,但使用 lambda 函数。\n" -" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => " +" GD.Print(new Redot.Collections.Array>int< { 6, 10, 6 }.All(element => " "element > 5)); // 输出 true\n" "}\n" "[/csharp]\n" @@ -12439,7 +12440,7 @@ msgid "" "print(array) # Prints [2, 2, 2, 2, 2]\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array();\n" +"var array = new Redot.Collections.Array();\n" "array.Resize(5);\n" "array.Fill(2);\n" "GD.Print(array); // Prints [2, 2, 2, 2, 2]\n" @@ -12460,7 +12461,7 @@ msgstr "" "print(array) # 输出 [2, 2, 2, 2, 2]\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array();\n" +"var array = new Redot.Collections.Array();\n" "array.Resize(5);\n" "array.Fill(2);\n" "GD.Print(array); // 输出 [2, 2, 2, 2, 2]\n" @@ -12569,7 +12570,7 @@ msgid "" "print([\"inside\", 7].has(\"7\")) # Prints false\n" "[/gdscript]\n" "[csharp]\n" -"var arr = new Godot.Collections.Array { \"inside\", 7 };\n" +"var arr = new Redot.Collections.Array { \"inside\", 7 };\n" "// By C# convention, this method is renamed to `Contains`.\n" "GD.Print(arr.Contains(\"inside\")); // Prints true\n" "GD.Print(arr.Contains(\"outside\")); // Prints false\n" @@ -12595,7 +12596,7 @@ msgstr "" "print([\"inside\", 7].has(\"7\")) # 输出 false\n" "[/gdscript]\n" "[csharp]\n" -"var arr = new Godot.Collections.Array { \"inside\", 7 };\n" +"var arr = new Redot.Collections.Array { \"inside\", 7 };\n" "// 按照 C# 惯例,该方法重命名为 `Contains`。\n" "GD.Print(arr.Contains(\"inside\")); // 输出 true\n" "GD.Print(arr.Contains(\"outside\")); // 输出 false\n" @@ -12754,7 +12755,7 @@ msgid "" "print([1, 2, 3.25, \"Hi\"].pick_random())\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array { 1, 2, 3.25f, \"Hi\" };\n" +"var array = new Redot.Collections.Array { 1, 2, 3.25f, \"Hi\" };\n" "GD.Print(array.PickRandom()); // May print 1, 2, 3.25, or \"Hi\".\n" "[/csharp]\n" "[/codeblocks]\n" @@ -12771,7 +12772,7 @@ msgstr "" "print([1, 2, 3.25, \"Hi\"].pick_random())\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array { 1, 2, 3.25f, \"Hi\" };\n" +"var array = new Redot.Collections.Array { 1, 2, 3.25f, \"Hi\" };\n" "GD.Print(array.PickRandom()); // 可能输出 1、2、3.25、或 \"Hi\"。\n" "[/csharp]\n" "[/codeblocks]\n" @@ -13013,7 +13014,7 @@ msgid "" "print(numbers) # Prints [2.5, 5, 8, 10]\n" "[/gdscript]\n" "[csharp]\n" -"var numbers = new Godot.Collections.Array { 10, 5, 2.5, 8 };\n" +"var numbers = new Redot.Collections.Array { 10, 5, 2.5, 8 };\n" "numbers.Sort();\n" "GD.Print(numbers); // Prints [2.5, 5, 8, 10]\n" "[/csharp]\n" @@ -13031,7 +13032,7 @@ msgstr "" "print(numbers) # 输出 [2.5, 5, 8, 10]\n" "[/gdscript]\n" "[csharp]\n" -"var numbers = new Godot.Collections.Array { 10, 5, 2.5, 8 };\n" +"var numbers = new Redot.Collections.Array { 10, 5, 2.5, 8 };\n" "numbers.Sort();\n" "GD.Print(numbers); // 输出 [2.5, 5, 8, 10]\n" "[/csharp]\n" @@ -13057,8 +13058,8 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// Note that concatenation is not possible with C#'s native Array type.\n" -"var array1 = new Godot.Collections.Array{\"One\", 2};\n" -"var array2 = new Godot.Collections.Array{3, \"Four\"};\n" +"var array1 = new Redot.Collections.Array{\"One\", 2};\n" +"var array2 = new Redot.Collections.Array{3, \"Four\"};\n" "GD.Print(array1 + array2); // Prints [\"One\", 2, 3, \"Four\"]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -13075,8 +13076,8 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// 请注意,C# 的原生数组类型无法进行拼接。\n" -"var array1 = new Godot.Collections.Array{\"One\", 2};\n" -"var array2 = new Godot.Collections.Array{3, \"Four\"};\n" +"var array1 = new Redot.Collections.Array{\"One\", 2};\n" +"var array2 = new Redot.Collections.Array{3, \"Four\"};\n" "GD.Print(array1 + array2); // 输出 [\"One\", 2, 3, \"Four\"]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -13206,7 +13207,7 @@ msgid "" "\n" "// Initialize the ArrayMesh.\n" "var arrMesh = new ArrayMesh();\n" -"var arrays = new Godot.Collections.Array();\n" +"var arrays = new Redot.Collections.Array();\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" @@ -13219,7 +13220,7 @@ msgid "" "The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n" "See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural " "geometry generation.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " "modes." msgstr "" @@ -13253,7 +13254,7 @@ msgstr "" "\n" "// 初始化 ArrayMesh。\n" "var arrMesh = new ArrayMesh();\n" -"var arrays = new Godot.Collections.Array();\n" +"var arrays = new Redot.Collections.Array();\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" @@ -13265,7 +13266,7 @@ msgstr "" "[/codeblocks]\n" "这个 [MeshInstance3D] 就可以添加到要显示的 [SceneTree] 中了。\n" "程序几何体生成请参阅 [ImmediateMesh]、[MeshDataTool]、[SurfaceTool]。\n" -"[b]注意:[/b]Godot 对三角形图元模式的正面使用顺时针[url=https://learnopengl-" +"[b]注意:[/b]Redot 对三角形图元模式的正面使用顺时针[url=https://learnopengl-" "cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]环绕顺序[/url]。" msgid "Procedural geometry using the ArrayMesh" @@ -13803,7 +13804,7 @@ msgid "" "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 " +"performance and accuracy. Redot's A* implementation uses points in 3D space " "and Euclidean distances by default.\n" "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 " @@ -13856,7 +13857,7 @@ msgid "" "then this equals the sum of Euclidean distances of all segments in the path." msgstr "" "A*(A 星)是一种计算机算法,用于寻路和图遍历,即穿过一组给定的边(线段),在顶" -"点(点)之间绘制短路径的过程。由于其性能和准确性,它被广泛使用。Godot 的 A* 实" +"点(点)之间绘制短路径的过程。由于其性能和准确性,它被广泛使用。Redot 的 A* 实" "现默认使用 3D 空间中的点和欧几里德距离。\n" "你需要使用 [method add_point] 手动添加点,并使用 [method connect_points] 手动" "创建线段。完成后,可以使用 [method are_points_connected] 函数,测试两点之间是" @@ -15381,7 +15382,7 @@ msgstr "用于录制来自音频总线的声音的音频效果。" msgid "" "Allows the user to record the sound from an audio bus into an " "[AudioStreamWAV]. When used on the \"Master\" audio bus, this includes all " -"audio output by Godot.\n" +"audio output by Redot.\n" "Unlike [AudioEffectCapture], this effect encodes the recording with the given " "format (8-bit, 16-bit, or compressed) instead of giving access to the raw " "audio samples.\n" @@ -15392,7 +15393,7 @@ msgid "" "settings." msgstr "" "允许用户将音频总线的声音录制到 [AudioStreamWAV] 中。当在“主”音频总线上使用时," -"这包括 Godot 的所有音频输出。\n" +"这包括 Redot 的所有音频输出。\n" "与 [AudioEffectCapture] 不同,该效果以给定格式(8 位、16 位或压缩)对录音进行" "编码,而不是提供对原始音频样本的访问。\n" "可被用于(与 [AudioStreamMicrophone] 一起)从麦克风进行录音。\n" @@ -16217,8 +16218,8 @@ msgid "" "generated audio in real-time." msgstr "此类旨在与 [AudioStreamGenerator] 一起使用以实时播放生成的音频。" -msgid "Godot 3.2 will get new audio features" -msgstr "Godot 3.2 将获得新的音频功能" +msgid "Redot 3.2 will get new audio features" +msgstr "Redot 3.2 将获得新的音频功能" msgid "" "Returns [code]true[/code] if a buffer of the size [param amount] can be " @@ -18131,7 +18132,7 @@ msgid "" "[member detail_normal] texture only uses the red and green channels; the blue " "and alpha channels are ignored. The normal read from [member detail_normal] " "is oriented around the surface normal provided by the [Mesh].\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines." @@ -18139,7 +18140,7 @@ msgstr "" "用于指定细节覆盖层逐像素法线的纹理。[member detail_normal] 纹理只使用红色和绿" "色通道;会忽略蓝色和 alpha 通道。从 [member detail_normal] 读取的法线是围绕 " "[Mesh] 所提供的表面法线的进行朝向的。\n" -"[b]注意:[/b]Godot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的" +"[b]注意:[/b]Redot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的" "法线贴图坐标系见[url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这个页面[/url]。" @@ -18322,14 +18323,14 @@ msgid "" "If [code]true[/code], interprets the height map texture as a depth map, with " "brighter values appearing to be \"lower\" in altitude compared to darker " "values.\n" -"This can be enabled for compatibility with some materials authored for Godot " +"This can be enabled for compatibility with some materials authored for Redot " "3.x. This is not necessary if the Invert import option was used to invert the " -"depth map in Godot 3.x, in which case [member heightmap_flip_texture] should " +"depth map in Redot 3.x, in which case [member heightmap_flip_texture] should " "remain [code]false[/code]." msgstr "" "如果为 [code]true[/code],则将高度图纹理解释为深度图,与较暗的值相比,较亮的值" "在高度上显得“更低”。\n" -"可以启用该功能以与为 Godot 3.x 编写的某些材质兼容。如果在 Godot 3.x 中使用反转" +"可以启用该功能以与为 Redot 3.x 编写的某些材质兼容。如果在 Redot 3.x 中使用反转" "导入选项来反转深度图,则不需要这样做,在这种情况下,[member " "heightmap_flip_texture] 应该保持为 [code]false[/code]。" @@ -18491,7 +18492,7 @@ msgid "" "you can use [method SurfaceTool.generate_normals] and [method SurfaceTool." "generate_tangents] to automatically generate normals and tangents " "respectively.\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines.\n" @@ -18507,7 +18508,7 @@ msgstr "" "确渲染,只会使整个表面变暗。如果使用 [SurfaceTool] 创建几何体,可以使用 " "[method SurfaceTool.generate_normals] 和 [method SurfaceTool." "generate_tangents] 分别自动生成法线和切线。\n" -"[b]注意:[/b]Godot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的" +"[b]注意:[/b]Redot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的" "法线贴图坐标系见[url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这个页面[/url]。\n" "[b]注意:[/b]如果 [member detail_enabled] 为 [code]true[/code],则 [member " @@ -19485,7 +19486,7 @@ msgid "" "not distorted.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" -"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"[b]Note:[/b] Redot uses a [url=https://en.wikipedia.org/wiki/Right-" "hand_rule]right-handed coordinate system[/url], which is a common standard. " "For directions, the convention for built-in types like [Camera3D] is for -Z " "to point forward (+X is right, +Y is up, and +Z is back). Other objects may " @@ -19512,7 +19513,7 @@ msgstr "" "的[/b],这确保了它不被扭曲。\n" "通用介绍见教程[url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]《矩" "阵与变换》[/url]。\n" -"[b]注意:[/b]Godot 使用[url=https://zh.wikipedia.org/zh-cn/" +"[b]注意:[/b]Redot 使用[url=https://zh.wikipedia.org/zh-cn/" "%E5%8F%B3%E6%89%8B%E5%AE%9A%E5%89%87]右手坐标系[/url],这是一种普遍标准。方向" "方面,[Camera3D] 等内置类型的约定是 -Z 指向前方(+X 为右、+Y 为上、+Z 为后)。" "其他对象可能使用不同的方向约定。更多信息见教程[url=$DOCS_URL/tutorials/" @@ -22152,25 +22153,25 @@ msgstr "" msgid "" "Returns [code]true[/code] if the given position is behind the camera (the " "blue part of the linked diagram). [url=https://raw.githubusercontent.com/" -"godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this " +"Redot-Engine/redot-docs/master/img/camera3d_position_frustum.png]See this " "diagram[/url] for an overview of position query methods.\n" "[b]Note:[/b] A position which returns [code]false[/code] may still be outside " "the camera's field of view." msgstr "" "如果给定位置在相机后面(链接图的蓝色部分),则返回 [code]true[/code]。" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "camera3d_position_frustum.png]查看此图[/url]以了解位置查询方法的概述。\n" "[b]注意:[/b]返回 [code]false[/code] 的位置可能仍然在相机的视野之外。" msgid "" "Returns [code]true[/code] if the given position is inside the camera's " "frustum (the green part of the linked diagram). [url=https://raw." -"githubusercontent.com/godotengine/godot-docs/master/img/" +"githubusercontent.com/Redot-Engine/redot-docs/master/img/" "camera3d_position_frustum.png]See this diagram[/url] for an overview of " "position query methods." msgstr "" "如果给定位置在相机的视锥内(位于链接图中的绿色部分),则返回 [code]true[/" -"code]。[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/" +"code]。[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/" "img/camera3d_position_frustum.png]查看此图[/url]以了解位置查询方法的概述。" msgid "" @@ -22798,16 +22799,16 @@ msgstr "通过相机源,你可以访问连接到设备的单个物理相机。 msgid "" "A camera feed gives you access to a single physical camera attached to your " -"device. When enabled, Godot will start capturing frames from the camera which " +"device. When enabled, Redot will start capturing frames from the camera which " "can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " -"textures and need to be combined in a shader. Godot does this automatically " +"textures and need to be combined in a shader. Redot does this automatically " "for you if you set the environment to show the camera image in the background." msgstr "" -"通过相机源,你可以访问连接到设备的单个物理相机。启用后,Godot 将开始从相机捕获" +"通过相机源,你可以访问连接到设备的单个物理相机。启用后,Redot 将开始从相机捕获" "帧,然后使用。另请参阅 [CameraServer]。\n" "[b]注意:[/b]很多相机会返回 YCbCr 图像,这些图像被分成两个纹理,需要在着色器中" -"组合。如果你将环境设置为在背景中显示相机图像,Godot 会自动为将执行此操作。" +"组合。如果你将环境设置为在背景中显示相机图像,Redot 会自动为将执行此操作。" msgid "Returns feed image data type." msgstr "返回源图像的数据类型。" @@ -22850,11 +22851,11 @@ msgstr "相机安装在了设备前部。" msgid "Camera is mounted at the back of the device." msgstr "相机安装在了设备后部。" -msgid "Server keeping track of different cameras accessible in Godot." -msgstr "跟踪 Godot 中可访问的不同摄像头的服务器。" +msgid "Server keeping track of different cameras accessible in Redot." +msgstr "跟踪 Redot 中可访问的不同摄像头的服务器。" msgid "" -"The [CameraServer] keeps track of different cameras accessible in Godot. " +"The [CameraServer] keeps track of different cameras accessible in Redot. " "These are external cameras such as webcams or the cameras on your phone.\n" "It is notably used to provide AR modules with a video feed from the camera.\n" "[b]Note:[/b] This class is currently only implemented on macOS and iOS. To " @@ -22862,7 +22863,7 @@ msgid "" "godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required. On other " "platforms, no [CameraFeed]s will be available." msgstr "" -"[CameraServer] 记录了 Godot 中可访问的不同相机。此处的相机指外部相机,例如网络" +"[CameraServer] 记录了 Redot 中可访问的不同相机。此处的相机指外部相机,例如网络" "摄像头或手机上的摄像头。\n" "主要用于为 AR 模块提供来自相机的视频源。\n" "[b]注意:[/b]这个类目前只在 macOS 和 iOS 上实现。要在 iOS 上获取 " @@ -24315,14 +24316,14 @@ msgstr "要使用的漫反射(颜色)纹理。这是你在大多数情况下 msgid "" "The normal map texture to use. Only has a visible effect if [Light2D]s are " "affecting this [CanvasTexture].\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines." msgstr "" "要使用的法线贴图纹理。仅在有 [Light2D] 影响该 [CanvasTexture] 时才有可见的效" "果。\n" -"[b]注意:[/b]Godot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的" +"[b]注意:[/b]Redot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的" "法线贴图坐标系见[url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这个页面[/url]。" @@ -25898,8 +25899,8 @@ msgstr "将该选项标记为类。" msgid "Marks the option as a function." msgstr "将该选项标记为函数。" -msgid "Marks the option as a Godot signal." -msgstr "将该选项标记为 Godot 信号。" +msgid "Marks the option as a Redot signal." +msgstr "将该选项标记为 Redot 信号。" msgid "Marks the option as a variable." msgstr "将该选项标记为变量。" @@ -25913,8 +25914,8 @@ msgstr "将该选项标记为枚举条目。" msgid "Marks the option as a constant." msgstr "将该选项标记为常量。" -msgid "Marks the option as a Godot node path." -msgstr "将该选项标记为 Godot 节点路径。" +msgid "Marks the option as a Redot node path." +msgstr "将该选项标记为 Redot 节点路径。" msgid "Marks the option as a file path." msgstr "将该选项标记为文件路径。" @@ -26885,7 +26886,7 @@ msgid "" "[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].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "color_constants.png]Color constants cheatsheet[/url]" msgstr "" "由红([member r])、绿([member g])、蓝([member b])和 alpha([member a])分" @@ -26901,7 +26902,7 @@ msgstr "" "[b]注意:[/b]在布尔上下文中,等于 [code]Color(0, 0, 0, 1)[/code](不透明的黑" "色)的 Color 将被评估为 [code]false[/code]。否则,Color 将始终被评估为 " "[code]true[/code]。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "color_constants.png]Color 常量速查表[/url]" msgid "2D GD Paint Demo" @@ -27583,7 +27584,7 @@ msgstr "" msgid "" "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 " +"component is 8 bits). RGBA is Redot's default format. This method is the " "inverse of [method hex].\n" "[codeblocks]\n" "[gdscript]\n" @@ -27596,7 +27597,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"返回转换为 RGBA 格式(每个分量为 8 位)的 32 位整数的颜色。RGBA 是 Godot 的默" +"返回转换为 RGBA 格式(每个分量为 8 位)的 32 位整数的颜色。RGBA 是 Redot 的默" "认格式。该方法是 [method hex] 的逆方法。\n" "[codeblocks]\n" "[gdscript]\n" @@ -27611,7 +27612,7 @@ msgstr "" msgid "" "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 " +"component is 16 bits). RGBA is Redot's default format. This method is the " "inverse of [method hex64].\n" "[codeblocks]\n" "[gdscript]\n" @@ -27624,7 +27625,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"返回转换为 RGBA 格式(每个分量为 16 位)的 64 位整数的颜色。RGBA 是 Godot 的默" +"返回转换为 RGBA 格式(每个分量为 16 位)的 64 位整数的颜色。RGBA 是 Redot 的默" "认格式。该方法是 [method hex64] 的逆方法。\n" "[codeblocks]\n" "[gdscript]\n" @@ -28670,7 +28671,7 @@ msgstr "可选压缩的 [Cubemap] 。" msgid "" "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 " +"internal to Redot; it is created by importing other image formats with the " "import system. [CompressedCubemap] can use one of 4 compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" @@ -28688,7 +28689,7 @@ msgid "" "intended to be used for 3D rendering, not 2D.\n" "See [Cubemap] for a general description of cubemaps." msgstr "" -"一种从 [code].ccube[/code] 文件加载的立方体贴图。这种文件格式是 Godot 内部使用" +"一种从 [code].ccube[/code] 文件加载的立方体贴图。这种文件格式是 Redot 内部使用" "的;它是通过导入系统导入其他图像格式创建的。[CompressedCubemap] 可以使用 4 种" "压缩方法中的一种:\n" "- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" @@ -28710,7 +28711,7 @@ msgstr "一个可选压缩的 [CubemapArray] 。" msgid "" "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 " +"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:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" @@ -28730,7 +28731,7 @@ msgid "" "See [CubemapArray] for a general description of cubemap arrays." msgstr "" "一种从 [code].ccubearray[/code] 文件加载的立方体贴图数组。这种文件格式是 " -"Godot 内部使用的;它是通过导入系统导入其他图像格式创建的。" +"Redot 内部使用的;它是通过导入系统导入其他图像格式创建的。" "[CompressedCubemapArray] 可以使用 4 种压缩方法中的一种:\n" "- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" "- 有损(WebP,在 GPU 上不压缩)\n" @@ -28751,7 +28752,7 @@ msgstr "二维纹理,可选择压缩。" msgid "" "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 " +"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):\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" @@ -28769,7 +28770,7 @@ msgid "" "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D." msgstr "" -"一种从 [code].ctex[/code] 文件加载的纹理。这种文件格式是 Godot 内部使用的;它" +"一种从 [code].ctex[/code] 文件加载的纹理。这种文件格式是 Redot 内部使用的;它" "是通过导入系统导入其他图像格式创建的。[CompressedTexture2D] 可以使用 4 种压缩" "方法中的一种(包括没有任何压缩):\n" "- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" @@ -28796,7 +28797,7 @@ msgstr "二维纹理的数组,可选择压缩。" msgid "" "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 " +"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:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" @@ -28815,7 +28816,7 @@ msgid "" "intended to be used for 3D rendering, not 2D.\n" "See [Texture2DArray] for a general description of texture arrays." msgstr "" -"一种从 [code].ctexarray[/code] 文件加载的纹理数组。这种文件格式是 Godot 内部使" +"一种从 [code].ctexarray[/code] 文件加载的纹理数组。这种文件格式是 Redot 内部使" "用的;它是通过导入系统导入其他图像格式创建的。[CompressedTexture2DArray] 可以" "使用 4 种压缩方法中的一种:\n" "- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" @@ -28838,7 +28839,7 @@ msgstr "三维纹理,可选择压缩。" msgid "" "[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 " +"This file format is internal to Redot; it is created by importing other image " "formats with the import system.\n" "[CompressedTexture3D] uses VRAM compression, which allows to reduce memory " "usage on the GPU when rendering the texture. This also improves loading " @@ -28849,7 +28850,7 @@ msgid "" msgstr "" "[CompressedTexture3D] 是 [ImageTexture3D] 的 VRAM 压缩对应物。" "[CompressedTexture3D] 文件的文件扩展名为 [code].ctex3d[/code]。这种文件格式是 " -"Godot 内部使用的;它是通过导入系统导入其他图像格式创建的。\n" +"Redot 内部使用的;它是通过导入系统导入其他图像格式创建的。\n" "[CompressedTexture3D] 使用 VRAM 压缩,这可以在渲染纹理时减少 GPU 的内存使用" "量。这也缩短了加载时间,因为与使用无损压缩的纹理相比,VRAM 压缩的纹理加载速度" "更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲染,而不是 2D。\n" @@ -29130,7 +29131,7 @@ msgid "" " score_data[player_name] = player_score\n" "[/gdscript]\n" "[csharp]\n" -"var score_data = new Godot.Collections.Dictionary();\n" +"var score_data = new Redot.Collections.Dictionary();\n" "var config = new ConfigFile();\n" "\n" "// Load data from a file.\n" @@ -29167,7 +29168,7 @@ msgid "" "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 " +"standardized, Redot's ConfigFile formatting may differ from files written by " "other programs." msgstr "" "该辅助类可用于使用 INI 样式格式在文件系统上存储 [Variant] 值。存储的值由一个小" @@ -29230,7 +29231,7 @@ msgstr "" " score_data[player_name] = player_score\n" "[/gdscript]\n" "[csharp]\n" -"var score_data = new Godot.Collections.Dictionary();\n" +"var score_data = new Redot.Collections.Dictionary();\n" "var config = new ConfigFile();\n" "\n" "// 从文件加载数据。\n" @@ -29262,7 +29263,7 @@ msgstr "" "件仍然很有用,如果没有明确的用户操作,这些文件通常永远不会被覆盖。\n" "[b]注意:[/b]为 ConfigFile 指定的文件扩展名对其格式或行为没有任何影响。按照惯" "例,此处使用 [code].cfg[/code] 扩展名,但 [code].ini[/code] 等任何其他扩展名也" -"有效。由于 [code].cfg[/code] 和 [code].ini[/code] 都不是标准化的格式,Godot " +"有效。由于 [code].cfg[/code] 和 [code].ini[/code] 都不是标准化的格式,Redot " "的 ConfigFile 格式可能与其他程序编写的文件不同。" msgid "Removes the entire contents of the config." @@ -29512,11 +29513,11 @@ msgid "" "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.\n" -"For more information on Godot's UI system, anchors, offsets, and containers, " +"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.\n" "[b]User Interface nodes and input[/b]\n" -"Godot propagates input events via viewports. Each [Viewport] is responsible " +"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.\n" @@ -29548,11 +29549,11 @@ msgstr "" "所有 UI 相关节点的基类。[Control] 具有定义其范围的边界矩形,相对于父控件或当前" "视口的锚点位置,以及相对于锚点的偏移。当节点、任何父节点或屏幕尺寸发生变化时," "偏移就会自动更新。\n" -"更多关于 Godot 的 UI 系统、锚点、偏移和容器的信息,请参阅手册中的相关教程。要" +"更多关于 Redot 的 UI 系统、锚点、偏移和容器的信息,请参阅手册中的相关教程。要" "构建灵活的 UI,你需要混合使用从 [Control] 和 [Container] 节点继承的 UI 元" "素。\n" "[b]用户界面节点与输入[/b]\n" -"Godot 使用视口来传播输入事件。视口负责将 [InputEvent] 传播给它的子节点。因为 " +"Redot 使用视口来传播输入事件。视口负责将 [InputEvent] 传播给它的子节点。因为 " "[member SceneTree.root] 是 [Window],所以游戏中的所有 UI 元素都会自动进行传" "播。\n" "输入事件通过调用 [method Node._input] 在 [SceneTree] 中传播,从根节点传播到所" @@ -29587,7 +29588,7 @@ msgid "All GUI Demos" msgstr "所有 GUI 演示" msgid "" -"Godot calls this method to test if [param data] from a control's [method " +"Redot calls this method to test if [param data] from a control's [method " "_get_drag_data] can be dropped at [param at_position]. [param at_position] is " "local to this control.\n" "This method should only be used to test the data. Process the data in [method " @@ -29605,12 +29606,12 @@ msgid "" " // Check position if it is relevant to you\n" " // Otherwise, just check data\n" " return data.VariantType == Variant.Type.Dictionary && data." -"AsGodotDictionary().ContainsKey(\"expected\");\n" +"AsRedotDictionary().ContainsKey(\"expected\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Godot 调用这个方法来检查是否能够将来自某个控件 [method _get_drag_data] 方法的 " +"Redot 调用这个方法来检查是否能够将来自某个控件 [method _get_drag_data] 方法的 " "[param data] 拖放到 [param at_position]。[param at_position] 使用的是这个控件" "的局部坐标系。\n" "这个方法应该只用于检查数据。请在 [method _drop_data] 中处理数据。\n" @@ -29627,14 +29628,14 @@ msgstr "" " // 如果和位置相关就检查 position\n" " // 否则只检查 data 即可\n" " return data.VariantType == Variant.Type.Dictionary && data." -"AsGodotDictionary().ContainsKey(\"expected\");\n" +"AsRedotDictionary().ContainsKey(\"expected\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" -"Godot calls this method to pass you the [param data] from a control's [method " -"_get_drag_data] result. Godot first calls [method _can_drop_data] to test if " +"Redot calls this method to pass you the [param data] from a control's [method " +"_get_drag_data] result. Redot first calls [method _can_drop_data] to test if " "[param data] is allowed to drop at [param at_position] where [param " "at_position] is local to this control.\n" "[codeblocks]\n" @@ -29649,18 +29650,18 @@ msgid "" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " return data.VariantType == Variant.Type.Dictionary && dict." -"AsGodotDictionary().ContainsKey(\"color\");\n" +"AsRedotDictionary().ContainsKey(\"color\");\n" "}\n" "\n" "public override void _DropData(Vector2 atPosition, Variant data)\n" "{\n" -" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n" +" Color color = data.AsRedotDictionary()[\"color\"].AsColor();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Godot 调用该方法把 [param data] 传给你,这是从某个控件的 [method " -"_get_drag_data] 获得的结果。Godot 首先会调用 [method _can_drop_data] 来检查是" +"Redot 调用该方法把 [param data] 传给你,这是从某个控件的 [method " +"_get_drag_data] 获得的结果。Redot 首先会调用 [method _can_drop_data] 来检查是" "否允许把 [param data] 拖放到 [param at_position],这里的 [param at_position] " "使用的是这个控件的局部坐标系。\n" "[codeblocks]\n" @@ -29675,18 +29676,18 @@ msgstr "" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " return data.VariantType == Variant.Type.Dictionary && dict." -"AsGodotDictionary().ContainsKey(\"color\");\n" +"AsRedotDictionary().ContainsKey(\"color\");\n" "}\n" "\n" "public override void _DropData(Vector2 atPosition, Variant data)\n" "{\n" -" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n" +" Color color = data.AsRedotDictionary()[\"color\"].AsColor();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" -"Godot calls this method to get data that can be dragged and dropped onto " +"Redot calls this method to get data that can be dragged and dropped onto " "controls that expect drop data. Returns [code]null[/code] if there is no data " "to drag. Controls that want to receive drop data should implement [method " "_can_drop_data] and [method _drop_data]. [param at_position] is local to this " @@ -29715,7 +29716,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Godot 调用该方法来获取数据,这个数据将用于拖动操作,放置到期望放置数据的控件" +"Redot 调用该方法来获取数据,这个数据将用于拖动操作,放置到期望放置数据的控件" "上。如果没有要拖动的数据,则返回 [code]null[/code]。想要接收拖放数据的控件应该" "实现 [method _can_drop_data] 和 [method _drop_data]。[param at_position] 是该" "控件的局部位置。可以使用 [method force_drag] 强制拖动。\n" @@ -30989,76 +30990,76 @@ msgstr "" "键盘、手柄以及鼠标的信号。" msgid "" -"Tells Godot which node it should give focus to if the user presses the down " +"Tells Redot which node it should give focus to if the user presses the down " "arrow on the keyboard or down on a gamepad by default. You can change the key " "by editing the [member ProjectSettings.input/ui_down] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " +"must be a [Control]. If this property is not set, Redot will give focus to " "the closest [Control] to the bottom of this one." msgstr "" -"告诉 Godot 当用户按下键盘上的下方向键或游戏手柄上的下方向键时,默认应该将焦点" +"告诉 Redot 当用户按下键盘上的下方向键或游戏手柄上的下方向键时,默认应该将焦点" "移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/ui_down] " -"来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Godot 会将焦点移" +"来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Redot 会将焦点移" "交给该节点下方距离最近的 [Control]。" msgid "" -"Tells Godot which node it should give focus to if the user presses the left " +"Tells Redot which node it should give focus to if the user presses the left " "arrow on the keyboard or left on a gamepad by default. You can change the key " "by editing the [member ProjectSettings.input/ui_left] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " +"must be a [Control]. If this property is not set, Redot will give focus to " "the closest [Control] to the left of this one." msgstr "" -"告诉 Godot 当用户按下键盘上的左方向键或游戏手柄上的左方向键时,默认应该将焦点" +"告诉 Redot 当用户按下键盘上的左方向键或游戏手柄上的左方向键时,默认应该将焦点" "移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/ui_left] " -"来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Godot 会将焦点移" +"来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Redot 会将焦点移" "交给该节点左侧距离最近的 [Control]。" msgid "" -"Tells Godot which node it should give focus to if the user presses the right " +"Tells Redot which node it should give focus to if the user presses the right " "arrow on the keyboard or right on a gamepad by default. You can change the " "key by editing the [member ProjectSettings.input/ui_right] input action. The " -"node must be a [Control]. If this property is not set, Godot will give focus " +"node must be a [Control]. If this property is not set, Redot will give focus " "to the closest [Control] to the right of this one." msgstr "" -"告诉 Godot 当用户按下键盘上的右方向键或游戏手柄上的右方向键时,默认应该将焦点" +"告诉 Redot 当用户按下键盘上的右方向键或游戏手柄上的右方向键时,默认应该将焦点" "移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/" -"ui_right] 来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Godot " +"ui_right] 来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Redot " "会将焦点移交给该节点右侧距离最近的 [Control]。" msgid "" -"Tells Godot which node it should give focus to if the user presses the top " +"Tells Redot which node it should give focus to if the user presses the top " "arrow on the keyboard or top on a gamepad by default. You can change the key " "by editing the [member ProjectSettings.input/ui_up] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " +"must be a [Control]. If this property is not set, Redot will give focus to " "the closest [Control] to the top of this one." msgstr "" -"告诉 Godot 当用户按下键盘上的下方向键或游戏手柄上的下方向键时,默认应该将焦点" +"告诉 Redot 当用户按下键盘上的下方向键或游戏手柄上的下方向键时,默认应该将焦点" "移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/ui_up] 来" -"修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Godot 会将焦点移交" +"修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Redot 会将焦点移交" "给该节点上方距离最近的 [Control]。" msgid "" -"Tells Godot which node it should give focus to if the user presses [kbd]Tab[/" +"Tells Redot which node it should give focus to if the user presses [kbd]Tab[/" "kbd] on a keyboard by default. You can change the key by editing the [member " "ProjectSettings.input/ui_focus_next] input action.\n" -"If this property is not set, Godot will select a \"best guess\" based on " +"If this property is not set, Redot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" -"告诉 Godot 在默认情况下,当用户按下键盘上的 [kbd]Tab[/kbd] 时,应将焦点交给哪" +"告诉 Redot 在默认情况下,当用户按下键盘上的 [kbd]Tab[/kbd] 时,应将焦点交给哪" "个节点。你可以通过编辑 [member ProjectSettings.input/ui_focus_next] 的输入动作" "来更改按键。\n" -"如果未设置此属性,则 Godot 会将根据场景树中的附近节点选择一个“最佳猜测”。" +"如果未设置此属性,则 Redot 会将根据场景树中的附近节点选择一个“最佳猜测”。" msgid "" -"Tells Godot which node it should give focus to if the user presses [kbd]Shift " +"Tells Redot which node it should give focus to if the user presses [kbd]Shift " "+ Tab[/kbd] on a keyboard by default. You can change the key by editing the " "[member ProjectSettings.input/ui_focus_prev] input action.\n" -"If this property is not set, Godot will select a \"best guess\" based on " +"If this property is not set, Redot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" -"告诉 Godot 在默认情况下,当用户按下键盘上的 [kbd]Shift + Tab[/kbd] 时,应将焦" +"告诉 Redot 在默认情况下,当用户按下键盘上的 [kbd]Shift + Tab[/kbd] 时,应将焦" "点交给哪个节点。你可以通过编辑 [member ProjectSettings.input/ui_focus_prev] 的" "输入动作来更改按键。\n" -"如果未设置此属性,则 Godot 会将根据场景树中的附近节点选择一个“最佳猜测”。" +"如果未设置此属性,则 Redot 会将根据场景树中的附近节点选择一个“最佳猜测”。" msgid "" "The node's global position, relative to the world (usually to the " @@ -31101,12 +31102,12 @@ msgstr "" "format_number] 手动转换。" msgid "" -"The default cursor shape for this control. Useful for Godot plugins and " +"The default cursor shape for this control. Useful for Redot plugins and " "applications or games that use the system's mouse cursors.\n" "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the " "system." msgstr "" -"此控件的默认光标形状。对于 Godot 插件和使用系统鼠标光标的应用程序或游戏很有" +"此控件的默认光标形状。对于 Redot 插件和使用系统鼠标光标的应用程序或游戏很有" "用。\n" "[b]注意:[/b]在 Linux 上,形状可能会有所不同,具体取决于系统的光标主题。" @@ -33025,7 +33026,7 @@ msgid "" "assert(data.to_utf8_buffer() == decrypted)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "Crypto crypto = new Crypto();\n" @@ -33100,7 +33101,7 @@ msgstr "" "assert(data.to_utf8_buffer() == decrypted)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "Crypto crypto = new Crypto();\n" @@ -33655,13 +33656,13 @@ msgstr "CSG 基类。" msgid "" "This is the CSG base class that provides CSG operation support to the various " -"CSG nodes in Godot.\n" +"CSG nodes in Redot.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" -"这是为 Godot 中的各种 CSG 节点提供 CSG 操作支持的 CSG 基类。\n" +"这是为 Redot 中的各种 CSG 节点提供 CSG 操作支持的 CSG 基类。\n" "[b]注意:[/b]CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 " "[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在一个 CSG 节点中移动" "另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似的操" @@ -33847,10 +33848,10 @@ msgstr "" msgid "" "This class represents a C# script. It is the C# equivalent of the [GDScript] " -"class and is only available in Mono-enabled Godot builds." +"class and is only available in Mono-enabled Redot builds." msgstr "" "这个类表示 C# 脚本,是 [GDScript] 类在 C# 中的对等体,仅在启用了 Mono 的 " -"Godot 版本中可用。" +"Redot 版本中可用。" msgid "C# documentation index" msgstr "C# 文档索引" @@ -33869,10 +33870,10 @@ msgid "" "used to make an object look as if it's reflecting its surroundings. This " "usually delivers much better performance than other reflection methods.\n" "This resource is typically used as a uniform in custom shaders. Few core " -"Godot methods make use of [Cubemap] resources.\n" +"Redot methods make use of [Cubemap] resources.\n" "To create such a texture file yourself, reimport your image files using the " -"Godot Editor import presets.\n" -"[b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. " +"Redot Editor import presets.\n" +"[b]Note:[/b] Redot doesn't support using cubemaps in a [PanoramaSkyMaterial]. " "You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an " "equirectangular sky map." @@ -33880,11 +33881,11 @@ msgstr "" "单个立方体贴图是由 6 个纹理分层组织的纹理组成的。它们通常用于在 3D 渲染中伪造" "反射(参见 [ReflectionProbe])。可以用来让对象看起来像是在反射它的周围环境。与" "其他反射方法相比,这通常能提供更好的性能。\n" -"这种资源通常在自定义着色器中用作一个 uniform。很少有 Godot 的核心方法会使用 " +"这种资源通常在自定义着色器中用作一个 uniform。很少有 Redot 的核心方法会使用 " "[Cubemap] 资源。\n" -"要想自己创建这样的纹理文件,请使用 Godot 编辑器的导入预设重新导入你的图像文" +"要想自己创建这样的纹理文件,请使用 Redot 编辑器的导入预设重新导入你的图像文" "件。\n" -"[b]注意:[/b]Godot 不支持在 [PanoramaSkyMaterial] 中使用立方体贴图。可以使用" +"[b]注意:[/b]Redot 不支持在 [PanoramaSkyMaterial] 中使用立方体贴图。可以使用" "[url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]这个工具[/url]将立方体贴图转换为等距柱状天空贴图。" @@ -33903,7 +33904,7 @@ msgid "" "[Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s are " "allocated in adjacent cache regions on the GPU, which makes [CubemapArray]s " "the most efficient way to store multiple [Cubemap]s.\n" -"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"[b]Note:[/b] Redot uses [CubemapArray]s internally for many effects, " "including the [Sky] if you set [member ProjectSettings.rendering/reflections/" "sky_reflections/texture_array_reflections] to [code]true[/code]. To create " "such a texture file yourself, reimport your image files using the import " @@ -33918,7 +33919,7 @@ msgstr "" "在 GPU 上相邻的缓存区块中。这使得 [CubemapArray] 成为存储多个 [Cubemap] 的最有" "效方式。\n" "[b]注意:[/b]如果将 [member ProjectSettings.rendering/reflections/" -"sky_reflections/texture_array_reflections] 设置为 [code]true[/code],Godot 在" +"sky_reflections/texture_array_reflections] 设置为 [code]true[/code],Redot 在" "内部会将 [CubemapArray] 用于多种效果,包括 [Sky]。要想自己创建这样的纹理文件," "请使用文件系统停靠面板的导入预设重新导入你的图像文件。\n" "[b]注意:[/b][CubemapArray] 在 OpenGL 3 渲染后端中不受支持。" @@ -34655,7 +34656,7 @@ msgid "" "projected down (i.e. from positive Y to negative Y).\n" "The [Texture2D]s associated with the Decal are automatically stored in a " "texture atlas which is used for drawing the decals so all decals can be drawn " -"at once. Godot uses clustered decals, meaning they are stored in cluster data " +"at once. Redot uses clustered decals, meaning they are stored in cluster data " "and drawn when the mesh is drawn, they are not drawn as a post-processing " "effect after.\n" "[b]Note:[/b] Decals cannot affect an underlying material's transparency, " @@ -34682,7 +34683,7 @@ msgstr "" "度)和自发光的 [Texture2D] 组成。贴花在其 [AABB] 内投影,因此改变贴花的朝向会" "影响它们投影的方向。默认情况下,贴花向下投影(即从正 Y 到负 Y)。\n" "与贴花关联的 [Texture2D] 会自动存储在用于绘制贴花的纹理图集中,因此可以一次绘" -"制所有贴花。Godot 使用集群贴花,这意味着贴花是存储在集群数据中的,会在绘制网格" +"制所有贴花。Redot 使用集群贴花,这意味着贴花是存储在集群数据中的,会在绘制网格" "时绘制,而不是作为后期处理效果在此之后进行绘制。\n" "[b]注意:[/b]贴花不会影响底层材质的透明度,无论其透明度模式如何(Alpha 混合、" "Alpha 剪切、Alpha 哈希、不透明预通)。这意味着材质的半透明或透明区域将保持半透" @@ -35019,9 +35020,9 @@ msgid "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary(); // Creates an empty " +"var myDict = new Redot.Collections.Dictionary(); // Creates an empty " "dictionary.\n" -"var pointsDict = new Godot.Collections.Dictionary\n" +"var pointsDict = new Redot.Collections.Dictionary\n" "{\n" " {\"White\", 50},\n" " {\"Yellow\", 75},\n" @@ -35046,7 +35047,7 @@ msgid "" "[csharp]\n" "[Export(PropertyHint.Enum, \"White,Yellow,Orange\")]\n" "public string MyColor { get; set; }\n" -"private Godot.Collections.Dictionary _pointsDict = new Godot.Collections." +"private Redot.Collections.Dictionary _pointsDict = new Redot.Collections." "Dictionary\n" "{\n" " {\"White\", 50},\n" @@ -35070,9 +35071,9 @@ msgid "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary\n" "{\n" -" {\"First Array\", new Godot.Collections.Array{1, 2, 3, 4}}\n" +" {\"First Array\", new Redot.Collections.Array{1, 2, 3, 4}}\n" "};\n" "[/csharp]\n" "[/codeblocks]\n" @@ -35085,7 +35086,7 @@ msgid "" "value.\n" "[/gdscript]\n" "[csharp]\n" -"var pointsDict = new Godot.Collections.Dictionary\n" +"var pointsDict = new Redot.Collections.Dictionary\n" "{\n" " {\"White\", 50},\n" " {\"Yellow\", 75},\n" @@ -35112,13 +35113,13 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// This is a valid dictionary.\n" -"// To access the string \"Nested value\" below, use `((Godot.Collections." +"// To access the string \"Nested value\" below, use `((Redot.Collections." "Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`.\n" -"var myDict = new Godot.Collections.Dictionary {\n" +"var myDict = new Redot.Collections.Dictionary {\n" " {\"String Key\", 5},\n" -" {4, new Godot.Collections.Array{1,2,3}},\n" +" {4, new Redot.Collections.Array{1,2,3}},\n" " {7, \"Hello\"},\n" -" {\"sub_dict\", new Godot.Collections.Dictionary{{\"sub_key\", \"Nested " +" {\"sub_dict\", new Redot.Collections.Dictionary{{\"sub_key\", \"Nested " "value\"}}}\n" "};\n" "[/csharp]\n" @@ -35131,7 +35132,7 @@ msgid "" " var amount = groceries[fruit]\n" "[/gdscript]\n" "[csharp]\n" -"var groceries = new Godot.Collections.Dictionary{{\"Orange\", 20}, " +"var groceries = new Redot.Collections.Dictionary{{\"Orange\", 20}, " "{\"Apple\", 2}, {\"Banana\", 4}};\n" "foreach (var (fruit, amount) in groceries)\n" "{\n" @@ -35172,8 +35173,8 @@ msgstr "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary(); // 创建空字典。\n" -"var pointsDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary(); // 创建空字典。\n" +"var pointsDict = new Redot.Collections.Dictionary\n" "{\n" " {\"White\", 50},\n" " {\"Yellow\", 75},\n" @@ -35196,7 +35197,7 @@ msgstr "" "[csharp]\n" "[Export(PropertyHint.Enum, \"White,Yellow,Orange\")]\n" "public string MyColor { get; set; }\n" -"private Godot.Collections.Dictionary _pointsDict = new Godot.Collections." +"private Redot.Collections.Dictionary _pointsDict = new Redot.Collections." "Dictionary\n" "{\n" " {\"White\", 50},\n" @@ -35220,9 +35221,9 @@ msgstr "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary\n" "{\n" -" {\"First Array\", new Godot.Collections.Array{1, 2, 3, 4}}\n" +" {\"First Array\", new Redot.Collections.Array{1, 2, 3, 4}}\n" "};\n" "[/csharp]\n" "[/codeblocks]\n" @@ -35233,7 +35234,7 @@ msgstr "" "points_dict[\"Blue\"] = 150 # 将 \"Blue\" 添加为键,并将 150 赋为它的值。\n" "[/gdscript]\n" "[csharp]\n" -"var pointsDict = new Godot.Collections.Dictionary\n" +"var pointsDict = new Redot.Collections.Dictionary\n" "{\n" " {\"White\", 50},\n" " {\"Yellow\", 75},\n" @@ -35258,13 +35259,13 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// 这是有效的字典。\n" -"// 要访问下面的 \"Nested value\",请使用 `((Godot.Collections." +"// 要访问下面的 \"Nested value\",请使用 `((Redot.Collections." "Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`。\n" -"var myDict = new Godot.Collections.Dictionary {\n" +"var myDict = new Redot.Collections.Dictionary {\n" " {\"String Key\", 5},\n" -" {4, new Godot.Collections.Array{1,2,3}},\n" +" {4, new Redot.Collections.Array{1,2,3}},\n" " {7, \"Hello\"},\n" -" {\"sub_dict\", new Godot.Collections.Dictionary{{\"sub_key\", \"Nested " +" {\"sub_dict\", new Redot.Collections.Dictionary{{\"sub_key\", \"Nested " "value\"}}}\n" "};\n" "[/csharp]\n" @@ -35277,7 +35278,7 @@ msgstr "" " var amount = groceries[fruit]\n" "[/gdscript]\n" "[csharp]\n" -"var groceries = new Godot.Collections.Dictionary{{\"Orange\", 20}, " +"var groceries = new Redot.Collections.Dictionary{{\"Orange\", 20}, " "{\"Apple\", 2}, {\"Banana\", 4}};\n" "foreach (var (fruit, amount) in groceries)\n" "{\n" @@ -35357,29 +35358,29 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var my_dict = {\n" -" \"Godot\" : 4,\n" +" \"Redot\" : 4,\n" " 210 : null,\n" "}\n" "\n" -"print(my_dict.has(\"Godot\")) # Prints true\n" +"print(my_dict.has(\"Redot\")) # Prints true\n" "print(my_dict.has(210)) # Prints true\n" "print(my_dict.has(4)) # Prints false\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary\n" "{\n" -" { \"Godot\", 4 },\n" +" { \"Redot\", 4 },\n" " { 210, default },\n" "};\n" "\n" -"GD.Print(myDict.ContainsKey(\"Godot\")); // Prints true\n" +"GD.Print(myDict.ContainsKey(\"Redot\")); // Prints true\n" "GD.Print(myDict.ContainsKey(210)); // Prints true\n" "GD.Print(myDict.ContainsKey(4)); // Prints false\n" "[/csharp]\n" "[/codeblocks]\n" "In GDScript, this is equivalent to the [code]in[/code] operator:\n" "[codeblock]\n" -"if \"Godot\" in {\"Godot\": 4}:\n" +"if \"Redot\" in {\"Redot\": 4}:\n" " print(\"The key is here!\") # Will be printed.\n" "[/codeblock]\n" "[b]Note:[/b] This method returns [code]true[/code] as long as the [param key] " @@ -35389,29 +35390,29 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "var my_dict = {\n" -" \"Godot\" : 4,\n" +" \"Redot\" : 4,\n" " 210 : null,\n" "}\n" "\n" -"print(my_dict.has(\"Godot\")) # 输出 true\n" +"print(my_dict.has(\"Redot\")) # 输出 true\n" "print(my_dict.has(210)) # 输出 true\n" "print(my_dict.has(4)) # 输出 false\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary\n" "{\n" -" { \"Godot\", 4 },\n" +" { \"Redot\", 4 },\n" " { 210, default },\n" "};\n" "\n" -"GD.Print(myDict.ContainsKey(\"Godot\")); // 输出 true\n" +"GD.Print(myDict.ContainsKey(\"Redot\")); // 输出 true\n" "GD.Print(myDict.ContainsKey(210)); // 输出 true\n" "GD.Print(myDict.ContainsKey(4)); // 输出 false\n" "[/csharp]\n" "[/codeblocks]\n" "在 GDScript 中等价于 [code]in[/code] 运算符:\n" "[codeblock]\n" -"if \"Godot\" in {\"Godot\": 4}:\n" +"if \"Redot\" in {\"Redot\": 4}:\n" " print(\"这个键存在!\") # 会进行输出。\n" "[/codeblock]\n" "[b]注意:[/b]只要键 [param key] 存在,该方法就会返回 [code]true[/code],即便这" @@ -35441,10 +35442,10 @@ msgid "" "print(dict1.hash() == dict2.hash()) # Prints true\n" "[/gdscript]\n" "[csharp]\n" -"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" -"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" +"var dict1 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" +"var dict2 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" "\n" -"// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n" +"// Redot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n" "GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints true\n" "[/csharp]\n" "[/codeblocks]\n" @@ -35463,10 +35464,10 @@ msgstr "" "print(dict1.hash() == dict2.hash()) # 输出 true\n" "[/gdscript]\n" "[csharp]\n" -"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" -"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" +"var dict1 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" +"var dict2 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" "\n" -"// Godot.Collections.Dictionary 没有 Hash() 方法。请改用 GD.Hash()。\n" +"// Redot.Collections.Dictionary 没有 Hash() 方法。请改用 GD.Hash()。\n" "GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // 输出 true\n" "[/csharp]\n" "[/codeblocks]\n" @@ -35519,13 +35520,13 @@ msgid "" "\"silver\" }\n" "[/gdscript]\n" "[csharp]\n" -"var dict = new Godot.Collections.Dictionary\n" +"var dict = new Redot.Collections.Dictionary\n" "{\n" " [\"item\"] = \"sword\",\n" " [\"quantity\"] = 2,\n" "};\n" "\n" -"var otherDict = new Godot.Collections.Dictionary\n" +"var otherDict = new Redot.Collections.Dictionary\n" "{\n" " [\"quantity\"] = 15,\n" " [\"color\"] = \"silver\",\n" @@ -35564,13 +35565,13 @@ msgstr "" "\"silver\" }\n" "[/gdscript]\n" "[csharp]\n" -"var dict = new Godot.Collections.Dictionary\n" +"var dict = new Redot.Collections.Dictionary\n" "{\n" " [\"item\"] = \"sword\",\n" " [\"quantity\"] = 2,\n" "};\n" "\n" -"var otherDict = new Godot.Collections.Dictionary\n" +"var otherDict = new Redot.Collections.Dictionary\n" "{\n" " [\"quantity\"] = 15,\n" " [\"color\"] = \"silver\",\n" @@ -36674,10 +36675,10 @@ msgstr "" "[/codeblock]" msgid "" -"Returns the list of Godot window IDs belonging to this process.\n" +"Returns the list of Redot window IDs belonging to this process.\n" "[b]Note:[/b] Native dialogs are not included in this list." msgstr "" -"返回属于该进程的 Godot 窗口 ID 列表。\n" +"返回属于该进程的 Redot 窗口 ID 列表。\n" "[b]注意:[/b]这个列表中不含原生对话框。" msgid "Use [NativeMenu] or [PopupMenu] instead." @@ -37618,12 +37619,12 @@ msgid "" "rendered too, beyond normal windows. The [Object] is only used as an " "identifier, which can be later passed to [method " "unregister_additional_output].\n" -"This can be used to prevent Godot from skipping rendering when no normal " +"This can be used to prevent Redot from skipping rendering when no normal " "windows are visible." msgstr "" "注册一个 [Object],表示除了普通窗口之外还将渲染的额外输出。[Object] 仅用作标识" "符,稍后可将其传递给 [method unregister_additional_output]。\n" -"这可用于防止 Godot 在没有可见普通窗口时跳过渲染。" +"这可用于防止 Redot 在没有可见普通窗口时跳过渲染。" msgid "" "Returns the dots per inch density of the specified screen. If [param screen] " @@ -37955,11 +37956,11 @@ msgid "" "The [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 " "standard, in lowercase. The [code skip-lint]Variant[/code] part is an engine-" "dependent string describing country, region or/and dialect.\n" -"Note that Godot depends on system libraries for text-to-speech functionality. " +"Note that Redot depends on system libraries for text-to-speech functionality. " "These libraries are installed by default on Windows and macOS, but not on all " "Linux distributions. If they are not present, this method will return an " -"empty list. This applies to both Godot users on Linux, as well as end-users " -"on Linux running Godot games that use text-to-speech.\n" +"empty list. This applies to both Redot users on Linux, as well as end-users " +"on Linux running Redot games that use text-to-speech.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" "Wayland), macOS, and Windows.\n" "[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " @@ -37973,10 +37974,10 @@ msgstr "" "[code]lang[/code] 部分是小写的基于 ISO-639 标准的 2 或 3 字母代码。而 [code " "skip-lint]Variant[/code] 部分是一个依赖于引擎的字符串,描述国家、地区或/和方" "言。\n" -"请注意,Godot 依赖于系统库来实现文本到语音的功能。这些库在 Windows 和 MacOS 上" +"请注意,Redot 依赖于系统库来实现文本到语音的功能。这些库在 Windows 和 MacOS 上" "是默认安装的,但并非安装在所有 Linux 发行版上。如果它们不存在,此方法将返回一" -"个空列表。这适用于 Linux 上的 Godot 用户,以及在 Linux 上运行使用文本到语音的 " -"Godot 游戏的最终用户。\n" +"个空列表。这适用于 Linux 上的 Redot 用户,以及在 Linux 上运行使用文本到语音的 " +"Redot 游戏的最终用户。\n" "[b]注意:[/b]这个方法在 Android、iOS、Web、Linux(X11/Wayland)、macOS 和 " "Windows 上实现。\n" "[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应当为 " @@ -38738,11 +38739,11 @@ msgstr "" msgid "" "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. " +"Korean text. This is handled by the operating system, rather than by Redot. " "[b]Windows, macOS, Linux (X11)[/b]" msgstr "" "显示服务器支持 [url=https://en.wikipedia.org/wiki/Input_method]输入法[/url]," -"它通常用于输入中文、日文和韩文文本。这由操作系统处理,而不是由 Godot 处理。" +"它通常用于输入中文、日文和韩文文本。这由操作系统处理,而不是由 Redot 处理。" "[b]Windows, macOS, Linux (X11)[/b]" msgid "" @@ -39464,13 +39465,13 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// ServerNode.cs\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class ServerNode : Node\n" "{\n" " private DtlsServer _dtls = new DtlsServer();\n" " private UdpServer _server = new UdpServer();\n" -" private Godot.Collections.Array<PacketPeerDtls> _peers = new Godot." +" private Redot.Collections.Array<PacketPeerDtls> _peers = new Redot." "Collections.Array<PacketPeerDtls>();\n" "\n" " public override void _Ready()\n" @@ -39541,7 +39542,7 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// ClientNode.cs\n" -"using Godot;\n" +"using Redot;\n" "using System.Text;\n" "\n" "public partial class ClientNode : Node\n" @@ -39618,13 +39619,13 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// ServerNode.cs\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class ServerNode : Node\n" "{\n" " private DtlsServer _dtls = new DtlsServer();\n" " private UdpServer _server = new UdpServer();\n" -" private Godot.Collections.Array<PacketPeerDtls> _peers = new Godot." +" private Redot.Collections.Array<PacketPeerDtls> _peers = new Redot." "Collections.Array<PacketPeerDtls>();\n" "\n" " public override void _Ready()\n" @@ -39693,7 +39694,7 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// ClientNode.cs\n" -"using Godot;\n" +"using Redot;\n" "using System.Text;\n" "\n" "public partial class ClientNode : Node\n" @@ -39751,8 +39752,8 @@ msgstr "" "PacketPeerDTLS.STATUS_HANDSHAKING],因为正常情况下,50% 的新连接会因为 cookie " "交换而无效。" -msgid "Godot editor's command palette." -msgstr "Godot 编辑器的命令面板。" +msgid "Redot editor's command palette." +msgstr "Redot 编辑器的命令面板。" msgid "" "Object that holds all the available Commands and their shortcuts text. These " @@ -40075,8 +40076,8 @@ msgstr "" "信息,请参阅 [method EditorExportPlugin._begin_customize_scenes] 和 [method " "EditorExportPlugin._begin_customize_resources]。" -msgid "Console support in Godot" -msgstr "Godot 中的控制台支持" +msgid "Console support in Redot" +msgstr "Redot 中的控制台支持" msgid "" "Returns the name of the export operating system handled by this " @@ -41588,12 +41589,12 @@ msgid "" "If [code]true[/code], exports iOS project files without building an XCArchive " "or [code].ipa[/code] file. If [code]false[/code], exports iOS project files " "and builds an XCArchive and [code].ipa[/code] file at the same time. When " -"combining Godot with Fastlane or other build pipelines, you may want to set " +"combining Redot with Fastlane or other build pipelines, you may want to set " "this to [code]true[/code]." msgstr "" "如果为 [code]true[/code],则导出 iOS 项目文件而不构建一份 XCArchive 或 [code]." "ipa[/code] 文件。如果为 [code]false[/code],则导出 iOS 项目文件并同时构建一份 " -"XCArchive 和 [code].ipa[/code] 文件。将 Godot 与 Fastlane 或其他构建管道结合使" +"XCArchive 和 [code].ipa[/code] 文件。将 Redot 与 Fastlane 或其他构建管道结合使" "用时,你可能需要将其设置为 [code]true[/code]。" msgid "" @@ -42780,8 +42781,8 @@ msgstr "macOS 导出器。" msgid "Exporting for macOS" msgstr "为 macOS 导出" -msgid "Running Godot apps on macOS" -msgstr "在 macOS 上运行 Godot 应用" +msgid "Running Redot apps on macOS" +msgstr "在 macOS 上运行 Redot 应用" msgid "Application category for the App Store." msgstr "App Store 的应用程序分类。" @@ -43347,13 +43348,13 @@ msgstr "Web 导出器。" msgid "" "The Web exporter customizes how a web build is handled. In the editor's " "\"Export\" window, it is created when adding a new \"Web\" preset.\n" -"[b]Note:[/b] Godot on Web is rendered inside a [code]<canvas>[/code] tag. " +"[b]Note:[/b] Redot on Web is rendered inside a [code]<canvas>[/code] tag. " "Normally, the canvas cannot be positioned or resized manually, but otherwise " "acts as the main [Window] of the application." msgstr "" "Web 导出器能够自定义 web 构建的处理方式。在编辑器的“导出”窗口中,添加“Web”预设" "时会创建这个导出器。\n" -"[b]注意:[/b]Web 上的 Godot 是在一个 [code]<canvas>[/code] 标签中渲染的。这个" +"[b]注意:[/b]Web 上的 Redot 是在一个 [code]<canvas>[/code] 标签中渲染的。这个" "画布是作为程序的主 [Window] 使用的,但是一般没有办法手动调整位置和大小。" msgid "Exporting for the Web" @@ -43373,14 +43374,14 @@ msgid "" msgstr "用于发布版本的自定义导出模板的文件路径。如果留空,则默认模板将被使用。" msgid "" -"Determines how the canvas should be resized by Godot.\n" +"Determines how the canvas should be resized by Redot.\n" "- [b]None:[/b] The canvas is not automatically resized.\n" "- [b]Project:[/b] The size of the canvas is dependent on the " "[ProjectSettings].\n" "- [b]Adaptive:[/b] The canvas is automatically resized to fit as much of the " "web page as possible." msgstr "" -"决定 Godot 应如何调整画布的大小。\n" +"决定 Redot 应如何调整画布的大小。\n" "- [b]None:[/b]画布不会自动调整大小。\n" "- [b]Project:[/b]画布的大小由 [ProjectSettings] 决定。\n" "- [b]Adaptive:[/b]画布自动调整到尽可能覆盖 Web 页面的大小。" @@ -43893,7 +43894,7 @@ msgid "" "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.\n" -"[b]Note:[/b] Relative paths [b]must[/b] be relative to Godot's [code]res://" +"[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." @@ -43904,7 +43905,7 @@ msgid "" msgstr "" "由用户覆盖的虚方法。调用该函数是为了检索该插件提供的 Android 库存档(AAR)文件" "的本地路径。\n" -"[b]注意:[/b]相对路径[b]必须[/b]相对于 Godot 的 [code]res://addons/[/code] 目" +"[b]注意:[/b]相对路径[b]必须[/b]相对于 Redot 的 [code]res://addons/[/code] 目" "录。例如,位于 [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/" "code] 下的 AAR 文件,可以使用 [code]res://addons/hello_world_plugin/" "HelloWorld.release.aar[/code] 作为绝对路径,或使用 [code]hello_world_plugin/" @@ -44154,7 +44155,7 @@ msgstr "编辑器功能配置,可用于禁用特定功能。" msgid "" "An editor feature profile can be used to disable specific features of the " -"Godot editor. When disabled, the features won't appear in the editor, which " +"Redot editor. When disabled, the features won't appear in the editor, which " "makes the editor less cluttered. This is useful in education settings to " "reduce confusion or when working in a team. For example, artists and level " "designers could use a feature profile that disables the script editor to " @@ -44162,7 +44163,7 @@ msgid "" "To manage editor feature profiles visually, use [b]Editor > Manage Feature " "Profiles...[/b] at the top of the editor window." msgstr "" -"编辑器功能配置可以用来禁用 Godot 编辑器的特定功能。当禁用时,这些功能将不会出" +"编辑器功能配置可以用来禁用 Redot 编辑器的特定功能。当禁用时,这些功能将不会出" "现在编辑器中,从而使编辑器不那么混乱。这个设置使编辑器更简洁,在团队中工作时。" "例如,游戏美术和关卡设计师可以使用禁用脚本编辑器的功能配置,以避免意外地对他们" "不应该编辑的文件进行更改。\n" @@ -44786,7 +44787,7 @@ msgid "" " return ResourceSaver.save(mesh, filename)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class MySpecialPlugin : EditorImportPlugin\n" "{\n" @@ -44825,12 +44826,12 @@ msgid "" " return \"Default\";\n" " }\n" "\n" -" public override Godot.Collections.Array<Godot.Collections.Dictionary> " +" public override Redot.Collections.Array<Redot.Collections.Dictionary> " "_GetImportOptions(string path, int presetIndex)\n" " {\n" -" return new Godot.Collections.Array<Godot.Collections.Dictionary>\n" +" return new Redot.Collections.Array<Redot.Collections.Dictionary>\n" " {\n" -" new Godot.Collections.Dictionary\n" +" new Redot.Collections.Dictionary\n" " {\n" " { \"name\", \"myOption\" },\n" " { \"default_value\", false },\n" @@ -44838,9 +44839,9 @@ msgid "" " };\n" " }\n" "\n" -" public override Error _Import(string sourceFile, string savePath, Godot." -"Collections.Dictionary options, Godot.Collections.Array<string> " -"platformVariants, Godot.Collections.Array<string> genFiles)\n" +" public override Error _Import(string sourceFile, string savePath, Redot." +"Collections.Dictionary options, Redot.Collections.Array<string> " +"platformVariants, Redot.Collections.Array<string> genFiles)\n" " {\n" " using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags." "Read);\n" @@ -44910,7 +44911,7 @@ msgstr "" " return ResourceSaver.save(mesh, filename)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class MySpecialPlugin : EditorImportPlugin\n" "{\n" @@ -44949,12 +44950,12 @@ msgstr "" " return \"Default\";\n" " }\n" "\n" -" public override Godot.Collections.Array<Godot.Collections.Dictionary> " +" public override Redot.Collections.Array<Redot.Collections.Dictionary> " "_GetImportOptions(string path, int presetIndex)\n" " {\n" -" return new Godot.Collections.Array<Godot.Collections.Dictionary>\n" +" return new Redot.Collections.Array<Redot.Collections.Dictionary>\n" " {\n" -" new Godot.Collections.Dictionary\n" +" new Redot.Collections.Dictionary\n" " {\n" " { \"name\", \"myOption\" },\n" " { \"default_value\", false },\n" @@ -44962,9 +44963,9 @@ msgstr "" " };\n" " }\n" "\n" -" public override Error _Import(string sourceFile, string savePath, Godot." -"Collections.Dictionary options, Godot.Collections.Array<string> " -"platformVariants, Godot.Collections.Array<string> genFiles)\n" +" public override Error _Import(string sourceFile, string savePath, Redot." +"Collections.Dictionary options, Redot.Collections.Array<string> " +"platformVariants, Redot.Collections.Array<string> genFiles)\n" " {\n" " using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags." "Read);\n" @@ -45041,7 +45042,7 @@ msgid "" " return true\n" "[/gdscript]\n" "[csharp]\n" -"public void _GetOptionVisibility(string option, Godot.Collections.Dictionary " +"public void _GetOptionVisibility(string option, Redot.Collections.Dictionary " "options)\n" "{\n" " // Only show the lossy quality setting if the compression mode is set to " @@ -45073,7 +45074,7 @@ msgstr "" " return true\n" "[/gdscript]\n" "[csharp]\n" -"public void _GetOptionVisibility(string option, Godot.Collections.Dictionary " +"public void _GetOptionVisibility(string option, Redot.Collections.Dictionary " "options)\n" "{\n" " // 仅在压缩模式设为“Lossy”时显示有损压缩质量设置。\n" @@ -45116,10 +45117,10 @@ msgstr "" "code]。" msgid "" -"Gets the Godot resource type associated with this loader. e.g. " +"Gets the Redot resource type associated with this loader. e.g. " "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" -"获取与此加载程序关联的 Godot 资源类型,例如 [code]\"Mesh\"[/code] 或 " +"获取与此加载程序关联的 Redot 资源类型,例如 [code]\"Mesh\"[/code] 或 " "[code]\"Animation\"[/code]。" msgid "" @@ -45379,11 +45380,11 @@ msgid "" msgstr "" "添加能够修改多个属性的编辑器。[param editor] 控件必须扩展 [EditorProperty]。" -msgid "Godot editor's interface." -msgstr "Godot 编辑器的接口。" +msgid "Redot editor's interface." +msgstr "Redot 编辑器的接口。" msgid "" -"[EditorInterface] gives you control over Godot editor's window. It allows " +"[EditorInterface] gives you control over Redot editor's window. It allows " "customizing the window, saving and (re-)loading scenes, rendering mesh " "previews, inspecting and editing resources and objects, and provides access " "to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], " @@ -45400,7 +45401,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"[EditorInterface] 允许控制 Godot 编辑器的窗口,包括自定义窗口,保存和重新加载" +"[EditorInterface] 允许控制 Redot 编辑器的窗口,包括自定义窗口,保存和重新加载" "场景,渲染网格预览,检查和编辑资源和对象,并提供对 [EditorSettings] , " "[EditorFileSystem] , [EditorResourcePreview] , [ScriptEditor] ,编辑器视口以" "及场景信息的访问。\n" @@ -45436,13 +45437,13 @@ msgstr "" "用户为该脚本的语言所配置,可能是外部编辑器。" msgid "" -"Returns the main container of Godot editor's window. For example, you can use " +"Returns the main container of Redot editor's window. For example, you can use " "it to retrieve the size of the container and place your controls " "accordingly.\n" "[b]Warning:[/b] Removing and freeing this node will render the editor useless " "and may cause a crash." msgstr "" -"返回 Godot 编辑器窗口的主容器。例如,你可以用它来检索容器的大小并相应地放置你" +"返回 Redot 编辑器窗口的主容器。例如,你可以用它来检索容器的大小并相应地放置你" "的控件。\n" "[b]警告:[/b]删除和释放这个节点将使编辑器失效,并可能导致崩溃。" @@ -46387,7 +46388,7 @@ msgid "" "as the singleton won't be declared. To prevent script errors in exported " "projects, use [method Engine.has_singleton] to check whether the singleton is " "available before using it.\n" -"[b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://" +"[b]Note:[/b] On the Linux/BSD platform, Redot complies with the [url=https://" "specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base " "Directory Specification[/url]. You can override environment variables " "following the specification to change the editor and project data paths." @@ -46397,12 +46398,12 @@ msgstr "" "[b]注意:[/b]这个单例在导出的项目中是不可访问的。尝试在导出的项目中访问它会产" "生脚本错误,因为该单例没有被声明。为防止导出项目中出现脚本错误,请使用 " "[method Engine.has_singleton] 检查单例是否可用后再使用该单例。\n" -"[b]注意:[/b]在 Linux/BSD 平台上,Godot 遵守 [url=https://specifications." +"[b]注意:[/b]在 Linux/BSD 平台上,Redot 遵守 [url=https://specifications." "freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG 基本目录规范[/url]。" "可以按照规范覆盖环境变量,来更改编辑器和项目数据路径。" -msgid "File paths in Godot projects" -msgstr "Godot 项目中的文件路径" +msgid "File paths in Redot projects" +msgstr "Redot 项目中的文件路径" msgid "" "Returns the absolute path to the user's cache folder. This folder should be " @@ -46410,8 +46411,8 @@ msgid "" "closed (such as generated resource thumbnails).\n" "[b]Default paths per platform:[/b]\n" "[codeblock lang=text]\n" -"- Windows: %LOCALAPPDATA%\\Godot\\\n" -"- macOS: ~/Library/Caches/Godot/\n" +"- Windows: %LOCALAPPDATA%\\Redot\\\n" +"- macOS: ~/Library/Caches/Redot/\n" "- Linux: ~/.cache/godot/\n" "[/codeblock]" msgstr "" @@ -46419,8 +46420,8 @@ msgstr "" "全地移除这些数据(例如生成的资源预览图)。\n" "[b]各平台的默认路径:[/b]\n" "[codeblock lang=text]\n" -"- Windows: %LOCALAPPDATA%\\Godot\\\n" -"- macOS: ~/Library/Caches/Godot/\n" +"- Windows: %LOCALAPPDATA%\\Redot\\\n" +"- macOS: ~/Library/Caches/Redot/\n" "- Linux: ~/.cache/godot/\n" "[/codeblock]" @@ -46429,16 +46430,16 @@ msgid "" "should be used for [i]persistent[/i] user configuration files.\n" "[b]Default paths per platform:[/b]\n" "[codeblock lang=text]\n" -"- Windows: %APPDATA%\\Godot\\ (same as `get_data_dir()`)\n" -"- macOS: ~/Library/Application Support/Godot/ (same as `get_data_dir()`)\n" +"- Windows: %APPDATA%\\Redot\\ (same as `get_data_dir()`)\n" +"- macOS: ~/Library/Application Support/Redot/ (same as `get_data_dir()`)\n" "- Linux: ~/.config/godot/\n" "[/codeblock]" msgstr "" "返回用户配置文件夹的绝对路径。该文件夹应该用于[i]持久化[/i]的用户配置文件。\n" "[b]各平台的默认路径:[/b]\n" "[codeblock lang=text]\n" -"- Windows: %APPDATA%\\Godot\\ (同 `get_data_dir()`)\n" -"- macOS: ~/Library/Application Support/Godot/ (同 `get_data_dir()`)\n" +"- Windows: %APPDATA%\\Redot\\ (同 `get_data_dir()`)\n" +"- macOS: ~/Library/Application Support/Redot/ (同 `get_data_dir()`)\n" "- Linux: ~/.config/godot/\n" "[/codeblock]" @@ -46448,9 +46449,9 @@ msgid "" "templates.\n" "[b]Default paths per platform:[/b]\n" "[codeblock lang=text]\n" -"- Windows: %APPDATA%\\Godot\\ (same as " +"- Windows: %APPDATA%\\Redot\\ (same as " "`get_config_dir()`)\n" -"- macOS: ~/Library/Application Support/Godot/ (same as `get_config_dir()`)\n" +"- macOS: ~/Library/Application Support/Redot/ (same as `get_config_dir()`)\n" "- Linux: ~/.local/share/godot/\n" "[/codeblock]" msgstr "" @@ -46458,8 +46459,8 @@ msgstr "" "如已安装的导出模板。\n" "[b]各平台的默认路径:[/b]\n" "[codeblock lang=text]\n" -"- Windows:%APPDATA%\\Godot\\ (同 `get_config_dir()` )\n" -"- macOS:~/Library/Application Support/Godot/ (同 `get_config_dir()` )\n" +"- Windows:%APPDATA%\\Redot\\ (同 `get_config_dir()` )\n" +"- macOS:~/Library/Application Support/Redot/ (同 `get_config_dir()` )\n" "- Linux:~/.local/share/godot/\n" "[/codeblock]" @@ -46473,12 +46474,12 @@ msgstr "" msgid "" "Returns the absolute path to the self-contained file that makes the current " -"Godot editor instance be considered as self-contained. Returns an empty " -"string if the current Godot editor instance isn't self-contained. See also " +"Redot editor instance be considered as self-contained. Returns an empty " +"string if the current Redot editor instance isn't self-contained. See also " "[method is_self_contained]." msgstr "" -"返回自包含文件的绝对路径,该文件会使当前 Godot 编辑器实例被视为是自包含的。如" -"果当前 Godot 编辑器实例不是自包含的,则返回一个空字符串。另见 [method " +"返回自包含文件的绝对路径,该文件会使当前 Redot 编辑器实例被视为是自包含的。如" +"果当前 Redot 编辑器实例不是自包含的,则返回一个空字符串。另见 [method " "is_self_contained]。" msgid "" @@ -46486,7 +46487,7 @@ msgid "" "[code]false[/code] otherwise. When self-contained mode is enabled, user " "configuration, data and cache files are saved in an [code]editor_data/[/code] " "folder next to the editor binary. This makes portable usage easier and " -"ensures the Godot editor minimizes file writes outside its own folder. Self-" +"ensures the Redot editor minimizes file writes outside its own folder. Self-" "contained mode is not available for exported projects.\n" "Self-contained mode can be enabled by creating a file named [code]._sc_[/" "code] or [code]_sc_[/code] in the same folder as the editor binary or macOS ." @@ -46498,11 +46499,11 @@ msgid "" "[b]Note:[/b] On macOS, placing [code]_sc_[/code] or any other file inside ." "app bundle will break digital signature and make it non-portable, consider " "placing it in the same folder as the .app bundle instead.\n" -"[b]Note:[/b] The Steam release of Godot uses self-contained mode by default." +"[b]Note:[/b] The Steam release of Redot uses self-contained mode by default." msgstr "" "如果编辑器被标记为是自包含的,则返回 [code]true[/code],否则返回 [code]false[/" "code]。启用自包含模式后,用户配置、数据和缓存文件将保被存在编辑器二进制文件旁" -"边的 [code]editor_data/[/code] 文件夹中。这使得便携使用更容易,并确保 Godot 编" +"边的 [code]editor_data/[/code] 文件夹中。这使得便携使用更容易,并确保 Redot 编" "辑器最大限度地减少将文件写入到它自己的文件夹之外的情况。自包含模式不适用于导出" "的项目。\n" "当编辑器未运行时,可以通过在与编辑器二进制文件或 macOS .app 捆绑包相同的文件夹" @@ -46514,7 +46515,7 @@ msgstr "" "[b]注意:[/b]在 macOS 上,将 [code]_sc_[/code] 或任何其他文件放入 .app 捆绑包" "中会破坏其数字签名,使其不再便携,请考虑改为放在与 .app 捆绑包相同的文件夹" "中。\n" -"[b]注意:[/b]Godot 的 Steam 版本默认使用自包含模式。" +"[b]注意:[/b]Redot 的 Steam 版本默认使用自包含模式。" msgid "Used by the editor to extend its functionality." msgstr "由编辑器使用,用于扩展其功能。" @@ -46995,11 +46996,11 @@ msgstr "" msgid "" "Override this method in your plugin to provide the name of the plugin when " -"displayed in the Godot editor.\n" +"displayed in the Redot editor.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons." msgstr "" -"在插件中覆盖该方法,以在 Godot 编辑器中显示时提供该插件的名称。\n" +"在插件中覆盖该方法,以在 Redot 编辑器中显示时提供该插件的名称。\n" "对于主屏幕插件,它显示在屏幕顶部,在“2D”“3D”“脚本”“AssetLib”按钮的右侧。" msgid "" @@ -47990,8 +47991,8 @@ msgid "" "target resource type by this plugin." msgstr "调用以确定特定 [Resource] 是否可以通过该插件转换为目标资源类型。" -msgid "Godot editor's control for selecting [Resource] type properties." -msgstr "Godot 编辑器用于选择 [Resource] 类型属性的控件。" +msgid "Redot editor's control for selecting [Resource] type properties." +msgstr "Redot 编辑器用于选择 [Resource] 类型属性的控件。" msgid "" "This [Control] node is used in the editor's Inspector dock to allow editing " @@ -48384,14 +48385,14 @@ msgid "" " iterate(child)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "// This sample changes all node names.\n" "// Called right after the scene is imported and gets the root node.\n" "[Tool]\n" "public partial class NodeRenamer : EditorScenePostImport\n" "{\n" -" public override GodotObject _PostImport(Node scene)\n" +" public override RedotObject _PostImport(Node scene)\n" " {\n" " // Change all node names to \"modified_[oldnodename]\"\n" " Iterate(scene);\n" @@ -48436,14 +48437,14 @@ msgstr "" " iterate(child)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "// 该示例更改所有节点名称。\n" "// 在导入场景并获取根节点后立即调用。\n" "[Tool]\n" "public partial class NodeRenamer : EditorScenePostImport\n" "{\n" -" public override GodotObject _PostImport(Node scene)\n" +" public override RedotObject _PostImport(Node scene)\n" " {\n" " // 将所有节点名称更改为 “modified_[oldnodename]”\n" " Iterate(scene);\n" @@ -48556,7 +48557,7 @@ msgid "" "Scripts extending this class and implementing its [method _run] method can be " "executed from the Script Editor's [b]File > Run[/b] menu option (or by " "pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is " -"useful for adding custom in-editor functionality to Godot. For more complex " +"useful for adding custom in-editor functionality to Redot. For more complex " "additions, consider using [EditorPlugin]s instead.\n" "[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n" "[b]Example script:[/b]\n" @@ -48566,31 +48567,31 @@ msgid "" "extends EditorScript\n" "\n" "func _run():\n" -" print(\"Hello from the Godot Editor!\")\n" +" print(\"Hello from the Redot Editor!\")\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[Tool]\n" "public partial class HelloEditor : EditorScript\n" "{\n" " public override void _Run()\n" " {\n" -" GD.Print(\"Hello from the Godot Editor!\");\n" +" GD.Print(\"Hello from the Redot Editor!\");\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] The script is run in the Editor context, which means the output " "is visible in the console window started with the Editor (stdout) instead of " -"the usual Godot [b]Output[/b] dock.\n" +"the usual Redot [b]Output[/b] dock.\n" "[b]Note:[/b] EditorScript is [RefCounted], meaning it is destroyed when " "nothing references it. This can cause errors during asynchronous operations " "if there are no references to the script." msgstr "" "扩展该类并实现其 [method _run] 方法的脚本可以在编辑器运行时通过脚本编辑器的[b]" "文件 > 运行[/b]菜单选项(或按 [kbd]Ctrl + Shift + X[/kbd])执行。这对于向 " -"Godot 添加自定义的编辑内功能很有用。对于更复杂的添加,请考虑改用 " +"Redot 添加自定义的编辑内功能很有用。对于更复杂的添加,请考虑改用 " "[EditorPlugin]。\n" "[b]注意:[/b]扩展脚本需要启用 [code]tool[/code] 工具模式。\n" "[b]示例脚本:[/b]\n" @@ -48600,23 +48601,23 @@ msgstr "" "extends EditorScript\n" "\n" "func _run():\n" -" print(\"Hello from the Godot Editor!\")\n" +" print(\"Hello from the Redot Editor!\")\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[Tool]\n" "public partial class HelloEditor : EditorScript\n" "{\n" " public override void _Run()\n" " {\n" -" GD.Print(\"Hello from the Godot Editor!\");\n" +" GD.Print(\"Hello from the Redot Editor!\");\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]脚本在编辑器上下文中运行,这意味着输出在使用编辑器(stdout)启动" -"的控制台窗口中可见,而不是通常的 Godot [b]输出[/b]停靠面板。\n" +"的控制台窗口中可见,而不是通常的 Redot [b]输出[/b]停靠面板。\n" "[b]注意:[/b]EditorScript 是 [RefCounted],这意味着它不再被引用时会被销毁。如" "果没有对脚本的引用,这可能会在异步操作期间导致错误。" @@ -48639,10 +48640,10 @@ msgstr "" "get_edited_scene_root]。" msgid "" -"Godot editor's control for selecting the [code]script[/code] property of a " +"Redot editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" -"Godot 编辑器的控件,用于选择节点 [Node] 的脚本 [code]script[/code] 属性。" +"Redot 编辑器的控件,用于选择节点 [Node] 的脚本 [code]script[/code] 属性。" msgid "" "Similar to [EditorResourcePicker] this [Control] node is used in the editor's " @@ -48713,7 +48714,7 @@ msgid "" "generally visible in the [b]Editor > Editor Settings[/b] menu.\n" "Property names use slash delimiters to distinguish sections. Setting values " "can be of any [Variant] type. It's recommended to use [code]snake_case[/code] " -"for editor settings to be consistent with the Godot editor itself.\n" +"for editor settings to be consistent with the Redot editor itself.\n" "Accessing the settings can be done using the following methods, such as:\n" "[codeblocks]\n" "[gdscript]\n" @@ -48734,7 +48735,7 @@ msgid "" "// `settings.get(\"some/property\", value)` also works as this class " "overrides `_get()` internally.\n" "settings.GetSetting(\"some/property\");\n" -"Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = " +"Redot.Collections.Array<Redot.Collections.Dictionary> listOfSettings = " "settings.GetPropertyList();\n" "[/csharp]\n" "[/codeblocks]\n" @@ -48744,7 +48745,7 @@ msgstr "" "保存编辑器设置的对象,这些设置与项目无关,通常在[b]编辑器 > 编辑器设置[/b]菜单" "中可见。\n" "属性名称中使用斜线分隔符来区分不同的部分。设置的值可以是任何 [Variant] 类型。" -"编辑器设置的名称建议使用 [code]snake_case[/code] 形式,与 Godot 编辑器本身保持" +"编辑器设置的名称建议使用 [code]snake_case[/code] 形式,与 Redot 编辑器本身保持" "一致。\n" "可以使用以下方法访问设置,例如:\n" "[codeblocks]\n" @@ -48766,7 +48767,7 @@ msgstr "" "// 也可以写 `settings.get(\"some/property\")` ,因为这个类内部覆盖了 " "`_get()`。\n" "settings.GetSetting(\"some/property\");\n" -"Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = " +"Redot.Collections.Array<Redot.Collections.Dictionary> listOfSettings = " "settings.GetPropertyList();\n" "[/csharp]\n" "[/codeblocks]\n" @@ -48798,7 +48799,7 @@ msgid "" "var settings = GetEditorInterface().GetEditorSettings();\n" "settings.Set(\"category/property_name\", 0);\n" "\n" -"var propertyInfo = new Godot.Collections.Dictionary\n" +"var propertyInfo = new Redot.Collections.Dictionary\n" "{\n" " {\"name\", \"category/propertyName\"},\n" " {\"type\", Variant.Type.Int},\n" @@ -48834,7 +48835,7 @@ msgstr "" "var settings = GetEditorInterface().GetEditorSettings();\n" "settings.Set(\"category/property_name\", 0);\n" "\n" -"var propertyInfo = new Godot.Collections.Dictionary\n" +"var propertyInfo = new Redot.Collections.Dictionary\n" "{\n" " {\"name\", \"category/propertyName\"},\n" " {\"type\", Variant.Type.Int},\n" @@ -48955,10 +48956,10 @@ msgstr "" msgid "" "If [code]true[/code], enables collection of profiling data from non-GDScript " -"Godot functions, such as engine class methods. Enabling this slows execution " +"Redot functions, such as engine class methods. Enabling this slows execution " "while profiling further." msgstr "" -"如果为 [code]true[/code],则启用从非 GDScript Godot 函数(例如引擎类方法)收集" +"如果为 [code]true[/code],则启用从非 GDScript Redot 函数(例如引擎类方法)收集" "分析数据。启用该功能会减慢执行速度,同时进一步进行分析。" msgid "" @@ -49211,13 +49212,13 @@ msgid "" "shortcut ([kbd]Shift + F[/kbd] by default) is always available.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "用于在 3D 编辑器中启用自由观看的修饰键(在按下鼠标右键的同时)。\n" "[b]注意:[/b]无论该设置如何,自由观看切换键盘快捷键(默认为 [kbd]Shift + F[/" "kbd])始终可用。\n" "[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时单击鼠标按钮" -"时会被窗口管理器拦截。这意味着 Godot 不会看到该修饰键被按下。" +"时会被窗口管理器拦截。这意味着 Redot 不会看到该修饰键被按下。" msgid "" "The base 3D freelook speed in units per second. This can be adjusted by using " @@ -49386,7 +49387,7 @@ msgid "" "The navigation scheme to use in the 3D editor. Changing this setting will " "affect the mouse buttons that must be held down to perform certain operations " "in the 3D editor viewport.\n" -"- [b]Godot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse " +"- [b]Redot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse " "button[/kbd] to pan. [kbd]Mouse wheel[/kbd] to zoom.\n" "- [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 " @@ -49397,11 +49398,11 @@ msgid "" "See also [member editors/3d/freelook/freelook_navigation_scheme].\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "在 3D 编辑器中使用的导航方案。更改该设置将影响鼠标按钮,这些鼠标按钮必须被按住" "才能在 3D 编辑器视口中执行某些操作。\n" -"- [b]Godot[/b]鼠标中键进行视轨,[kbd]Shift + 鼠标中键[/kbd]进行平移。[kbd]鼠标" +"- [b]Redot[/b]鼠标中键进行视轨,[kbd]Shift + 鼠标中键[/kbd]进行平移。[kbd]鼠标" "滚轮[/kbd]进行缩放。\n" "- [b]Maya:[/b][kbd]Alt + 鼠标左键[/kbd]进行视轨。[kbd]鼠标中键[/kbd]进行平" "移,[kbd]Shift + 鼠标中键[/kbd] 平移速度提高 10 倍。[kbd]鼠标滚轮[/kbd]进行缩" @@ -49410,7 +49411,7 @@ msgstr "" "[/kbd]进行平移。 [kbd]Ctrl + Alt + 鼠标左键[/kbd]进行缩放。\n" "另请参阅 [member editors/3d/freelook/freelook_navigation_scheme]。\n" "[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时点击鼠标按钮" -"时会被窗口管理器拦截。这意味着 Godot 不会看到该修饰键被按下。" +"时会被窗口管理器拦截。这意味着 Redot 不会看到该修饰键被按下。" msgid "" "The modifier key that must be held to orbit in the 3D editor.\n" @@ -49419,23 +49420,23 @@ msgid "" "improve usability with graphics tablets.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "必须被按住以在 3D 编辑器中进行视轨的修饰键。\n" "[b]注意:[/b]如果 [member editors/3d/navigation/emulate_3_button_mouse] 为 " "[code]true[/code],则 [kbd]Alt[/kbd] 将始终可用于视轨以提高绘图板的可用性。\n" "[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时点击鼠标按钮" -"时会被窗口管理器拦截。这意味着 Godot 不会看到该修饰键被按下。" +"时会被窗口管理器拦截。这意味着 Redot 不会看到该修饰键被按下。" msgid "" "The modifier key that must be held to pan in the 3D editor.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "必须被按住以在 3D 编辑器中进行平移的修饰键。\n" "[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时点击鼠标按钮" -"时会被窗口管理器拦截。这意味着 Godot 不会看到该修饰键被按下。" +"时会被窗口管理器拦截。这意味着 Redot 不会看到该修饰键被按下。" msgid "" "If [code]true[/code], warps the mouse around the 3D viewport while panning in " @@ -49449,11 +49450,11 @@ msgid "" "The modifier key that must be held to zoom in the 3D editor.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "必须被按住以在 3D 编辑器中进行放大的修饰键。\n" "[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时点击鼠标按钮" -"时会被窗口管理器拦截。这意味着 Godot 不会看到该修改键被按下。" +"时会被窗口管理器拦截。这意味着 Redot 不会看到该修改键被按下。" msgid "" "The mouse cursor movement direction to use when zooming by moving the mouse. " @@ -49855,7 +49856,7 @@ msgid "" "context menu action in the FileSystem dock. You can enter an absolute path to " "a program binary, or a path to a program that is present in the [code]PATH[/" "code] environment variable.\n" -"If left empty, Godot will use the default terminal emulator for the system:\n" +"If left empty, Redot will use the default terminal emulator for the system:\n" "- [b]Windows:[/b] PowerShell\n" "- [b]macOS:[/b] Terminal.app\n" "- [b]Linux:[/b] The first terminal found on the system in this order: gnome-" @@ -49874,7 +49875,7 @@ msgstr "" "执行文件系统面板的[b]在终端中打开[/b]上下文菜单动作时使用的终端模拟器程序。可" "以输入可执行文件的绝对路径,也可以输入存在于 [code]PATH[/code] 环境变量中的程" "序路径。\n" -"留空时 Godot 会使用系统的默认终端模拟器:\n" +"留空时 Redot 会使用系统的默认终端模拟器:\n" "- [b]Windows:[/b]PowerShell\n" "- [b]macOS:[/b]Terminal.app\n" "- [b]Linux:[/b]按以下顺序找到的第一个终端:gnome-terminal、konsole、xfce4-" @@ -49894,14 +49895,14 @@ msgid "" "replaced by the absolute path to the directory that is being opened in the " "terminal.\n" "[b]Note:[/b] If the terminal emulator is set to PowerShell, cmd, or Konsole, " -"Godot will automatically prepend arguments to this list, as these terminals " +"Redot will automatically prepend arguments to this list, as these terminals " "require nonstandard arguments to open in the correct folder." msgstr "" "执行文件系统面板的[b]在终端中打开[/b]上下文菜单动作时传递给终端模拟器的命令行" "参数。另见 [member filesystem/external_programs/terminal_emulator]。\n" "留空时默认的标志是 [code]{directory}[/code],会替换为要在终端中打开的目录的绝" "对路径。\n" -"[b]注意:[/b]终端模拟器为 PowerShell、cmd、Konsole 时,Godot 会自动在这个列表" +"[b]注意:[/b]终端模拟器为 PowerShell、cmd、Konsole 时,Redot 会自动在这个列表" "前加入一些额外的参数,因为这些终端需要非标准的参数才能够在正确的文件夹中打开。" msgid "" @@ -49954,21 +49955,21 @@ msgstr "" msgid "" "The port number used for Remote Procedure Call (RPC) communication with " -"Godot's created process of the blender executable.\n" -"Setting this to 0 effectively disables communication with Godot and the " +"Redot's created process of the blender executable.\n" +"Setting this to 0 effectively disables communication with Redot and the " "blender process, making performance slower." msgstr "" -"用于与 Godot 创建的 Blender 可执行文件进程进行远程过程调用(RPC)通信的端口" +"用于与 Redot 创建的 Blender 可执行文件进程进行远程过程调用(RPC)通信的端口" "号。\n" -"将其设置为 0 会有效禁用与 Godot 的通信和 Blender 进程,从而降低性能。" +"将其设置为 0 会有效禁用与 Redot 的通信和 Blender 进程,从而降低性能。" msgid "" "The maximum idle uptime (in seconds) of the Blender process.\n" -"This prevents Godot from having to create a new process for each import " +"This prevents Redot from having to create a new process for each import " "within the given seconds." msgstr "" "Blender 进程的最大空闲运行时间(单位为秒)。\n" -"能够在给定的秒数内,防止 Godot 每次导入都创建一个新的进程。" +"能够在给定的秒数内,防止 Redot 每次导入都创建一个新的进程。" msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D scene " @@ -50046,8 +50047,8 @@ msgstr "" msgid "" "How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. " "Different platforms have different standard behaviors for this, which can be " -"overridden using this setting. This is useful if you use Godot both on " -"Windows and macOS/Linux and your Godot muscle memory is stronger than your OS " +"overridden using this setting. This is useful if you use Redot both on " +"Windows and macOS/Linux and your Redot muscle memory is stronger than your OS " "specific one.\n" "- [b]Auto[/b] follows the platform convention: Cancel first on macOS and " "Linux, OK first on Windows.\n" @@ -50055,8 +50056,8 @@ msgid "" "- [b]OK First[/b] forces the ordering OK/Cancel." msgstr "" "如何在编辑器的 [AcceptDialog] 中定位取消和确定按钮。不同的平台有不同的标准行" -"为,可以用这个设置来覆盖。如果你在 Windows 和 macOS/Linux 上都使用 Godot,而且" -"你的 Godot 肌肉记忆比你的操作系统记忆更强,那么这一点很有用。\n" +"为,可以用这个设置来覆盖。如果你在 Windows 和 macOS/Linux 上都使用 Redot,而且" +"你的 Redot 肌肉记忆比你的操作系统记忆更强,那么这一点很有用。\n" "- [b]Auto[/b] 遵守平台约定:在 macOS 和 Linux 上取消在前,在 Windows 上确定在" "前。\n" "- [b]Cancel First[/b] 强制为取消/确定的顺序。\n" @@ -50740,11 +50741,11 @@ msgid "" msgstr "界面元素的圆角半径(单位为像素)。[code]0[/code] 则为正方形。" msgid "" -"The custom theme resource to use for the editor. Must be a Godot theme " +"The custom theme resource to use for the editor. Must be a Redot theme " "resource in [code].tres[/code] or [code].res[/code] format." msgstr "" "用于编辑器的自定义主题资源。必须是 [code].tres[/code] 或 [code].res[/code] 格" -"式的 Godot 主题资源。" +"式的 Redot 主题资源。" msgid "" "If [code]true[/code], draws additional borders around interactive UI elements " @@ -50780,13 +50781,13 @@ msgstr "" msgid "" "The saturation to use for editor icons. Higher values result in more vibrant " "colors.\n" -"[b]Note:[/b] The default editor icon saturation was increased by 30% in Godot " -"4.0 and later. To get Godot 3.x's icon saturation back, set [member interface/" +"[b]Note:[/b] The default editor icon saturation was increased by 30% in Redot " +"4.0 and later. To get Redot 3.x's icon saturation back, set [member interface/" "theme/icon_saturation] to [code]0.77[/code]." msgstr "" "用于编辑器图标的饱和度。值越高,颜色越鲜艳。\n" -"[b]注意:[/b]在 Godot 4.0 及更高版本中,默认编辑器图标饱和度增加了 30%。要恢复" -"为 Godot 3.x 的图标饱和度,请将 [member interface/theme/icon_saturation] 设置" +"[b]注意:[/b]在 Redot 4.0 及更高版本中,默认编辑器图标饱和度增加了 30%。要恢复" +"为 Redot 3.x 的图标饱和度,请将 [member interface/theme/icon_saturation] 设置" "为 [code]0.77[/code]。" msgid "The editor theme preset to use." @@ -50856,8 +50857,8 @@ msgid "" "version, but only within the same minor version. E.g. if your version is " "[code]4.3.stable[/code], you will be notified about [code]4.3.1.stable[/" "code], but not [code]4.4.stable[/code].\n" -"All update modes will ignore builds with different major versions (e.g. Godot " -"4 -> Godot 5)." +"All update modes will ignore builds with different major versions (e.g. Redot " +"4 -> Redot 5)." msgstr "" "指定引擎检查更新的方式。\n" "- [b]Disable Update Checks[/b] 阻止引擎进行更新检查(另见 [member network/" @@ -50867,17 +50868,17 @@ msgstr "" "- [b]Check Newest Patch[/b] 检查最新的稳定版本,但次版本号必须相同。例如你的版" "本为 [code]4.3.stable[/code],则会通知 [code]4.3.1.stable[/code],不会通知 " "[code]4.4.stable[/code]。\n" -"所有更新模式均会忽略主版本号不同的构建(例如 Godot 4 -> Godot 5)。" +"所有更新模式均会忽略主版本号不同的构建(例如 Redot 4 -> Redot 5)。" msgid "" "Determines whether online features are enabled in the editor, such as the " "Asset Library or update checks. Disabling these online features helps " "alleviate privacy concerns by preventing the editor from making HTTP requests " -"to the Godot website or third-party platforms hosting assets from the Asset " +"to the Redot website or third-party platforms hosting assets from the Asset " "Library." msgstr "" "决定编辑器中是否启用资产库、更新检查等在线功能。禁用这些在线功能可以防止编辑器" -"向 Godot 网站和托管资产库中资产的第三方平台发出 HTTP 请求,有助于减轻对隐私的" +"向 Redot 网站和托管资产库中资产的第三方平台发出 HTTP 请求,有助于减轻对隐私的" "担忧。" msgid "" @@ -50891,35 +50892,35 @@ msgstr "" "接)。" msgid "" -"The port to listen to when starting the remote debugger. Godot will try to " +"The port to listen to when starting the remote debugger. Redot will try to " "use port numbers above the configured number if the configured number is " "already taken by another application." msgstr "" -"启动远程调试器时要监听的端口。如果配置的数字已被另一个应用程序占用,Godot 将尝" +"启动远程调试器时要监听的端口。如果配置的数字已被另一个应用程序占用,Redot 将尝" "试使用高于该配置数字的端口号。" msgid "" "The host to use to contact the HTTP and HTTPS proxy in the editor (for the " "asset library and export template downloads). See also [member network/" "http_proxy/port].\n" -"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, " +"[b]Note:[/b] Redot currently doesn't automatically use system proxy settings, " "so you have to enter them manually here if needed." msgstr "" "用于在编辑器中联系 HTTP 和 HTTPS 代理的主机(用于资产库和导出模板下载)。另见 " "[member network/http_proxy/port]。\n" -"[b]注意:[/b]Godot 目前不会自动使用系统代理设置,所以如果需要,必须在此处手动" +"[b]注意:[/b]Redot 目前不会自动使用系统代理设置,所以如果需要,必须在此处手动" "输入。" msgid "" "The port number to use to contact the HTTP and HTTPS proxy in the editor (for " "the asset library and export template downloads). See also [member network/" "http_proxy/host].\n" -"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, " +"[b]Note:[/b] Redot currently doesn't automatically use system proxy settings, " "so you have to enter them manually here if needed." msgstr "" "用于在编辑器中联系 HTTP 和 HTTPS 代理的端口号(用于资产库和导出模板下载)。另" "请参阅 [member network/http_proxy/host]。\n" -"[b]注意:[/b]Godot 目前不会自动使用系统代理设置,所以如果需要,必须在此处手动" +"[b]注意:[/b]Redot 目前不会自动使用系统代理设置,所以如果需要,必须在此处手动" "输入。" msgid "" @@ -51764,8 +51765,8 @@ msgstr "" "在编辑器设置改变后触发。它被各种编辑器插件使用,以在主题更改时更新视觉效果,或" "在配置更改时更新逻辑。" -msgid "Godot editor's control for editing numeric values." -msgstr "Godot 编辑器用于编辑数值的控件。" +msgid "Redot editor's control for editing numeric values." +msgstr "Redot 编辑器用于编辑数值的控件。" msgid "" "This [Control] node is used in the editor's Inspector dock to allow editing " @@ -51877,13 +51878,13 @@ msgid "" " return [\"csv\"]\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[Tool]\n" "public partial class CustomParser : EditorTranslationParserPlugin\n" "{\n" -" public override void _ParseFile(string path, Godot.Collections." -"Array<string> msgids, Godot.Collections.Array<Godot.Collections.Array> " +" public override void _ParseFile(string path, Redot.Collections." +"Array<string> msgids, Redot.Collections.Array<Redot.Collections.Array> " "msgidsContextPlural)\n" " {\n" " using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" @@ -51922,15 +51923,15 @@ msgid "" "[csharp]\n" "// This will add a message with msgid \"Test 1\", msgctxt \"context\", and " "msgid_plural \"test 1 plurals\".\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"Test 1\", \"context\", " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"Test 1\", \"context\", " "\"test 1 Plurals\"});\n" "// This will add a message with msgid \"A test without context\" and " "msgid_plural \"plurals\".\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"A test without " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"A test without " "context\", \"\", \"plurals\"});\n" "// This will add a message with msgid \"Only with context\" and msgctxt \"a " "friendly context\".\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"Only with context\", " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"Only with context\", " "\"a friendly context\", \"\"});\n" "[/csharp]\n" "[/codeblocks]\n" @@ -51950,8 +51951,8 @@ msgid "" " return [\"gd\"]\n" "[/gdscript]\n" "[csharp]\n" -"public override void _ParseFile(string path, Godot.Collections.Array<string> " -"msgids, Godot.Collections.Array<Godot.Collections.Array> " +"public override void _ParseFile(string path, Redot.Collections.Array<string> " +"msgids, Redot.Collections.Array<Redot.Collections.Array> " "msgidsContextPlural)\n" "{\n" " var res = ResourceLoader.Load<Script>(path, \"Script\");\n" @@ -51998,13 +51999,13 @@ msgstr "" " return [\"csv\"]\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[Tool]\n" "public partial class CustomParser : EditorTranslationParserPlugin\n" "{\n" -" public override void _ParseFile(string path, Godot.Collections." -"Array<string> msgids, Godot.Collections.Array<Godot.Collections.Array> " +" public override void _ParseFile(string path, Redot.Collections." +"Array<string> msgids, Redot.Collections.Array<Redot.Collections.Array> " "msgidsContextPlural)\n" " {\n" " using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" @@ -52041,15 +52042,15 @@ msgstr "" "[csharp]\n" "// 这将添加一条消息,其中 msgid 为“测试 1”、msgctxt 为“上下文”,以及 " "msgid_plural 为“测试 1 复数形式”。\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"测试 1\", \"上下文\", " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"测试 1\", \"上下文\", " "\"测试 1 复数形式\"});\n" "// 这将添加一条消息,其中 msgid 为“一个没有上下文的测试”、msgid_plural 为 “复" "数形式”。\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"一个没有上下文的测试\", " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"一个没有上下文的测试\", " "\"\", \"复数形式\"});\n" "// 这将添加一条消息,其中 msgid 为“仅带有上下文”、msgctxt 为 “一条友好的上下" "文”。\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"仅带有上下文\", \"一条友" +"msgidsContextPlural.Add(new Redot.Collections.Array{\"仅带有上下文\", \"一条友" "好的上下文\", \"\"});\n" "[/csharp]\n" "[/codeblocks]\n" @@ -52068,8 +52069,8 @@ msgstr "" " return [\"gd\"]\n" "[/gdscript]\n" "[csharp]\n" -"public override void _ParseFile(string path, Godot.Collections.Array<string> " -"msgids, Godot.Collections.Array<Godot.Collections.Array> " +"public override void _ParseFile(string path, Redot.Collections.Array<string> " +"msgids, Redot.Collections.Array<Redot.Collections.Array> " "msgidsContextPlural)\n" "{\n" " var res = ResourceLoader.Load<Script>(path, \"Script\");\n" @@ -52115,7 +52116,7 @@ msgid "" "- If the object is external resource or anything else, use global history.\n" "This guessing can sometimes yield false results, so you can provide a custom " "context object when creating an action.\n" -"[EditorUndoRedoManager] is intended to be used by Godot editor plugins. You " +"[EditorUndoRedoManager] is intended to be used by Redot editor plugins. You " "can obtain it using [method EditorPlugin.get_undo_redo]. For non-editor uses " "or plugins that don't need to integrate with the editor's undo history, use " "[UndoRedo] instead.\n" @@ -52134,7 +52135,7 @@ msgstr "" "- 如果该对象为内置资源,则使用其路径上的场景;\n" "- 如果该对象为外部资源或任何其他对象,则使用全局历史。\n" "推断的结果有时并不准确,所以在创建动作时你可以提供自定义的上下文对象。\n" -"[EditorUndoRedoManager] 是为 Godot 编辑器插件使用而设计的。你可以使用 [method " +"[EditorUndoRedoManager] 是为 Redot 编辑器插件使用而设计的。你可以使用 [method " "EditorPlugin.get_undo_redo] 获取。对于非编辑器使用场景或者不需要与编辑器撤销历" "史记录集成的插件,请改用 [UndoRedo]。\n" "管理器的 API 与 [UndoRedo] 基本一致,它的文档中有更多示例。主要区别在于 " @@ -52665,7 +52666,7 @@ msgid "Destroys the host and all resources associated with it." msgstr "销毁主机和与其关联的所有资源。" msgid "" -"Configure this ENetHost to use the custom Godot extension allowing DTLS " +"Configure this ENetHost to use the custom Redot extension allowing DTLS " "encryption for ENet clients. Call this before [method connect_to_host] to " "have ENet connect using DTLS validating the server certificate against [param " "hostname]. You can pass the optional [param client_options] parameter to " @@ -52673,19 +52674,19 @@ msgid "" "verification. See [method TLSOptions.client] and [method TLSOptions." "client_unsafe]." msgstr "" -"配置此 ENetHost 以使用允许对 ENet 客户端进行 DTLS 加密的自定义 Godot 扩展。在 " +"配置此 ENetHost 以使用允许对 ENet 客户端进行 DTLS 加密的自定义 Redot 扩展。在 " "[method connect_to_host] 之前调用它,让 ENet 连接使用 DTLS 根据 [param " "hostname] 验证服务器证书。可以通过可选的 [param client_options] 参数来自定义受" "信任的证书颁发机构,或禁用通用名称验证。见 [method TLSOptions.client] 和 " "[method TLSOptions.client_unsafe]。" msgid "" -"Configure this ENetHost to use the custom Godot extension allowing DTLS " +"Configure this ENetHost to use the custom Redot extension allowing DTLS " "encryption for ENet servers. Call this right after [method create_host_bound] " "to have ENet expect peers to connect using DTLS. See [method TLSOptions." "server]." msgstr "" -"配置该 ENetHost 以使用允许对 ENet 服务器进行 DTLS 加密的自定义 Godot 扩展。在 " +"配置该 ENetHost 以使用允许对 ENet 服务器进行 DTLS 加密的自定义 Redot 扩展。在 " "[method create_host_bound] 之后立即调用该方法,以让 ENet 期望对等体使用 DTLS " "进行连接。请参阅 [method TLSOptions.server]。" @@ -53299,13 +53300,13 @@ msgstr "提供对引擎属性的访问。" msgid "" "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." +"information about the current build of Redot, such as the current version." msgstr "" "[Engine] 单例使你可以查询和修改项目的运行时参数,例如每秒帧数,时间缩放等。它" -"还存储有关 Godot 当前构建的信息,例如当前版本。" +"还存储有关 Redot 当前构建的信息,例如当前版本。" msgid "" -"Returns the name of the CPU architecture the Godot binary was built for. " +"Returns the name of the CPU architecture the Redot binary was built for. " "Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" "code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/code], " "[code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " @@ -53315,23 +53316,23 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" -" print(\"Running a 64-bit build of Godot.\")\n" +" print(\"Running a 64-bit build of Redot.\")\n" "else:\n" -" print(\"Running a 32-bit build of Godot.\")\n" +" print(\"Running a 32-bit build of Redot.\")\n" "[/gdscript]\n" "[csharp]\n" "if (Engine.GetArchitectureName().Contains(\"64\"))\n" -" GD.Print(\"Running a 64-bit build of Godot.\");\n" +" GD.Print(\"Running a 64-bit build of Redot.\");\n" "else\n" -" GD.Print(\"Running a 32-bit build of Godot.\");\n" +" GD.Print(\"Running a 32-bit build of Redot.\");\n" "[/csharp]\n" "[/codeblocks]\n" "[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] Godot binary on an [code]x86_64[/code] system, the " +"an [code]x86_32[/code] Redot binary on an [code]x86_64[/code] system, the " "returned value will still be [code]\"x86_32\"[/code]." msgstr "" -"返回构建 Godot 二进制文件所针对的 CPU 架构的名称。可能的返回值有 " +"返回构建 Redot 二进制文件所针对的 CPU 架构的名称。可能的返回值有 " "[code]\"x86_64\"[/code]、[code]\"x86_32\"[/code]、[code]\"arm64\"[/code]、" "[code]\"arm32\"[/code]、[code]\"rv64\"[/code]、[code]\"riscv\"[/code]、" "[code]\"ppc64\"[/code]、[code]\"ppc\"[/code]、[code]\"wasm64\"[/code] 和 " @@ -53341,35 +53342,35 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" -" print(\"正在运行 64 位 Godot。\")\n" +" print(\"正在运行 64 位 Redot。\")\n" "else:\n" -" print(\"正在运行 32 位 Godot。\")\n" +" print(\"正在运行 32 位 Redot。\")\n" "[/gdscript]\n" "[csharp]\n" "if (Engine.GetArchitectureName().Contains(\"64\"))\n" -" GD.Print(\"正在运行 64 位 Godot。\");\n" +" GD.Print(\"正在运行 64 位 Redot。\");\n" "else\n" -" GD.Print(\"正在运行 32 位 Godot。\");\n" +" GD.Print(\"正在运行 32 位 Redot。\");\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]该方法[i]不返回[/i]系统 CPU 架构的名称(如 [method OS." "get_processor_name])。例如在 [code]x86_64[/code] 系统上运行 [code]x86_32[/" -"code] Godot 二进制文件时,返回值仍为 [code]\"x86_32\"[/code]。" +"code] Redot 二进制文件时,返回值仍为 [code]\"x86_32\"[/code]。" msgid "" "Returns the engine author information as a [Dictionary], where each entry is " -"an [Array] of strings with the names of notable contributors to the Godot " +"an [Array] of strings with the names of notable contributors to the Redot " "Engine: [code]lead_developers[/code], [code]founders[/code], " "[code]project_managers[/code], and [code]developers[/code]." msgstr "" "以 [Dictionary] 形式返回引擎作者信息,其中每个条目都是一个字符串 [Array],其中" -"包含 Godot 引擎著名贡献者的姓名:[code]lead_developers[/code]、" +"包含 Redot 引擎著名贡献者的姓名:[code]lead_developers[/code]、" "[code]founders[/code]、[code]project_managers[/code] 和 [code]developers[/" "code]。" msgid "" "Returns an [Array] of dictionaries with copyright information for every " -"component of Godot's source code.\n" +"component of Redot's source code.\n" "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:\n" @@ -53381,7 +53382,7 @@ msgid "" "MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" "creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" -"返回包含 Godot 源码组件版权信息的字典的 [Array]。\n" +"返回包含 Redot 源码组件版权信息的字典的 [Array]。\n" "每个 [Dictionary] 中都包含了名称标识符 [code]name[/code] 以及另一个字典数组 " "[code]parts[/code]。后者详细描述了对应的组件,包含的字段如下:\n" "- [code]files[/code] - 受到该组件影响的源码文件路径 [Array];\n" @@ -53421,17 +53422,17 @@ msgid "" msgstr "返回每秒渲染的平均帧数(FPS),也被称为帧速率。" msgid "" -"Returns a [Dictionary] of licenses used by Godot and included third party " +"Returns a [Dictionary] of licenses used by Redot and included third party " "components. Each entry is a license name (such as \"[url=https://en.wikipedia." "org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its associated " "text." msgstr "" -"返回 Godot 和包含的第三方组件使用的许可证的 [Dictionary]。每个条目都是一个许可" +"返回 Redot 和包含的第三方组件使用的许可证的 [Dictionary]。每个条目都是一个许可" "证名称(例如 \"[url=https://en.wikipedia.org/wiki/" "MIT_License#Ambiguity_and_variants]Expat[/url]\")及其关联的文本。" -msgid "Returns the full Godot license text." -msgstr "返回完整的 Godot 许可证文本。" +msgid "Returns the full Redot license text." +msgstr "返回完整的 Redot 许可证文本。" msgid "" "Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " @@ -53913,7 +53914,7 @@ msgstr "" msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " -"should generally always be set to [code]60[/code] or above, as Godot doesn't " +"should generally always be set to [code]60[/code] or above, as Redot doesn't " "interpolate the physics step. As a result, values lower than [code]60[/code] " "will look stuttery. This value can be increased to make input more reactive " "or work around collision tunneling issues, but keep in mind doing so will " @@ -53928,7 +53929,7 @@ msgid "" "significantly above its default value." msgstr "" "每秒执行的固定迭代次数。用于控制物理仿真和 [method Node._physics_process] 的执" -"行频率。因为 Godot 不会进行物理步骤的插值,所以通常应该总是将其设成大于等于 " +"行频率。因为 Redot 不会进行物理步骤的插值,所以通常应该总是将其设成大于等于 " "[code]60[/code] 的值。因此,如果值小于 [code]60[/code] 就会看起来卡顿。提高该" "值可以让输入变得更加灵敏、也可以绕过碰撞隧道问题,但请记得这么做也会提升 CPU " "的占用率。另请参阅 [member max_fps] 和 [member ProjectSettings.physics/common/" @@ -54820,7 +54821,7 @@ msgid "" "This darkens objects' corners and cavities to simulate ambient light not " "reaching the entire object as in real life. This works well for small, " "dynamic objects, but baked lighting or ambient occlusion textures will do a " -"better job at displaying ambient occlusion on large static objects. Godot " +"better job at displaying ambient occlusion on large static objects. Redot " "uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is " "itself a form of Horizon Based Ambient Occlusion.\n" "[b]Note:[/b] SSAO is only supported in the Forward+ rendering method, not " @@ -54828,7 +54829,7 @@ msgid "" msgstr "" "如果为 [code]true[/code],则启用屏幕空间环境光遮蔽效果。这会使物体的角落和空腔" "变暗,以模拟环境光像现实生活中那样不会到达整个物体。这适用于小型动态对象,但烘" -"焙照明或环境光遮蔽纹理,在大型静态对象上显示环境光遮蔽方面效果更好。Godot 使用" +"焙照明或环境光遮蔽纹理,在大型静态对象上显示环境光遮蔽方面效果更好。Redot 使用" "一种称为自适应屏幕空间环境光遮蔽的 SSAO 形式,它本身就是一种基于地平线的环境光" "遮蔽形式。\n" "[b]注意:[/b]SSAO 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。" @@ -54981,11 +54982,11 @@ msgstr "色调映射的默认曝光。值越高,图像越亮。另见 [member msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" HDR " -"values to be suitable for rendering on an LDR display. (Godot doesn't support " +"values to be suitable for rendering on an LDR display. (Redot doesn't support " "rendering on HDR displays yet.)" msgstr "" "要使用的色调映射模式。色调映射是对 HDR 值进行“转换”的过程,转换后的值适合在 " -"LDR 显示器上渲染。(Godot 尚不支持在 HDR 显示器上进行渲染。)" +"LDR 显示器上渲染。(Redot 尚不支持在 HDR 显示器上进行渲染。)" msgid "" "The white reference value for tonemapping (also called \"whitepoint\"). " @@ -55262,13 +55263,13 @@ msgid "" "realistic fashion by desaturating it as it becomes brighter. ACES typically " "has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and " "[constant TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." +"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Redot 3.x." msgstr "" "使用学院色彩编码系统(Academy Color Encoding System)色调映射器。ACES 比其他选" "项消耗略高,但对于较亮光照的处理更真实,越亮饱和度越低。ACES 的输出在对比度方" "面通常比 [constant TONE_MAPPER_REINHARDT] 和 [constant TONE_MAPPER_FILMIC] 更" "高。\n" -"[b]注意:[/b]Godot 3.x 将该色调映射运算符称为“ACES Fitted”。" +"[b]注意:[/b]Redot 3.x 将该色调映射运算符称为“ACES Fitted”。" msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " @@ -56140,13 +56141,13 @@ msgid "" "Creates a new [FileAccess] object and opens a compressed file for reading or " "writing.\n" "[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/" +"Redot, not third-party compression formats. See [url=https://github.com/" "godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround.\n" "Returns [code]null[/code] if opening the file failed. You can use [method " "get_open_error] to check the error that occurred." msgstr "" "创建一个新的 [FileAccess] 对象,并打开一个压缩文件以进行读取或写入。\n" -"[b]注意:[/b][method open_compressed] 只能读取 Godot 保存的文件,不能读取第三" +"[b]注意:[/b][method open_compressed] 只能读取 Redot 保存的文件,不能读取第三" "方压缩格式。有关解决方法,请参阅 [url=https://github.com/godotengine/godot/" "issues/28999]GitHub 问题 #28999[/url]。\n" "如果打开文件失败,则返回 [code]null[/code]。可以使用 [method get_open_error] " @@ -56751,8 +56752,8 @@ msgstr "重新加载按钮的自定义图标。" msgid "Custom icon for the toggle hidden button." msgstr "切换隐藏按钮的自定义图标。" -msgid "Godot editor's dock for managing files in the project." -msgstr "Godot 编辑器中用于管理项目文件的停靠面板。" +msgid "Redot editor's dock for managing files in the project." +msgstr "Redot 编辑器中用于管理项目文件的停靠面板。" msgid "" "This class is available only in [EditorPlugin]s and can't be instantiated. " @@ -56824,8 +56825,8 @@ msgid "" "Many methods and properties in the engine use 32-bit single-precision " "floating-point numbers instead, equivalent to [code skip-lint]float[/code] in " "C++, which have 6 reliable decimal digits of precision. For data structures " -"such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by " -"default, but it can be changed to use 64-bit doubles if Godot is compiled " +"such as [Vector2] and [Vector3], Redot uses 32-bit floating-point numbers by " +"default, but it can be changed to use 64-bit doubles if Redot is compiled " "with the [code]precision=double[/code] option.\n" "Math done using the [float] type is not guaranteed to be exact and will often " "result in small errors. You should usually use the [method @GlobalScope." @@ -56836,8 +56837,8 @@ msgstr "" "个类型有 14 个可靠的十进制小数位精度。[float] 的最大值约为 [code]1.79769e308[/" "code],最小值约为 [code]-1.79769e308[/code]。\n" "不过引擎中的许多方法和属性默认使用的都是 32 位单精度浮点数,相当于 C++ 中的 " -"[code skip-lint]float[/code],有 6 位可靠的十进制小数位精度。Godot 在 " -"[Vector2] 和 [Vector3] 等数据结构中默认使用 32 位浮点数,但如果 Godot 编译时使" +"[code skip-lint]float[/code],有 6 位可靠的十进制小数位精度。Redot 在 " +"[Vector2] 和 [Vector3] 等数据结构中默认使用 32 位浮点数,但如果 Redot 编译时使" "用了 [code]precision=double[/code] 选项,就会改为 64 位的 double。\n" "使用 [float] 类型进行的数学运算无法保证精确与稳定,经常会产生较小的误差。你通" "常应该使用 [method @GlobalScope.is_equal_approx] 和 [method @GlobalScope." @@ -60026,14 +60027,14 @@ msgstr "GLTF 相机规格和示例文件" msgid "Creates a new GLTFCamera instance by parsing the given [Dictionary]." msgstr "通过解析给定的 [Dictionary] 新建 GLTFCamera 实例。" -msgid "Create a new GLTFCamera instance from the given Godot [Camera3D] node." -msgstr "从给定的 Godot [Camera3D] 节点新建 GLTFCamera 实例。" +msgid "Create a new GLTFCamera instance from the given Redot [Camera3D] node." +msgstr "从给定的 Redot [Camera3D] 节点新建 GLTFCamera 实例。" msgid "Serializes this GLTFCamera instance into a [Dictionary]." msgstr "将这个 GLTFCamera 实例序列化为 [Dictionary]。" -msgid "Converts this GLTFCamera instance into a Godot [Camera3D] node." -msgstr "将这个 GLTFCamera 实例转换为 Godot [Camera3D] 节点。" +msgid "Converts this GLTFCamera instance into a Redot [Camera3D] node." +msgstr "将这个 GLTFCamera 实例转换为 Redot [Camera3D] 节点。" msgid "" "The distance to the far culling boundary for this camera relative to its " @@ -60051,11 +60052,11 @@ msgstr "" msgid "" "The FOV of the camera. This class and GLTF define the camera FOV in radians, " -"while Godot uses degrees. This maps to GLTF's [code]yfov[/code] property. " +"while Redot uses degrees. This maps to GLTF's [code]yfov[/code] property. " "This value is only used for perspective cameras, when [member perspective] is " "true." msgstr "" -"该相机的 FOV。这个类和 GLTF 在定义相机 FOV 时使用的都是弧度,但 Godot 使用的是" +"该相机的 FOV。这个类和 GLTF 在定义相机 FOV 时使用的都是弧度,但 Redot 使用的是" "度。映射到 GLTF 的 [code]yfov[/code] 属性。只在透视相机中使用,即 [member " "perspective] 为 true 时。" @@ -60070,21 +60071,21 @@ msgstr "" msgid "" "The size of the camera. This class and GLTF define the camera size magnitude " -"as a radius in meters, while Godot defines it as a diameter in meters. This " +"as a radius in meters, while Redot defines it as a diameter in meters. This " "maps to GLTF's [code]ymag[/code] property. This value is only used for " "orthographic/orthogonal cameras, when [member perspective] is false." msgstr "" "该相机的大小。这个类和 GLTF 在定义相机大小尺度时使用的都是半径的米数,但 " -"Godot 使用的是直径的米数。映射到 GLTF 的 [code]ymag[/code] 属性。只在正交相机" +"Redot 使用的是直径的米数。映射到 GLTF 的 [code]ymag[/code] 属性。只在正交相机" "中使用,即 [member perspective] 为 false 时。" -msgid "Class for importing and exporting glTF files in and out of Godot." -msgstr "用于在 Godot 中导入和导出 glTF 文件的类。" +msgid "Class for importing and exporting glTF files in and out of Redot." +msgstr "用于在 Redot 中导入和导出 glTF 文件的类。" msgid "" -"GLTFDocument supports reading data from a glTF file, buffer, or Godot scene. " +"GLTFDocument supports reading data from a glTF file, buffer, or Redot scene. " "This data can then be written to the filesystem, buffer, or used to create a " -"Godot scene.\n" +"Redot scene.\n" "All of the data in a GLTF scene is stored in the [GLTFState] class. " "GLTFDocument processes state objects, but does not contain any scene data " "itself. GLTFDocument has member variables to store export configuration " @@ -60096,8 +60097,8 @@ msgid "" "[method register_gltf_document_extension]. This allows for custom data to be " "imported and exported." msgstr "" -"GLTFDocument 支持从 glTF 文件、缓冲区或 Godot 场景中读取数据。然后可以将该数据" -"写入文件系统、缓冲区或用于创建 Godot 场景。\n" +"GLTFDocument 支持从 glTF 文件、缓冲区或 Redot 场景中读取数据。然后可以将该数据" +"写入文件系统、缓冲区或用于创建 Redot 场景。\n" "GLTF 场景中的所有数据都存储在 [GLTFState] 类中。GLTFDocument 处理状态对象,但" "本身不包含任何场景数据。GLTFDocument 有成员变量来存储如图像格式等导出配置设" "置,但在其他方面是无状态的。可以使用相同的 GLTFDocument 对象和不同的 " @@ -60135,10 +60136,10 @@ msgstr "" "路径,可以为空。" msgid "" -"Takes a Godot Engine scene node and exports it and its descendants to the " +"Takes a Redot Engine scene node and exports it and its descendants to the " "given [GLTFState] object through the [param state] parameter." msgstr "" -"接收一个 Godot 引擎的场景节点,并通过 [param state] 参数将其及其后代导出到给定" +"接收一个 Redot 引擎的场景节点,并通过 [param state] 参数将其及其后代导出到给定" "的 [GLTFState] 对象。" msgid "" @@ -60150,10 +60151,10 @@ msgstr "" msgid "" "Takes a [GLTFState] object through the [param state] parameter and returns a " -"Godot Engine scene node.\n" +"Redot Engine scene node.\n" "The [param bake_fps] parameter overrides the bake_fps in [param state]." msgstr "" -"通过 [param state] 参数接收一个 [GLTFState] 对象,并返回一个 Godot 引擎的场景" +"通过 [param state] 参数接收一个 [GLTFState] 对象,并返回一个 Redot 引擎的场景" "节点。\n" "[param bake_fps] 参数会覆盖 [param state] 中的 bake_fps。" @@ -60190,13 +60191,13 @@ msgid "" "The user-friendly name of the export image format. This is used when " "exporting the GLTF file, including writing to a file and writing to a byte " "array.\n" -"By default, Godot allows the following options: \"None\", \"PNG\", \"JPEG\", " +"By default, Redot allows the following options: \"None\", \"PNG\", \"JPEG\", " "\"Lossless WebP\", and \"Lossy WebP\". Support for more image formats can be " "added in [GLTFDocumentExtension] classes." msgstr "" "导出图像格式的用户友好名称。这被用于导出 GLTF 文件,包括写入文件和写入字节数" "组。\n" -"默认情况下,Godot 允许以下选项:“无”、“PNG”、“JPEG”、“无损 WebP”和“有损 " +"默认情况下,Redot 允许以下选项:“无”、“PNG”、“JPEG”、“无损 WebP”和“有损 " "WebP”。可以使用 [GLTFDocumentExtension] 类添加对更多图像格式的支持。" msgid "" @@ -60223,34 +60224,34 @@ msgstr "" "设置选项卡中被覆盖。" msgid "" -"Treat the Godot scene's root node as the root node of the glTF file, and mark " +"Treat the Redot scene's root node as the root node of the glTF file, and mark " "it as the single root node via the [code]GODOT_single_root[/code] glTF " "extension. This will be parsed the same as [constant " "ROOT_NODE_MODE_KEEP_ROOT] if the implementation does not support " "[code]GODOT_single_root[/code]." msgstr "" -"将 Godot 场景的根节点视为 glTF 文件的根节点,并通过 [code]GODOT_single_root[/" +"将 Redot 场景的根节点视为 glTF 文件的根节点,并通过 [code]GODOT_single_root[/" "code] glTF 扩展将其标记为单根节点。如果实现不支持 [code]GODOT_single_root[/" "code],这将与 [constant ROOT_NODE_MODE_KEEP_ROOT] 进行相同的解析。" msgid "" -"Treat the Godot scene's root node as the root node of the glTF file, but do " +"Treat the Redot scene's root node as the root node of the glTF file, but do " "not mark it as anything special. An extra root node will be generated when " -"importing into Godot. This uses only vanilla glTF features. This is " -"equivalent to the behavior in Godot 4.1 and earlier." +"importing into Redot. This uses only vanilla glTF features. This is " +"equivalent to the behavior in Redot 4.1 and earlier." msgstr "" -"将 Godot 场景的根节点视为 glTF 文件的根节点,但不要将其标记为任何特殊的东西。" -"导入 Godot 时会生成一个额外的根节点。这仅使用普通 glTF 功能。这相当于 Godot " +"将 Redot 场景的根节点视为 glTF 文件的根节点,但不要将其标记为任何特殊的东西。" +"导入 Redot 时会生成一个额外的根节点。这仅使用普通 glTF 功能。这相当于 Redot " "4.1 及更早版本中的行为。" msgid "" -"Treat the Godot scene's root node as the name of the glTF scene, and add all " +"Treat the Redot scene's root node as the name of the glTF scene, and add all " "of its children as root nodes of the glTF file. This uses only vanilla glTF " -"features. This avoids an extra root node, but only the name of the Godot " +"features. This avoids an extra root node, but only the name of the Redot " "scene's root node will be preserved, as it will not be saved as a node." msgstr "" -"将 Godot 场景的根节点视为 glTF 场景的名称,并将其所有子节点添加为 glTF 文件的" -"根节点。这仅使用普通 glTF 功能。这避免了额外的根节点,但只会保留 Godot 场景根" +"将 Redot 场景的根节点视为 glTF 场景的名称,并将其所有子节点添加为 glTF 文件的" +"根节点。这仅使用普通 glTF 功能。这避免了额外的根节点,但只会保留 Redot 场景根" "节点的名称,因为它不会被保存为节点。" msgid "[GLTFDocument] extension class." @@ -60279,13 +60280,13 @@ msgstr "" msgid "" "Part of the export process. This method is run after [method " "_export_preflight] and before [method _export_preserialize].\n" -"Runs when converting the data from a Godot scene node. This method can be " -"used to process the Godot scene node data into a format that can be used by " +"Runs when converting the data from a Redot scene node. This method can be " +"used to process the Redot scene node data into a format that can be used by " "[method _export_node]." msgstr "" "导出过程的一部分。该方法在 [method _export_preflight] 之后和 [method " "_export_preserialize] 之前运行。\n" -"在转换来自 Godot 场景节点的数据时运行。该方法可用于将 Godot 场景节点的数据,处" +"在转换来自 Redot 场景节点的数据时运行。该方法可用于将 Redot 场景节点的数据,处" "理成可以被 [method _export_node] 使用的格式。" msgid "" @@ -60295,16 +60296,16 @@ msgid "" "_serialize_texture_json].\n" "This method can be used to modify the final JSON of each node. Data should be " "primarily stored in [param gltf_node] prior to serializing the JSON, but the " -"original Godot [param node] is also provided if available. The node may be " +"original Redot [param node] is also provided if available. The node may be " "null if not available, such as when exporting GLTF data not generated from a " -"Godot scene." +"Redot scene." msgstr "" "导出过程的一部分。该方法在 [method _get_saveable_image_formats] 之后 [method " "_export_post] 之前运行。如果该 [GLTFDocumentExtension] 用于导出图像,则会在 " "[method _serialize_texture_json] 之后运行。\n" "该方法可用于修改每个节点的最终 JSON。在序列化 JSON 之前,数据应主要被存储在 " -"[param gltf_node] 中,但如果原始 Godot [param node] 可用,它也将被提供。如果该" -"节点不可用,例如当导出不是从 Godot 场景生成的 GLTF 数据时,该节点可能为 null。" +"[param gltf_node] 中,但如果原始 Redot [param node] 可用,它也将被提供。如果该" +"节点不可用,例如当导出不是从 Redot 场景生成的 GLTF 数据时,该节点可能为 null。" msgid "" "Part of the export process. This method is run last, after all other parts of " @@ -60344,7 +60345,7 @@ msgstr "" msgid "" "Part of the import process. This method is run after [method " "_import_post_parse] and before [method _import_node].\n" -"Runs when generating a Godot scene node from a GLTFNode. The returned node " +"Runs when generating a Redot scene node from a GLTFNode. The returned node " "will be added to the scene tree. Multiple nodes can be generated in this step " "if they are added as a child of the returned node.\n" "[b]Note:[/b] The [param scene_parent] parameter may be null if this is the " @@ -60352,7 +60353,7 @@ msgid "" msgstr "" "导入过程的一部分。该方法在 [method _import_post_parse] 之后 [method " "_import_node] 之前运行。\n" -"当从 GLTFNode 生成一个 Godot 场景节点时运行。返回的节点将被添加到场景树中。如" +"当从 GLTFNode 生成一个 Redot 场景节点时运行。返回的节点将被添加到场景树中。如" "果将多个节点添加为返回节点的子节点,则可以在该步骤中生成这些节点。\n" "[b]注意:[/b]如果这是单个根节点,则 [param scene_parent] 参数可以为 null。" @@ -60362,12 +60363,12 @@ msgid "" "images, and the images are saved to a separate file, the image bytes will be " "copied to a file with this extension. If this is set, there should be a " "[ResourceImporter] class able to import the file. If not defined or empty, " -"Godot will save the image into a PNG file." +"Redot will save the image into a PNG file." msgstr "" "返回用于保存图像数据的文件的文件扩展名,例如 [code]\".png\"[/code]。如果定义" "了,当使用该扩展名处理图像并将图像保存到单独的文件时,图像字节将被复制到具有该" "扩展名的文件中。如果设置了该选项,则应该有一个能够导入该文件的 " -"[ResourceImporter] 类。如果未定义或为空,则 Godot 会将该图像保存到 PNG 文件" +"[ResourceImporter] 类。如果未定义或为空,则 Redot 会将该图像保存到 PNG 文件" "中。" msgid "" @@ -60405,21 +60406,21 @@ msgstr "" msgid "" "Part of the import process. This method is run after [method " "_generate_scene_node] and before [method _import_post].\n" -"This method can be used to make modifications to each of the generated Godot " +"This method can be used to make modifications to each of the generated Redot " "scene nodes." msgstr "" "导入过程的一部分。该方法在 [method _generate_scene_node] 之后 [method " "_import_post] 之前运行。\n" -"该方法可用于对生成的每个 Godot 场景节点进行修改。" +"该方法可用于对生成的每个 Redot 场景节点进行修改。" msgid "" "Part of the import process. This method is run last, after all other parts of " "the import process.\n" -"This method can be used to modify the final Godot scene generated by the " +"This method can be used to modify the final Redot scene generated by the " "import process." msgstr "" "导入过程的一部分。该方法在最后运行,在导入过程的所有其他部分之后。\n" -"该方法可用于修改导入过程生成的最终 Godot 场景。" +"该方法可用于修改导入过程生成的最终 Redot 场景。" msgid "" "Part of the import process. This method is run after [method " @@ -60548,14 +60549,14 @@ msgstr "KHR_lights_punctual GLTF 扩展规格" msgid "Creates a new GLTFLight instance by parsing the given [Dictionary]." msgstr "通过解析给定的 [Dictionary] 新建 GLTFLight 实例。" -msgid "Create a new GLTFLight instance from the given Godot [Light3D] node." -msgstr "从给定的 Godot [Light3D] 节点新建 GLTFLight 实例。" +msgid "Create a new GLTFLight instance from the given Redot [Light3D] node." +msgstr "从给定的 Redot [Light3D] 节点新建 GLTFLight 实例。" msgid "Serializes this GLTFLight instance into a [Dictionary]." msgstr "将这个 GLTFLight 实例序列化为 [Dictionary]。" -msgid "Converts this GLTFLight instance into a Godot [Light3D] node." -msgstr "将这个 GLTFLight 实例转换为 Godot [Light3D] 节点。" +msgid "Converts this GLTFLight instance into a Redot [Light3D] node." +msgstr "将这个 GLTFLight 实例转换为 Redot [Light3D] 节点。" msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -60567,28 +60568,28 @@ msgid "" "outer cone angle.\n" "Within this angle, the light is at full brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " -"brightness. When creating a Godot [SpotLight3D], the ratio between the inner " +"brightness. When creating a Redot [SpotLight3D], the ratio between the inner " "and outer cone angles is used to calculate the attenuation of the light." msgstr "" "聚光灯下圆锥体的内角。必须小于等于外锥角。\n" "在这个角度内,光线处于全亮状态。在内锥角和外锥角之间,存在一个从全亮度到零亮度" -"的过渡。创建 Godot [SpotLight3D] 时,内外锥角之间的比率将被来计算光的衰减。" +"的过渡。创建 Redot [SpotLight3D] 时,内外锥角之间的比率将被来计算光的衰减。" msgid "" "The intensity of the light. This is expressed in candelas (lumens per " "steradian) for point and spot lights, and lux (lumens per m²) for directional " -"lights. When creating a Godot light, this value is converted to a unitless " +"lights. When creating a Redot light, this value is converted to a unitless " "multiplier." msgstr "" "光的强度。对于点光和聚光,用烛光(流明/立体光)表示;对于平行光,用勒克斯(流" -"明/平方米)表示。在创建 Godot 灯光时,这个值会被转换为无单位的乘数。" +"明/平方米)表示。在创建 Redot 灯光时,这个值会被转换为无单位的乘数。" msgid "" -"The type of the light. The values accepted by Godot are \"point\", \"spot\", " -"and \"directional\", which correspond to Godot's [OmniLight3D], " +"The type of the light. The values accepted by Redot are \"point\", \"spot\", " +"and \"directional\", which correspond to Redot's [OmniLight3D], " "[SpotLight3D], and [DirectionalLight3D] respectively." msgstr "" -"灯光的类型。Godot接受的值有“point”、“spot”、“directional”,分别对应 Godot 的 " +"灯光的类型。Redot接受的值有“point”、“spot”、“directional”,分别对应 Redot 的 " "[OmniLight3D]、[SpotLight3D]、[DirectionalLight3D]。" msgid "" @@ -60597,21 +60598,21 @@ msgid "" "At this angle, the light drops off to zero brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " "brightness. If this angle is a half turn, then the spotlight emits in all " -"directions. When creating a Godot [SpotLight3D], the outer cone angle is used " +"directions. When creating a Redot [SpotLight3D], the outer cone angle is used " "as the angle of the spotlight." msgstr "" "聚光灯下圆锥体的外角。必须大于等于内锥角。\n" "在这个角度,光线会下降到零亮度。在内锥角和外锥角之间,存在一个从全亮度到零亮度" -"的过渡。如果这个角度是一个半圆,那么聚光灯会向所有方向发射。创建一个 Godot " +"的过渡。如果这个角度是一个半圆,那么聚光灯会向所有方向发射。创建一个 Redot " "[SpotLight3D] 时,外锥角被用作聚光灯的角度。" msgid "" "The range of the light, beyond which the light has no effect. GLTF lights " "with no range defined behave like physical lights (which have infinite " -"range). When creating a Godot light, the range is clamped to 4096." +"range). When creating a Redot light, the range is clamped to 4096." msgstr "" "灯光的范围,超过这个范围灯光无效。没有定义范围的 GLTF 灯光的行为与无限范围的物" -"理灯光一样。当创建 Godot 灯光时,范围限制在 4096。" +"理灯光一样。当创建 Redot 灯光时,范围限制在 4096。" msgid "GLTFMesh represents a GLTF mesh." msgstr "GLTFMesh 代表 GLTF 网格。" @@ -60794,11 +60795,11 @@ msgstr "代表 GLTF 物理体。" msgid "" "Represents a physics body as an intermediary between the " -"[code]OMI_physics_body[/code] GLTF data and Godot's nodes, and it's " +"[code]OMI_physics_body[/code] GLTF data and Redot's nodes, and it's " "abstracted in a way that allows adding support for different GLTF physics " "extensions in the future." msgstr "" -"代表物理体作为 [code]OMI_physics_body[/code] GLTF 数据和 Godot 节点之间的中" +"代表物理体作为 [code]OMI_physics_body[/code] GLTF 数据和 Redot 节点之间的中" "介,并且它的抽象方式允许在未来添加对不同 GLTF 物理扩展的支持。" msgid "OMI_physics_body GLTF extension" @@ -60812,9 +60813,9 @@ msgstr "" "建新的 GLTFPhysicsBody 实例。" msgid "" -"Creates a new GLTFPhysicsBody instance from the given Godot " +"Creates a new GLTFPhysicsBody instance from the given Redot " "[CollisionObject3D] node." -msgstr "从给定的 Godot [CollisionObject3D] 节点新建 GLTFPhysicsBody 实例。" +msgstr "从给定的 Redot [CollisionObject3D] 节点新建 GLTFPhysicsBody 实例。" msgid "" "Serializes this GLTFPhysicsBody instance into a [Dictionary]. It will be in " @@ -60824,8 +60825,8 @@ msgstr "" "[code]OMI_physics_body[/code] GLTF 扩展所需要的格式。" msgid "" -"Converts this GLTFPhysicsBody instance into a Godot [CollisionObject3D] node." -msgstr "将这个 GLTFPhysicsBody 实例转换为 Godot [CollisionObject3D] 节点。" +"Converts this GLTFPhysicsBody instance into a Redot [CollisionObject3D] node." +msgstr "将这个 GLTFPhysicsBody 实例转换为 Redot [CollisionObject3D] 节点。" msgid "" "The angular velocity of the physics body, in radians per second. This is only " @@ -60835,12 +60836,12 @@ msgstr "" msgid "" "The type of the body. When importing, this controls what type of " -"[CollisionObject3D] node Godot should generate. Valid values are \"static\", " +"[CollisionObject3D] node Redot should generate. Valid values are \"static\", " "\"animatable\", \"character\", \"rigid\", \"vehicle\", and \"trigger\". When " "exporting, this will be squashed down to one of \"static\", \"kinematic\", or " "\"dynamic\" motion types, or the \"trigger\" property." msgstr "" -"该物体的类型。导入时,控制 Godot 应该生成哪种类型的 [CollisionObject3D] 节点。" +"该物体的类型。导入时,控制 Redot 应该生成哪种类型的 [CollisionObject3D] 节点。" "有效值有 “static”、“animatable”、“character”、“rigid”、“vehicle”、“trigger”。" "导出时,这将被压缩为 “static”、“kinematic” 或 “dynamic” 运动类型之一,或为 " "“trigger” 属性。" @@ -60856,12 +60857,12 @@ msgid "" "This represents the inertia around the principle axes, the diagonal of the " "inertia tensor matrix. This is only used when the body type is \"rigid\" or " "\"vehicle\".\n" -"When converted to a Godot [RigidBody3D] node, if this value is zero, then the " +"When converted to a Redot [RigidBody3D] node, if this value is zero, then the " "inertia will be calculated automatically." msgstr "" "物理体的惯性强度,单位为千克平方米(kg⋅m²)。这表示绕主轴的惯性,而该轴为惯性" "张量矩阵的对角线。仅在物体类型为 “rigid” 或 “vehicle” 时使用。\n" -"当转换为 Godot [RigidBody3D] 节点时,如果该值为零,则会自动计算惯性。" +"当转换为 Redot [RigidBody3D] 节点时,如果该值为零,则会自动计算惯性。" msgid "" "The inertia orientation of the physics body. This defines the rotation of the " @@ -60875,12 +60876,12 @@ msgstr "" msgid "" "The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). " "This is only used when the body type is \"rigid\" or \"vehicle\".\n" -"When converted to a Godot [RigidBody3D] node, if this value is zero, then the " +"When converted to a Redot [RigidBody3D] node, if this value is zero, then the " "inertia will be calculated automatically." msgstr "" "该物理体的惯性张量,单位为千克平方米(kg⋅m²)。仅在物体类型" "为“rigid”或“vehicle”时使用。\n" -"转换为 Godot [RigidBody3D] 节点时,如果该值为零,则会自动计算该惯量。" +"转换为 Redot [RigidBody3D] 节点时,如果该值为零,则会自动计算该惯量。" msgid "" "The linear velocity of the physics body, in meters per second. This is only " @@ -60899,11 +60900,11 @@ msgstr "代表 GLTF 物理形状。" msgid "" "Represents a physics shape as defined by the [code]OMI_physics_shape[/code] " "or [code]OMI_collider[/code] GLTF extensions. This class is an intermediary " -"between the GLTF data and Godot's nodes, and it's abstracted in a way that " +"between the GLTF data and Redot's nodes, and it's abstracted in a way that " "allows adding support for different GLTF physics extensions in the future." msgstr "" "代表由 [code]OMI_physics_shape[/code] 或 [code]OMI_collider[/code] GLTF 扩展定" -"义的物理形状。这个类是 GLTF 数据与 Godot 节点的中介,并且经过了抽象,支持将来" +"义的物理形状。这个类是 GLTF 数据与 Redot 节点的中介,并且经过了抽象,支持将来" "添加不同 GLTF 物理扩展。" msgid "OMI_physics_shape GLTF extension" @@ -60917,14 +60918,14 @@ msgid "" msgstr "通过解析给定的 [Dictionary] 新建 GLTFPhysicsShape 实例。" msgid "" -"Creates a new GLTFPhysicsShape instance from the given Godot " +"Creates a new GLTFPhysicsShape instance from the given Redot " "[CollisionShape3D] node." -msgstr "根据给定的 Godot [CollisionShape3D] 节点新建 GLTFPhysicsShape 实例。" +msgstr "根据给定的 Redot [CollisionShape3D] 节点新建 GLTFPhysicsShape 实例。" msgid "" -"Creates a new GLTFPhysicsShape instance from the given Godot [Shape3D] " +"Creates a new GLTFPhysicsShape instance from the given Redot [Shape3D] " "resource." -msgstr "根据给定的 Godot [Shape3D] 节点新建 GLTFPhysicsShape 实例。" +msgstr "根据给定的 Redot [Shape3D] 节点新建 GLTFPhysicsShape 实例。" msgid "" "Serializes this GLTFPhysicsShape instance into a [Dictionary] in the format " @@ -60934,11 +60935,11 @@ msgstr "" "[code]OMI_physics_shape[/code] 定义。" msgid "" -"Converts this GLTFPhysicsShape instance into a Godot [CollisionShape3D] node." -msgstr "将这个 GLTFPhysicsShape 实例转换为 Godot [CollisionShape3D] 节点。" +"Converts this GLTFPhysicsShape instance into a Redot [CollisionShape3D] node." +msgstr "将这个 GLTFPhysicsShape 实例转换为 Redot [CollisionShape3D] 节点。" -msgid "Converts this GLTFPhysicsShape instance into a Godot [Shape3D] resource." -msgstr "将这个 GLTFPhysicsShape 实例转换为 Godot [Shape3D] 节点。" +msgid "Converts this GLTFPhysicsShape instance into a Redot [Shape3D] resource." +msgstr "将这个 GLTFPhysicsShape 实例转换为 Redot [Shape3D] 节点。" msgid "" "The height of the shape, in meters. This is only used when the shape type is " @@ -60956,13 +60957,13 @@ msgstr "" "格)时使用。" msgid "" -"If [code]true[/code], indicates that this shape is a trigger. For Godot, this " +"If [code]true[/code], indicates that this shape is a trigger. For Redot, this " "means that the shape should be a child of an Area3D node.\n" "This is the only variable not used in the [method to_node] method, it's " "intended to be used alongside when deciding where to add the generated node " "as a child." msgstr "" -"如果为 [code]true[/code],则表示这个形状是触发器。对于 Godot 而言,这意味着该" +"如果为 [code]true[/code],则表示这个形状是触发器。对于 Redot 而言,这意味着该" "形状应当是 Area3D 节点的子节点。\n" "这是 [method to_node] 方法中唯一没有用到的变量,应该单独用来确定要将生成的节点" "添加到哪个节点之下。" @@ -60999,19 +61000,19 @@ msgstr "" msgid "" "Returns a [Dictionary] that maps skeleton bone indices to the indices of GLTF " "nodes. This property is unused during import, and only set during export. In " -"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes." +"a GLTF file, a bone is a node, so Redot converts skeleton bones to GLTF nodes." msgstr "" "返回将骨架的骨骼索引映射到 GLTF 节点索引的 [Dictionary]。导入时不使用该属性," -"仅在导出时设置。在 GLTF 文件中,骨骼是一种节点,因此 Godot 将骨架中的骨骼转换" +"仅在导出时设置。在 GLTF 文件中,骨骼是一种节点,因此 Redot 将骨架中的骨骼转换" "为 GLTF 节点。" msgid "" "Sets a [Dictionary] that maps skeleton bone indices to the indices of GLTF " "nodes. This property is unused during import, and only set during export. In " -"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes." +"a GLTF file, a bone is a node, so Redot converts skeleton bones to GLTF nodes." msgstr "" "设置将骨架的骨骼索引映射到 GLTF 节点索引的 [Dictionary]。导入时不使用该属性," -"仅在导出时设置。在 GLTF 文件中,骨骼是一种节点,因此 Godot 将骨架中的骨骼转换" +"仅在导出时设置。在 GLTF 文件中,骨骼是一种节点,因此 Redot 将骨架中的骨骼转换" "为 GLTF 节点。" msgid "Archived GLTF extension for specular/glossy materials." @@ -61051,19 +61052,19 @@ msgid "" "[GLTFDocument] as data storage, which allows [GLTFDocument] and all " "[GLTFDocumentExtension] classes to remain stateless.\n" "GLTFState can be populated by [GLTFDocument] reading a file or by converting " -"a Godot scene. Then the data can either be used to create a Godot scene or " -"save to a GLTF file. The code that converts to/from a Godot scene can be " +"a Redot scene. Then the data can either be used to create a Redot scene or " +"save to a GLTF file. The code that converts to/from a Redot scene can be " "intercepted at arbitrary points by [GLTFDocumentExtension] classes. This " "allows for custom data to be stored in the GLTF file or for custom data to be " -"converted to/from Godot nodes." +"converted to/from Redot nodes." msgstr "" "包含 GLTF 文件中的所有节点和资源。用于 [GLTFDocument] 的数据存储,能够让 " "[GLTFDocument] 和所有 [GLTFDocumentExtension] 类保持无状态。\n" -"GLTFState 的填写可以通过 [GLTFDocument] 读取文件进行,也可以通过转换 Godot 场" -"景进行。填写完成后,可以将数据用于 Godot 场景的创建或者 GLTF 文件的保存。与 " -"Godot 场景之间进行转换的代码可以通过 [GLTFDocumentExtension] 类在任意时刻拦" -"截。这样就能够在 GLTF 文件中存储自定义数据,也可以将自定义数据保存到 Godot 节" -"点或者从 Godot 节点读取。" +"GLTFState 的填写可以通过 [GLTFDocument] 读取文件进行,也可以通过转换 Redot 场" +"景进行。填写完成后,可以将数据用于 Redot 场景的创建或者 GLTF 文件的保存。与 " +"Redot 场景之间进行转换的代码可以通过 [GLTFDocumentExtension] 类在任意时刻拦" +"截。这样就能够在 GLTF 文件中存储自定义数据,也可以将自定义数据保存到 Redot 节" +"点或者从 Redot 节点读取。" msgid "GLTF asset header schema" msgstr "GLTF 资产头的模式" @@ -61107,27 +61108,27 @@ msgstr "" msgid "" "Returns the [AnimationPlayer] node with the given index. These nodes are only " -"used during the export process when converting Godot [AnimationPlayer] nodes " +"used during the export process when converting Redot [AnimationPlayer] nodes " "to GLTF animations." msgstr "" -"返回具有给定索引的 [AnimationPlayer] 节点。这些节点仅在将 Godot " +"返回具有给定索引的 [AnimationPlayer] 节点。这些节点仅在将 Redot " "[AnimationPlayer] 节点转换为 GLTF 动画时的导出过程中使用。" msgid "" "Returns the number of [AnimationPlayer] nodes in this [GLTFState]. These " -"nodes are only used during the export process when converting Godot " +"nodes are only used during the export process when converting Redot " "[AnimationPlayer] nodes to GLTF animations." msgstr "" -"返回该 [GLTFState] 中 [AnimationPlayer] 节点的数量。这些节点仅在将 Godot " +"返回该 [GLTFState] 中 [AnimationPlayer] 节点的数量。这些节点仅在将 Redot " "[AnimationPlayer] 节点转换为 GLTF 动画时的导出过程中使用。" msgid "" "Returns an array of all [GLTFAnimation]s in the GLTF file. When importing, " "these will be generated as animations in an [AnimationPlayer] node. When " -"exporting, these will be generated from Godot [AnimationPlayer] nodes." +"exporting, these will be generated from Redot [AnimationPlayer] nodes." msgstr "" "返回 GLTF 文件中所有 [GLTFAnimation] 的数组。导入时,这些将在一个 " -"[AnimationPlayer] 节点生成为动画。导出时,这些将从 Godot [AnimationPlayer] 节" +"[AnimationPlayer] 节点生成为动画。导出时,这些将从 Redot [AnimationPlayer] 节" "点生成。" msgid "" @@ -61159,40 +61160,40 @@ msgstr "" "的网格。" msgid "" -"Returns the index of the [GLTFNode] corresponding to this Godot scene node. " +"Returns the index of the [GLTFNode] corresponding to this Redot scene node. " "This is the inverse of [method get_scene_node]. Useful during the export " "process.\n" -"[b]Note:[/b] Not every Godot scene node will have a corresponding [GLTFNode], " +"[b]Note:[/b] Not every Redot scene node will have a corresponding [GLTFNode], " "and not every [GLTFNode] will have a scene node generated. If there is no " "[GLTFNode] index for this scene node, [code]-1[/code] is returned." msgstr "" -"返回与该 Godot 场景节点对应的 [GLTFNode] 的索引。这个方法与 [method " +"返回与该 Redot 场景节点对应的 [GLTFNode] 的索引。这个方法与 [method " "get_scene_node] 互逆。可以在导出过程中使用。\n" -"[b]注意:[/b]并不是所有 Godot 场景节点都有对应的 [GLTFNode],也并不是所有 " +"[b]注意:[/b]并不是所有 Redot 场景节点都有对应的 [GLTFNode],也并不是所有 " "[GLTFNode] 都会生成场景节点。如果该场景节点没有 [GLTFNode] 索引,则会返回 " "[code]-1[/code]。" msgid "" "Returns an array of all [GLTFNode]s in the GLTF file. These are the nodes " "that [member GLTFNode.children] and [member root_nodes] refer to. This " -"includes nodes that may not be generated in the Godot scene, or nodes that " -"may generate multiple Godot scene nodes." +"includes nodes that may not be generated in the Redot scene, or nodes that " +"may generate multiple Redot scene nodes." msgstr "" "返回 GLTF 文件中所有 [GLTFNode] 的数组。这些是 [member GLTFNode.children] 和 " -"[member root_nodes] 引用的节点。这包括可能不会在 Godot 场景中生成的节点,或者" -"可能生成多个 Godot 场景节点的节点。" +"[member root_nodes] 引用的节点。这包括可能不会在 Redot 场景中生成的节点,或者" +"可能生成多个 Redot 场景节点的节点。" msgid "" -"Returns the Godot scene node that corresponds to the same index as the " +"Returns the Redot scene node that corresponds to the same index as the " "[GLTFNode] it was generated from. This is the inverse of [method " "get_node_index]. Useful during the import process.\n" "[b]Note:[/b] Not every [GLTFNode] will have a scene node generated, and not " "every generated scene node will have a corresponding [GLTFNode]. If there is " "no scene node for this [GLTFNode] index, [code]null[/code] is returned." msgstr "" -"返回指定索引的 [GLTFNode] 对应生成的 Godot 场景节点。这个方法与 [method " +"返回指定索引的 [GLTFNode] 对应生成的 Redot 场景节点。这个方法与 [method " "get_node_index] 互逆。可以在导入过程中使用。\n" -"[b]注意:[/b]并不是所有 [GLTFNode] 都会生成场景节点,也并不是所有 Godot 场景节" +"[b]注意:[/b]并不是所有 [GLTFNode] 都会生成场景节点,也并不是所有 Redot 场景节" "点都有对应的 [GLTFNode]。如果该 [GLTFNode] 索引没有场景节点,则会返回 " "[code]null[/code]。" @@ -61242,10 +61243,10 @@ msgstr "" msgid "" "Sets the [GLTFAnimation]s in the state. When importing, these will be " "generated as animations in an [AnimationPlayer] node. When exporting, these " -"will be generated from Godot [AnimationPlayer] nodes." +"will be generated from Redot [AnimationPlayer] nodes." msgstr "" "设置该状态中的 [GLTFAnimation]。导入时,这些将在 [AnimationPlayer] 节点中生成" -"为动画。导出时,这些将由 Godot [AnimationPlayer] 节点生成。" +"为动画。导出时,这些将由 Redot [AnimationPlayer] 节点生成。" msgid "" "Sets the [GLTFCamera]s in the state. These are the cameras that the [member " @@ -61276,12 +61277,12 @@ msgstr "" msgid "" "Sets the [GLTFNode]s in the state. These are the nodes that [member GLTFNode." "children] and [member root_nodes] refer to. Some of the nodes set here may " -"not be generated in the Godot scene, or may generate multiple Godot scene " +"not be generated in the Redot scene, or may generate multiple Redot scene " "nodes." msgstr "" "设置该状态中的 [GLTFNode]。这些是 [member GLTFNode.children] 和 [member " -"root_nodes] 引用的节点。这里设置的一些节点在 Godot 场景中可能不会生成,也可能" -"会生成多个 Godot 场景节点。" +"root_nodes] 引用的节点。这里设置的一些节点在 Redot 场景中可能不会生成,也可能" +"会生成多个 Redot 场景节点。" msgid "" "Sets the [GLTFSkeleton]s in the state. These are the skeletons that the " @@ -61346,8 +61347,8 @@ msgstr "附加到 .glb 文件的二进制缓冲区。" msgid "" "True to force all GLTFNodes in the document to be bones of a single " -"Skeleton3D godot node." -msgstr "True 则强制文档中的所有 GLTFNode 成为单个 Skeleton3D godot 节点的骨骼。" +"Skeleton3D redot node." +msgstr "True 则强制文档中的所有 GLTFNode 成为单个 Skeleton3D redot 节点的骨骼。" msgid "The original raw JSON document corresponding to this GLTFState." msgstr "与该 GLTFState 对应的原始 JSON 文档。" @@ -61356,11 +61357,11 @@ msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " "scene, and therefore one root node. However, a GLTF file may have multiple " "scenes and therefore multiple root nodes, which will be generated as siblings " -"of each other and as children of the root node of the generated Godot scene." +"of each other and as children of the root node of the generated Redot scene." msgstr "" "GLTF 文件的根节点。通常,一个 GLTF 文件只有一个场景,因此只有一个根节点。然" "而,一个 GLTF 文件可能有多个场景,因此可以有多个根节点,它们将作为彼此的同级节" -"点生成,并作为生成的 Godot 场景的根节点的子节点生成。" +"点生成,并作为生成的 Redot 场景的根节点的子节点生成。" msgid "" "The name of the scene. When importing, if not specified, this will be the " @@ -63842,10 +63843,10 @@ msgstr "" msgid "" "Returns one of 24 possible rotations that lie along the vectors (x,y,z) with " "each component being either -1, 0, or 1. For further details, refer to the " -"Godot source code." +"Redot source code." msgstr "" "返回沿向量 (x,y,z) 的 24 种可能旋转中的一种,每个分量为 -1、0 或 1。有关详细信" -"息,请参阅 Godot 源代码。" +"息,请参阅 Redot 源代码。" msgid "" "The [MeshLibrary] item index located at the given grid coordinates. If the " @@ -63887,11 +63888,11 @@ msgid "" "sphere, lying along the vectors (x,y,z) with each component being either -1, " "0, or 1, and returns the index (in the range from 0 to 23) of the point best " "representing the orientation of the object. For further details, refer to the " -"Godot source code." +"Redot source code." msgstr "" "该函数考虑将旋转离散化为单位球体上的 24 个点,沿向量 (x,y,z) 放置,每个分量为 " "-1、0 或 1,并返回索引(在 0 到 23 的范围内 ) 最能代表物体方向的点。 有关详细" -"信息,请参阅 Godot 源代码。" +"信息,请参阅 Redot 源代码。" msgid "" "Returns an array of [Vector3] with the non-empty cell coordinates in the grid " @@ -64402,7 +64403,7 @@ msgid "" "\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" @@ -64449,7 +64450,7 @@ msgstr "" "\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" @@ -64703,7 +64704,7 @@ msgid "" "# Returns \"username=user&password=pass\"\n" "[/gdscript]\n" "[csharp]\n" -"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, " +"var fields = new Redot.Collections.Dictionary { { \"username\", \"user\" }, " "{ \"password\", \"pass\" } };\n" "string queryString = httpClient.QueryStringFromDict(fields);\n" "// Returns \"username=user&password=pass\"\n" @@ -64720,11 +64721,11 @@ msgid "" "# Returns \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n" "[/gdscript]\n" "[csharp]\n" -"var fields = new Godot.Collections.Dictionary\n" +"var fields = new Redot.Collections.Dictionary\n" "{\n" " { \"single\", 123 },\n" " { \"notValued\", default },\n" -" { \"multiple\", new Godot.Collections.Array { 22, 33, 44 } },\n" +" { \"multiple\", new Redot.Collections.Array { 22, 33, 44 } },\n" "};\n" "string queryString = httpClient.QueryStringFromDict(fields);\n" "// Returns \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n" @@ -64740,7 +64741,7 @@ msgstr "" "# 返回 \"username=user&password=pass\"\n" "[/gdscript]\n" "[csharp]\n" -"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, " +"var fields = new Redot.Collections.Dictionary { { \"username\", \"user\" }, " "{ \"password\", \"pass\" } };\n" "string queryString = httpClient.QueryStringFromDict(fields);\n" "// 返回 \"username=user&password=pass\"\n" @@ -64756,11 +64757,11 @@ msgstr "" "# 返回 \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n" "[/gdscript]\n" "[csharp]\n" -"var fields = new Godot.Collections.Dictionary\n" +"var fields = new Redot.Collections.Dictionary\n" "{\n" " { \"single\", 123 },\n" " { \"notValued\", default },\n" -" { \"multiple\", new Godot.Collections.Array { 22, 33, 44 } },\n" +" { \"multiple\", new Redot.Collections.Array { 22, 33, 44 } },\n" "};\n" "string queryString = httpClient.QueryStringFromDict(fields);\n" "// 返回 \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n" @@ -64791,7 +64792,7 @@ msgid "" "headers, query_string)\n" "[/gdscript]\n" "[csharp]\n" -"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, " +"var fields = new Redot.Collections.Dictionary { { \"username\", \"user\" }, " "{ \"password\", \"pass\" } };\n" "string queryString = new HttpClient().QueryStringFromDict(fields);\n" "string[] headers = { \"Content-Type: application/x-www-form-urlencoded\", $" @@ -64823,7 +64824,7 @@ msgstr "" "headers, query_string)\n" "[/gdscript]\n" "[csharp]\n" -"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, " +"var fields = new Redot.Collections.Dictionary { { \"username\", \"user\" }, " "{ \"password\", \"pass\" } };\n" "string queryString = new HttpClient().QueryStringFromDict(fields);\n" "string[] headers = { \"Content-Type: application/x-www-form-urlencoded\", $" @@ -65565,7 +65566,7 @@ msgid "" " // Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " // The snippet below is provided for reference only.\n" -" string body = new Json().Stringify(new Godot.Collections.Dictionary\n" +" string body = new Json().Stringify(new Redot.Collections.Dictionary\n" " {\n" " { \"name\", \"Godette\" }\n" " });\n" @@ -65583,11 +65584,11 @@ msgid "" "{\n" " var json = new Json();\n" " json.Parse(body.GetStringFromUtf8());\n" -" var response = json.GetData().AsGodotDictionary();\n" +" var response = json.GetData().AsRedotDictionary();\n" "\n" " // Will print the user agent string used by the HTTPRequest node (as " "recognized by httpbin.org).\n" -" GD.Print((response[\"headers\"].AsGodotDictionary())[\"User-Agent\"]);\n" +" GD.Print((response[\"headers\"].AsRedotDictionary())[\"User-Agent\"]);\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" @@ -65728,7 +65729,7 @@ msgstr "" " // 执行一个 POST 请求。 以下 URL 会将写入作为 JSON 返回。\n" " // 注意:不要使用单个 HTTPRequest 节点同时发出请求。\n" " // 下面的代码片段仅供参考。\n" -" string body = new Json().Stringify(new Godot.Collections.Dictionary\n" +" string body = new Json().Stringify(new Redot.Collections.Dictionary\n" " {\n" " { \"name\", \"Godette\" }\n" " });\n" @@ -65746,10 +65747,10 @@ msgstr "" "{\n" " var json = new Json();\n" " json.Parse(body.GetStringFromUtf8());\n" -" var response = json.GetData().AsGodotDictionary();\n" +" var response = json.GetData().AsRedotDictionary();\n" "\n" " // 将打印 HTTPRequest 节点使用的用户代理字符串(由 httpbin.org 识别)。\n" -" GD.Print((response[\"headers\"].AsGodotDictionary())[\"User-Agent\"]);\n" +" GD.Print((response[\"headers\"].AsRedotDictionary())[\"User-Agent\"]);\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" @@ -66365,14 +66366,14 @@ msgstr "" msgid "" "Loads an image from the binary contents of a BMP file.\n" -"[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. Only " +"[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.\n" "[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." msgstr "" "从 BMP 文件的二进制内容加载图像。\n" -"[b]注意:[/b]Godot 的 BMP 模块不支持每像素 16 位的图像。仅支持每像素 1 位、4 " +"[b]注意:[/b]Redot 的 BMP 模块不支持每像素 16 位的图像。仅支持每像素 1 位、4 " "位、8 位、24 位和 32 位的图像。\n" "[b]注意:[/b]该方法仅在启用了 BMP 模块的引擎版本中可用。默认情况下,BMP 模块是" "启用的,但可以在构建时使用 [code]module_bmp_enabled=no[/code] SCons 选项禁用" @@ -66388,7 +66389,7 @@ msgid "" "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.\n" -"[b]Note:[/b] Godot's libktx implementation only supports 2D images. Cubemaps, " +"[b]Note:[/b] Redot's libktx implementation only supports 2D images. Cubemaps, " "texture arrays, and de-padding are not supported.\n" "[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 " @@ -66396,7 +66397,7 @@ msgid "" msgstr "" "从 [url=https://github.com/KhronosGroup/KTX-Software]KTX[/url] 文件的二进制内" "容加载图像。与大多数图像格式不同,KTX 可以存储 VRAM 压缩数据并嵌入 mipmap。\n" -"[b]注意:[/b]Godot 的 libktx 实现仅支持 2D 图像。不支持立方体贴图、纹理数组和" +"[b]注意:[/b]Redot 的 libktx 实现仅支持 2D 图像。不支持立方体贴图、纹理数组和" "去填充。\n" "[b]注意:[/b]该方法仅在启用了 KTX 模块的引擎版本中可用。默认情况下,KTX 模块是" "启用的,但可以在构建时使用 [code]module_ktx_enabled=no[/code] SCons 选项禁用" @@ -66501,7 +66502,7 @@ msgid "" "Saves the image as an EXR file to [param path]. If [param grayscale] is " "[code]true[/code] and the image has only one channel, it will be saved " "explicitly as monochrome rather than one red channel. This function will " -"return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR " +"return [constant ERR_UNAVAILABLE] if Redot was compiled without the TinyEXR " "module.\n" "[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means " "[method save_exr] will return [constant ERR_UNAVAILABLE] when it is called " @@ -66509,7 +66510,7 @@ msgid "" msgstr "" "将图像作为 EXR 文件保存到 [param path]。如果 [param grayscale] 为 [code]true[/" "code],并且图像只有一个通道,它将被明确地保存为单色而不是一个红色通道。如果 " -"Godot 是在没有 TinyEXR 模块的情况下编译的,则该函数将返回 [constant " +"Redot 是在没有 TinyEXR 模块的情况下编译的,则该函数将返回 [constant " "ERR_UNAVAILABLE]。\n" "[b]注意:[/b]TinyEXR 模块在非编辑器构建中被禁用,这意味着当 [method save_exr] " "从导出的项目中被调用时将返回 [constant ERR_UNAVAILABLE]。" @@ -66518,14 +66519,14 @@ msgid "" "Saves the image as an EXR file to a byte array. If [param grayscale] is " "[code]true[/code] and the image has only one channel, it will be saved " "explicitly as monochrome rather than one red channel. This function will " -"return an empty byte array if Godot was compiled without the TinyEXR module.\n" +"return an empty byte array if Redot was compiled without the TinyEXR module.\n" "[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means " "[method save_exr] will return an empty byte array when it is called from an " "exported project." msgstr "" "将图像作为 EXR 文件保存到一个字节数组。如果 [param grayscale] 为 [code]true[/" "code] 并且图像只有一个通道,它将被明确地保存为单色而不是一个红色通道。如果 " -"Godot 是在没有 TinyEXR 模块的情况下编译的,则该函数将返回一个空字节数组。\n" +"Redot 是在没有 TinyEXR 模块的情况下编译的,则该函数将返回一个空字节数组。\n" "[b]注意:[/b]TinyEXR 模块在非编辑器构建中被禁用,这意味着当 [method save_exr] " "从导出的项目中被调用时将返回一个空字节数组。" @@ -67784,13 +67785,13 @@ msgstr "返回给定索引(参见 [enum JoyAxis])处的游戏手柄轴的当 msgid "" "Returns an SDL2-compatible device GUID on platforms that use gamepad " "remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns " -"[code]\"Default Gamepad\"[/code] otherwise. Godot uses the [url=https://" +"[code]\"Default Gamepad\"[/code] otherwise. Redot uses the [url=https://" "github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] " "to determine gamepad names and mappings based on this GUID." msgstr "" "如果平台使用游戏手柄重映射,则返回设备的 GUID,与 SDL2 兼容,例如 " "[code]030000004c050000c405000000010000[/code]。否则返回 [code]\"Default " -"Gamepad\"[/code]。Godot 会根据这个 GUI 使用 [url=https://github.com/gabomdq/" +"Gamepad\"[/code]。Redot 会根据这个 GUI 使用 [url=https://github.com/gabomdq/" "SDL_GameControllerDB]SDL2 游戏控制器数据库[/url]来确定游戏手柄的名称和映射。" msgid "" @@ -67800,7 +67801,7 @@ msgid "" "[code]xinput_index[/code]: The index of the controller in the XInput system.\n" "On Linux:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the redot controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " @@ -67811,7 +67812,7 @@ msgstr "" "在 Windows 上,该字典包含如下字段:\n" "[code]xinput_index[/code]:控制器在 XInput 系统中的索引。\n" "在 Linux 上:\n" -"[code]raw_name[/code]:从操作系统获取的控制器名称,未经 Godot 控制器数据库重命" +"[code]raw_name[/code]:从操作系统获取的控制器名称,未经 Redot 控制器数据库重命" "名。\n" "[code]vendor_id[/code]:设备的 USB 供应商 ID。\n" "[code]product_id[/code]:设备的 USB 产品 ID。\n" @@ -67820,11 +67821,11 @@ msgstr "" msgid "" "Returns the name of the joypad at the specified device index, e.g. [code]PS4 " -"Controller[/code]. Godot uses the [url=https://github.com/gabomdq/" +"Controller[/code]. Redot uses the [url=https://github.com/gabomdq/" "SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad " "names." msgstr "" -"返回位于指定设备索引的游戏手柄名称,例如 [code]PS4 Controller[/code]。Godot 使" +"返回位于指定设备索引的游戏手柄名称,例如 [code]PS4 Controller[/code]。Redot 使" "用 [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 游戏控制器数据库" "[/url]来确定游戏手柄的名称。" @@ -69007,7 +69008,7 @@ msgid "" "MIDI messages can be received over a 5-pin MIDI connector or over USB. If " "your device supports both be sure to check the settings in the device to see " "which output it is using.\n" -"By default, Godot does not detect MIDI devices. You need to call [method OS." +"By default, Redot does not detect MIDI devices. You need to call [method OS." "open_midi_inputs], first. You can check which devices are detected with " "[method OS.get_connected_midi_inputs], and close the connection with [method " "OS.close_midi_inputs].\n" @@ -69061,14 +69062,14 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] Godot 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." msgstr "" "InputEventMIDI 存储有关来自 [url=https://en.wikipedia.org/wiki/MIDI]MIDI[/url]" "(乐器数字接口)设备的消息的信息。这些设备可能包括音乐键盘、合成器和鼓机。\n" "MIDI 消息可以通过 5 针 MIDI 连接器或 USB 接收。如果你的设备支持这两种方式,请" "务必检查设备中的设置以查看它正在使用哪种输出。\n" -"默认情况下,Godot 不检测 MIDI 设备。需要首先调用 [method OS." +"默认情况下,Redot 不检测 MIDI 设备。需要首先调用 [method OS." "open_midi_inputs]。可以使用 [method OS.get_connected_midi_inputs] 检查检测到哪" "些设备,并使用 [method OS.close_midi_inputs] 关闭连接。\n" "[codeblocks]\n" @@ -69121,7 +69122,7 @@ msgstr "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]Godot 不支持 MIDI 输出,因此无法从 Godot 发出 MIDI 消息。仅支持 " +"[b]注意:[/b]Redot 不支持 MIDI 输出,因此无法从 Redot 发出 MIDI 消息。仅支持 " "MIDI 输入。" msgid "MIDI Message Status Byte List" @@ -70808,23 +70809,23 @@ msgid "Provides access to the Java Native Interface." msgstr "提供对 Java 原生接口的访问。" msgid "" -"The JavaClassWrapper singleton provides a way for the Godot application to " +"The JavaClassWrapper singleton provides a way for the Redot application to " "send and receive data through the [url=https://developer.android.com/training/" "articles/perf-jni]Java Native Interface[/url] (JNI).\n" "[b]Note:[/b] This singleton is only available in Android builds." msgstr "" -"JavaClassWrapper 单例为 Godot 应用程序提供了一种通过 [url=https://developer." +"JavaClassWrapper 单例为 Redot 应用程序提供了一种通过 [url=https://developer." "android.com/training/articles/perf-jni]Java 原生接口[/url](JNI)发送和接收数" "据的方法。\n" "[b]注意:[/b]该单例仅适用于 Android 版本。" msgid "" "Wraps a class defined in Java, and returns it as a [JavaClass] [Object] type " -"that Godot can interact with.\n" +"that Redot can interact with.\n" "[b]Note:[/b] This method only works on Android. On every other platform, this " "method does nothing and returns an empty [JavaClass]." msgstr "" -"包装 Java 中定义的类,并将其作为 Godot 可以与之交互的 [JavaClass] [Object] 类" +"包装 Java 中定义的类,并将其作为 Redot 可以与之交互的 [JavaClass] [Object] 类" "型返回。\n" "[b]注意:[/b]该方法仅适用于 Android。在其他所有平台上,该方法不执行任何操作并" "返回一个空的 [JavaClass]。" @@ -71143,7 +71144,7 @@ msgid "" "over the network.\n" "[method stringify] is used to convert any data type into a JSON string.\n" "[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 " +"that can be used within Redot. If successfully parsed, use [member data] to " "retrieve the [Variant], and use [code]typeof[/code] 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 " @@ -71187,7 +71188,7 @@ msgstr "" "[JSON] 类允许所有数据类型与 JSON 字符串相互转换。可用于将数据序列化,从而保存" "到文件或通过网络发送。\n" "[method stringify] 用于将任何数据类型转换为 JSON 字符串。\n" -"[method parse] 用于将任何现有的 JSON 数据转换为可以在 Godot 中使用的 " +"[method parse] 用于将任何现有的 JSON 数据转换为可以在 Redot 中使用的 " "[Variant]。如果解析成功,使用 [member data] 检索 [Variant],并使用 " "[code]typeof[/code] 检查 Variant 的类型是否符合你的预期。JSON 对象被转换为 " "[Dictionary],但 JSON 数据可用于存储 [Array]、数字、[String],甚至只是一个布尔" @@ -72429,7 +72430,7 @@ msgstr "" "Compatibility。" msgid "" -"The size of the light in Godot units. Only available for [OmniLight3D]s and " +"The size of the light in Redot units. Only available for [OmniLight3D]s and " "[SpotLight3D]s. Increasing this value will make the light fade out slower and " "shadows appear blurrier (also called percentage-closer soft shadows, or " "PCSS). This can be used to simulate area lights to an extent. Increasing this " @@ -72440,7 +72441,7 @@ msgid "" "[b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and " "Mobile rendering methods, not Compatibility." msgstr "" -"灯光的大小,使用 Godot 的单位。仅适用于 [OmniLight3D] 和 [SpotLight3D]。增加此" +"灯光的大小,使用 Redot 的单位。仅适用于 [OmniLight3D] 和 [SpotLight3D]。增加此" "值将使光线淡出速度变慢,并且阴影看起来更模糊(也称为百分比接近软阴影或 " "PCSS)。这可用于在一定程度上模拟区域光。对于启用了阴影的灯光,将此值增加到 " "[code]0.0[/code] 以上,将由于 PCSS 而产生明显的性能成本。\n" @@ -73013,9 +73014,9 @@ msgid "" msgstr "光照贴图烘焙失败,原因是光照贴图数据嵌入在外部资源之中。" msgid "" -"Lightmap baking failed as there is no lightmapper available in this Godot " +"Lightmap baking failed as there is no lightmapper available in this Redot " "build." -msgstr "光照贴图烘焙失败,原因是这个 Godot 构建中没有可用的光照贴图器。" +msgstr "光照贴图烘焙失败,原因是这个 Redot 构建中没有可用的光照贴图器。" msgid "" "Lightmap baking failed as the [LightmapGIData] save path isn't configured in " @@ -73041,8 +73042,8 @@ msgstr "" msgid "" "Lightmap baking failed as the resulting image couldn't be saved or imported " -"by Godot after it was saved." -msgstr "光照贴图烘焙失败,原因是最终的图像无法保存,或保存后无法被 Godot 导入。" +"by Redot after it was saved." +msgstr "光照贴图烘焙失败,原因是最终的图像无法保存,或保存后无法被 Redot 导入。" msgid "" "The user aborted the lightmap baking operation (typically by clicking the " @@ -73155,12 +73156,12 @@ msgid "" "This class should be extended by custom lightmapper classes. Lightmappers can " "then be used with [LightmapGI] to provide fast baked global illumination in " "3D.\n" -"Godot contains a built-in GPU-based lightmapper [LightmapperRD] that uses " +"Redot contains a built-in GPU-based lightmapper [LightmapperRD] that uses " "compute shaders, but custom lightmappers can be implemented by C++ modules." msgstr "" "此类应由自定义光照贴图器类扩展。然后可以将光照贴图器与 [LightmapGI] 一起使用," "以提供快速烘焙的 3D 全局光照。\n" -"Godot 包含一个基于 GPU 的内置光照贴图器 [LightmapperRD],它使用计算着色器,但" +"Redot 包含一个基于 GPU 的内置光照贴图器 [LightmapperRD],它使用计算着色器,但" "自定义光照贴图器可以由 C++ 模块实现。" msgid "The built-in GPU-based lightmapper for use with [LightmapGI]." @@ -74206,14 +74207,14 @@ msgid "Abstract base class for the game's main loop." msgstr "游戏主循环的抽象基类。" msgid "" -"[MainLoop] is the abstract base class for a Godot project's game loop. It is " +"[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 Godot projects, though it is also possible to write and use one's own " +"in Redot projects, though it is also possible to write and use one's own " "[MainLoop] subclass instead of the scene tree.\n" "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]godot -s my_loop.gd[/code]) or the \"Main Loop " +"command line (with e.g. [code]redot -s my_loop.gd[/code]) or the \"Main Loop " "Type\" project setting is overwritten.\n" "Here is an example script implementing a simple [MainLoop]:\n" "[codeblocks]\n" @@ -74238,7 +74239,7 @@ msgid "" " print(\" End time: %s\" % str(time_elapsed))\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" @@ -74268,12 +74269,12 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"[MainLoop] 是 Godot 项目中游戏循环的抽象基类。它被 [SceneTree] 继承," -"[SceneTree] 是 Godot 项目中使用的默认游戏循环的实现,不过也可以编写和使用自己" +"[MainLoop] 是 Redot 项目中游戏循环的抽象基类。它被 [SceneTree] 继承," +"[SceneTree] 是 Redot 项目中使用的默认游戏循环的实现,不过也可以编写和使用自己" "的 [MainLoop] 子类,来代替场景树。\n" "在应用程序启动时,必须向操作系统提供一个 [MainLoop] 实现;否则,应用程序将退" "出。这会自动发生(并创建一个 [SceneTree]),除非从命令行提供一个 [MainLoop] " -"[Script](例如 [code]godot -s my_loop.gd[/code]),或“主循环类型(Main Loop " +"[Script](例如 [code]redot -s my_loop.gd[/code]),或“主循环类型(Main Loop " "Type)”项目设置被覆盖。\n" "有一个实现简单 [MainLoop] 的示例脚本:\n" "[codeblocks]\n" @@ -74298,7 +74299,7 @@ msgstr "" " print(\" End time: %s\" % str(time_elapsed))\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" @@ -74389,11 +74390,11 @@ msgstr "" "仅限 macOS 平台。" msgid "" -"Notification received from Godot's crash handler when the engine is about to " +"Notification received from Redot's crash handler when the engine is about to " "crash.\n" "Implemented on desktop platforms if the crash handler is enabled." msgstr "" -"当引擎即将崩溃时,从Godot的崩溃处理程序收到的通知。\n" +"当引擎即将崩溃时,从Redot的崩溃处理程序收到的通知。\n" "如果崩溃处理程序被启用,这只会在桌面平台上实现。" msgid "" @@ -74427,20 +74428,20 @@ msgstr "" msgid "" "Notification received from the OS when the application is focused, i.e. when " "changing the focus from the OS desktop or a thirdparty application to any " -"open window of the Godot instance.\n" +"open window of the Redot instance.\n" "Implemented on desktop and mobile platforms." msgstr "" "当应用程序获得焦点时从操作系统收到的通知,即焦点将从操作系统桌面或第三方应用程" -"序更改为 Godot 实例的任何一个打开窗口时。\n" +"序更改为 Redot 实例的任何一个打开窗口时。\n" "在桌面和移动平台上实现。" msgid "" "Notification received from the OS when the application is defocused, i.e. " -"when changing the focus from any open window of the Godot instance to the OS " +"when changing the focus from any open window of the Redot instance to the OS " "desktop or a thirdparty application.\n" "Implemented on desktop and mobile platforms." msgstr "" -"当应用程序失去焦点时从操作系统收到通知,即焦点将从 Godot 实例的任何一个打开窗" +"当应用程序失去焦点时从操作系统收到通知,即焦点将从 Redot 实例的任何一个打开窗" "口,更改为操作系统桌面或第三方应用程序时。\n" "在桌面和移动平台上实现。" @@ -74847,12 +74848,12 @@ msgstr "点击后会弹出 [PopupMenu] 的按钮。" msgid "" "A button that brings up a [PopupMenu] when clicked. To create new items " "inside this [PopupMenu], use [code]get_popup().add_item(\"My Item Name\")[/" -"code]. You can also create them directly from Godot editor's inspector.\n" +"code]. You can also create them directly from Redot editor's inspector.\n" "See also [BaseButton] which contains common properties and methods associated " "with this node." msgstr "" "点击后会弹出 [PopupMenu] 的按钮。可以使用 [code]get_popup().add_item(\"菜单项" -"名称\")[/code] 在这个 [PopupMenu] 中创建新的菜单项,也可以直接从 Godot 编辑器" +"名称\")[/code] 在这个 [PopupMenu] 中创建新的菜单项,也可以直接从 Redot 编辑器" "的检查器中创建。\n" "另见 [BaseButton],提供了与该节点相关的常用属性和方法。" @@ -75513,7 +75514,7 @@ msgid "" "[/codeblocks]\n" "See also [ArrayMesh], [ImmediateMesh] and [SurfaceTool] for procedural " "geometry generation.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " "modes." msgstr "" @@ -75566,7 +75567,7 @@ msgstr "" "[/codeblocks]\n" "另请参阅 [ArrayMesh]、[ImmediateMesh] 和 [SurfaceTool],以了解程序化几何生" "成。\n" -"[b]注意:[/b]对于三角形基元模式的前面,Godot 使用顺时针[url=https://" +"[b]注意:[/b]对于三角形基元模式的前面,Redot 使用顺时针[url=https://" "learnopengl.com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。" msgid "Using the MeshDataTool" @@ -76275,20 +76276,20 @@ msgid "Abstract class for non-real-time video recording encoders." msgstr "非实时视频录制编码器的抽象类。" msgid "" -"Godot can record videos with non-real-time simulation. Like the [code]--fixed-" +"Redot can record videos with non-real-time simulation. Like the [code]--fixed-" "fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command " "line argument[/url], this forces the reported [code]delta[/code] in [method " "Node._process] functions to be identical across frames, regardless of how " "long it actually took to render the frame. This can be used to record high-" "quality videos with perfect frame pacing regardless of your hardware's " "capabilities.\n" -"Godot has 2 built-in [MovieWriter]s:\n" +"Redot has 2 built-in [MovieWriter]s:\n" "- AVI container with MJPEG for video and uncompressed audio ([code].avi[/" "code] file extension). Lossy compression, medium file sizes, fast encoding. " "The lossy compression quality can be adjusted by changing [member " "ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be " "viewed in most video players, but it must be converted to another format for " -"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not " +"viewing on the web or by Redot with [VideoStreamPlayer]. MJPEG does not " "support transparency. AVI output is currently limited to a file of 4 GB in " "size at most.\n" "- PNG image sequence for video and WAV for audio ([code].png[/code] file " @@ -76316,16 +76317,16 @@ msgid "" "such as [url=https://obsproject.com/]OBS Studio[/url] or [url=https://www." "maartenbaert.be/simplescreenrecorder/]SimpleScreenRecorder[/url] instead." msgstr "" -"Godot 能够使用非实时模拟技术录制视频。与 [code]--fixed-fps[/code] " +"Redot 能够使用非实时模拟技术录制视频。与 [code]--fixed-fps[/code] " "[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令行参数[/url]类" "似,会强制让 [method Node._process] 等函数每一帧都收到相同的 [code]delta[/" "code],无论实际渲染花费了多长的时间。这个技术可用于录制高画质的视频,无论你的" "硬件性能如何,帧率始终都是恒定的。\n" -"Godot 内置的 [MovieWriter] 有两个:\n" +"Redot 内置的 [MovieWriter] 有两个:\n" "- 使用 MJPEG 视频和未压缩音频的 AVI 容器(文件扩展名为 [code].avi[/code])。有" "损压缩、文件大小中等、编码速度较快。有损压缩质量可以通过修改 [member " "ProjectSettings.editor/movie_writer/mjpeg_quality] 来调整。生成的文件可以使用" -"大多数视频播放器查看,但如果要在 Web 上查看或者用 Godot 的 " +"大多数视频播放器查看,但如果要在 Web 上查看或者用 Redot 的 " "[VideoStreamPlayer] 查看,则必须先进行格式的转换。MJPEG 不支持透明度。AVI 输出" "的文件目前最多为 4 GB 大小。\n" "- 视频使用 PNG 图像序列、音频使用 WAV(文件扩展名为 [code].png[/code])。无损" @@ -77123,7 +77124,7 @@ msgid "" "Manages the connection with one or more remote peers acting as server or " "client and assigning unique IDs to each of them. See also [MultiplayerAPI].\n" "[b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and " -"isn't meant to be used by non-Godot servers. It may change without notice.\n" +"isn't meant to be used by non-Redot servers. It may change without notice.\n" "[b]Note:[/b] When exporting to Android, make sure to enable the " "[code]INTERNET[/code] permission in the Android export preset before " "exporting the project or using one-click deploy. Otherwise, network " @@ -77131,7 +77132,7 @@ msgid "" msgstr "" "管理与一个或多个作为服务器或客户端的远程对等体的连接,并为每个对等体分配唯一" "的 ID。另请参阅 [MultiplayerAPI]。\n" -"[b]注意:[/b][MultiplayerAPI] 协议是一个实现细节,并不打算由非 Godot 服务器使" +"[b]注意:[/b][MultiplayerAPI] 协议是一个实现细节,并不打算由非 Redot 服务器使" "用。它可能会更改,恕不另行通知。\n" "[b]注意:[/b]当导出到 Android 时,在导出项目或使用一键部署之前,确保在 " "Android 导出预设中启用了 [code]INTERNET[/code] 权限。否则,任何类型的网络通信" @@ -82056,13 +82057,13 @@ msgid "Base class for all scene objects." msgstr "所有场景对象的基类。" msgid "" -"Nodes are Godot's building blocks. They can be assigned as the child of " +"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.\n" "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 Godot projects.\n" +"the architecture and data model of Redot projects.\n" "[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 " @@ -82109,18 +82110,18 @@ msgid "" "procedure call) system to communicate over the network. By calling [method " "rpc] with a method name, it will be called locally and in all connected peers " "(peers = clients and the server that accepts connections). To identify which " -"node receives the RPC call, Godot will use its [NodePath] (make sure node " +"node receives the RPC call, Redot will use its [NodePath] (make sure node " "names are the same on all peers). Also, take a look at the high-level " "networking tutorial and corresponding demos.\n" "[b]Note:[/b] The [code]script[/code] property is part of the [Object] class, " "not [Node]. It isn't exposed like most properties but does have a setter and " "getter (see [method Object.set_script] and [method Object.get_script])." msgstr "" -"节点是 Godot 的构建模块。它们可以被指定为另一个节点的子节点,从而形成树状排" +"节点是 Redot 的构建模块。它们可以被指定为另一个节点的子节点,从而形成树状排" "列。一个给定的节点可以包含任意数量的节点作为子节点,要求所有同级节点(即该节点" "的直接子节点)的名字唯一。\n" "节点树被称为[i]场景[/i]。场景可以被保存到磁盘上,然后被实例化到其他场景中。这" -"使得 Godot 项目的架构和数据模型具有非常高的灵活性。\n" +"使得 Redot 项目的架构和数据模型具有非常高的灵活性。\n" "[b]场景树:[/b][SceneTree] 包含活动的节点树。当一个节点被添加到场景树中时,它" "将收到 [constant NOTIFICATION_ENTER_TREE] 通知,并触发其 [method _enter_tree] " "回调。子节点总是在其父节点[i]之后[/i]被添加,即父节点的 [method _enter_tree] " @@ -82155,7 +82156,7 @@ msgstr "" "[ENetMultiplayerPeer])之后,可以使用内置的 RPC(远程过程调用)系统在网络上进" "行通信。在调用 [method rpc] 时传入方法名,将在本地和所有已连接的对等体中调用对" "应的方法(对等体=客户端和接受连接的服务器)。为了识别哪个节点收到 RPC 调用," -"Godot 将使用它的 [NodePath](请确保所有对等体上的节点名称相同)。另外,请参阅" +"Redot 将使用它的 [NodePath](请确保所有对等体上的节点名称相同)。另外,请参阅" "高级网络教程和相应的演示。\n" "[b]注意:[/b][code]script[/code] 属性是 [Object] 类的一部分,不属于 [Node]。这" "个属性暴露的方式和其他属性不同,但提供了 setter 和 getter(见 [method Object." @@ -84308,18 +84309,18 @@ msgstr "" msgid "" "Notification received right before the scene with the node is saved in the " -"editor. This notification is only sent in the Godot editor and will not occur " +"editor. This notification is only sent in the Redot editor and will not occur " "in exported projects." msgstr "" -"在编辑器中保存有节点的场景之前收到的通知。这个通知只在 Godot 编辑器中发送,不" +"在编辑器中保存有节点的场景之前收到的通知。这个通知只在 Redot 编辑器中发送,不" "会出现在导出的项目中。" msgid "" "Notification received right after the scene with the node is saved in the " -"editor. This notification is only sent in the Godot editor and will not occur " +"editor. This notification is only sent in the Redot editor and will not occur " "in exported projects." msgstr "" -"在编辑器中保存有节点的场景后立即收到通知。这个通知只在 Godot 编辑器中发送,在" +"在编辑器中保存有节点的场景后立即收到通知。这个通知只在 Redot 编辑器中发送,在" "导出的项目中不会出现。" msgid "" @@ -84471,11 +84472,11 @@ msgstr "" "仅在 macOS 上被实现。" msgid "" -"Notification received from Godot's crash handler when the engine is about to " +"Notification received from Redot's crash handler when the engine is about to " "crash.\n" "Implemented on desktop platforms, if the crash handler is enabled." msgstr "" -"当引擎即将崩溃时,从Godot的崩溃处理程序收到的通知。\n" +"当引擎即将崩溃时,从Redot的崩溃处理程序收到的通知。\n" "如果崩溃处理程序被启用,则在桌面平台上被实现。" msgid "" @@ -84671,11 +84672,11 @@ msgstr "将当前缩放乘以比例向量 [param ratio]。" msgid "" "Returns the angle between the node and the [param point] in radians.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "node2d_get_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" "返回该节点和 [param point] 之间的夹角,单位为弧度。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "node2d_get_angle_to.png]返回夹角的示意图。[/url]" msgid "Returns the [Transform2D] relative to this node's parent." @@ -84774,12 +84775,12 @@ msgid "" "The node's scale. Unscaled value: [code](1, 1)[/code].\n" "[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 " +"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." msgstr "" "该节点的缩放。未缩放值:[code](1, 1)[/code]。\n" -"[b]注意:[/b]2D 中,变换矩阵是无法分解出负数的 X 缩放的。由于 Godot 中使用变换" +"[b]注意:[/b]2D 中,变换矩阵是无法分解出负数的 X 缩放的。由于 Redot 中使用变换" "矩阵来表示缩放,X 轴上的负数缩放在分解后会变为 Y 轴的负数缩放和一次 180 度的旋" "转。" @@ -84810,8 +84811,8 @@ msgid "" "parameters must have angles specified as [i]radians[/i]. To convert degrees " "to radians, use [method @GlobalScope.deg_to_rad].\n" "[b]Note:[/b] Be aware that \"Spatial\" nodes are now called \"Node3D\" " -"starting with Godot 4. Any Godot 3.x references to \"Spatial\" nodes refer to " -"\"Node3D\" in Godot 4." +"starting with Redot 4. Any Redot 3.x references to \"Spatial\" nodes refer to " +"\"Node3D\" in Redot 4." msgstr "" "最基本的 3D 游戏对象,具有 [Transform3D] 和可见性设置。所有其他的 3D 游戏对象" "都继承自 [Node3D]。在 3D 项目中,请使用 [Node3D] 作为父节点对子节点进行移动、" @@ -84822,8 +84823,8 @@ msgstr "" "对象本地坐标系。\n" "[b]注意:[/b]除非另有规定,所有有角度参数的方法必须将角度指定为[i]弧度[/i]。请" "使用 [method @GlobalScope.deg_to_rad] 将度数转换为弧度。\n" -"[b]注意:[/b]请注意,从 Godot 4 开始,“Spatial”节点现在被称为“Node3D”。Godot " -"3.x 中指的“Spatial”节点,均指的是 Godot 4 中的“Node3D”。" +"[b]注意:[/b]请注意,从 Redot 4 开始,“Spatial”节点现在被称为“Node3D”。Redot " +"3.x 中指的“Spatial”节点,均指的是 Redot 4 中的“Node3D”。" msgid "Introduction to 3D" msgstr "3D 简介" @@ -85142,13 +85143,13 @@ msgid "" "Scale part of the local transformation.\n" "[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the " "transformation matrix. Due to the way scale is represented with " -"transformation matrices in Godot, the scale values will either be all " +"transformation matrices in Redot, the scale values will either be all " "positive or all negative.\n" "[b]Note:[/b] Not all nodes are visually scaled by the [member scale] " "property. For example, [Light3D]s are not visually affected by [member scale]." msgstr "" "局部变换的缩放部分。\n" -"[b]注意:[/b]3D 中,变换矩阵是无法分解出正负混合的缩放的。由于 Godot 中使用变" +"[b]注意:[/b]3D 中,变换矩阵是无法分解出正负混合的缩放的。由于 Redot 中使用变" "换矩阵来表示缩放,得到的缩放值要么全正、要么全负。\n" "[b]注意:[/b]并不是所有节点的外观都会被 [member scale] 属性缩放。例如," "[Light3D] 的外观就不受 [member scale] 影响。" @@ -85928,7 +85929,7 @@ msgid "" "to all inheriting classes. For example, a [Sprite2D] instance is able to call " "[method Node.add_child] because it inherits from [Node].\n" "You can create new instances, using [code]Object.new()[/code] in GDScript, or " -"[code]new GodotObject[/code] in C#.\n" +"[code]new RedotObject[/code] in C#.\n" "To delete an Object instance, call [method free]. This is necessary for most " "classes inheriting Object, because they do not manage memory on their own, " "and will otherwise cause memory leaks when no longer in use. There are a few " @@ -85943,7 +85944,7 @@ msgid "" "display as lists of options, sub-divide into groups, save on disk, etc. " "Scripting languages offer easier ways to customize properties, such as with " "the [annotation @GDScript.@export] annotation.\n" -"Godot is very dynamic. An object's script, and therefore its properties, " +"Redot is very dynamic. An object's script, and therefore its properties, " "methods and signals, can be changed at run-time. Because of this, there can " "be occasions where, for example, a property required by a method may not " "exist. To prevent run-time errors, see methods such as [method set], [method " @@ -85981,7 +85982,7 @@ msgstr "" "属性、方法或信号,并且这些对所有继承的类都可用。例如,一个 [Sprite2D] 实例能够" "调用 [method Node.add_child] 因为它继承自 [Node]。\n" "可以使用 GDScript 中的 [code]Object.new()[/code] 或 C# 中的 [code]new " -"GodotObject[/code] 来创建新实例。\n" +"RedotObject[/code] 来创建新实例。\n" "要删除一个 Object 实例,请调用 [method free]。这对于大多数继承 Object 的类来说" "是必须的,因为它们本身并不管理内存,如果不调用该方法的话,在不再使用时会造成内" "存泄漏。有几个类会执行内存管理。例如,[RefCounted](以及扩展的 [Resource])在" @@ -85992,7 +85993,7 @@ msgstr "" "义属性。这允许它们对编辑器可用,显示为选项列表,细分为组,保存在磁盘上,等等。" "脚本语言提供更简单的方式来自定义属性,例如使用 [annotation @GDScript.@export] " "注解。\n" -"Godot 是非常动态的。一个对象的脚本,以及它的属性、方法和信号,都可以在运行时改" +"Redot 是非常动态的。一个对象的脚本,以及它的属性、方法和信号,都可以在运行时改" "变。正因为如此,可能会出现这样的情况,例如,一个方法所需的属性可能不存在。为了" "防止运行时出错,可以参考 [method set]、[method get]、[method call]、[method " "has_method]、[method has_signal] 等方法。请注意,这些方法比直接引用慢[b]得多[/" @@ -86059,12 +86060,12 @@ msgid "" " return default;\n" "}\n" "\n" -"public override Godot.Collections.Array<Godot.Collections.Dictionary> " +"public override Redot.Collections.Array<Redot.Collections.Dictionary> " "_GetPropertyList()\n" "{\n" -" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n" +" return new Redot.Collections.Array<Redot.Collections.Dictionary>()\n" " {\n" -" new Godot.Collections.Dictionary()\n" +" new Redot.Collections.Dictionary()\n" " {\n" " { \"name\", \"FakeProperty\" },\n" " { \"type\", (int)Variant.Type.Int }\n" @@ -86102,12 +86103,12 @@ msgstr "" " return default;\n" "}\n" "\n" -"public override Godot.Collections.Array<Godot.Collections.Dictionary> " +"public override Redot.Collections.Array<Redot.Collections.Dictionary> " "_GetPropertyList()\n" "{\n" -" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n" +" return new Redot.Collections.Array<Redot.Collections.Dictionary>()\n" " {\n" -" new Godot.Collections.Dictionary()\n" +" new Redot.Collections.Dictionary()\n" " {\n" " { \"name\", \"FakeProperty\" },\n" " { \"type\", (int)Variant.Type.Int }\n" @@ -86120,7 +86121,7 @@ msgstr "" msgid "" "Called when the object's script is instantiated, oftentimes after the object " "is initialized in memory (through [code]Object.new()[/code] in GDScript, or " -"[code]new GodotObject[/code] in C#). It can be also defined to take in " +"[code]new RedotObject[/code] in C#). It can be also defined to take in " "parameters. This method is similar to a constructor in most programming " "languages.\n" "[b]Note:[/b] If [method _init] is defined with [i]required[/i] parameters, " @@ -86129,7 +86130,7 @@ msgid "" "script's initialization will fail." msgstr "" "实例化对象的脚本时调用,通常是在对象在内存中初始化之后(通过 GDScript 中的 " -"[code]Object.new()[/code] 或 C# 中的 [code]new GodotObject[/code])。也可以将" +"[code]Object.new()[/code] 或 C# 中的 [code]new RedotObject[/code])。也可以将" "其定义为接受参数的形式。该方法类似于大多数编程语言中的构造函数。\n" "[b]注意:[/b]如果为 [method _init] 定义了[i]必填的[/i]参数,则带脚本的 Object " "只能直接创建。使用任何其他方式(例如 [method PackedScene.instantiate] 或 " @@ -86235,7 +86236,7 @@ msgid "" " ]\n" "[/gdscript]\n" "[csharp]\n" -"private Godot.Collections.Dictionary _internalData = new Godot.Collections." +"private Redot.Collections.Dictionary _internalData = new Redot.Collections." "Dictionary();\n" "\n" "public override bool _Set(StringName property, Variant value)\n" @@ -86250,12 +86251,12 @@ msgid "" " return false;\n" "}\n" "\n" -"public override Godot.Collections.Array<Godot.Collections.Dictionary> " +"public override Redot.Collections.Array<Redot.Collections.Dictionary> " "_GetPropertyList()\n" "{\n" -" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n" +" return new Redot.Collections.Array<Redot.Collections.Dictionary>()\n" " {\n" -" new Godot.Collections.Dictionary()\n" +" new Redot.Collections.Dictionary()\n" " {\n" " { \"name\", \"FakeProperty\" },\n" " { \"type\", (int)Variant.Type.Int }\n" @@ -86289,7 +86290,7 @@ msgstr "" " ]\n" "[/gdscript]\n" "[csharp]\n" -"private Godot.Collections.Dictionary _internalData = new Godot.Collections." +"private Redot.Collections.Dictionary _internalData = new Redot.Collections." "Dictionary();\n" "\n" "public override bool _Set(StringName property, Variant value)\n" @@ -86304,12 +86305,12 @@ msgstr "" " return false;\n" "}\n" "\n" -"public override Godot.Collections.Array<Godot.Collections.Dictionary> " +"public override Redot.Collections.Array<Redot.Collections.Dictionary> " "_GetPropertyList()\n" "{\n" -" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n" +" return new Redot.Collections.Array<Redot.Collections.Dictionary>()\n" " {\n" -" new Godot.Collections.Dictionary()\n" +" new Redot.Collections.Dictionary()\n" " {\n" " { \"name\", \"FakeProperty\" },\n" " { \"type\", (int)Variant.Type.Int }\n" @@ -86324,22 +86325,22 @@ msgid "" "therefore the object's representation as a [String].\n" "[codeblock]\n" "func _to_string():\n" -" return \"Welcome to Godot 4!\"\n" +" return \"Welcome to Redot 4!\"\n" "\n" "func _init():\n" -" print(self) # Prints Welcome to Godot 4!\"\n" -" var a = str(self) # a is \"Welcome to Godot 4!\"\n" +" print(self) # Prints Welcome to Redot 4!\"\n" +" var a = str(self) # a is \"Welcome to Redot 4!\"\n" "[/codeblock]" msgstr "" "覆盖该方法以自定义 [method to_string] 的返回值,从而将对象表示为一个 " "[String]。\n" "[codeblock]\n" "func _to_string():\n" -" return \"欢迎来到 Godot 4!\"\n" +" return \"欢迎来到 Redot 4!\"\n" "\n" "func _init():\n" -" print(self) # 输出“欢迎来到 Godot 4!”\n" -" var a = str(self) # a 是“欢迎来到 Godot 4!”\n" +" print(self) # 输出“欢迎来到 Redot 4!”\n" +" var a = str(self) # a 是“欢迎来到 Redot 4!”\n" "[/codeblock]" msgid "" @@ -86382,7 +86383,7 @@ msgid "" " [Export]\n" " public int Number { get; set; }\n" "\n" -" public override void _ValidateProperty(Godot.Collections.Dictionary " +" public override void _ValidateProperty(Redot.Collections.Dictionary " "property)\n" " {\n" " if (property[\"name\"].AsStringName() == PropertyName.Number && !" @@ -86435,7 +86436,7 @@ msgstr "" " [Export]\n" " public int Number { get; set; }\n" "\n" -" public override void _ValidateProperty(Godot.Collections.Dictionary " +" public override void _ValidateProperty(Redot.Collections.Dictionary " "property)\n" " {\n" " if (property[\"name\"].AsStringName() == PropertyName.Number && !" @@ -86463,14 +86464,14 @@ msgid "" "])\n" "[/gdscript]\n" "[csharp]\n" -"AddUserSignal(\"Hurt\", new Godot.Collections.Array()\n" +"AddUserSignal(\"Hurt\", new Redot.Collections.Array()\n" "{\n" -" new Godot.Collections.Dictionary()\n" +" new Redot.Collections.Dictionary()\n" " {\n" " { \"name\", \"damage\" },\n" " { \"type\", (int)Variant.Type.Int }\n" " },\n" -" new Godot.Collections.Dictionary()\n" +" new Redot.Collections.Dictionary()\n" " {\n" " { \"name\", \"source\" },\n" " { \"type\", (int)Variant.Type.Object }\n" @@ -86491,14 +86492,14 @@ msgstr "" "])\n" "[/gdscript]\n" "[csharp]\n" -"AddUserSignal(\"Hurt\", new Godot.Collections.Array()\n" +"AddUserSignal(\"Hurt\", new Redot.Collections.Array()\n" "{\n" -" new Godot.Collections.Dictionary()\n" +" new Redot.Collections.Dictionary()\n" " {\n" " { \"name\", \"damage\" },\n" " { \"type\", (int)Variant.Type.Int }\n" " },\n" -" new Godot.Collections.Dictionary()\n" +" new Redot.Collections.Dictionary()\n" " {\n" " { \"name\", \"source\" },\n" " { \"type\", (int)Variant.Type.Object }\n" @@ -86522,7 +86523,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" @@ -86538,7 +86539,7 @@ msgstr "" "node.Call(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f);\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]在 C# 中,在引用 Godot 内置方法时,[param method] 必须为 " +"[b]注意:[/b]在 C# 中,在引用 Redot 内置方法时,[param method] 必须为 " "snake_case 格式。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每次" "调用时分配新的 [StringName]。" @@ -86566,7 +86567,7 @@ msgid "" "[/codeblocks]\n" "See also [method Callable.call_deferred].\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call.\n" "[b]Note:[/b] If you're looking to delay the function call by a frame, refer " @@ -86602,7 +86603,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "另见 [method Callable.call_deferred]。\n" -"[b]注意:[/b]在 C# 中,[param method] 引用内置的 Godot 方法时必须使用 " +"[b]注意:[/b]在 C# 中,[param method] 引用内置的 Redot 方法时必须使用 " "snake_case 的形式。请优先使用 [code]MethodName[/code] 类中暴露的名称,避免每次" "调用都分配一个新的 [StringName]。\n" "[b]注意:[/b]如果你想要延迟一帧再调用函数,请使用 [signal SceneTree." @@ -86627,12 +86628,12 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "var node = new Node3D();\n" -"node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new " +"node.Callv(Node3D.MethodName.Rotate, new Redot.Collections.Array { new " "Vector3(1f, 0f, 0f), 1.571f });\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" @@ -86645,11 +86646,11 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "var node = new Node3D();\n" -"node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new " +"node.Callv(Node3D.MethodName.Rotate, new Redot.Collections.Array { new " "Vector3(1f, 0f, 0f), 1.571f });\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]在 C# 中,[param method] 在引用 Godot 内置方法时必须是 " +"[b]注意:[/b]在 C# 中,[param method] 在引用 Redot 内置方法时必须是 " "snake_case。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每次调用" "时分配新的 [StringName]。" @@ -86681,7 +86682,7 @@ msgid "" "to check for existing connections.\n" "If the [param callable]'s object is freed, the connection will be lost.\n" "[b]Examples with recommended syntax:[/b]\n" -"Connecting signals is one of the most common operations in Godot and the API " +"Connecting signals is one of the most common operations in Redot and the API " "gives many options to do so, which are described further down. The code block " "below shows the recommended approach.\n" "[codeblocks]\n" @@ -86766,11 +86767,11 @@ msgid "" " // Option 1: In C#, we can use signals as events and connect with this " "idiomatic syntax:\n" " button.ButtonDown += OnButtonDown;\n" -" // Option 2: GodotObject.Connect() with a constructed Callable from a " +" // Option 2: RedotObject.Connect() with a constructed Callable from a " "method group.\n" " button.Connect(Button.SignalName.ButtonDown, Callable." "From(OnButtonDown));\n" -" // Option 3: GodotObject.Connect() with a constructed Callable using a " +" // Option 3: RedotObject.Connect() with a constructed Callable using a " "target object and method name.\n" " button.Connect(Button.SignalName.ButtonDown, new Callable(this, " "MethodName.OnButtonDown));\n" @@ -86855,7 +86856,7 @@ msgstr "" "is_connected] 检查已存在的连接。\n" "如果 [param callable] 的对象被释放,则该连接将会丢失。\n" "[b]推荐语法的示例:[/b]\n" -"连接信号是 Godot 中最常见的操作之一,API 提供了许多这样做的选项,这些选项将在" +"连接信号是 Redot 中最常见的操作之一,API 提供了许多这样做的选项,这些选项将在" "下面进一步介绍。下面的代码块显示了推荐的方法。\n" "[codeblocks]\n" "[gdscript]\n" @@ -86930,10 +86931,10 @@ msgstr "" " var button = new Button();\n" " // 选项 1:在 C# 中,我们可以将信号用作事件并使用以下惯用语法进行连接:\n" " button.ButtonDown += OnButtonDown;\n" -" // 选项 2:GodotObject.Connect() 并使用从方法组构造的 Callable。\n" +" // 选项 2:RedotObject.Connect() 并使用从方法组构造的 Callable。\n" " button.Connect(Button.SignalName.ButtonDown, Callable." "From(OnButtonDown));\n" -" // 选项 3:GodotObject.Connect() 并使用由目标对象和方法名称构造的 " +" // 选项 3:RedotObject.Connect() 并使用由目标对象和方法名称构造的 " "Callable。\n" " button.Connect(Button.SignalName.ButtonDown, new Callable(this, " "MethodName.OnButtonDown));\n" @@ -87028,7 +87029,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to " -"built-in Godot signals. Prefer using the names exposed in the " +"built-in Redot signals. Prefer using the names exposed in the " "[code]SignalName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" @@ -87046,7 +87047,7 @@ msgstr "" "EmitSignal(SignalName.GameOver);\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]在C#中,在引用内置 Godot 信号时,[param signal] 必须是 " +"[b]注意:[/b]在C#中,在引用内置 Redot 信号时,[param signal] 必须是 " "snake_case。最好使用 [code]SignalName[/code] 类中公开的名称,以避免在每次调用" "时分配一个新的 [StringName]。" @@ -87076,7 +87077,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " +"built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -87094,7 +87095,7 @@ msgstr "" "var a = node.Get(Node2D.PropertyName.Rotation); // a 为 1.5\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]在 C# 中,在引用 Godot 内置属性时,[param property] 必须是 " +"[b]注意:[/b]在 C# 中,在引用 Redot 内置属性时,[param property] 必须是 " "snake_case。最好使用 [code]PropertyName[/code] 类中公开的名称,以避免在每次调" "用时分配一个新的 [StringName]。" @@ -87143,7 +87144,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property_path] must be in snake_case when " -"referring to built-in Godot properties. Prefer using the names exposed in the " +"referring to built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call.\n" "[b]Note:[/b] This method does not support actual paths to nodes in the " @@ -87169,7 +87170,7 @@ msgstr "" "var b = node.GetIndexed(\"position:y\"); // b 为 -10\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property_path] 必须为 " +"[b]注意:[/b]在 C# 中引用内置 Redot 属性时 [param property_path] 必须为 " "snake_case 蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避" "免每次调用都重新分配一个 [StringName]。\n" "[b]注意:[/b]这个方法不支持指向 [SceneTree] 中节点的路径,仅支持子属性路径。在" @@ -87213,12 +87214,12 @@ msgstr "将该对象的元数据作为 [PackedStringArray] 返回。" msgid "" "Returns the number of arguments of the given [param method] by name.\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" "根据名称返回给定 [param method] 的参数数量。\n" -"[b]注意:[/b]在 C# 中引用内置 Godot 方法时,[param method] 必须采用 " +"[b]注意:[/b]在 C# 中引用内置 Redot 方法时,[param method] 必须采用 " "snake_case 蛇形命名法。请优先使用 [code]MethodName[/code] 类中公开的名称,以避" "免在每次调用时分配一个新的 [StringName]。" @@ -87262,7 +87263,7 @@ msgid "" "- [code]usage[/code] is a combination of [enum PropertyUsageFlags].\n" "[b]Note:[/b] In GDScript, all class members are treated as properties. In C# " "and GDExtension, it may be necessary to explicitly mark class members as " -"Godot properties using decorators or attributes." +"Redot properties using decorators or attributes." msgstr "" "以字典 [Array] 的形式返回该对象的属性列表。每个 [Dictionary] 中都包含如下条" "目:\n" @@ -87274,7 +87275,7 @@ msgstr "" "- [code]hint_string[/code] 取决于 hint(见 [enum PropertyHint]);\n" "- [code]usage[/code] 是 [enum PropertyUsageFlags] 的组合。\n" "[b]注意:[/b]在 GDScript 中,类的所有成员都被视为属性。在 C# 和 GDExtension " -"中,则需要使用装饰器或特性将类的成员显式标记为 Godot 属性。" +"中,则需要使用装饰器或特性将类的成员显式标记为 Redot 属性。" msgid "" "Returns the object's [Script] instance, or [code]null[/code] if no script is " @@ -87327,12 +87328,12 @@ msgid "" "Returns [code]true[/code] if the given [param method] name exists in the " "object.\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" "如果该对象中存在给定的方法名 [param method],则返回 [code]true[/code]。\n" -"[b]注意:[/b]在 C# 中引用内置 Godot 方法时 [param method] 必须为 snake_case 蛇" +"[b]注意:[/b]在 C# 中引用内置 Redot 方法时 [param method] 必须为 snake_case 蛇" "形大小写。请优先使用 [code]MethodName[/code] 类中暴露的名称,避免每次调用都重" "新分配一个 [StringName]。" @@ -87340,12 +87341,12 @@ msgid "" "Returns [code]true[/code] if the given [param signal] name exists in the " "object.\n" "[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]SignalName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" "如果该对象中存在给定的信号名 [param signal],则返回 [code]true[/code]。\n" -"[b]注意:[/b]在 C# 中引用内置 Godot 信号时 [param signal] 必须为 snake_case 蛇" +"[b]注意:[/b]在 C# 中引用内置 Redot 信号时 [param signal] 必须为 snake_case 蛇" "形大小写。请优先使用 [code]SignalName[/code] 类中暴露的名称,避免每次调用都重" "新分配一个 [StringName]。" @@ -87406,13 +87407,13 @@ msgid "" "Returns [code]true[/code] if a connection exists between the given [param " "signal] name and [param callable].\n" "[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]SignalName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" "如果给定的 [param signal] 名称和 [param callable] 之间存在连接,则返回 " "[code]true[/code]。\n" -"[b]注意:[/b]在 C# 中,在引用 Godot 内置方法时,[param signal] 必须是 " +"[b]注意:[/b]在 C# 中,在引用 Redot 内置方法时,[param signal] 必须是 " "snake_case。最好使用 [code]SignalName[/code] 类中公开的名称,以避免在每次调用" "时分配一个新的 [StringName]。" @@ -87443,10 +87444,10 @@ msgid "" "player.SetScript(GD.Load(\"res://player.gd\"));\n" "\n" "player.Notification(NotificationEnterTree);\n" -"// The call order is GodotObject -> Node -> Node2D -> player.gd.\n" +"// The call order is RedotObject -> Node -> Node2D -> player.gd.\n" "\n" "player.Notification(NotificationEnterTree, true);\n" -"// The call order is player.gd -> Node2D -> Node -> GodotObject.\n" +"// The call order is player.gd -> Node2D -> Node -> RedotObject.\n" "[/csharp]\n" "[/codeblocks]" msgstr "" @@ -87469,10 +87470,10 @@ msgstr "" "player.SetScript(GD.Load(\"res://player.gd\"));\n" "\n" "player.Notification(NotificationEnterTree);\n" -"// 调用顺序是 GodotObject -> Node -> Node2D -> player.gd。\n" +"// 调用顺序是 RedotObject -> Node -> Node2D -> player.gd。\n" "\n" "player.Notification(NotificationEnterTree, true);\n" -"// 调用顺序是 player.gd -> Node2D -> Node -> GodotObject。\n" +"// 调用顺序是 player.gd -> Node2D -> Node -> RedotObject。\n" "[/csharp]\n" "[/codeblocks]" @@ -87555,7 +87556,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " +"built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -87573,7 +87574,7 @@ msgstr "" "GD.Print(node.GlobalScale); // 输出 Vector2(8, 2.5)\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property] 必须为 snake_case " +"[b]注意:[/b]在 C# 中引用内置 Redot 属性时 [param property] 必须为 snake_case " "蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避免每次调用" "都重新分配一个 [StringName]。" @@ -87612,7 +87613,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " +"built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -87640,7 +87641,7 @@ msgstr "" "GD.Print(node.Rotation); // 输出 3.0\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property] 必须为 snake_case " +"[b]注意:[/b]在 C# 中引用内置 Redot 属性时 [param property] 必须为 snake_case " "蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避免每次调用" "都重新分配一个 [StringName]。" @@ -87663,7 +87664,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property_path] must be in snake_case when " -"referring to built-in Godot properties. Prefer using the names exposed in the " +"referring to built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -87684,7 +87685,7 @@ msgstr "" "GD.Print(node.Position); // 输出 (42, -10)\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property_path] 必须为 " +"[b]注意:[/b]在 C# 中引用内置 Redot 属性时 [param property_path] 必须为 " "snake_case 蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避" "免每次调用都重新分配一个 [StringName]。" @@ -88216,9 +88217,9 @@ msgstr "" "集。" msgid "" -"OpenXR uses an action system similar to Godots Input map system to bind " +"OpenXR uses an action system similar to Redots Input map system to bind " "inputs and outputs on various types of XR controllers to named actions. " -"OpenXR specifies more detail on these inputs and outputs than Godot " +"OpenXR specifies more detail on these inputs and outputs than Redot " "supports.\n" "Another important distinction is that OpenXR offers no control over these " "bindings. The bindings we register are suggestions, it is up to the XR " @@ -88227,8 +88228,8 @@ msgid "" "The action map therefore needs to be loaded at startup and can't be changed " "afterwards. This resource is a container for the entire action map." msgstr "" -"OpenXR 使用类似于 Godots 输入映射系统的动作系统,将各种类型的 XR 控制器上的输" -"入和输出绑定到命名的动作。OpenXR 规范了比 Godot 支持的更多关于这些输入和输出的" +"OpenXR 使用类似于 Redots 输入映射系统的动作系统,将各种类型的 XR 控制器上的输" +"入和输出绑定到命名的动作。OpenXR 规范了比 Redot 支持的更多关于这些输入和输出的" "细节。\n" "另一个重要的区别是 OpenXR 不提供对这些绑定的控制。我们注册的绑定是建议,取决" "于 XR 运行时是否为用户提供更改这些绑定的能力。如果有新硬件可用,这允许 XR 运行" @@ -88539,15 +88540,15 @@ msgid "" "Enables a technique called \"hole punching\", which allows putting the " "composition layer behind the main projection layer (i.e. setting [member " "sort_order] to a negative value) while \"punching a hole\" through everything " -"rendered by Godot so that the layer is still visible.\n" +"rendered by Redot so that the layer is still visible.\n" "This can be used to create the illusion that the composition layer exists in " -"the same 3D space as everything rendered by Godot, allowing objects to appear " +"the same 3D space as everything rendered by Redot, allowing objects to appear " "to pass both behind or in front of the composition layer." msgstr "" "启用一种称为“打孔”的技术,该技术允许将合成层置于主投影层后面(即将 [member " -"sort_order] 设置为负值),同时在 Godot 渲染的所有内容上“打一个洞”,以便该层仍" +"sort_order] 设置为负值),同时在 Redot 渲染的所有内容上“打一个洞”,以便该层仍" "然可见。\n" -"这可用于创建合成层与 Godot 渲染的所有内容存在于同一 3D 空间中的幻觉,使对象看" +"这可用于创建合成层与 Redot 渲染的所有内容存在于同一 3D 空间中的幻觉,使对象看" "起来既从合成层的后面又从合成层的前面经过。" msgid "The [SubViewport] to render on the composition layer." @@ -89037,29 +89038,29 @@ msgid "Our OpenXR interface." msgstr "OpenXR 接口。" msgid "" -"The OpenXR interface allows Godot to interact with OpenXR runtimes and make " +"The OpenXR interface allows Redot to interact with OpenXR runtimes and make " "it possible to create XR experiences and games.\n" "Due to the needs of OpenXR this interface works slightly different than other " -"plugin based XR interfaces. It needs to be initialized when Godot starts. You " +"plugin based XR interfaces. It needs to be initialized when Redot starts. You " "need to enable OpenXR, settings for this can be found in your games project " "settings under the XR heading. You do need to mark a viewport for use with XR " -"in order for Godot to know which render result should be output to the " +"in order for Redot to know which render result should be output to the " "headset." msgstr "" -"OpenXR 接口允许 Godot 与 OpenXR 运行时进行交互,并使创建 XR 体验和游戏成为可" +"OpenXR 接口允许 Redot 与 OpenXR 运行时进行交互,并使创建 XR 体验和游戏成为可" "能。\n" "由于 OpenXR 的需要,该接口的工作方式与其他基于插件的 XR 接口略有不同。它需要" -"在 Godot 启动时被初始化。若需要启用 OpenXR,相关设置可以在游戏项目设置中的 XR " -"标题下找到。你确实需要标记一个视口以与 XR 一起使用,以便 Godot 知道应该将哪个" +"在 Redot 启动时被初始化。若需要启用 OpenXR,相关设置可以在游戏项目设置中的 XR " +"标题下找到。你确实需要标记一个视口以与 XR 一起使用,以便 Redot 知道应该将哪个" "渲染结果输出到头戴式设备。" msgid "Setting up XR" msgstr "设置 XR" msgid "" -"Returns a list of action sets registered with Godot (loaded from the action " +"Returns a list of action sets registered with Redot (loaded from the action " "map at runtime)." -msgstr "返回向 Godot 注册的动作集的列表(在运行时从动作映射加载)。" +msgstr "返回向 Redot 注册的动作集的列表(在运行时从动作映射加载)。" msgid "" "Returns display refresh rates supported by the current HMD. Only returned if " @@ -89706,14 +89707,14 @@ msgid "" "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.\n" -"[b]Note:[/b] In Godot 4, [OS] functions related to window management, " +"[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." msgstr "" "[OS] 类封装了与主机操作系统通信的最常见功能,例如视频驱动、延时、环境变量、二" "进制文件的执行、命令行等。\n" -"[b]注意:[/b]在 Godot 4 中,与窗口管理、剪贴板和 TTS 相关的 [OS] 函数已被移至 " +"[b]注意:[/b]在 Redot 4 中,与窗口管理、剪贴板和 TTS 相关的 [OS] 函数已被移至 " "[DisplayServer] 单例(和 [Window] 类)。与时间相关的函数已被移除,并且仅在 " "[Time] 类中可用。" @@ -89724,12 +89725,12 @@ msgstr "" "使用主机平台的实现显示一个模式对话框。引擎执行将被阻塞,直到该对话框被关闭。" msgid "" -"Shuts down the system MIDI driver. Godot will no longer receive " +"Shuts down the system MIDI driver. Redot will no longer receive " "[InputEventMIDI]. See also [method open_midi_inputs] and [method " "get_connected_midi_inputs].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" -"关闭系统 MIDI 驱动程序。Godot 将不再接收 [InputEventMIDI]。另请参阅 [method " +"关闭系统 MIDI 驱动程序。Redot 将不再接收 [InputEventMIDI]。另请参阅 [method " "open_midi_inputs] 和 [method get_connected_midi_inputs]。\n" "[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。" @@ -89748,7 +89749,7 @@ msgstr "" "@GlobalScope.push_error]、[method alert]。" msgid "" -"Creates a new instance of Godot that runs independently. The [param " +"Creates a new instance of Redot that runs independently. The [param " "arguments] are used in the given order and separated by a space.\n" "If the process is successfully created, this method returns the new process' " "ID, which you can use to monitor the process (and potentially terminate it " @@ -89757,7 +89758,7 @@ msgid "" "See [method create_process] if you wish to run a different process.\n" "[b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows." msgstr "" -"创建一个独立运行的 Godot 新实例。[param arguments] 按给定顺序使用,并以空格分" +"创建一个独立运行的 Redot 新实例。[param arguments] 按给定顺序使用,并以空格分" "隔。\n" "如果进程创建成功,则该方法将返回新的进程 ID,可以使用它来监视该进程(并可能使" "用 [method kill] 终止它)。如果进程无法创建,则该方法将返回 [code]-1[/" @@ -89766,8 +89767,8 @@ msgstr "" "[b]注意:[/b]该方法在 Android、Linux、macOS 和 Windows 上实现。" msgid "" -"Creates a new process that runs independently of Godot. It will not terminate " -"when Godot terminates. The path specified in [param path] must exist and be " +"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.\n" @@ -89793,7 +89794,7 @@ msgid "" "embedded helper executables, specified during export or system .app bundle, " "system .app bundles will ignore arguments." msgstr "" -"创建一个独立于 Godot 运行的新进程。Godot 终止时它也不会终止。[param path] 中指" +"创建一个独立于 Redot 运行的新进程。Redot 终止时它也不会终止。[param path] 中指" "定的路径必须存在,并且是可执行文件或 macOS 的 [code].app[/code] 捆绑包。将使用" "平台路径解析。[param arguments] 按给定顺序使用,并以空格分隔。\n" "在 Windows 上,如果 [param open_console] 为 [code]true[/code] 并且该进程是一个" @@ -89892,7 +89893,7 @@ msgid "" "var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n" "[/gdscript]\n" "[csharp]\n" -"var output = new Godot.Collections.Array();\n" +"var output = new Redot.Collections.Array();\n" "int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" "[/csharp]\n" "[/codeblocks]\n" @@ -89904,7 +89905,7 @@ msgid "" "OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n" "[/gdscript]\n" "[csharp]\n" -"var output = new Godot.Collections.Array();\n" +"var output = new Redot.Collections.Array();\n" "OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " "output);\n" "[/csharp]\n" @@ -89943,7 +89944,7 @@ msgstr "" "var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n" "[/gdscript]\n" "[csharp]\n" -"var output = new Godot.Collections.Array();\n" +"var output = new Redot.Collections.Array();\n" "int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" "[/csharp]\n" "[/codeblocks]\n" @@ -89955,7 +89956,7 @@ msgstr "" "OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n" "[/gdscript]\n" "[csharp]\n" -"var output = new Godot.Collections.Array();\n" +"var output = new Redot.Collections.Array();\n" "OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " "output);\n" "[/csharp]\n" @@ -89975,8 +89976,8 @@ msgstr "" "运行。" msgid "" -"Creates a new process that runs independently of Godot with redirected IO. It " -"will not terminate when Godot terminates. The path specified in [param path] " +"Creates a new process that runs independently of Redot with redirected IO. 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.\n" @@ -90003,7 +90004,7 @@ msgid "" "embedded helper executables, specified during export or system .app bundle, " "system .app bundles will ignore arguments." msgstr "" -"创建一个独立于 Godot 运行的新进程并重定向 IO。Godot 终止时它也不会终止。" +"创建一个独立于 Redot 运行的新进程并重定向 IO。Redot 终止时它也不会终止。" "[param path] 中指定的路径必须存在,并且是可执行文件或 macOS 的 [code].app[/" "code] 捆绑包。将使用平台路径解析。[param arguments] 按给定顺序使用,并以空格分" "隔。\n" @@ -90077,7 +90078,7 @@ msgid "" "system's standards.\n" "On the Linux/BSD platform, this path can be overridden by setting the " "[code]XDG_CACHE_HOME[/code] environment variable before starting the project. " -"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/" +"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot projects[/" "url] in the documentation for more information. See also [method " "get_config_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " @@ -90086,7 +90087,7 @@ msgstr "" "根据操作系统的标准返回[i]全局[/i]缓存数据目录。\n" "在 Linux/BSD 平台上,可以通过在启动项目之前设置 [code]XDG_CACHE_HOME[/code] 环" "境变量来覆盖该路径。有关详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/io/" -"data_paths.html]《Godot 项目中的文件路径》[/url]。另请参阅 [method " +"data_paths.html]《Redot 项目中的文件路径》[/url]。另请参阅 [method " "get_config_dir] 和 [method get_data_dir]。\n" "不要与 [method get_user_data_dir] 混淆,后者返回[i]项目特定的[/i]用户数据路" "径。" @@ -90188,8 +90189,8 @@ msgid "" "[code]--[/code] is intercepted by another program (such as [code]startx[/" "code]).\n" "[codeblock]\n" -"# Godot has been executed with the following command:\n" -"# godot --fullscreen -- --level=2 --hardcore\n" +"# Redot has been executed with the following command:\n" +"# redot --fullscreen -- --level=2 --hardcore\n" "\n" "OS.get_cmdline_args() # Returns [\"--fullscreen\", \"--level=2\", \"--" "hardcore\"]\n" @@ -90201,8 +90202,8 @@ msgstr "" "数在双横杠 [code]--[/code] 之后指定。如果其他程序会拦截 [code]--[/code](例如 " "[code]startx[/code]),那么也可以使用 [code]++[/code]。\n" "[codeblock]\n" -"# Godot 使用以下命令执行:\n" -"# godot --fullscreen -- --level=2 --hardcore\n" +"# Redot 使用以下命令执行:\n" +"# redot --fullscreen -- --level=2 --hardcore\n" "\n" "OS.get_cmdline_args() # 返回 [\"--fullscreen\", \"--level=2\", \"--" "hardcore\"]\n" @@ -90215,7 +90216,7 @@ msgid "" "operating system's standards.\n" "On the Linux/BSD platform, this path can be overridden by setting the " "[code]XDG_CONFIG_HOME[/code] environment variable before starting the " -"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot " +"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot " "projects[/url] in the documentation for more information. See also [method " "get_cache_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " @@ -90224,7 +90225,7 @@ msgstr "" "根据操作系统的标准,返回[i]全局[/i]用户配置目录。\n" "在 Linux/BSD 平台上,可以通过在启动项目之前设置 [code]XDG_CONFIG_HOME[/code] " "环境变量来覆盖该路径。有关详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/io/" -"data_paths.html]《Godot 项目中的文件路径》[/url]。另请参阅 [method " +"data_paths.html]《Redot 项目中的文件路径》[/url]。另请参阅 [method " "get_cache_dir] 和 [method get_data_dir]。\n" "不要与 [method get_user_data_dir] 混淆,后者返回[i]项目专用的[/i]用户数据路" "径。" @@ -90245,7 +90246,7 @@ msgid "" "system's standards.\n" "On the Linux/BSD platform, this path can be overridden by setting the " "[code]XDG_DATA_HOME[/code] environment variable before starting the project. " -"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/" +"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot projects[/" "url] in the documentation for more information. See also [method " "get_cache_dir] and [method get_config_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " @@ -90254,7 +90255,7 @@ msgstr "" "根据操作系统的标准返回[i]全局[/i]用户数据目录。\n" "在 Linux/BSD 平台上,可以通过在启动项目之前设置 [code]XDG_DATA_HOME[/code] 环" "境变量来覆盖该路径。有关详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/io/" -"data_paths.html]《Godot 项目中的文件路径》[/url]。另请参阅 [method " +"data_paths.html]《Redot 项目中的文件路径》[/url]。另请参阅 [method " "get_cache_dir] 和 [method get_config_dir]。\n" "不要与 [method get_user_data_dir] 混淆,后者返回[i]项目专用的[/i]用户数据路" "径。" @@ -90302,11 +90303,11 @@ msgstr "" msgid "" "Returns the file path to the current engine executable.\n" -"[b]Note:[/b] On macOS, if you want to launch another instance of Godot, " +"[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." msgstr "" "返回当前引擎可执行文件的文件路径。\n" -"[b]注意:[/b]如果想要在 macOS 上运行新的 Godot 实例,请始终使用 [method " +"[b]注意:[/b]如果想要在 macOS 上运行新的 Redot 实例,请始终使用 [method " "create_instance],不要依赖可执行文件的路径。" msgid "" @@ -90738,13 +90739,13 @@ msgstr "" msgid "" "Returns the absolute directory path where user data is written (the " -"[code]user://[/code] directory in Godot). The path depends on the project " +"[code]user://[/code] directory in Redot). The path depends on the project " "name and [member ProjectSettings.application/config/use_custom_user_dir].\n" -"- On Windows, this is [code]%AppData%\\Godot\\app_userdata\\[project_name][/" +"- On Windows, this is [code]%AppData%\\Redot\\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].\n" -"- On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/" +"- On macOS, this is [code]~/Library/Application Support/Redot/app_userdata/" "[project_name][/code], or [code]~/Library/Application Support/[custom_name][/" "code] if [code]use_custom_user_dir[/code] is set.\n" "- On Linux and BSD, this is [code]~/.local/share/godot/app_userdata/" @@ -90758,14 +90759,14 @@ msgid "" "Not to be confused with [method get_data_dir], which returns the [i]global[/" "i] (non-project-specific) user home directory." msgstr "" -"返回写入用户数据的绝对目录路径(Godot 中的 [code]user://[/code] 目录)。该路径" +"返回写入用户数据的绝对目录路径(Redot 中的 [code]user://[/code] 目录)。该路径" "取决于项目名称和 [member ProjectSettings.application/config/" "use_custom_user_dir]。\n" -"- 在 Windows 上,这是 [code]%AppData%\\Godot\\app_userdata\\[project_name][/" +"- 在 Windows 上,这是 [code]%AppData%\\Redot\\app_userdata\\[project_name][/" "code];如果已设置 [code]use_custom_user_dir[/code],则为 [code]%AppData%" "\\[custom_name][/code]。[code]%AppData%[/code] 扩展为 [code]%UserProfile%" "\\AppData\\Roaming[/code]。\n" -"- 在 macOS 上,这是 [code]~/Library/Application Support/Godot/app_userdata/" +"- 在 macOS 上,这是 [code]~/Library/Application Support/Redot/app_userdata/" "[project_name][/code];如果已设置 [code]use_custom_user_dir[/code],则为 " "[code]~/Library/Application Support/[custom_name][/code] 。\n" "- 在 Linux 和 BSD 上,这是 [code]~/.local/share/godot/app_userdata/" @@ -90865,19 +90866,19 @@ msgstr "" "code] 的其中之一,表示宿主平台。" msgid "" -"Returns [code]true[/code] if the Godot binary used to run the project is a " +"Returns [code]true[/code] if the Redot binary used to run the project is a " "[i]debug[/i] export template, or when running in the editor.\n" -"Returns [code]false[/code] if the Godot binary used to run the project is a " +"Returns [code]false[/code] if the Redot binary used to run the project is a " "[i]release[/i] export template.\n" -"[b]Note:[/b] To check whether the Godot binary used to run the project is an " +"[b]Note:[/b] To check whether the Redot binary used to run the project is an " "export template (debug or release), use [code]OS.has_feature(\"template\")[/" "code] instead." msgstr "" -"如果用于运行项目的 Godot 二进制文件是[i]调试[/i]导出模板,或是在编辑器中运行" +"如果用于运行项目的 Redot 二进制文件是[i]调试[/i]导出模板,或是在编辑器中运行" "时,则返回 [code]true[/code]。\n" -"如果用于运行项目的 Godot 二进制文件是[i]发布[/i]导出模板,则返回 [code]false[/" +"如果用于运行项目的 Redot 二进制文件是[i]发布[/i]导出模板,则返回 [code]false[/" "code]。\n" -"[b]注意:[/b]要检查用于运行项目的 Godot 二进制文件是否是导出模板(调试或发" +"[b]注意:[/b]要检查用于运行项目的 Redot 二进制文件是否是导出模板(调试或发" "布),请改用 [code]OS.has_feature(\"template\")[/code]。" msgid "" @@ -91020,12 +91021,12 @@ msgstr "" "[b]注意:[/b]如果用户在其系统上禁用了回收站,则该文件将被永久删除。" msgid "" -"Initializes the singleton for the system MIDI driver, allowing Godot to " +"Initializes the singleton for the system MIDI driver, allowing Redot to " "receive [InputEventMIDI]. See also [method get_connected_midi_inputs] and " "[method close_midi_inputs].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" -"初始化系统 MIDI 驱动的单例,允许 Godot 接收 [InputEventMIDI]。另请参阅 " +"初始化系统 MIDI 驱动的单例,允许 Redot 接收 [InputEventMIDI]。另请参阅 " "[method get_connected_midi_inputs] and [method close_midi_inputs]。\n" "[b]注意:[/b]该方法在 Linux、macOS、Windows 上实现。" @@ -91082,9 +91083,9 @@ msgstr "" msgid "" "Sets the value of the environment variable [param variable] to [param value]. " -"The environment variable will be set for the Godot process and any process " +"The environment variable will be set for the Redot process and any process " "executed with [method execute] after running [method set_environment]. The " -"environment variable will [i]not[/i] persist to processes run after the Godot " +"environment variable will [i]not[/i] persist to processes run after the Redot " "process was terminated.\n" "[b]Note:[/b] Environment variable names are case-sensitive on all platforms " "except Windows. The [param variable] name cannot be empty or include the " @@ -91094,8 +91095,8 @@ msgid "" "environment block." msgstr "" "将环境变量 [param variable] 的值设置为 [param value]。运行 [method " -"set_environment] 后,会为 Godot 进程和任何用 [method execute] 执行的进程设置该" -"环境变量。该环境变量[i]不会[/i]持续存在于 Godot 进程终止后运行的进程中。\n" +"set_environment] 后,会为 Redot 进程和任何用 [method execute] 执行的进程设置该" +"环境变量。该环境变量[i]不会[/i]持续存在于 Redot 进程终止后运行的进程中。\n" "[b]注意:[/b]环境变量的名称在除 Windows 外的所有平台上都是区分大小写的。名称 " "[param variable] 不能为空,也不能包含 [code]=[/code] 字符。在 Windows 上,在环" "境块中注册的 [param variable]、[param value]、[code]=[/code] 以及 null 终止符" @@ -91141,11 +91142,11 @@ msgid "" "temporary file is used in its place. When closed, it is automatically applied " "to the target file.\n" "This can useful when files may be opened by other applications, such as " -"antiviruses, text editors, or even the Godot editor itself." +"antiviruses, text editors, or even the Redot editor itself." msgstr "" "如果 [param enabled] 为 [code]true[/code],那么在以写模式打开文件时,会使用在" "同一位置打开的临时文件。关闭时会自动将其应用至目标文件。\n" -"适用于文件可能被杀毒软件、文本编辑器、甚至 Godot 编辑器自己等其他程序打开的场" +"适用于文件可能被杀毒软件、文本编辑器、甚至 Redot 编辑器自己等其他程序打开的场" "景。" msgid "" @@ -91154,7 +91155,7 @@ msgid "" "- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows " "opens the file explorer at the user's Downloads folder.\n" "- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default " -"web browser on the official Godot website.\n" +"web browser on the official Redot website.\n" "- [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 " @@ -91173,7 +91174,7 @@ msgstr "" "- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] 在 Windows 上会" "用资源管理器打开用户的 Downloads 文件夹。\n" "- [code]OS.shell_open(\"https://godotengine.org\")[/code] 会使用默认网页浏览器" -"打开 Godot 官方网站。\n" +"打开 Redot 官方网站。\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] 会打开默认电子邮" "件客户端并将“收件人”字段设置为 [code]example@example.com[/code]。其他支持自定" "义的字段见 [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - " @@ -91213,17 +91214,17 @@ msgstr "" msgid "" "Removes the given environment variable from the current environment, if it " "exists. The [param variable] name cannot be empty or include the [code]=[/" -"code] character. The environment variable will be removed for the Godot " +"code] character. The environment variable will be removed for the Redot " "process and any process executed with [method execute] after running [method " "unset_environment]. The removal of the environment variable will [i]not[/i] " -"persist to processes run after the Godot process was terminated.\n" +"persist to processes run after the Redot process was terminated.\n" "[b]Note:[/b] Environment variable names are case-sensitive on all platforms " "except Windows." msgstr "" "如果给定的环境变量存在,则从当前环境中移除。[param variable] 名称不能为空或包" -"含 [code]=[/code] 字符。在运行 [method unset_environment] 后,将为 Godot 进程" +"含 [code]=[/code] 字符。在运行 [method unset_environment] 后,将为 Redot 进程" "和使用 [method execute] 执行的任何进程移除环境变量。环境变量的移除并[i]不会[/" -"i]持续到 Godot 进程终止后运行的进程。\n" +"i]持续到 Redot 进程终止后运行的进程。\n" "[b]注意:[/b]环境变量名称在除 Windows 以外的所有平台上都区分大小写。" msgid "" @@ -91479,13 +91480,13 @@ msgid "" "buffer_size] to the size of the uncompressed data. Set the compression mode " "using one of [enum FileAccess.CompressionMode]'s constants.\n" "[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 " +"by Redot, for example if data compressed with the deflate compression mode " "lacks a checksum or header." msgstr "" "返回新的 [PackedByteArray],其中的数据已解压。请将 [param buffer_size] 设置为" "数据解压后的大小。请将压缩模式设置为 [enum FileAccess.CompressionMode] 常" "量。\n" -"[b]注意:[/b]不保证解压缩可以处理未经 Godot 压缩的数据,例如,如果使用 " +"[b]注意:[/b]不保证解压缩可以处理未经 Redot 压缩的数据,例如,如果使用 " "deflate 压缩模式压缩的数据缺少校验和或标头。" msgid "" @@ -91502,7 +91503,7 @@ msgid "" "allow for unbounded output. If any positive value is passed, and the " "decompression exceeds that amount in bytes, then an error will be returned.\n" "[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 " +"by Redot, for example if data compressed with the deflate compression mode " "lacks a checksum or header." msgstr "" "返回新的 [PackedByteArray],其中的数据已解压。请将压缩模式设置为 [enum " @@ -91514,7 +91515,7 @@ msgstr "" "出。为了防止这种情况,你可以通过 [param max_output_size] 提供允许这个函数分配" "的最大字节数。传入 -1 则不限制输出。传入正数且解压超过该字节数时,会返回错" "误。\n" -"[b]注意:[/b]不保证解压缩可以处理未经 Godot 压缩的数据,例如,如果使用 " +"[b]注意:[/b]不保证解压缩可以处理未经 Redot 压缩的数据,例如,如果使用 " "deflate 压缩模式压缩的数据缺少校验和或标头。" msgid "Creates a copy of the array, and returns it." @@ -91805,7 +91806,7 @@ msgstr "" msgid "" "Returns a copy of the data converted to a [PackedFloat64Array], where each " "block of 8 bytes has been converted to a 64-bit float (C++ [code]double[/" -"code], Godot [float]).\n" +"code], Redot [float]).\n" "The size of the input array must be a multiple of 8 (size of 64-bit double). " "The size of the new array will be [code]byte_array.size() / 8[/code].\n" "If the original data can't be converted to 64-bit floats, the resulting data " @@ -91835,7 +91836,7 @@ msgstr "" msgid "" "Returns a copy of the data converted to a [PackedInt64Array], where each " "block of 8 bytes has been converted to a signed 64-bit integer (C++ " -"[code]int64_t[/code], Godot [int]).\n" +"[code]int64_t[/code], Redot [int]).\n" "The size of the input array must be a multiple of 8 (size of 64-bit integer). " "The size of the new array will be [code]byte_array.size() / 8[/code].\n" "If the original data can't be converted to signed 64-bit integers, the " @@ -93750,7 +93751,7 @@ msgid "" "[PanoramaSkyMaterial] functions similar to skyboxes in other engines, except " "it uses an equirectangular sky map instead of a [Cubemap].\n" "Using an HDR panorama is strongly recommended for accurate, high-quality " -"reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR " +"reflections. Redot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR " "([code].exr[/code]) image formats for this purpose.\n" "You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an " @@ -93758,7 +93759,7 @@ msgid "" msgstr "" "在 [Sky] 中引用的用于绘制背景的资源。[PanoramaSkyMaterial] 的功能类似于其他引" "擎的天空盒,区别在于它使用的是等距圆柱投影的天空贴图而不是 [Cubemap]。\n" -"强烈建议使用 HDR 全景图,能够得到准确、高质量的反射。为此,Godot 支持 " +"强烈建议使用 HDR 全景图,能够得到准确、高质量的反射。为此,Redot 支持 " "Radiance HDR([code].hdr[/code])和 OpenEXR([code].exr[/code])图像格式。\n" "你可以使用[url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]这个工具[/url]将立方体贴图转换为等距圆柱投影的天空贴" @@ -95484,10 +95485,10 @@ msgstr "" msgid "" "Returns a boolean that indicates whether the [PhysicalBone2D] is running and " -"simulating using the Godot 2D physics engine. When [code]true[/code], the " +"simulating using the Redot 2D physics engine. When [code]true[/code], the " "PhysicalBone2D node is using physics." msgstr "" -"返回一个布尔值,表示 [PhysicalBone2D] 节点是否处于运行状态,正在使用 Godot 2D " +"返回一个布尔值,表示 [PhysicalBone2D] 节点是否处于运行状态,正在使用 Redot 2D " "物理引擎进行仿真。为 [code]true[/code] 时,该 PhysicalBone2D 节点正在使用物" "理。" @@ -98710,31 +98711,31 @@ msgid "" "Constant to set/get how fast the joint pulls the bodies back to satisfy the " "joint constraint. The lower the value, the more the two bodies can pull on " "the joint. The default value of this parameter is [code]0.0[/code].\n" -"[b]Note:[/b] In Godot Physics, this parameter is only used for pin joints and " +"[b]Note:[/b] In Redot Physics, this parameter is only used for pin joints and " "groove joints." msgstr "" "常量,用于设置/获取该关节将实体拉回以满足关节约束的速度。值越低,两个物体对关" "节的拉动就越大。该参数的默认值为 [code]0.0[/code]。\n" -"[b]注意:[/b]在 Godot 物理中,这个参数只用于销关节和槽关节。" +"[b]注意:[/b]在 Redot 物理中,这个参数只用于销关节和槽关节。" msgid "" "Constant to set/get the maximum speed with which the joint can apply " "corrections. The default value of this parameter is [code]3.40282e+38[/" "code].\n" -"[b]Note:[/b] In Godot Physics, this parameter is only used for groove joints." +"[b]Note:[/b] In Redot Physics, this parameter is only used for groove joints." msgstr "" "常量,用于设置/获取关节可以应用校正的最大速度。该参数的默认值为 " "[code]3.40282e+38[/code]。\n" -"[b]注意:[/b]在 Godot 物理中,这个参数只用于槽关节。" +"[b]注意:[/b]在 Redot 物理中,这个参数只用于槽关节。" msgid "" "Constant to set/get the maximum force that the joint can use to act on the " "two bodies. The default value of this parameter is [code]3.40282e+38[/code].\n" -"[b]Note:[/b] In Godot Physics, this parameter is only used for groove joints." +"[b]Note:[/b] In Redot Physics, this parameter is only used for groove joints." msgstr "" "常量,用于设置/获取关节可用于作用于两个实体的最大力。该参数的默认值为 " "[code]3.40282e+38[/code]。\n" -"[b]注意:[/b]在 Godot 物理中,这个参数只用于槽关节。" +"[b]注意:[/b]在 Redot 物理中,这个参数只用于槽关节。" msgid "" "Constant to set/get a how much the bond of the pin joint can flex. The " @@ -99049,12 +99050,12 @@ msgstr "[method PhysicsServer2D.body_get_constant_torque] 的可覆盖版本。" msgid "" "Overridable version of [PhysicsServer2D]'s internal " "[code]body_get_contacts_reported_depth_threshold[/code] method.\n" -"[b]Note:[/b] This method is currently unused by Godot's default physics " +"[b]Note:[/b] This method is currently unused by Redot's default physics " "implementation." msgstr "" "[PhysicsServer2D] 内部 [code]body_get_contacts_reported_depth_threshold[/" "code] 方法的可覆盖版本。\n" -"[b]注意:[/b]Godot 的默认物理实现目前未使用该方法。" +"[b]注意:[/b]Redot 的默认物理实现目前未使用该方法。" msgid "" "Overridable version of [method PhysicsServer2D." @@ -99139,12 +99140,12 @@ msgstr "[method PhysicsServer2D.body_set_constant_torque] 的可覆盖版本。" msgid "" "Overridable version of [PhysicsServer2D]'s internal " "[code]body_set_contacts_reported_depth_threshold[/code] method.\n" -"[b]Note:[/b] This method is currently unused by Godot's default physics " +"[b]Note:[/b] This method is currently unused by Redot's default physics " "implementation." msgstr "" "[PhysicsServer2D] 内部 [code]body_set_contacts_reported_depth_threshold[/" "code] 方法的可覆盖版本。\n" -"[b]注意:[/b]Godot 的默认物理实现目前未使用该方法。" +"[b]注意:[/b]Redot 的默认物理实现目前未使用该方法。" msgid "" "Overridable version of [method PhysicsServer2D." @@ -99516,13 +99517,13 @@ msgid "" "[PhysicsServer2DManager] is the API for registering [PhysicsServer2D] " "implementations and for setting the default implementation.\n" "[b]Note:[/b] It is not possible to switch physics servers at runtime. This " -"class is only used on startup at the server initialization level, by Godot " +"class is only used on startup at the server initialization level, by Redot " "itself and possibly by GDExtensions." msgstr "" "[PhysicsServer2DManager] 是用于注册 [PhysicsServer2D] 实现、设置默认实现的 " "API。\n" "[b]注意:[/b]无法在运行时切换物理服务器。这个类只在启动时在服务器初始化级别使" -"用,可能由 Godot 本身使用,也可能由 GDExtension 使用。" +"用,可能由 Redot 本身使用,也可能由 GDExtension 使用。" msgid "" "Register a [PhysicsServer2D] implementation by passing a [param name] and a " @@ -100143,11 +100144,11 @@ msgstr "返回形状数据。" msgid "" "Returns the collision margin for the shape.\n" -"[b]Note:[/b] This is not used in Godot Physics, so will always return " +"[b]Note:[/b] This is not used in Redot Physics, so will always return " "[code]0[/code]." msgstr "" "返回形状的碰撞边距。\n" -"[b]注意:[/b]Godot Physics 中并未使用,所以始终返回 [code]0[/code]。" +"[b]注意:[/b]Redot Physics 中并未使用,所以始终返回 [code]0[/code]。" msgid "Returns the type of shape (see [enum ShapeType] constants)." msgstr "返回形状的类型(见 [enum ShapeType] 常量)。" @@ -100161,10 +100162,10 @@ msgstr "" msgid "" "Sets the collision margin for the shape.\n" -"[b]Note:[/b] This is not used in Godot Physics." +"[b]Note:[/b] This is not used in Redot Physics." msgstr "" "设置形状的碰撞边距。\n" -"[b]注意:[/b]这在 Godot 物理中未被使用。" +"[b]注意:[/b]这在 Redot 物理中未被使用。" msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)." msgstr "获取 slider_joint 参数(见 [enum SliderJointParam] 常量)。" @@ -100210,13 +100211,13 @@ msgstr "返回分配给给定柔性物体的空间的 [RID]。" msgid "" "Returns the given soft body state (see [enum BodyState] constants).\n" -"[b]Note:[/b] Godot's default physics implementation does not support " +"[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]." msgstr "" "返回给定的柔性物体状态(见 [enum BodyState] 常量)。\n" -"[b]注意:[/b]Godot 的默认物理实现不支持 [constant " +"[b]注意:[/b]Redot 的默认物理实现不支持 [constant " "BODY_STATE_LINEAR_VELOCITY]、[constant BODY_STATE_ANGULAR_VELOCITY]、" "[constant BODY_STATE_SLEEPING] 或 [constant BODY_STATE_CAN_SLEEP]。" @@ -100260,11 +100261,11 @@ msgstr "" msgid "" "Sets the drag coefficient of the given soft body. Higher values increase this " "body's air resistance.\n" -"[b]Note:[/b] This value is currently unused by Godot's default physics " +"[b]Note:[/b] This value is currently unused by Redot's default physics " "implementation." msgstr "" "设置给定柔性物体的阻力系数。较高的值会增加该物体的空气阻力。\n" -"[b]注意:[/b]Godot 的默认物理实现当前未使用该值。" +"[b]注意:[/b]Redot 的默认物理实现当前未使用该值。" msgid "" "Sets the linear stiffness of the given soft body. Higher values will result " @@ -100303,13 +100304,13 @@ msgstr "为给定的柔性物体分配一个空间(请参阅 [method space_cre msgid "" "Sets the given body state for the given body (see [enum BodyState] " "constants).\n" -"[b]Note:[/b] Godot's default physics implementation does not support " +"[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]." msgstr "" "设置给定物体的给定物体状态(见 [enum BodyState] 常量)。\n" -"[b]注意:[/b]Godot 的默认物理实现不支持 [constant " +"[b]注意:[/b]Redot 的默认物理实现不支持 [constant " "BODY_STATE_LINEAR_VELOCITY]、[constant BODY_STATE_ANGULAR_VELOCITY]、" "[constant BODY_STATE_SLEEPING] 或 [constant BODY_STATE_CAN_SLEEP]。" @@ -100780,13 +100781,13 @@ msgid "" "[PhysicsServer3DManager] is the API for registering [PhysicsServer3D] " "implementations and for setting the default implementation.\n" "[b]Note:[/b] It is not possible to switch physics servers at runtime. This " -"class is only used on startup at the server initialization level, by Godot " +"class is only used on startup at the server initialization level, by Redot " "itself and possibly by GDExtensions." msgstr "" "[PhysicsServer3DManager] 是用于注册 [PhysicsServer3D] 实现、设置默认实现的 " "API。\n" "[b]注意:[/b]无法在运行时切换物理服务器。这个类只在启动时在服务器初始化级别使" -"用,可能由 Godot 本身使用,也可能由 GDExtension 使用。" +"用,可能由 Redot 本身使用,也可能由 GDExtension 使用。" msgid "" "Register a [PhysicsServer3D] implementation by passing a [param name] and a " @@ -100818,22 +100819,22 @@ msgid "" "Called by the [PhysicsServer3D] to set the normal for the [SoftBody3D] vertex " "at the index specified by [param vertex_id].\n" "[b]Note:[/b] The [param normal] parameter used to be of type [code]const " -"void*[/code] prior to Godot 4.2." +"void*[/code] prior to Redot 4.2." msgstr "" "由 [PhysicsServer3D] 调用,以在 [param vertex_id] 指定的索引处设置 " "[SoftBody3D] 顶点的法线。\n" -"[b]注意:[/b]在 Godot 4.2 之前,[param normal] 参数的类型为 [code]const " +"[b]注意:[/b]在 Redot 4.2 之前,[param normal] 参数的类型为 [code]const " "void*[/code]。" msgid "" "Called by the [PhysicsServer3D] to set the position for the [SoftBody3D] " "vertex at the index specified by [param vertex_id].\n" "[b]Note:[/b] The [param vertex] parameter used to be of type [code]const " -"void*[/code] prior to Godot 4.2." +"void*[/code] prior to Redot 4.2." msgstr "" "由 [PhysicsServer3D] 调用,以在 [param vertex_id] 指定的索引处设置 " "[SoftBody3D] 顶点的位置。\n" -"[b]注意:[/b]在 Godot 4.2 之前,[param vertex] 参数的类型为 [code]const " +"[b]注意:[/b]在 Redot 4.2 之前,[param vertex] 参数的类型为 [code]const " "void*[/code]。" msgid "Sets the bounding box for the [SoftBody3D]." @@ -101751,13 +101752,13 @@ msgstr "[PlaneMesh] 将面向 X 轴正方向。" msgid "" "[PlaneMesh] will face the positive Y-axis. This matches the behavior of the " -"[PlaneMesh] in Godot 3.x." -msgstr "[PlaneMesh] 将面向 Y 轴正方向。与 Godot 3.x 中 [PlaneMesh] 的行为一致。" +"[PlaneMesh] in Redot 3.x." +msgstr "[PlaneMesh] 将面向 Y 轴正方向。与 Redot 3.x 中 [PlaneMesh] 的行为一致。" msgid "" "[PlaneMesh] will face the positive Z-axis. This matches the behavior of the " -"QuadMesh in Godot 3.x." -msgstr "[PlaneMesh] 将面向 Z 轴正方向。与 Godot 3.x 中 QuadMesh 的行为一致。" +"QuadMesh in Redot 3.x." +msgstr "[PlaneMesh] 将面向 Z 轴正方向。与 Redot 3.x 中 QuadMesh 的行为一致。" msgid "Positional 2D light source." msgstr "位置性 2D 光源。" @@ -103459,11 +103460,11 @@ msgid "" "Returns [code]true[/code] if the projections are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, this may return " "[code]true[/code], even if the projections are virtually equal. An " -"[code]is_equal_approx[/code] method may be added in a future version of Godot." +"[code]is_equal_approx[/code] method may be added in a future version of Redot." msgstr "" "如果投影不相等,则返回 [code]true[/code]。\n" "[b]注意:[/b]由于浮点精度误差,即使投影实际上相等,也可能会返回 [code]true[/" -"code] 。可能会在 Godot 的未来版本中添加 [code]is_equal_approx[/code] 方法。" +"code] 。可能会在 Redot 的未来版本中添加 [code]is_equal_approx[/code] 方法。" msgid "" "Returns a [Projection] that applies the combined transformations of this " @@ -103478,11 +103479,11 @@ msgid "" "Returns [code]true[/code] if the projections are equal.\n" "[b]Note:[/b] Due to floating-point precision errors, this may return " "[code]false[/code], even if the projections are virtually equal. An " -"[code]is_equal_approx[/code] method may be added in a future version of Godot." +"[code]is_equal_approx[/code] method may be added in a future version of Redot." msgstr "" "如果投影相等,则返回 [code]true[/code]。\n" "[b]注意:[/b]由于浮点精度错误,即使投影实际上相等,也可能会返回 [code]false[/" -"code]。可能会在 Godot 的未来版本中添加 [code]is_equal_approx[/code] 方法。" +"code]。可能会在 Redot 的未来版本中添加 [code]is_equal_approx[/code] 方法。" msgid "" "Returns the column of the [Projection] with the given index.\n" @@ -103554,7 +103555,7 @@ msgid "" "[csharp]\n" "ProjectSettings.Singleton.Set(\"category/property_name\", 0);\n" "\n" -"var propertyInfo = new Godot.Collections.Dictionary\n" +"var propertyInfo = new Redot.Collections.Dictionary\n" "{\n" " {\"name\", \"category/propertyName\"},\n" " {\"type\", (int)Variant.Type.Int},\n" @@ -103588,7 +103589,7 @@ msgstr "" "[csharp]\n" "ProjectSettings.Singleton.Set(\"category/property_name\", 0);\n" "\n" -"var propertyInfo = new Godot.Collections.Dictionary\n" +"var propertyInfo = new Redot.Collections.Dictionary\n" "{\n" " {\"name\", \"category/propertyName\"},\n" " {\"type\", (int)Variant.Type.Int},\n" @@ -103710,7 +103711,7 @@ msgid "" "path] (starting with [code]res://[/code] or [code]user://[/code]). The " "returned path will vary depending on the operating system and user " "preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " -"Godot projects[/url] to see what those paths convert to. See also [method " +"Redot projects[/url] to see what those paths convert to. See also [method " "localize_path].\n" "[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work " "in an exported project. Instead, prepend the executable's base directory to " @@ -103734,7 +103735,7 @@ msgid "" msgstr "" "返回与本地化 [param path](以 [code]res://[/code] 或 [code]user://[/code] 开" "头)相对应的绝对原生 OS 路径。返回的路径将因操作系统和用户首选项而异。 请参阅" -"[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的文件路径》[/url]以" +"[url=$DOCS_URL/tutorials/io/data_paths.html]《Redot 项目中的文件路径》[/url]以" "查看这些路径转换成的内容。另请参阅 [method localize_path]。\n" "[b]注意:[/b]对 [code]res://[/code] 调用 [method globalize_path] 在导出的项目" "中不会起作用。而是,当从导出的项目运行时,将可执行文件的基目录添加到路径中:\n" @@ -103898,7 +103899,7 @@ msgstr "" "长宽比)。如果为 [code]false[/code],引擎将保持其默认像素大小。" msgid "" -"Path to an image used as the boot splash. If left empty, the default Godot " +"Path to an image used as the boot splash. If left empty, the default Redot " "Engine splash will be displayed instead.\n" "[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is " "[code]true[/code].\n" @@ -103908,7 +103909,7 @@ msgid "" "If you want to display the default splash image in the editor, add an empty " "override for [code]editor_hint[/code] feature." msgstr "" -"图像的路径,会作为启动画面使用。留空时将使用默认的 Godot 引擎启动画面。\n" +"图像的路径,会作为启动画面使用。留空时将使用默认的 Redot 引擎启动画面。\n" "[b]注意:[/b]仅在 [member application/boot_splash/show_image] 为 [code]true[/" "code] 时有效。\n" "[b]注意:[/b]只支持 PNG 格式。使用其他图像格式会导致出错。\n" @@ -103946,7 +103947,7 @@ msgid "" "This user directory is used for storing persistent data ([code]user://[/code] " "filesystem). If a custom directory name is defined, this name will be " "appended to the system-specific user data directory (same parent folder as " -"the Godot configuration folder documented in [method OS.get_user_data_dir]).\n" +"the Redot configuration folder documented in [method OS.get_user_data_dir]).\n" "The [member application/config/use_custom_user_dir] setting must be enabled " "for this to take effect.\n" "[b]Note:[/b] If [member application/config/custom_user_dir_name] contains " @@ -103955,7 +103956,7 @@ msgid "" msgstr "" "该用户目录用于存储持久数据([code]user://[/code] 文件系统)。如果定义了自定义" "目录名称,则该名称将被追加到系统特定的用户数据目录(与 [method OS." -"get_user_data_dir] 中记录的 Godot 配置文件夹相同的父文件夹)。\n" +"get_user_data_dir] 中记录的 Redot 配置文件夹相同的父文件夹)。\n" "[member application/config/use_custom_user_dir] 设置必须被启用,该设置才能生" "效。\n" "[b]注意:[/b]如果 [member application/config/custom_user_dir_name] 以英文句点" @@ -104031,18 +104032,18 @@ msgid "" "directory. If [member application/config/custom_user_dir_name] is empty, " "[code]<OS user data directory>/<project name>[/code] directory will be used. " "If [code]false[/code], the project will save user data to [code]<OS user data " -"directory>/Godot/app_userdata/<project name>[/code].\n" +"directory>/Redot/app_userdata/<project name>[/code].\n" "See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-" -"user-data-user]File paths in Godot projects[/url]. This setting is only " +"user-data-user]File paths in Redot projects[/url]. This setting is only " "effective on desktop platforms." msgstr "" "如果为 [code]true[/code],项目会将用户数据保存到它自己的用户目录中。如果 " "[member application/config/custom_user_dir_name] 为空,将使用 [code]<操作系统" "用户数据目录>/<项目名称>[/code] 目录。如果为 [code]false[/code],项目会将用户" -"数据保存到 [code]<操作系统用户数据目录>/Godot/app_userdata/<项目名称>[/" +"数据保存到 [code]<操作系统用户数据目录>/Redot/app_userdata/<项目名称>[/" "code]。\n" "另见 [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-" -"data-user]Godot 项目中的文件路径[/url]。该设置仅在桌面平台上有效。" +"data-user]Redot 项目中的文件路径[/url]。该设置仅在桌面平台上有效。" msgid "" "If [code]true[/code], the project will use a hidden directory ([code].godot[/" @@ -104341,7 +104342,7 @@ msgid "" "Low values may result in audible crackling on slower hardware.\n" "Audio output latency may be constrained by the host operating system and " "audio hardware drivers. If the host can not provide the specified audio " -"output latency then Godot will attempt to use the nearest latency allowed by " +"output latency then Redot will attempt to use the nearest latency allowed by " "the host. As such you should always use [method AudioServer." "get_output_latency] to determine the actual audio output latency.\n" "Audio output latency can be overridden using the [code]--audio-output-latency " @@ -104352,7 +104353,7 @@ msgstr "" "指定音频的首选输出延迟,单位为毫秒。较低的值将导致较低的音频延迟,但会增加 " "CPU 使用率。低值可能会导致在较慢的硬件上发出可听见的破裂声。\n" "音频输出延迟可能会受到主机操作系统和音频硬件驱动程序的限制。如果主机无法提供指" -"定的音频输出延迟,那么 Godot 将尝试使用主机允许的最近延迟。因此,应该始终使用 " +"定的音频输出延迟,那么 Redot 将尝试使用主机允许的最近延迟。因此,应该始终使用 " "[method AudioServer.get_output_latency] 来确定实际的音频输出延迟。\n" "音频输出延迟可以使用 [code]--audio-output-latency <ms>[/code] 命令行参数覆" "盖。\n" @@ -104803,9 +104804,9 @@ msgstr "" msgid "" "When enabled, using a property, enum, or function that was renamed since " -"Godot 3 will produce a hint if an error occurs." +"Redot 3 will produce a hint if an error occurs." msgstr "" -"启用后,使用自 Godot 3 以来重命名的属性、枚举或函数,将在发生错误时产生一个提" +"启用后,使用自 Redot 3 以来重命名的属性、枚举或函数,将在发生错误时产生一个提" "示。" msgid "" @@ -105079,12 +105080,12 @@ msgstr "" msgid "" "When set to [code]true[/code], produces a warning when the shader contains " "[code]POSITION = vec4(vertex,[/code] as this was very common code written in " -"Godot 4.2 and earlier that was paired with a QuadMesh to produce a full " +"Redot 4.2 and earlier that was paired with a QuadMesh to produce a full " "screen post processes pass. With the switch to reversed z in 4.3, this trick " "no longer works, as it implicitly relied on the [code]VERTEX.z[/code] being 0." msgstr "" "当设置为 [code]true[/code] 时,如果着色器包含 [code]POSITION = vec4(vertex,[/" -"code],则会产生警告,因为这是在 Godot 4.2 及更早版本中编写的非常常见的代码," +"code],则会产生警告,因为这是在 Redot 4.2 及更早版本中编写的非常常见的代码," "与 QuadMesh 配对以产生一个全屏后期处理阶段。在 4.3 中切换到反转 z 后,该技巧不" "再有效,因为它隐式依赖于 [code]VERTEX.z[/code] 为 0。" @@ -105755,7 +105756,7 @@ msgid "" "sln[/code] files is in the root of the project directory, next to the " "[code]project.godot[/code] and [code].csproj[/code] files.\n" "Changing this value allows setting up a multi-project scenario where there " -"are multiple [code].csproj[/code]. Keep in mind that the Godot project is " +"are multiple [code].csproj[/code]. Keep in mind that the Redot project is " "considered one of the C# projects in the workspace and it's root directory " "should contain the [code]project.godot[/code] and [code].csproj[/code] next " "to each other." @@ -105763,7 +105764,7 @@ msgstr "" "包含 [code].sln[/code] 文件的目录。默认情况下,[code].sln[/code] 文件在项目目" "录的根部,和 [code]project.godot[/code] 和 [code].csproj[/code] 文件在同一个目" "录。\n" -"改变这个值可以设置包含多个 [code].csproj[/code] 的多项目方案。请记住,Godot 项" +"改变这个值可以设置包含多个 [code].csproj[/code] 的多项目方案。请记住,Redot 项" "目被认为是工作空间中的 C# 项目之一,根目录应该包含 [code]project.godot[/code] " "和[code].csproj[/code]。" @@ -105861,13 +105862,13 @@ msgstr "" msgid "" "The output path for the movie. The file extension determines the " "[MovieWriter] that will be used.\n" -"Godot has 2 built-in [MovieWriter]s:\n" +"Redot has 2 built-in [MovieWriter]s:\n" "- AVI container with MJPEG for video and uncompressed audio ([code].avi[/" "code] file extension). Lossy compression, medium file sizes, fast encoding. " "The lossy compression quality can be adjusted by changing [member " "ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be " "viewed in most video players, but it must be converted to another format for " -"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not " +"viewing on the web or by Redot with [VideoStreamPlayer]. MJPEG does not " "support transparency. AVI output is currently limited to a file of 4 GB in " "size at most.\n" "- PNG image sequence for video and WAV for audio ([code].png[/code] file " @@ -105886,11 +105887,11 @@ msgid "" "[code]/tmp/hello.wav[/code]." msgstr "" "影片的输出路径。文件扩展名决定要使用的 [MovieWriter]。\n" -"Godot 有两个内置的 [MovieWriter]:\n" +"Redot 有两个内置的 [MovieWriter]:\n" "- AVI 容器,视频使用 MJPEG、音频未压缩(文件扩展名为 [code].avi[/code])。有损" "压缩,文件大小中等,编码较快。有损压缩质量可以通过 [member ProjectSettings." "editor/movie_writer/mjpeg_quality] 调整。得到的文件可以使用大多数视频播放器查" -"看,但必须转换成其他格式才能在 Web 或 Godot 的 [VideoStreamPlayer] 中播放。" +"看,但必须转换成其他格式才能在 Web 或 Redot 的 [VideoStreamPlayer] 中播放。" "MJPEG 不支持透明度。AVI 输出目前有单文件 4 GB 的大小限制。\n" "- 视频使用 PNG 图像序列,音频使用 WAV(文件扩展名为 [code].png[/code])。无损" "压缩,文件大小较大,编码较慢。旨在录制后使用 [url=https://ffmpeg.org/]FFmpeg[/" @@ -105955,12 +105956,12 @@ msgstr "" "根据所选节点生成脚本文件名称时,该项目所使用的大小写类型。主要是编辑器设置。" msgid "" -"The command-line arguments to append to Godot's own command line when running " +"The command-line arguments to append to Redot's own command line when running " "the project. This doesn't affect the editor itself.\n" -"It is possible to make another executable run Godot by using the " +"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 " +"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.\n" "For example, this can be used to force the project to run on the dedicated " "GPU in an NVIDIA Optimus system on Linux:\n" @@ -105968,9 +105969,9 @@ msgid "" "prime-run %command%\n" "[/codeblock]" msgstr "" -"运行项目时附加到 Godot 自己的命令行的命令行参数。这不会影响编辑器本身。\n" -"可以使用 [code]%command%[/code] 占位符使另一个可执行文件运行 Godot。占位符将替" -"换为 Godot 自己的命令行。程序特定的参数应该放在[i]占位符之前[/i],而 Godot 特" +"运行项目时附加到 Redot 自己的命令行的命令行参数。这不会影响编辑器本身。\n" +"可以使用 [code]%command%[/code] 占位符使另一个可执行文件运行 Redot。占位符将替" +"换为 Redot 自己的命令行。程序特定的参数应该放在[i]占位符之前[/i],而 Redot 特" "定参数应该放在[i]占位符之后[/i]。\n" "例如,这可用于强制项目在 Linux 上的 NVIDIA Optimus 系统中的专用 GPU 上运行:\n" "[codeblock lang=text]\n" @@ -105988,11 +105989,11 @@ msgstr "" "中序列化的内置脚本。" msgid "" -"Search path for project-specific script templates. Godot will search for " +"Search path for project-specific script templates. Redot will search for " "script templates both in the editor-specific path and in this project-" "specific path." msgstr "" -"对于项目特定的脚本模板的搜索路径。Godot 将在编辑器的特定路径和此项目的路径中搜" +"对于项目特定的脚本模板的搜索路径。Redot 将在编辑器的特定路径和此项目的路径中搜" "索。" msgid "" @@ -106009,16 +106010,16 @@ msgstr "" msgid "" "Override for [member filesystem/import/blender/enabled] on Android where " -"Blender can't easily be accessed from Godot." +"Blender can't easily be accessed from Redot." msgstr "" -"[member filesystem/import/blender/enabled] 在 Android 上的覆盖项,Godot 无法轻" +"[member filesystem/import/blender/enabled] 在 Android 上的覆盖项,Redot 无法轻" "易访问到 Blender。" msgid "" "Override for [member filesystem/import/blender/enabled] on the Web where " -"Blender can't easily be accessed from Godot." +"Blender can't easily be accessed from Redot." msgstr "" -"[member filesystem/import/blender/enabled] 在 Web 上的覆盖项,Godot 无法轻易访" +"[member filesystem/import/blender/enabled] 在 Web 上的覆盖项,Redot 无法轻易访" "问到 Blender。" msgid "" @@ -106034,17 +106035,17 @@ msgstr "" msgid "" "Override for [member filesystem/import/fbx2gltf/enabled] on Android where " -"FBX2glTF can't easily be accessed from Godot." +"FBX2glTF can't easily be accessed from Redot." msgstr "" "[member filesystem/import/fbx2gltf/enabled] 在 Android 上的覆盖项,在 Android " -"上 Godot 无法轻易访问到 FBX2glTF。" +"上 Redot 无法轻易访问到 FBX2glTF。" msgid "" "Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " -"FBX2glTF can't easily be accessed from Godot." +"FBX2glTF can't easily be accessed from Redot." msgstr "" "[member filesystem/import/fbx2gltf/enabled] 在 Web 上的覆盖项,在 Web 上 " -"Godot 无法轻易访问到 FBX2glTF。" +"Redot 无法轻易访问到 FBX2glTF。" msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " @@ -108159,10 +108160,10 @@ msgid "" msgstr "导航避障层 32 的可选名称。留空则会显示为“层 32”。" msgid "" -"Godot uses a message queue to defer some function calls. If you run out of " +"Redot uses a message queue to defer some function calls. If you run out of " "space on it (you will see an error), you can increase the size here." msgstr "" -"Godot 使用一个消息队列来延迟一些函数调用。如果你的空间用完了(你会看到一个错" +"Redot 使用一个消息队列来延迟一些函数调用。如果你的空间用完了(你会看到一个错" "误),你可以在这里增加大小。" msgid "" @@ -108293,11 +108294,11 @@ msgstr "" "停滞。" msgid "" -"Default size of packet peer stream for deserializing Godot data (in bytes, " +"Default size of packet peer stream for deserializing Redot data (in bytes, " "specified as a power of two). The default value [code]16[/code] is equal to " "65,536 bytes. Over this size, data is dropped." msgstr "" -"用于反序列化 Godot 数据的数据包对等流 (stream) 的默认大小(以字节为单位,指定" +"用于反序列化 Redot 数据的数据包对等流 (stream) 的默认大小(以字节为单位,指定" "为 2 的幂)。默认值 [code]16[/code] 等于 65,536 字节。超过此大小,数据将被丢" "弃。" @@ -108309,13 +108310,13 @@ msgstr "[WebRTCDataChannel] 输入缓冲区的最大尺寸(单位为 kiB)。 msgid "" "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://" +"non-empty value, this will [i]override[/i] Redot'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.\n" "If in doubt, leave this setting empty." msgstr "" -"用于 TLS 连接的 CA 证书包。如果设置为非空值,这将[i]覆盖[/i] Godot 默认的 " +"用于 TLS 连接的 CA 证书包。如果设置为非空值,这将[i]覆盖[/i] Redot 默认的 " "[url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-" "certificates.crt]Mozilla 证书包[/url]。如果留空,将使用默认的证书包。\n" "如果有疑问,请将此设置留空。" @@ -108330,17 +108331,17 @@ msgid "" "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.\n" -"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " +"[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.\n" -"During each physics tick, Godot will multiply the linear velocity of " +"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].\n" -"[b]Warning:[/b] Godot's damping calculations are simulation tick rate " +"[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 " @@ -108353,14 +108354,14 @@ msgstr "" "象会使用相同的速度持续移动。值越大、物体停得越快。如果大于等于物理周期" "([member physics/common/physics_ticks_per_second]),那么对象进行一次迭代就会" "停下来。\n" -"[b]注意:[/b]Godot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就" +"[b]注意:[/b]Redot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就" "越长,不会对惯性、摩擦力、空气阻力进行仿真。因此,较重较大的物体和较轻较小的物" "体会以相同的比例损失速度。\n" -"每个物理周期中,Godot 会将 RigidBody 的线速度乘以 [code]1.0 - combined_damp / " +"每个物理周期中,Redot 会将 RigidBody 的线速度乘以 [code]1.0 - combined_damp / " "physics_ticks_per_second[/code]。默认情况下,物体的合并阻尼系数 " "[code]combined_damp[/code] 是该物体所有阻尼值与这个值或物体所处区域阻尼值之" "和。见 [enum RigidBody2D.DampMode]。\n" -"[b]警告:[/b]Godot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/" +"[b]警告:[/b]Redot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/" "physics_ticks_per_second] 可能对仿真的结果和感觉造成显著影响。只要是大于 0 的" "阻尼值都会有这种现象。要恢复此前的感觉,就需要修改阻尼值。修改多少并不成比例," "需要根据实际情况调整。" @@ -108441,17 +108442,17 @@ msgid "" "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.\n" -"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " +"[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.\n" -"During each physics tick, Godot will multiply the linear velocity of " +"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].\n" -"[b]Warning:[/b] Godot's damping calculations are simulation tick rate " +"[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 " @@ -108464,25 +108465,25 @@ msgstr "" "象会使用相同的速度持续移动。值越大、物体停得越快。如果大于等于物理周期" "([member physics/common/physics_ticks_per_second]),那么对象进行一次迭代就会" "停下来。\n" -"[b]注意:[/b]Godot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就" +"[b]注意:[/b]Redot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就" "越长,不会对惯性、摩擦力、空气阻力进行仿真。因此,较重较大的物体和较轻较小的物" "体会以相同的比例损失速度。\n" -"每个物理周期中,Godot 会将 RigidBody 的线速度乘以 [code]1.0 - combined_damp / " +"每个物理周期中,Redot 会将 RigidBody 的线速度乘以 [code]1.0 - combined_damp / " "physics_ticks_per_second[/code],其中 [code]combined_damp[/code] 是该物体线性" "阻尼值与这个值或物体所处区域阻尼值之和。这些都以物体默认合并阻尼值为前提。见 " "[enum RigidBody2D.DampMode]。\n" -"[b]警告:[/b]Godot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/" +"[b]警告:[/b]Redot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/" "physics_ticks_per_second] 可能对仿真的结果和感觉造成显著影响。只要是大于 0 的" "阻尼值都会有这种现象。要恢复此前的感觉,就需要修改阻尼值。修改多少并不成比例," "需要根据实际情况调整。" msgid "" "Sets which physics engine to use for 2D physics.\n" -"\"DEFAULT\" and \"GodotPhysics2D\" are the same, as there is currently no " +"\"DEFAULT\" and \"RedotPhysics2D\" are the same, as there is currently no " "alternative 2D physics server implemented." msgstr "" "设置 2D 物理使用哪个物理引擎。\n" -"“DEFAULT”和“GodotPhysics2D”是相同的,因为目前尚未实现备选 2D 物理服务器。" +"“DEFAULT”和“RedotPhysics2D”是相同的,因为目前尚未实现备选 2D 物理服务器。" msgid "" "If [code]true[/code], the 2D physics server runs on a separate thread, making " @@ -108583,17 +108584,17 @@ msgid "" "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.\n" -"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " +"[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.\n" -"During each physics tick, Godot will multiply the angular velocity of " +"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].\n" -"[b]Warning:[/b] Godot's damping calculations are simulation tick rate " +"[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 " @@ -108606,14 +108607,14 @@ msgstr "" "象会使用相同的速度持续移动。值越大、物体停得越快。如果大于等于物理周期" "([member physics/common/physics_ticks_per_second]),那么对象进行一次迭代就会" "停下来。\n" -"[b]注意:[/b]Godot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就" +"[b]注意:[/b]Redot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就" "越长,不会对惯性、摩擦力、空气阻力进行仿真。因此,较重较大的物体和较轻较小的物" "体会以相同的比例损失速度。\n" -"每个物理周期中,Godot 会将 RigidBody 的角速度乘以 [code]1.0 - combined_damp / " +"每个物理周期中,Redot 会将 RigidBody 的角速度乘以 [code]1.0 - combined_damp / " "physics_ticks_per_second[/code]。默认情况下,物体的合并阻尼系数 " "[code]combined_damp[/code] 是该物体所有阻尼值与这个值或物体所处区域阻尼值之" "和。见 [enum RigidBody3D.DampMode]。\n" -"[b]警告:[/b]Godot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/" +"[b]警告:[/b]Redot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/" "physics_ticks_per_second] 可能对仿真的结果和感觉造成显著影响。只要是大于 0 的" "阻尼值都会有这种现象。要恢复此前的感觉,就需要修改阻尼值。修改多少并不成比例," "需要根据实际情况调整。" @@ -108694,17 +108695,17 @@ msgid "" "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.\n" -"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " +"[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.\n" -"During each physics tick, Godot will multiply the linear velocity of " +"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].\n" -"[b]Warning:[/b] Godot's damping calculations are simulation tick rate " +"[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 " @@ -108717,25 +108718,25 @@ msgstr "" "象会使用相同的速度持续移动。值越大、物体停得越快。如果大于等于物理周期" "([member physics/common/physics_ticks_per_second]),那么对象进行一次迭代就会" "停下来。\n" -"[b]注意:[/b]Godot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就" +"[b]注意:[/b]Redot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就" "越长,不会对惯性、摩擦力、空气阻力进行仿真。因此,较重较大的物体和较轻较小的物" "体会以相同的比例损失速度。\n" -"每个物理周期中,Godot 会将 RigidBody 的线速度乘以 [code]1.0 - combined_damp / " +"每个物理周期中,Redot 会将 RigidBody 的线速度乘以 [code]1.0 - combined_damp / " "physics_ticks_per_second[/code],默认情况下,物体的合并阻尼系数 " "[code]combined_damp[/code] 是该物体线性阻尼值与这个值或物体所处区域阻尼值之" "和。这些都以物体默认合并阻尼值为前提。见 [enum RigidBody3D.DampMode]。\n" -"[b]警告:[/b]Godot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/" +"[b]警告:[/b]Redot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/" "physics_ticks_per_second] 可能对仿真的结果和感觉造成显著影响。只要是大于 0 的" "阻尼值都会有这种现象。要恢复此前的感觉,就需要修改阻尼值。修改多少并不成比例," "需要根据实际情况调整。" msgid "" "Sets which physics engine to use for 3D physics.\n" -"\"DEFAULT\" and \"GodotPhysics3D\" are the same, as there is currently no " +"\"DEFAULT\" and \"RedotPhysics3D\" are the same, as there is currently no " "alternative 3D physics server implemented." msgstr "" "设置 3D 物理使用哪个物理引擎。\n" -"“DEFAULT”和“GodotPhysics3D”是相同的,因为目前尚未实现备选 3D 物理服务器。" +"“DEFAULT”和“RedotPhysics3D”是相同的,因为目前尚未实现备选 3D 物理服务器。" msgid "" "If [code]true[/code], the 3D physics server runs on a separate thread, making " @@ -109885,22 +109886,22 @@ msgstr "" msgid "" "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 Godot to real-world lighting. Due to the " -"large dynamic range of lighting conditions present in nature, Godot bakes " +"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, Godot will automatically reconcile the baked exposure " +"range. At run time, Redot will automatically reconcile the baked exposure " "with the active exposure to ensure lighting remains consistent." msgstr "" -"允许对光源使用基于物理的单位。基于物理的单位往往比 Godot 使用的任意单位大得" -"多,但它们可用于将 Godot 内的照明与真实世界的照明相匹配。由于自然界中照明条件" -"的动态范围很大,Godot 在渲染之前会将曝光量烘焙到各种照明量中。大多数光源在运行" +"允许对光源使用基于物理的单位。基于物理的单位往往比 Redot 使用的任意单位大得" +"多,但它们可用于将 Redot 内的照明与真实世界的照明相匹配。由于自然界中照明条件" +"的动态范围很大,Redot 在渲染之前会将曝光量烘焙到各种照明量中。大多数光源在运行" "时根据活动的 [CameraAttributes] 资源自动烘焙曝光,但 [LightmapGI] 和 " "[VoxelGI] 需要在烘焙时设置 [CameraAttributes] 资源以减少动态范围。在运行时," -"Godot 将自动协调烘焙的曝光与活动的曝光,以确保照明保持一致。" +"Redot 将自动协调烘焙的曝光与活动的曝光,以确保照明保持一致。" msgid "" "The maximum number of clustered elements ([OmniLight3D] + [SpotLight3D] + " @@ -110712,8 +110713,8 @@ msgstr "[WorkerThreadPool] 所使用的最大线程数。[code]-1[/code] 表示� msgid "Action map configuration to load by default." msgstr "默认加载的动作映射配置。" -msgid "If [code]true[/code], Godot will setup and initialize OpenXR on startup." -msgstr "如果为 [code]true[/code],Godot 将在启动时设置并初始化 OpenXR。" +msgid "If [code]true[/code], Redot will setup and initialize OpenXR on startup." +msgstr "如果为 [code]true[/code],Redot 将在启动时设置并初始化 OpenXR。" msgid "" "Specify how OpenXR should blend in the environment. This is specific to " @@ -110765,20 +110766,20 @@ msgid "Specify the default reference space." msgstr "指定默认参照空间。" msgid "" -"If [code]true[/code], Godot will display an alert modal when OpenXR " +"If [code]true[/code], Redot will display an alert modal when OpenXR " "initialization fails on startup." msgstr "" -"如果为 [code]true[/code],则启动时如果 OpenXR 初始化失败,Godot 就会显示警告弹" +"如果为 [code]true[/code],则启动时如果 OpenXR 初始化失败,Redot 就会显示警告弹" "框。" msgid "" "If [code]true[/code], OpenXR will manage the depth buffer and use the depth " "buffer for advanced reprojection provided this is supported by the XR " -"runtime. Note that some rendering features in Godot can't be used with this " +"runtime. Note that some rendering features in Redot can't be used with this " "feature." msgstr "" "如果为 [code]true[/code],则 OpenXR 会管理深度缓冲区,使用深度缓冲区进行高级再" -"投影,前提是 XR 运行时支持。请注意,Godot 中的部分渲染特性无法与该特性一同使" +"投影,前提是 XR 运行时支持。请注意,Redot 中的部分渲染特性无法与该特性一同使" "用。" msgid "" @@ -110786,8 +110787,8 @@ msgid "" "either Mono or Stereo rendering." msgstr "指定视图配置,用于配置 OpenXR 设置单视场或立体渲染。" -msgid "If [code]true[/code], Godot will compile shaders required for XR." -msgstr "如果为 [code]true[/code],Godot 将编译 XR 所需的着色器。" +msgid "If [code]true[/code], Redot will compile shaders required for XR." +msgstr "如果为 [code]true[/code],Redot 将编译 XR 所需的着色器。" msgid "Emitted when any setting is changed, up to once per process frame." msgstr "任何设置项发生改变的时候发出,每个处理帧最多一次。" @@ -110961,7 +110962,7 @@ msgid "" "counterparts.\n" "For a great introduction to quaternions, see [url=https://www.youtube.com/" "watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " -"the math behind quaternions, as Godot provides several helper methods that " +"the math behind quaternions, as Redot provides several helper methods that " "handle it for you. These include [method slerp] and [method " "spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" "[b]Note:[/b] Quaternions must be normalized before being used for rotation " @@ -110982,7 +110983,7 @@ msgstr "" "本相比也更快。\n" "四元数的入门知识请观看 [url=https://www.bilibili.com/video/" "BV1SW411y7W1/]3Blue1Brown 的这个视频[/url]。四元数背后的数学原理并不需要理解," -"因为 Godot 提供了一些辅助方法能够帮你处理相关的情况。其中包含 [method slerp]、" +"因为 Redot 提供了一些辅助方法能够帮你处理相关的情况。其中包含 [method slerp]、" "[method spherical_cubic_interpolate] 以及 [code]*[/code] 运算符。\n" "[b]注意:[/b]用于旋转前,必须将四元数归一化(见 [method normalized])。\n" "[b]注意:[/b]与 [Vector2] 和 [Vector3] 类似,四元数的分量默认使用的是 32 位精" @@ -111453,7 +111454,7 @@ msgid "" "a placeholder, and not the actual default seed.\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" -"rng.seed = hash(\"Godot\")\n" +"rng.seed = hash(\"Redot\")\n" "rng.state = 100 # Restore to some previously saved state.\n" "[/codeblock]" msgstr "" @@ -111467,7 +111468,7 @@ msgstr "" "档中记录的 [code]0[/code] 是占位符,不是实际的默认种子。\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" -"rng.seed = hash(\"Godot\")\n" +"rng.seed = hash(\"Redot\")\n" "rng.state = 100 # 恢复到之前保存的一些状态。\n" "[/codeblock]" @@ -112061,7 +112062,7 @@ msgid "" "Controls how blending between source and destination fragments is performed " "when using [RenderingDevice].\n" "For reference, this is how common user-facing blend modes are implemented in " -"Godot's 2D renderer:\n" +"Redot's 2D renderer:\n" "[b]Mix:[/b]\n" "[codeblock]\n" "var attachment = RDPipelineColorBlendStateAttachment.new()\n" @@ -112123,7 +112124,7 @@ msgid "" "[/codeblock]" msgstr "" "控制使用 [RenderingDevice] 时如何在来源和目标片段之间进行混合。\n" -"以下是常见面向用户的混合模式在 Godot 的 2D 渲染器中的实现方法,仅供参考:\n" +"以下是常见面向用户的混合模式在 Redot 的 2D 渲染器中的实现方法,仅供参考:\n" "[b]混合:[/b]\n" "[codeblock]\n" "var attachment = RDPipelineColorBlendStateAttachment.new()\n" @@ -112320,12 +112321,12 @@ msgid "" "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 " +"code], objects will appear in the order they were drawn (like in Redot's 2D " "renderer)." msgstr "" "如果为 [code]true[/code],则会启用深度测试,能够让对象根据深度自动被其他对象遮" "挡。这样对象就能够被其他对象部分遮挡。如果为 [code]false[/code],则对象会按照" -"绘制顺序显示(类似 Godot 的 2D 渲染器)。" +"绘制顺序显示(类似 Redot 的 2D 渲染器)。" msgid "" "If [code]true[/code], writes to the depth buffer whenever the depth test " @@ -112660,21 +112661,21 @@ msgstr "如果为 [code]true[/code],则执行各向异性采样。" msgid "" "Compiled shader file in SPIR-V form (used by [RenderingDevice]). Not to be " -"confused with Godot's own [Shader]." +"confused with Redot's own [Shader]." msgstr "" -"编译后的 SPIR-V 形式的着色器文件(由 [RenderingDevice] 使用)。请勿与 Godot 自" +"编译后的 SPIR-V 形式的着色器文件(由 [RenderingDevice] 使用)。请勿与 Redot 自" "身的 [Shader] 混淆。" msgid "" "Compiled shader file in SPIR-V form.\n" "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 " +"[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." msgstr "" "编译后的 SPIR-V 形式的着色器文件。\n" "另见 [RDShaderSource]。[RDShaderFile] 应该仅用于 [RenderingDevice] API。不应" -"与 Godot 自身的 [Shader] 资源混淆,后者是 Godot 诸多节点所使用的资源,用于高阶" +"与 Redot 自身的 [Shader] 资源混淆,后者是 Redot 诸多节点所使用的资源,用于高阶" "着色器编程。" msgid "" @@ -112705,13 +112706,13 @@ msgstr "着色器源代码(由 [RenderingDevice] 使用)。" msgid "" "Shader source code in text form.\n" "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 " +"[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." msgstr "" "文本形式的着色器源代码。\n" "另见 [RDShaderFile]。[RDShaderSource] 应该仅用于 [RenderingDevice] API。不应将" -"其与 Godot 自己的 [Shader] 资源,Godot 的各种节点会使用后者来进行高阶着色器编" +"其与 Redot 自己的 [Shader] 资源,Redot 的各种节点会使用后者来进行高阶着色器编" "程。" msgid "" @@ -112839,39 +112840,39 @@ msgstr "顶点着色器阶段的 SPIR-V 字节码。" msgid "" "The compilation error message for the compute shader stage (set by the SPIR-V " -"compiler and Godot). If empty, shader compilation was successful." +"compiler and Redot). If empty, shader compilation was successful." msgstr "" -"计算着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为空,则着" +"计算着色器阶段的编译错误信息(由 SPIR-V 编译器和 Redot 设置)。如果为空,则着" "色器成功编译。" msgid "" "The compilation error message for the fragment shader stage (set by the SPIR-" -"V compiler and Godot). If empty, shader compilation was successful." +"V compiler and Redot). If empty, shader compilation was successful." msgstr "" -"片段着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为空,则着" +"片段着色器阶段的编译错误信息(由 SPIR-V 编译器和 Redot 设置)。如果为空,则着" "色器成功编译。" msgid "" "The compilation error message for the tessellation control shader stage (set " -"by the SPIR-V compiler and Godot). If empty, shader compilation was " +"by the SPIR-V compiler and Redot). If empty, shader compilation was " "successful." msgstr "" -"曲面细分控制着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为" +"曲面细分控制着色器阶段的编译错误信息(由 SPIR-V 编译器和 Redot 设置)。如果为" "空,则着色器成功编译。" msgid "" "The compilation error message for the tessellation evaluation shader stage " -"(set by the SPIR-V compiler and Godot). If empty, shader compilation was " +"(set by the SPIR-V compiler and Redot). If empty, shader compilation was " "successful." msgstr "" -"曲面细分求值着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为" +"曲面细分求值着色器阶段的编译错误信息(由 SPIR-V 编译器和 Redot 设置)。如果为" "空,则着色器成功编译。" msgid "" "The compilation error message for the vertex shader stage (set by the SPIR-V " -"compiler and Godot). If empty, shader compilation was successful." +"compiler and Redot). If empty, shader compilation was successful." msgstr "" -"顶点着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为空,则着" +"顶点着色器阶段的编译错误信息(由 SPIR-V 编译器和 Redot 设置)。如果为空,则着" "色器成功编译。" msgid "Texture format (used by [RenderingDevice])." @@ -113023,7 +113024,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " -"negative, as most other methods in Godot assume that the [member position] is " +"negative, as most other methods in Redot assume that the [member position] is " "the top-left corner, and the [member end] is the bottom-right corner." msgstr "" "返回一个与该矩形等效的 [Rect2],其宽度和高度被修改为非负值,其 [member " @@ -113038,7 +113039,7 @@ msgstr "" "var absolute = rect.Abs(); // 绝对值为 Rect2(-75, -25, 100, 50)\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Godot 中的大多数其" +"[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Redot 中的大多数其" "他方法都假设 [member position] 是左上角,[member end] 是右下角。" msgid "" @@ -113238,12 +113239,12 @@ msgid "" "The rectangle's width and height, starting from [member position]. Setting " "this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width and height to non-negative " -"values, as most methods in Godot assume that the [member position] is the top-" +"values, as most methods in Redot assume that the [member position] is the top-" "left corner, and the [member end] is the bottom-right corner. To get an " "equivalent rectangle with non-negative size, use [method abs]." msgstr "" "矩形的宽和高,相对于 [member position]。设置该值会影响终点 [member end]。\n" -"[b]注意:[/b]建议将宽和高设置为非负数,因为 Godot 中的大多数方法假设 [member " +"[b]注意:[/b]建议将宽和高设置为非负数,因为 Redot 中的大多数方法假设 [member " "position] 为左上角、[member end] 为右下角。要获取等价且大小非负的矩形,请使用 " "[method abs]。" @@ -113353,7 +113354,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " -"negative, as most other methods in Godot assume that the [member position] is " +"negative, as most other methods in Redot assume that the [member position] is " "the top-left corner, and the [member end] is the bottom-right corner." msgstr "" "返回一个与该矩形等效的 [Rect2i],其宽度和高度被修改为非负值,其 [member " @@ -113368,7 +113369,7 @@ msgstr "" "var absolute = rect.Abs(); // 绝对值为 Rect2I(-75, -25, 100, 50)\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Godot 中的大多数其" +"[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Redot 中的大多数其" "他方法都假设 [member position] 是左上角,[member end] 是右下角。" msgid "" @@ -113942,7 +113943,7 @@ msgid "" " results.push_back(result.get_string())\n" "# The `results` array now contains \"One\", \"Two\", \"Three\".\n" "[/codeblock]\n" -"[b]Note:[/b] Godot's regex implementation is based on the [url=https://www." +"[b]Note:[/b] Redot's regex implementation is based on the [url=https://www." "pcre.org/]PCRE2[/url] library. You can view the full pattern reference " "[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n" "[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test regular " @@ -114001,7 +114002,7 @@ msgstr "" " results.push_back(result.get_string())\n" "# `results` 数组包含 \"One\"、\"Two\"、\"Three\"。\n" "[/codeblock]\n" -"[b]注意:[/b]Godot 的 regex 实现基于的是 [url=https://www.pcre.org/]PCRE2[/" +"[b]注意:[/b]Redot 的 regex 实现基于的是 [url=https://www.pcre.org/]PCRE2[/" "url]。你可以查看完整的模式参考[url=https://www.pcre.org/current/doc/html/" "pcre2pattern.html]这里[/url]。\n" "[b]提示:[/b]你可以使用 [url=https://regexr.com/]Regexr[/url] 来在线测试正则表" @@ -114319,14 +114320,14 @@ msgstr "用于处理现代低阶图形 API 的抽象。" msgid "" "[RenderingDevice] is an abstraction for working with modern low-level " "graphics APIs such as Vulkan. Compared to [RenderingServer] (which works with " -"Godot's own rendering subsystems), [RenderingDevice] is much lower-level and " +"Redot's own rendering subsystems), [RenderingDevice] is much lower-level and " "allows working more directly with the underlying graphics APIs. " -"[RenderingDevice] is used in Godot to provide support for several modern low-" +"[RenderingDevice] is used in Redot to provide support for several modern low-" "level graphics APIs while reducing the amount of code duplication required. " "[RenderingDevice] can also be used in your own projects to perform things " "that are not exposed by [RenderingServer] or high-level nodes, such as using " "compute shaders.\n" -"On startup, Godot creates a global [RenderingDevice] which can be retrieved " +"On startup, Redot creates a global [RenderingDevice] which can be retrieved " "using [method RenderingServer.get_rendering_device]. This global " "[RenderingDevice] performs drawing to the screen.\n" "[b]Local RenderingDevices:[/b] Using [method RenderingServer." @@ -114345,12 +114346,12 @@ msgid "" "or when using the Compatibility rendering method." msgstr "" "[RenderingDevice] 是用来使用 Vulkan 等现代低阶图形 API 的抽象。与(适用于 " -"Godot 自有渲染子系统的)[RenderingServer] 相比,[RenderingDevice] 所处的层级更" -"低,能够更加直接地使用底层图形 API。Godot 使用 [RenderingDevice] 来支持部分现" +"Redot 自有渲染子系统的)[RenderingServer] 相比,[RenderingDevice] 所处的层级更" +"低,能够更加直接地使用底层图形 API。Redot 使用 [RenderingDevice] 来支持部分现" "代低阶图形 API,能够减少所需的重复代码。你也可以在自己的项目中使用 " "[RenderingDevice],从而执行 [RenderingServer] 和高阶节点未暴露的功能,例如使用" "计算着色器。\n" -"启动时,Godot 会创建一个全局的 [RenderingDevice],可以使用 [method " +"启动时,Redot 会创建一个全局的 [RenderingDevice],可以使用 [method " "RenderingServer.get_rendering_device] 获取。这个全局的 [RenderingDevice] 进行" "的是屏幕绘图。\n" "[b]局部 RenderingDevice:[/b]你可以使用 [method RenderingServer." @@ -114496,22 +114497,22 @@ msgstr "" msgid "" "Tells the GPU what compute pipeline to use when processing the compute list. " -"If the shader has changed since the last time this function was called, Godot " +"If the shader has changed since the last time this function was called, Redot " "will unbind all descriptor sets and will re-bind them inside [method " "compute_list_dispatch]." msgstr "" "告诉 GPU 在处理计算列表时使用什么计算管道。如果自上次调用该函数以来着色器发生" -"了更改,Godot 将取消绑定所有描述符集,并在 [method compute_list_dispatch] 中重" +"了更改,Redot 将取消绑定所有描述符集,并在 [method compute_list_dispatch] 中重" "新绑定它们。" msgid "" -"Binds the [param uniform_set] to this [param compute_list]. Godot ensures " +"Binds the [param uniform_set] to this [param compute_list]. Redot ensures " "that all textures in the uniform set have the correct Vulkan access masks. If " -"Godot had to change access masks of textures, it will raise a Vulkan image " +"Redot had to change access masks of textures, it will raise a Vulkan image " "memory barrier." msgstr "" -"将 [param uniform_set] 绑定到该 [param compute_list]。Godot 确保统一集中的所有" -"纹理都具有正确的 Vulkan 访问蒙版。如果 Godot 必须更改纹理的访问蒙版,则会引发 " +"将 [param uniform_set] 绑定到该 [param compute_list]。Redot 确保统一集中的所有" +"纹理都具有正确的 Vulkan 访问蒙版。如果 Redot 必须更改纹理的访问蒙版,则会引发 " "Vulkan 图像内存障碍。" msgid "" @@ -115077,18 +115078,18 @@ msgid "" "directly by GPUs until compiled into a binary shader using [method " "shader_compile_binary_from_spirv].\n" "If [param allow_cache] is [code]true[/code], make use of the shader cache " -"generated by Godot. This avoids a potentially lengthy shader compilation step " +"generated by Redot. This avoids a potentially lengthy shader compilation step " "if the shader is already in cache. If [param allow_cache] is [code]false[/" -"code], Godot's shader cache is ignored and the shader will always be " +"code], Redot's shader cache is ignored and the shader will always be " "recompiled." msgstr "" "将 [param shader_source] 中的着色器源代码编译为 [RDShaderSPIRV] 形式的 SPIR-" "V。这种中间语言的着色器可以在不同 GPU 型号和驱动版本之间移植,但无法直接在 " "GPU 上运行,需要先使用 [method shader_compile_binary_from_spirv] 编译为二进制" "着色器。\n" -"如果 [param allow_cache] 为 [code]true[/code],则会使用 Godot 生成的着色器缓" +"如果 [param allow_cache] 为 [code]true[/code],则会使用 Redot 生成的着色器缓" "存。如果着色器已经在缓存中,这样就可能避免冗长的着色器编译步骤。[param " -"allow_cache] 为 [code]false[/code],则会忽略 Godot 的着色器缓存,始终重新编译" +"allow_cache] 为 [code]false[/code],则会忽略 Redot 的着色器缓存,始终重新编译" "着色器。" msgid "" @@ -115247,23 +115248,23 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "RenderingDevice's [method free_rid] method.\n" "[b]Note:[/b] Not to be confused with [method RenderingServer." -"texture_2d_create], which creates the Godot-specific [Texture2D] resource as " +"texture_2d_create], which creates the Redot-specific [Texture2D] resource as " "opposed to the graphics API's own texture type." msgstr "" "新建纹理。可以通过返回的 RID 进行访问。\n" "RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n" "[b]注意:[/b]请勿与 [method RenderingServer.texture_2d_create] 混淆,后者创建" -"的是 Godot 专属的 [Texture2D] 资源,不是图形 API 自己的纹理类型。" +"的是 Redot 专属的 [Texture2D] 资源,不是图形 API 自己的纹理类型。" msgid "" "Returns an RID for an existing [param image] ([code]VkImage[/code]) with the " "given [param type], [param format], [param samples], [param usage_flags], " "[param width], [param height], [param depth], and [param layers]. This can be " -"used to allow Godot to render onto foreign images." +"used to allow Redot to render onto foreign images." msgstr "" "使用给定的 [param type]、[param format]、[param samples]、[param " "usage_flags]、[param width]、[param height]、[param depth] 和 [param layers] " -"返回已有 [param image]([code]VkImage[/code])的 RID。这可被用于允许 Godot 渲" +"返回已有 [param image]([code]VkImage[/code])的 RID。这可被用于允许 Redot 渲" "染到外部图像上。" msgid "" @@ -117816,13 +117817,13 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-lists-with-adjacency]Line list rendering primitive with " "adjacency.[/url]\n" -"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does " +"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does " "not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-lists-with-adjacency]渲染线段列表的图元,提供邻接数据。[/" "url]\n" -"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Godot 并没有暴露。" +"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Redot 并没有暴露。" msgid "" "Line strip rendering primitive. Lines drawn are connected to the previous " @@ -117833,13 +117834,13 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-strips-with-adjacency]Line strip rendering primitive with " "adjacency.[/url]\n" -"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does " +"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does " "not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-strips-with-adjacency]渲染线段条带的图元,提供邻接数据。[/" "url]\n" -"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Godot 并没有暴露。" +"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Redot 并没有暴露。" msgid "" "Triangle list rendering primitive. Triangles are drawn separated from each " @@ -117850,13 +117851,13 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-triangle-lists-with-adjacency]Triangle list rendering primitive " "with adjacency.[/url]\n" -" [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot " +" [b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot " "does not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-triangle-lists-with-adjacency]渲染三角形列表的图元,提供邻接数" "据。[/url]\n" -"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Godot 并没有暴露。" +"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Redot 并没有暴露。" msgid "" "Triangle strip rendering primitive. Triangles drawn are connected to the " @@ -117867,13 +117868,13 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-triangle-strips-with-adjacency]Triangle strip rendering " "primitive with adjacency.[/url]\n" -"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does " +"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does " "not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-triangle-strips-with-adjacency]渲染三角形条带的图元,提供邻接数" "据。[/url]\n" -"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Godot 并没有暴露。" +"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Redot 并没有暴露。" msgid "" "Triangle strip rendering primitive with [i]primitive restart[/i] enabled. " @@ -118303,9 +118304,9 @@ msgstr "计算着色器阶段位(另见 [constant SHADER_STAGE_COMPUTE])。" msgid "" "Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is " -"the language used for core Godot shaders." +"the language used for core Godot Shaders." msgstr "" -"Khronos 的 GLSL 着色语言(OpenGL 和 Vulkan 原生使用)。这是核心 Godot 着色器所" +"Khronos 的 GLSL 着色语言(OpenGL 和 Vulkan 原生使用)。这是核心 Redot 着色器所" "使用的语言。" msgid "" @@ -119871,14 +119872,14 @@ msgid "" "Returns the version of the graphics video adapter [i]currently in use[/i] (e." "g. \"1.2.189\" for Vulkan, \"3.3.0 NVIDIA 510.60.02\" for OpenGL). This " "version may be different from the actual latest version supported by the " -"hardware, as Godot may not always request the latest version. See also " +"hardware, as Redot may not always request the latest version. See also " "[method OS.get_video_adapter_driver_info].\n" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string." msgstr "" "返回[i]当前使用的[/i]图形视频适配器的版本(例如,Vulkan 为“1.2.189”,OpenGL " "为“3.3.0 NVIDIA 510.60.02”)。该版本可能与硬件支持的实际最新版本不同,因为 " -"Godot 可能并不总是要求最新版本。另见 [method OS." +"Redot 可能并不总是要求最新版本。另见 [method OS." "get_video_adapter_driver_info]。\n" "[b]注意:[/b]当运行无头或服务器可执行文件时,该函数返回一个空字符串。" @@ -120034,8 +120035,8 @@ msgstr "" "如果对 RenderingServer 的数据进行了更改,则返回 [code]true[/code]。如果发生这" "种情况,通常会调用 [method force_draw]。" -msgid "This method has not been used since Godot 3.0." -msgstr "从 Godot 3.0 开始就没有使用过这个方法了。" +msgid "This method has not been used since Redot 3.0." +msgstr "从 Redot 3.0 开始就没有使用过这个方法了。" msgid "This method does nothing and always returns [code]false[/code]." msgstr "该方法不执行任何操作,并且始终返回 [code]false[/code]。" @@ -121522,7 +121523,7 @@ msgid "" "RenderingServer's [method free_rid] method.\n" "[b]Note:[/b] The equivalent resource is [Texture2D].\n" "[b]Note:[/b] Not to be confused with [method RenderingDevice.texture_create], " -"which creates the graphics API's own texture type as opposed to the Godot-" +"which creates the graphics API's own texture type as opposed to the Redot-" "specific [Texture2D] resource." msgstr "" "创建二维纹理并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " @@ -121530,7 +121531,7 @@ msgstr "" "RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n" "[b]注意:[/b]等价资源为 [Texture2D]。\n" "[b]注意:[/b]请勿与 [method RenderingDevice.texture_create] 混淆,后者创建的是" -"图形 API 自己的纹理类型,并非 Godot 专属的 [Texture2D] 资源。" +"图形 API 自己的纹理类型,并非 Redot 专属的 [Texture2D] 资源。" msgid "" "Returns an [Image] instance from the given [param texture] [RID].\n" @@ -121660,8 +121661,8 @@ msgstr "返回该纹理的格式。" msgid "Returns a texture [RID] that can be used with [RenderingDevice]." msgstr "返回可用于 [RenderingDevice] 的纹理 [RID]。" -msgid "ProxyTexture was removed in Godot 4." -msgstr "ProxyTexture 已在 Godot 4 中移除。" +msgid "ProxyTexture was removed in Redot 4." +msgstr "ProxyTexture 已在 Redot 4 中移除。" msgid "This method does nothing and always returns an invalid [RID]." msgstr "这个方法不起任何作用,始终返回无效的 [RID]。" @@ -123684,13 +123685,13 @@ msgid "" "realistic fashion by desaturating it as it becomes brighter. ACES typically " "has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] " "and [constant ENV_TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." +"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Redot 3.x." msgstr "" "使用Academy 颜色编码系统色调映射器。ACES 比其他选项稍贵一些,但它通过在光线变" "亮时对其进行去饱和处理,以更逼真的方式处理明亮的光线。与 [constant " "ENV_TONE_MAPPER_REINHARD] 和 [constant ENV_TONE_MAPPER_FILMIC] 相比,ACES 通常" "具有对比度更高的输出。\n" -"[b]注意:[/b]这个色调映射运算符在 Godot 3.x 中被称为“ACES Fitted”。" +"[b]注意:[/b]这个色调映射运算符在 Redot 3.x 中被称为“ACES Fitted”。" msgid "" "Lowest quality of roughness filter for screen-space reflections. Rough " @@ -124361,8 +124362,8 @@ msgstr "" "于 [constant RENDERING_INFO_TEXTURE_MEM_USED] 与 [constant " "RENDERING_INFO_BUFFER_MEM_USED] 之和。" -msgid "This constant has not been used since Godot 3.0." -msgstr "Godot 3.0 起不再使用这个常量。" +msgid "This constant has not been used since Redot 3.0." +msgstr "Redot 3.0 起不再使用这个常量。" msgid "" "Abstract scene buffers object, created for each viewport for which 3D " @@ -124709,11 +124710,11 @@ msgid "Base class for serializable objects." msgstr "可序列化对象的基类。" msgid "" -"Resource is the base class for all Godot-specific resource types, serving " +"Resource is the base class for all Redot-specific resource types, serving " "primarily as data containers. Since they inherit from [RefCounted], resources " "are reference-counted and freed when no longer in use. They can also be " "nested within other resources, and saved on disk. [PackedScene], one of the " -"most common [Object]s in a Godot project, is also a resource, uniquely " +"most common [Object]s in a Redot project, is also a resource, uniquely " "capable of storing and instantiating the [Node]s it contains as many times as " "desired.\n" "In GDScript, resources can loaded from disk by their [member resource_path] " @@ -124728,9 +124729,9 @@ msgid "" "free resources that are no longer in use. This means that unused resources " "will remain in memory for a while before being removed." msgstr "" -"资源是所有 Godot 特定资源类型的基类,主要作为数据容器。因为资源继承自 " +"资源是所有 Redot 特定资源类型的基类,主要作为数据容器。因为资源继承自 " "[RefCounted],所以进行了引用计数,不再使用时会被释放。资源也可以嵌套到其他资源" -"里、保存到磁盘上。[PackedScene] 也是一种资源,它是 Godot 项目中最常用的 " +"里、保存到磁盘上。[PackedScene] 也是一种资源,它是 Redot 项目中最常用的 " "[Object] 之一,独特的能力是可以将若干 [Node] 保存起来、随意进行实例化。\n" "在 GDScript 中,可以根据 [member resource_path] 从磁盘上加载资源,使用 " "[method @GDScript.load] 或 [method @GDScript.preload] 即可。\n" @@ -124979,7 +124980,7 @@ msgid "Loads a specific resource type from a file." msgstr "从文件中加载特定资源类型。" msgid "" -"Godot loads resources in the editor or in exported games using " +"Redot loads resources in the editor or in exported games using " "ResourceFormatLoaders. They are queried automatically via the " "[ResourceLoader] singleton, or when a resource with internal dependencies is " "loaded. Each file type may load as a different resource type, so multiple " @@ -124990,13 +124991,13 @@ msgid "" "ResourceFormatLoaders, it will be called automatically when loading resources " "of its handled type(s). You may also implement a [ResourceFormatSaver].\n" "[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type " -"you need exists but Godot is unable to load its format. Choosing one way over " +"you need exists but Redot is unable to load its format. Choosing one way over " "another depends on if the format is suitable or not for the final exported " "game. For example, it's better to import [code].png[/code] textures as [code]." "ctex[/code] ([CompressedTexture2D]) first, so they can be loaded with better " "efficiency on the graphics card." msgstr "" -"Godot 在编辑器或导出的游戏中使用 ResourceFormatLoaders 来加载资源。它们通过 " +"Redot 在编辑器或导出的游戏中使用 ResourceFormatLoaders 来加载资源。它们通过 " "[ResourceLoader] 单例自动查询,或在加载具有内部依赖项的资源时自动查询。每种文" "件类型可以作为不同的资源类型加载,因此在引擎中注册多个 " "ResourceFormatLoaders。\n" @@ -125004,7 +125005,7 @@ msgstr "" "用 [code]class_name[/code] 给它一个全局类名以进行注册。像内置的 " "ResourceFormatLoaders 一样,当加载其处理的类型的资源时,它将自动被调用。你还可" "以实现 [ResourceFormatSaver]。\n" -"[b]注意:[/b]如果你需要的资源类型存在,但 Godot 无法加载其格式,则也可以扩展 " +"[b]注意:[/b]如果你需要的资源类型存在,但 Redot 无法加载其格式,则也可以扩展 " "[EditorImportPlugin]。选择哪种方法取决于该格式是否适用于最终导出的游戏。例如," "最好首先将 [code].png[/code] 纹理作为 [code].ctex[/code]" "([CompressedTexture2D])导入,以便在图形卡上能更高效的加载它们。" @@ -125140,7 +125141,7 @@ msgid "" "the [ResourceSaver] singleton. This is accomplished thanks to multiple " "[ResourceFormatSaver]s, each handling its own format and called automatically " "by the engine.\n" -"By default, Godot saves resources as [code].tres[/code] (text-based), [code]." +"By default, Redot saves resources as [code].tres[/code] (text-based), [code]." "res[/code] (binary) or another built-in format, but you can choose to create " "your own format by extending this class. Be sure to respect the documented " "return types and values. You should give it a global class name with " @@ -125150,7 +125151,7 @@ msgid "" msgstr "" "当你从编辑器执行此操作或使用 [ResourceSaver] 单例时,引擎可以节省资源。这要归" "功于多个 [ResourceFormatSaver],每个都处理自己的格式并由引擎自动调用。\n" -"默认情况下,Godot 将资源保存为 [code].tres[/code](基于文本)、[code].res[/" +"默认情况下,Redot 将资源保存为 [code].tres[/code](基于文本)、[code].res[/" "code](二进制)或其他内置格式,但你可以选择通过扩展这个类来创建自己的格式。请" "务必遵守记录的返回类型和值。你应该给它一个全局类名 [code]class_name[/code] 以" "便它被注册。与内置的 ResourceFormatSaver 一样,它会在保存其识别类型的资源时自" @@ -125199,10 +125200,10 @@ msgid "Base class for resource importers." msgstr "资源导入器的基类。" msgid "" -"This is the base class for Godot's resource importers. To implement your own " +"This is the base class for Redot's resource importers. To implement your own " "resource importers using editor plugins, see [EditorImportPlugin]." msgstr "" -"这是 Godot 资源导入器的基类。要使用编辑器插件实现你自己的资源导入器,请参考 " +"这是 Redot 资源导入器的基类。要使用编辑器插件实现你自己的资源导入器,请参考 " "[EditorImportPlugin]。" msgid "The default import order." @@ -126217,7 +126218,7 @@ msgid "" "each bone's name (if [member skins/use_named_skins] is [code]true[/code]), or " "the bone's index within the [Skeleton3D] list (if [member skins/" "use_named_skins] is [code]false[/code]).\n" -"Together, this information is enough to tell Godot how to use the bone poses " +"Together, this information is enough to tell Redot how to use the bone poses " "in the [Skeleton3D] node to render the mesh from each [MeshInstance3D]. Note " "that each [MeshInstance3D] may share binds, as is common in models exported " "from Blender, or each [MeshInstance3D] may use a separate [Skin] object, as " @@ -126234,13 +126235,13 @@ msgstr "" "为 IBM 的矩阵。其次,该 [Skin] 包含每个骨骼的名称(如果 [member skins/" "use_named_skins] 为 [code]true[/code]),或者骨骼在 [Skeleton3D] 列表中的索引" "(如果 [member skins/use_named_skins] 为 [code]false[/code])。\n" -"总之,这些信息足以告诉 Godot 如何使用 [Skeleton3D] 节点中的骨骼姿势来渲染每个 " +"总之,这些信息足以告诉 Redot 如何使用 [Skeleton3D] 节点中的骨骼姿势来渲染每个 " "[MeshInstance3D] 的网格。请注意,每个 [MeshInstance3D] 可以共享绑定,这在从 " "Blender 导出的模型中很常见;或者每个 [MeshInstance3D] 可以使用单独的 [Skin] 对" "象,这在从其他工具(例如 Maya)导出的模型中很常见。" -msgid "Imports native GLSL shaders (not Godot shaders) as a [RDShaderFile]." -msgstr "将原生 GLSL 着色器(不是 Godot 着色器)导入为 [RDShaderFile]。" +msgid "Imports native GLSL shaders (not Godot Shaders) as a [RDShaderFile]." +msgstr "将原生 GLSL 着色器(不是 Redot 着色器)导入为 [RDShaderFile]。" msgid "" "This imports native GLSL shaders as [RDShaderFile] resources, for use with " @@ -126279,7 +126280,7 @@ msgid "" "When using a texture as normal map, only the red and green channels are " "required. Given regular texture compression algorithms produce artifacts that " "don't look that nice in normal maps, the RGTC compression format is the best " -"fit for this data. Forcing this option to Enable will make Godot import the " +"fit for this data. Forcing this option to Enable will make Redot import the " "image as RGTC compressed. By default, it's set to Detect. This means that if " "the texture is ever detected to be used as a normal map, it will be changed " "to Enable and reimported automatically.\n" @@ -126290,7 +126291,7 @@ msgid "" msgstr "" "当使用纹理作为法线贴图时,仅需要红色和绿色通道。鉴于常规纹理压缩算法会产生在法" "线贴图中看起来不太好的伪像,因此 RGTC 压缩格式最适合该数据。 强制该选项启用将" -"使 Godot 以 RGTC 压缩形式导入图像。默认情况下,它被设置为“检测”。这意味着,如" +"使 Redot 以 RGTC 压缩形式导入图像。默认情况下,它被设置为“检测”。这意味着,如" "果纹理被检测到用作法线贴图,它将被更改为“启用”并自动重新导入。\n" "请注意,RGTC 压缩会影响生成的法线贴图图像。你必须调整使用法线贴图的蓝色通道的" "自定义着色器才能考虑到这一点。内置材质着色器已经忽略法线贴图中的蓝色通道(无论" @@ -126313,7 +126314,7 @@ msgid "" "If [code]true[/code], converts the imported image's colors to match [member " "EditorSettings.interface/theme/icon_and_font_color]. This assumes the image " "uses the exact same colors as [url=$DOCS_URL/contributing/development/editor/" -"creating_icons.html]Godot's own color palette for editor icons[/url], with " +"creating_icons.html]Redot's own color palette for editor icons[/url], with " "the source file designed for a dark editor theme. This should be enabled for " "editor plugin icons and custom class icons, but should be left disabled " "otherwise.\n" @@ -126321,7 +126322,7 @@ msgid "" msgstr "" "如果为 [code]true[/code],则转换导入图像的颜色以匹配 [member EditorSettings." "interface/theme/icon_and_font_color]。这假设该图像使用与 [url=$DOCS_URL/" -"contributing/development/editor/creating_icons.html]Godot 自己的编辑器图标调色" +"contributing/development/editor/creating_icons.html]Redot 自己的编辑器图标调色" "板[/url]完全相同的颜色,源文件是为深色编辑器主题设计的。应该为编辑器插件图标和" "自定义类图标启用该功能,否则应保持禁用状态。\n" "[b]注意:[/b]仅适用于 SVG 图像。" @@ -126399,7 +126400,7 @@ msgid "" "Some HDR panorama images you can find online may contain extremely bright " "pixels, due to being taken from real life sources without any clipping.\n" "While these HDR panorama images are accurate to real life, this can cause the " -"radiance map generated by Godot to contain sparkles when used as a background " +"radiance map generated by Redot to contain sparkles when used as a background " "sky. This can be seen in material reflections (even on rough materials in " "extreme cases). Enabling [member process/hdr_clamp_exposure] can resolve this." msgstr "" @@ -126407,20 +126408,20 @@ msgstr "" "(而不引入[i]可见的[/i]裁剪)。\n" "你在网上可以找到的一些 HDR 全景图像可能包含非常明亮的像素,因为这些图像取自现" "实生活来源,没有任何裁剪。\n" -"虽然这些 HDR 全景图像准确反映现实生活,但这可能会导致 Godot 生成的辐射图在用作" +"虽然这些 HDR 全景图像准确反映现实生活,但这可能会导致 Redot 生成的辐射图在用作" "背景天空时包含闪光。这可以在材质反射中看到(即使在极端情况下的粗糙材质上)。启" "用 [member process/hdr_clamp_exposure] 可以解决该问题。" msgid "" "If [code]true[/code], convert the normal map from Y- (DirectX-style) to Y+ " "(OpenGL-style) by inverting its green color channel. This is the normal map " -"convention expected by Godot.\n" +"convention expected by Redot.\n" "More information about normal maps (including a coordinate order table for " "popular engines) can be found [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details]here[/url]." msgstr "" "如果为 [code]true[/code],则通过反转其绿色通道将法线贴图从 Y-(DirectX 风格)" -"转换为 Y+(OpenGL 风格)。这是 Godot 所期望的法线贴图约定。\n" +"转换为 Y+(OpenGL 风格)。这是 Redot 所期望的法线贴图约定。\n" "有关法线贴图(包括流行引擎的坐标顺序表)的更多信息,可以在[url=http://wiki." "polycount.com/wiki/Normal_Map_Technical_Details]这里[/url]找到。" @@ -129115,7 +129116,7 @@ msgstr "高阶多人游戏 API 实现。" msgid "" "This class is the default implementation of [MultiplayerAPI], used to provide " -"multiplayer functionalities in Godot Engine.\n" +"multiplayer functionalities in Redot Engine.\n" "This implementation supports RPCs via [method Node.rpc] and [method Node." "rpc_id] and requires [method MultiplayerAPI.rpc] to be passed a [Node] (it " "will fail for other object types).\n" @@ -129123,19 +129124,19 @@ msgid "" "[MultiplayerSpawner] and [MultiplayerSynchronizer] nodes, and the " "[SceneReplicationConfig] resource.\n" "[b]Note:[/b] The high-level multiplayer API protocol is an implementation " -"detail and isn't meant to be used by non-Godot servers. It may change without " +"detail and isn't meant to be used by non-Redot servers. It may change without " "notice.\n" "[b]Note:[/b] When exporting to Android, make sure to enable the " "[code]INTERNET[/code] permission in the Android export preset before " "exporting the project or using one-click deploy. Otherwise, network " "communication of any kind will be blocked by Android." msgstr "" -"这个类是 [MultiplayerAPI] 的默认实现,用于在 Godot 引擎中提供多人游戏功能。\n" +"这个类是 [MultiplayerAPI] 的默认实现,用于在 Redot 引擎中提供多人游戏功能。\n" "该实现通过 [method Node.rpc] 和 [method Node.rpc_id] 来支持 RPC,需要向 " "[method MultiplayerAPI.rpc] 传递一个 [Node](传入其他对象类型会导致失败)。\n" "该实现还提供了 [SceneTree] 复制功能,使用的是 [MultiplayerSpawner] 和 " "[MultiplayerSynchronizer] 节点,以及 [SceneReplicationConfig] 资源,。\n" -"[b]注意:[/b]高阶多人游戏 API 协议属于实现细节,并不打算提供给非 Godot 服务器" +"[b]注意:[/b]高阶多人游戏 API 协议属于实现细节,并不打算提供给非 Redot 服务器" "使用。对协议的更改可能不会进行提前通知。\n" "[b]注意:[/b]导出到 Android 时,在导出项目或使用一键部署之前,请务必在安卓导出" "预设中开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 Android " @@ -129635,7 +129636,7 @@ msgid "" "[b]Note:[/b] This method acts immediately on all selected nodes at once, " "which may cause stuttering in some performance-intensive situations.\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" @@ -129645,7 +129646,7 @@ msgstr "" "[method notify_group]。\n" "[b]注意:[/b]该方法立即作用于所有选定的节点,这可能会在某些性能密集型情况下导" "致卡顿。\n" -"[b]注意:[/b]在 C# 中,当引用内置的 Godot 方法时,[param method] 必须使用 " +"[b]注意:[/b]在 C# 中,当引用内置的 Redot 方法时,[param method] 必须使用 " "snake_case。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每次调用" "时分配新的 [StringName]。" @@ -129664,7 +129665,7 @@ msgid "" " \"enemies\", \"hide\")\n" "[/codeblock]\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" @@ -129678,7 +129679,7 @@ msgstr "" " SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" " \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]注意:[/b]在 C# 中,当引用内置的 Godot 方法时,[param method] 必须使用 " +"[b]注意:[/b]在 C# 中,当引用内置的 Redot 方法时,[param method] 必须使用 " "snake_case。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每次调用" "时分配新的 [StringName]。" @@ -129861,14 +129862,14 @@ msgstr "" msgid "" "Calls [method Object.notification] with the given [param notification] to all " "nodes inside this tree added to the [param group]. See also [url=$DOCS_URL/" -"tutorials/best_practices/godot_notifications.html]Godot notifications[/url] " +"tutorials/best_practices/godot_notifications.html]Redot notifications[/url] " "and [method call_group] and [method set_group].\n" "[b]Note:[/b] This method acts immediately on all selected nodes at once, " "which may cause stuttering in some performance-intensive situations." msgstr "" "在树内添加到该 [param group] 的所有节点上,使用给定 [param notification] 调用 " "[method Object.notification]。另见 [url=$DOCS_URL/tutorials/best_practices/" -"godot_notifications.html]Godot 通知[/url]、[method call_group] 和 [method " +"godot_notifications.html]Redot 通知[/url]、[method call_group] 和 [method " "set_group]。\n" "[b]注意:[/b]该方法立即作用于所有选定的节点,这可能会在某些性能密集型情况下导" "致卡顿。" @@ -129931,7 +129932,7 @@ msgid "" "[b]Note:[/b] This method acts immediately on all selected nodes at once, " "which may cause stuttering in some performance-intensive situations.\n" "[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " +"built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -129940,7 +129941,7 @@ msgstr "" "和 [method notify_group]。\n" "[b]注意:[/b]该方法立即作用于所有选定的节点上,这可能会在某些性能密集型的情况" "下导致卡顿。\n" -"[b]注意:[/b]在 C# 中,在引用 Godot 内置属性时,[param property] 必须是 " +"[b]注意:[/b]在 C# 中,在引用 Redot 内置属性时,[param property] 必须是 " "snake_case。最好使用 [code]PropertyName[/code] 类中公开的名称,以避免在每次调" "用时分配一个新的 [StringName]。" @@ -129950,14 +129951,14 @@ msgid "" "property] are ignored. Use [param call_flags] to customize this method's " "behavior (see [enum GroupCallFlags]).\n" "[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " +"built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" "将该树内被添加到给定 [param group] 的所有节点上的给定 [param property] 设置为 " "[param value]。没有 [param property] 的节点将被忽略。使用 [param call_flags] " "自定义该方法的行为(请参阅 [enum GroupCallFlags])。\n" -"[b]注意:[/b]在 C# 中,在引用 Godot 内置方法时,[param property] 必须是 " +"[b]注意:[/b]在 C# 中,在引用 Redot 内置方法时,[param property] 必须是 " "snake_case。最好使用 [code]SignalName[/code] 类中公开的名称,以避免在每次调用" "时分配一个新的 [StringName]。" @@ -130281,7 +130282,7 @@ msgid "" "extends Node\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[GlobalClass]\n" "public partial class MyNode : Node\n" @@ -130299,7 +130300,7 @@ msgstr "" "extends Node\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[GlobalClass]\n" "public partial class MyNode : Node\n" @@ -130371,8 +130372,8 @@ msgstr "" "脚本的源代码,如果源代码不可用,则为空字符串。当设置时,不会自动重新加载类的实" "现。" -msgid "Godot editor's popup dialog for creating new [Script] files." -msgstr "Godot 编辑器用于创建新 [Script] 文件的弹出对话框。" +msgid "Redot editor's popup dialog for creating new [Script] files." +msgstr "Redot 编辑器用于创建新 [Script] 文件的弹出对话框。" msgid "" "The [ScriptCreateDialog] creates script files according to a given template " @@ -130428,15 +130429,15 @@ msgstr "预填必填字段以配置 ScriptCreateDialog 以供使用。" msgid "Emitted when the user clicks the OK button." msgstr "当用户点击确定按钮时发出。" -msgid "Godot editor's script editor." -msgstr "Godot 编辑器的脚本编辑器。" +msgid "Redot editor's script editor." +msgstr "Redot 编辑器的脚本编辑器。" msgid "" -"Godot editor's script editor.\n" +"Redot editor's script editor.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_script_editor]." msgstr "" -"Godot 编辑器的脚本编辑器。\n" +"Redot 编辑器的脚本编辑器。\n" "[b]注意:[/b]这个类不应该被直接实例化。请使用 [method EditorInterface." "get_script_editor] 来访问这个单例。" @@ -131004,17 +131005,17 @@ msgstr "" "分隔线的样式。与 [StyleBoxLine] 一起使用效果最好(请记住为 [VSeparator] 启用 " "[member StyleBoxLine.vertical])。" -msgid "A shader implemented in the Godot shading language." -msgstr "用 Godot 着色语言实现的着色器。" +msgid "A shader implemented in the Redot shading language." +msgstr "用 Redot 着色语言实现的着色器。" msgid "" -"A custom shader program implemented in the Godot shading language, saved with " +"A custom shader program implemented in the Redot shading language, saved with " "the [code].gdshader[/code] extension.\n" "This class is used by a [ShaderMaterial] and allows you to write your own " "custom behavior for rendering visual items or updating particle information. " "For a detailed explanation and usage, please see the tutorials linked below." msgstr "" -"用 Godot 着色语言实现的自定义着色器程序,使用 [code].gdshader[/code] 扩展名保" +"用 Redot 着色语言实现的自定义着色器程序,使用 [code].gdshader[/code] 扩展名保" "存。\n" "这个类由 [ShaderMaterial] 使用,能够让你编写渲染可视项目或更新粒子信息时的自定" "义行为。详细解释和用法请参考下列教程链接。" @@ -131343,14 +131344,14 @@ msgstr "" "solver/default_contact_bias]。" msgid "" -"The collision margin for the shape. This is not used in Godot Physics.\n" +"The collision margin for the shape. This is not used in Redot Physics.\n" "Collision margins allow collision detection to be more efficient by adding an " "extra shell around shapes. Collision algorithms are more expensive when " "objects overlap by more than their margin, so a higher value for margins is " "better for performance, at the cost of accuracy around edges as it makes them " "less sharp." msgstr "" -"该形状的碰撞边距。Godot Physics 中未使用。\n" +"该形状的碰撞边距。Redot Physics 中未使用。\n" "碰撞边距允许通过在形状周围添加额外的外壳来使碰撞检测更有效。当物体重叠的部分超" "过其边距时,碰撞算法的成本会更高,所以边距的数值越高对性能越好,但代价是边缘的" "精度会降低,因为会让边缘的锐度降低。" @@ -132412,23 +132413,23 @@ msgid "" "This resource provides an interface that can be expanded so code that " "operates on [Bone2D] nodes in a [Skeleton2D] can be mixed and matched " "together to create complex interactions.\n" -"This is used to provide Godot with a flexible and powerful Inverse Kinematics " +"This is used to provide Redot with a flexible and powerful Inverse Kinematics " "solution that can be adapted for many different uses." msgstr "" "该资源提供了一个可以扩展的接口,因此在 [Skeleton2D] 中的 [Bone2D] 节点上运行的" "代码可以被混合并匹配在一起,以创建复杂的交互。\n" -"这用于为 Godot 提供一套灵活而强大的反向运动学解决方案,该解决方案可以适用许多" +"这用于为 Redot 提供一套灵活而强大的反向运动学解决方案,该解决方案可以适用许多" "不同的用途。" msgid "" "Used for drawing [b]editor-only[/b] modification gizmos. This function will " -"only be called in the Godot editor and can be overridden to draw custom " +"only be called in the Redot editor and can be overridden to draw custom " "gizmos.\n" "[b]Note:[/b] You will need to use the Skeleton2D from [method " "SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the " "[SkeletonModification2D] resource cannot draw on its own." msgstr "" -"用于绘制[b]编辑器专用[/b]的修改器小工具。此函数只会在 Godot 编辑器中调用,并且" +"用于绘制[b]编辑器专用[/b]的修改器小工具。此函数只会在 Redot 编辑器中调用,并且" "可以被覆盖,来绘制自定义小工具。\n" "[b]注意:[/b]你需要使用来自 [method SkeletonModificationStack2D.get_skeleton] " "的 Skeleton2D 及其绘制函数,因为 [SkeletonModification2D] 资源本身无法进行绘" @@ -132454,9 +132455,9 @@ msgstr "" msgid "" "Returns whether this modification will call [method _draw_editor_gizmo] in " -"the Godot editor to draw modification-specific gizmos." +"the Redot editor to draw modification-specific gizmos." msgstr "" -"返回这个修改器是否会在 Godot 编辑器中调用 [method _draw_editor_gizmo] 绘制针对" +"返回这个修改器是否会在 Redot 编辑器中调用 [method _draw_editor_gizmo] 绘制针对" "修改器的小工具。" msgid "Returns whether this modification has been successfully setup or not." @@ -132472,9 +132473,9 @@ msgstr "" msgid "" "Sets whether this modification will call [method _draw_editor_gizmo] in the " -"Godot editor to draw modification-specific gizmos." +"Redot editor to draw modification-specific gizmos." msgstr "" -"设置这个修改器是否会在 Godot 编辑器中调用 [method _draw_editor_gizmo] 绘制针对" +"设置这个修改器是否会在 Redot 编辑器中调用 [method _draw_editor_gizmo] 绘制针对" "修改器的小工具。" msgid "" @@ -134172,11 +134173,11 @@ msgstr "物体的阻尼系数。当施加力时,较高的值会更明显地减 msgid "" "The body's drag coefficient. Higher values increase this body's air " "resistance.\n" -"[b]Note:[/b] This value is currently unused by Godot's default physics " +"[b]Note:[/b] This value is currently unused by Redot's default physics " "implementation." msgstr "" "物体的阻力系数。较高的值会增加该物体的空气阻力。\n" -"[b]注意:[/b]Godot 的默认物理实现当前未使用该值。" +"[b]注意:[/b]Redot 的默认物理实现当前未使用该值。" msgid "" "Higher values will result in a stiffer body, while lower values will increase " @@ -136059,14 +136060,14 @@ msgid "" "placeholder] will be replaced with the corresponding keys in advance. Array " "elements use their index as keys.\n" "[codeblock]\n" -"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"# Prints \"Waiting for Redot is a play by Samuel Beckett, and Redot Engine is " "named after it.\"\n" "var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " "named after it.\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n" "\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"# Prints \"User 42 is Redot.\"\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Redot\"}))\n" "[/codeblock]\n" "Some additional handling is performed when [param values] is an [Array]. If " "[param placeholder] does not contain an underscore, the elements of the " @@ -136074,10 +136075,10 @@ msgid "" "placeholder in order; If an element of [param values] is another 2-element " "array, it'll be interpreted as a key-value pair.\n" "[codeblock]\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"# Prints \"User 42 is Redot.\"\n" +"print(\"User {} is {}.\".format([42, \"Redot\"], \"{}\"))\n" "print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " -"\"Godot\"]]))\n" +"\"Redot\"]]))\n" "[/codeblock]\n" "See also the [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_format_string.html]GDScript format string[/url] tutorial.\n" @@ -136107,23 +136108,23 @@ msgstr "" "[param values] 可以是 [Dictionary] 或 [Array]。[param placeholder] 中的任何下" "划线将被预先被替换为对应的键。数组元素使用它们的索引作为键。\n" "[codeblock]\n" -"# 输出:Waiting for Godot 是 Samuel Beckett 的戏剧,Godot 引擎由此得名。\n" +"# 输出:Waiting for Redot 是 Samuel Beckett 的戏剧,Redot 引擎由此得名。\n" "var use_array_values = \"Waiting for {0} 是 {1} 的戏剧,{0} 引擎由此得名。\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n" "\n" -"# 输出:第 42 号用户是 Godot。\n" +"# 输出:第 42 号用户是 Redot。\n" "print(\"第 {id} 号用户是 {name}。\".format({\"id\": 42, \"name\": " -"\"Godot\"}))\n" +"\"Redot\"}))\n" "[/codeblock]\n" "当 [param values] 是 [Array] 时还会执行一些额外的处理。 如果 [param " "placeholder] 不包含下划线,则 [param values] 数组的元素将用于按顺序替换出现的" "占位符;如果 [param values] 的元素是另一个 2 元素数组,则它将被解释为键值" "对。\n" "[codeblock]\n" -"# 输出:第 42 号用户是 Godot。\n" -"print(\"第 {} 号用户是 {}。\".format([42, \"Godot\"], \"{}\"))\n" +"# 输出:第 42 号用户是 Redot。\n" +"print(\"第 {} 号用户是 {}。\".format([42, \"Redot\"], \"{}\"))\n" "print(\"第 {id} 号用户是 {name}。\".format([[\"id\", 42], [\"name\", " -"\"Godot\"]]))\n" +"\"Redot\"]]))\n" "[/codeblock]\n" "另见 [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string." "html]GDScript 格式化字符串[/url]教程。\n" @@ -137363,12 +137364,12 @@ msgid "" "also [method uri_encode].\n" "[codeblocks]\n" "[gdscript]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/gdscript]\n" "[csharp]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Redot Engine:" "docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -137377,12 +137378,12 @@ msgstr "" "中的参数。另见 [method uri_encode]。\n" "[codeblocks]\n" "[gdscript]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"print(url.uri_decode()) # 输出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"print(url.uri_decode()) # 输出 \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/gdscript]\n" "[csharp]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"GD.Print(url.URIDecode()) // 输出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"GD.Print(url.URIDecode()) // 输出 \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -137393,15 +137394,15 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var prefix = \"$DOCS_URL/?highlight=\"\n" -"var url = prefix + \"Godot Engine:docs\".uri_encode()\n" +"var url = prefix + \"Redot Engine:docs\".uri_encode()\n" "\n" -"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"print(url) # Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/gdscript]\n" "[csharp]\n" "var prefix = \"$DOCS_URL/?highlight=\";\n" -"var url = prefix + \"Godot Engine:docs\".URIEncode();\n" +"var url = prefix + \"Redot Engine:docs\".URIEncode();\n" "\n" -"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" @@ -137410,15 +137411,15 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "var prefix = \"$DOCS_URL/?highlight=\"\n" -"var url = prefix + \"Godot Engine:docs\".uri_encode()\n" +"var url = prefix + \"Redot Engine:docs\".uri_encode()\n" "\n" -"print(url) # 输出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"print(url) # 输出 \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/gdscript]\n" "[csharp]\n" "var prefix = \"$DOCS_URL/?highlight=\";\n" -"var url = prefix + \"Godot Engine:docs\".URIEncode();\n" +"var url = prefix + \"Redot Engine:docs\".URIEncode();\n" "\n" -"GD.Print(url); // 输出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"GD.Print(url); // 输出 \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -137642,14 +137643,14 @@ msgid "" "placeholder] will be replaced with the corresponding keys in advance. Array " "elements use their index as keys.\n" "[codeblock]\n" -"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"# Prints \"Waiting for Redot is a play by Samuel Beckett, and Redot Engine is " "named after it.\"\n" "var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " "named after it.\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n" "\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"# Prints \"User 42 is Redot.\"\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Redot\"}))\n" "[/codeblock]\n" "Some additional handling is performed when [param values] is an [Array]. If " "[param placeholder] does not contain an underscore, the elements of the " @@ -137657,10 +137658,10 @@ msgid "" "placeholder in order; If an element of [param values] is another 2-element " "array, it'll be interpreted as a key-value pair.\n" "[codeblock]\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"# Prints \"User 42 is Redot.\"\n" +"print(\"User {} is {}.\".format([42, \"Redot\"], \"{}\"))\n" "print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " -"\"Godot\"]]))\n" +"\"Redot\"]]))\n" "[/codeblock]\n" "See also the [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_format_string.html]GDScript format string[/url] tutorial.\n" @@ -137673,23 +137674,23 @@ msgstr "" "[param values] 可以是 [Dictionary] 或 [Array]。[param placeholder] 中的任何下" "划线将被预先被替换为对应的键。数组元素使用它们的索引作为键。\n" "[codeblock]\n" -"# 输出:Waiting for Godot 是 Samuel Beckett 的戏剧,Godot 引擎由此得名。\n" +"# 输出:Waiting for Redot 是 Samuel Beckett 的戏剧,Redot 引擎由此得名。\n" "var use_array_values = \"Waiting for {0} 是 {1} 的戏剧,{0} 引擎由此得名。\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n" "\n" -"# 输出:第 42 号用户是 Godot。\n" +"# 输出:第 42 号用户是 Redot。\n" "print(\"第 {id} 号用户是 {name}。\".format({\"id\": 42, \"name\": " -"\"Godot\"}))\n" +"\"Redot\"}))\n" "[/codeblock]\n" "当 [param values] 是 [Array] 时还会执行一些额外的处理。 如果 [param " "placeholder] 不包含下划线,则 [param values] 数组的元素将用于按顺序替换出现的" "占位符;如果 [param values] 的元素是另一个 2 元素数组,则它将被解释为键值" "对。\n" "[codeblock]\n" -"# 输出:第 42 号用户是 Godot。\n" -"print(\"第 {} 号用户是 {}。\".format([42, \"Godot\"], \"{}\"))\n" +"# 输出:第 42 号用户是 Redot。\n" +"print(\"第 {} 号用户是 {}。\".format([42, \"Redot\"], \"{}\"))\n" "print(\"第 {id} 号用户是 {name}。\".format([[\"id\", 42], [\"name\", " -"\"Godot\"]]))\n" +"\"Redot\"]]))\n" "[/codeblock]\n" "另请参阅 [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string." "html]GDScript 格式化字符串[/url]教程。\n" @@ -137785,12 +137786,12 @@ msgid "" "properly decode the parameters in a URL when receiving an HTTP request.\n" "[codeblocks]\n" "[gdscript]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/gdscript]\n" "[csharp]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Redot Engine:" "docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -137799,12 +137800,12 @@ msgstr "" "中的参数。\n" "[codeblocks]\n" "[gdscript]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"print(url.uri_decode()) # 输出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"print(url.uri_decode()) # 输出 \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/gdscript]\n" "[csharp]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"GD.Print(url.URIDecode()) // 输出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"GD.Print(url.URIDecode()) // 输出 \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -137814,15 +137815,15 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var prefix = \"$DOCS_URL/?highlight=\"\n" -"var url = prefix + \"Godot Engine:docs\".uri_encode()\n" +"var url = prefix + \"Redot Engine:docs\".uri_encode()\n" "\n" -"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"print(url) # Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/gdscript]\n" "[csharp]\n" "var prefix = \"$DOCS_URL/?highlight=\";\n" -"var url = prefix + \"Godot Engine:docs\".URIEncode();\n" +"var url = prefix + \"Redot Engine:docs\".URIEncode();\n" "\n" -"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" @@ -137831,15 +137832,15 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "var prefix = \"$DOCS_URL/?highlight=\"\n" -"var url = prefix + \"Godot Engine:docs\".uri_encode()\n" +"var url = prefix + \"Redot Engine:docs\".uri_encode()\n" "\n" -"print(url) # 输出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"print(url) # 输出 \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/gdscript]\n" "[csharp]\n" "var prefix = \"$DOCS_URL/?highlight=\";\n" -"var url = prefix + \"Godot Engine:docs\".URIEncode();\n" +"var url = prefix + \"Redot Engine:docs\".URIEncode();\n" "\n" -"GD.Print(url); // 输出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"GD.Print(url); // 输出 \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -138694,7 +138695,7 @@ msgid "" "you cannot add color to any of the subsequent vertices.\n" "See also [ArrayMesh], [ImmediateMesh] and [MeshDataTool] for procedural " "geometry generation.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " "modes." msgstr "" @@ -138725,7 +138726,7 @@ msgstr "" "另外,添加第一个顶点前所使用的属性会用来确定网格的格式。例如,如果你只为第一个" "顶点添加了 UV,那么你就无法为后续的顶点添加颜色。\n" "程序式几何体生成另见 [ArrayMesh]、[ImmediateMesh] 以及 [MeshDataTool]。\n" -"[b]注意:[/b]Godot 中三角形图元模式的正面使用顺时针 [url=https://learnopengl-" +"[b]注意:[/b]Redot 中三角形图元模式的正面使用顺时针 [url=https://learnopengl-" "cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]缠绕顺序[/url]。" msgid "Using the SurfaceTool" @@ -140009,7 +140010,7 @@ msgid "" "[code]0[/code] for the main caret, or greater than [code]0[/code] for " "secondary carets in the order they were created.\n" "[b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will " -"scroll 5 times as fast as it would normally do. This also works in the Godot " +"scroll 5 times as fast as it would normally do. This also works in the Redot " "script editor." msgstr "" "多行文本编辑器。它还有少量用于编辑代码的功能,例如语法高亮支持。更多针对编辑代" @@ -140019,7 +140020,7 @@ msgstr "" "标,[code]0[/code] 用于主光标,大于 [code]0[/code] 按照其创建顺序用于辅助光" "标。\n" "[b]注意:[/b]当按住 [kbd]Alt[/kbd] 时,垂直滚轮的滚动速度将是正常速度的 5 倍。" -"这也适用于 Godot 脚本编辑器。" +"这也适用于 Redot 脚本编辑器。" msgid "" "Override this method to define what happens when the user presses the " @@ -142634,15 +142635,15 @@ msgid "" "returned instead.\n" "[codeblock]\n" "var ts = TextServerManager.get_primary_interface()\n" -"print(ts.string_get_word_breaks(\"The Godot Engine, 4\")) # Prints [0, 3, 4, " +"print(ts.string_get_word_breaks(\"The Redot Engine, 4\")) # Prints [0, 3, 4, " "9, 10, 16, 18, 19], which corresponds to the following substrings: \"The\", " -"\"Godot\", \"Engine\", \"4\"\n" -"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"en\", 5)) # Prints " +"\"Redot\", \"Engine\", \"4\"\n" +"print(ts.string_get_word_breaks(\"The Redot Engine, 4\", \"en\", 5)) # Prints " "[0, 3, 4, 9, 10, 15, 15, 19], which corresponds to the following substrings: " -"\"The\", \"Godot\", \"Engin\", \"e, 4\"\n" -"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"en\", 10)) # " +"\"The\", \"Redot\", \"Engin\", \"e, 4\"\n" +"print(ts.string_get_word_breaks(\"The Redot Engine, 4\", \"en\", 10)) # " "Prints [0, 9, 10, 19], which corresponds to the following substrings: \"The " -"Godot\", \"Engine, 4\"\n" +"Redot\", \"Engine, 4\"\n" "[/codeblock]" msgstr "" "返回分词边界的数组。返回数组中的元素是单词的起点和终点偏移量。因此,该数组的长" @@ -142650,13 +142651,13 @@ msgstr "" "[param chars_per_line] 大于零时,返回的是分行边界。\n" "[codeblock]\n" "var ts = TextServerManager.get_primary_interface()\n" -"print(ts.string_get_word_breaks(\"The Godot Engine, 4\")) # 输出 [0, 3, 4, 9, " -"10, 16, 18, 19],对应以下子字符串: \"The\"、\"Godot\"、\"Engine\"、\"4\"\n" -"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"en\", 5)) # 输出 " +"print(ts.string_get_word_breaks(\"The Redot Engine, 4\")) # 输出 [0, 3, 4, 9, " +"10, 16, 18, 19],对应以下子字符串: \"The\"、\"Redot\"、\"Engine\"、\"4\"\n" +"print(ts.string_get_word_breaks(\"The Redot Engine, 4\", \"en\", 5)) # 输出 " "[0, 3, 4, 9, 10, 15, 15, 19],对应以下子字符串:" -"\"The\"、\"Godot\"、\"Engin\"、\"e, 4\"\n" -"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"en\", 10)) # 输出 " -"[0, 9, 10, 19],对应以下子字符串:\"The Godot\"、\"Engine, 4\"\n" +"\"The\"、\"Redot\"、\"Engin\"、\"e, 4\"\n" +"print(ts.string_get_word_breaks(\"The Redot Engine, 4\", \"en\", 10)) # 输出 " +"[0, 9, 10, 19],对应以下子字符串:\"The Redot\"、\"Engine, 4\"\n" "[/codeblock]" msgid "" @@ -143177,18 +143178,18 @@ msgstr "位图字体被缩放为任意(分数)大小。这是非像素艺术 msgid "" "An advanced text server with support for BiDi, complex text layout, and " -"contextual OpenType features. Used in Godot by default." +"contextual OpenType features. Used in Redot by default." msgstr "" "高阶文本服务器,使用 HarfBuzz、ICU 和 SIL Graphite 来支持 BiDi、复杂排版和上下" -"文 OpenType 特性。Godot 默认使用。" +"文 OpenType 特性。Redot 默认使用。" msgid "" "An implementation of [TextServer] that uses HarfBuzz, ICU and SIL Graphite to " "support BiDi, complex text layouts and contextual OpenType features. This is " -"Godot's default primary [TextServer] interface." +"Redot's default primary [TextServer] interface." msgstr "" "[TextServer] 的一种实现,使用 HarfBuzz、ICU 和 SIL Graphite 来支持 BiDi、复杂" -"排版和上下文 OpenType 特性。这是 Godot 的默认主 [TextServer] 接口。" +"排版和上下文 OpenType 特性。这是 Redot 的默认主 [TextServer] 接口。" msgid "A dummy text server that can't render text or manage fonts." msgstr "虚设的文本服务器,无法渲染文本或管理字体。" @@ -144836,21 +144837,21 @@ msgstr "" "将 OpenType 标签转换为可读的特性、变体、文字或语言的名称。" msgid "" -"A fallback implementation of Godot's text server, without support for BiDi " +"A fallback implementation of Redot's text server, without support for BiDi " "and complex text layout." -msgstr "Godot 文本服务器的回退实现,不支持双向排版和复杂排版。" +msgstr "Redot 文本服务器的回退实现,不支持双向排版和复杂排版。" msgid "" -"A fallback implementation of Godot's text server. This fallback is faster " +"A fallback implementation of Redot's text server. This fallback is faster " "than [TextServerAdvanced] for processing a lot of text, but it does not " "support BiDi and complex text layout.\n" -"[b]Note:[/b] This text server is not part of official Godot binaries. If you " +"[b]Note:[/b] This text server is not part of official Redot binaries. If you " "want to use it, compile the engine with the option " "[code]module_text_server_fb_enabled=yes[/code]." msgstr "" -"Godot 文本服务器的回退实现。回退版本在处理大量文本时比 [TextServerAdvanced] " +"Redot 文本服务器的回退实现。回退版本在处理大量文本时比 [TextServerAdvanced] " "快,但是不支持双向排版和复杂排版。\n" -"[b]注意:[/b]官方 Godot 二进制文件中不包含该文本服务器。如果想要使用,请使用 " +"[b]注意:[/b]官方 Redot 二进制文件中不包含该文本服务器。如果想要使用,请使用 " "[code]module_text_server_fb_enabled=yes[/code] 选项编译引擎。" msgid "A singleton for managing [TextServer] implementations." @@ -145051,7 +145052,7 @@ msgid "" "separately for each layer. In an atlas, the slicing has to be done manually " "in the fragment shader.\n" "To create such a texture file yourself, reimport your image files using the " -"Godot Editor import presets." +"Redot Editor import presets." msgstr "" "Texture2DArray 与 Texture3D 不同:Texture2DArray 不支持在 [Image] 之间进行三线" "性插值,即不会进行混合。另见 [Cubemap] 和 [CubemapArray],这些纹理数组具有针对" @@ -145060,7 +145061,7 @@ msgstr "" "的。而在图集中,区域(即单张图像)的大小可以不同。此外,你通常会需要围绕区域添" "加边距,防止 UV 映射意外进入多个区域。多级渐远纹理 mipmap 也是一样:每一层的 " "mipmap 链都是单独处理的。而在图集中,需要在片段着色器中手动切片。\n" -"要自己创建这样的纹理文件,请使用 Godot 编辑器导入预设重新导入图像文件。" +"要自己创建这样的纹理文件,请使用 Redot 编辑器导入预设重新导入图像文件。" msgid "" "Creates a placeholder version of this resource ([PlaceholderTexture2DArray])." @@ -145102,13 +145103,13 @@ msgid "" "types. See also [TextureLayered].\n" "All images need to have the same width, height and number of mipmap levels.\n" "To create such a texture file yourself, reimport your image files using the " -"Godot Editor import presets." +"Redot Editor import presets." msgstr "" "[ImageTexture3D] 和 [CompressedTexture3D] 的基类。无法直接使用,但包含所有访问" "派生资源类型所需的函数。[Texture3D] 是所有三维纹理类型的基类。另见 " "[TextureLayered]。\n" "所有图像都需要有相同的宽度、高度和 mipmap 层数。\n" -"要自己创建这样的纹理文件,请使用 Godot 编辑器的导入预设重新导入你的图像文件。" +"要自己创建这样的纹理文件,请使用 Redot 编辑器的导入预设重新导入你的图像文件。" msgid "Called when the [Texture3D]'s data is queried." msgstr "查询该 [Texture3D] 的数据时被调用。" @@ -145181,14 +145182,14 @@ msgstr "基于纹理的按钮。支持按下、悬停、停用和焦点状态。 msgid "" "[TextureButton] has the same functionality as [Button], except it uses " -"sprites instead of Godot's [Theme] resource. It is faster to create, but it " +"sprites instead of Redot's [Theme] resource. It is faster to create, but it " "doesn't support localization like more complex [Control]s.\n" "The \"normal\" state must contain a texture ([member texture_normal]); other " "textures are optional.\n" "See also [BaseButton] which contains common properties and methods associated " "with this node." msgstr "" -"[TextureButton] 的功能与 [Button] 相同,只是它使用精灵而不是 Godot 的 [Theme] " +"[TextureButton] 的功能与 [Button] 相同,只是它使用精灵而不是 Redot 的 [Theme] " "主题资源。它的创建速度更快,但它不像更复杂的 [Control] 那样支持本地化。\n" "“正常”状态必须包含一个纹理([member texture_normal]);其他纹理是可选的。\n" "也请参阅 [BaseButton],它包含了与该节点相关的通用属性和方法。" @@ -145323,7 +145324,7 @@ msgid "" "the array layer.\n" "All images need to have the same width, height and number of mipmap levels.\n" "A [TextureLayered] can be loaded with [method ResourceLoader.load].\n" -"Internally, Godot maps these files to their respective counterparts in the " +"Internally, Redot maps these files to their respective counterparts in the " "target rendering driver (Vulkan, OpenGL3)." msgstr "" "[ImageTextureLayered] 和 [CompressedTextureLayered] 的基类。不能直接使用,但包" @@ -145331,7 +145332,7 @@ msgstr "" "数据是按层设置的。对于 [Texture2DArray],层指定的是数组层。\n" "所有图像都需要具有相同的宽度、高度和 mipmap 级别数。\n" "[TextureLayered] 可以用 [method ResourceLoader.load] 加载。\n" -"在内部,Godot 将这些文件映射到目标渲染驱动程序(Vulkan、OpenGL3)中的对应文" +"在内部,Redot 将这些文件映射到目标渲染驱动程序(Vulkan、OpenGL3)中的对应文" "件。" msgid "Called when the [TextureLayered]'s format is queried." @@ -145408,11 +145409,11 @@ msgstr "基于纹理的进度条。适用于加载屏幕和生命或体力条。 msgid "" "TextureProgressBar works like [ProgressBar], but uses up to 3 textures " -"instead of Godot's [Theme] resource. It can be used to create horizontal, " +"instead of Redot's [Theme] resource. It can be used to create horizontal, " "vertical and radial progress bars." msgstr "" "TextureProgressBar 的工作方式类似于 [ProgressBar],但最多使用 3 个纹理,不使" -"用 Godot 的 [Theme] 资源。可用于创建水平、垂直和径向进度条。" +"用 Redot 的 [Theme] 资源。可用于创建水平、垂直和径向进度条。" msgid "" "Returns the stretch margin with the specified index. See [member " @@ -145425,12 +145426,12 @@ msgid "" msgstr "设置给定索引的拉伸边距。见 [member stretch_margin_bottom] 及相关属性。" msgid "" -"If [code]true[/code], Godot treats the bar's textures like in " +"If [code]true[/code], Redot treats the bar's textures like in " "[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like " "[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When " "using a radial [member fill_mode], this setting will enable stretching." msgstr "" -"如果为 [code]true[/code],Godot 会像在 [NinePatchRect] 中那样处理条形纹理。使" +"如果为 [code]true[/code],Redot 会像在 [NinePatchRect] 中那样处理条形纹理。使" "用 [code]stretch_margin_*[/code] 属性,如 [member stretch_margin_bottom] 来设" "置九宫格的 3×3 网格。当使用径向的 [member fill_mode] 时,这个设置将启用拉伸功" "能。" @@ -150248,7 +150249,7 @@ msgid "" "[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" -"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"[b]Note:[/b] Redot uses a [url=https://en.wikipedia.org/wiki/Right-" "hand_rule]right-handed coordinate system[/url], which is a common standard. " "For directions, the convention for built-in types like [Camera3D] is for -Z " "to point forward (+X is right, +Y is up, and +Z is back). Other objects may " @@ -150262,7 +150263,7 @@ msgstr "" "自身还提供了 [member origin],这样就能够表示平移。\n" "通用的介绍见教程[url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]" "《矩阵和变换》[/url]。\n" -"[b]注意:[/b]Godot 使用[url=https://zh.wikipedia.org/zh-cn/" +"[b]注意:[/b]Redot 使用[url=https://zh.wikipedia.org/zh-cn/" "%E5%8F%B3%E6%89%8B%E5%AE%9A%E5%89%87]右手坐标系[/url],这是一种普遍标准。方向" "方面,[Camera3D] 等内置类型的约定是 -Z 指向前方(+X 为右、+Y 为上、+Z 为后)。" "其他对象可能使用不同的方向约定。更多信息见教程[url=$DOCS_URL/tutorials/" @@ -152444,7 +152445,7 @@ msgid "" "beginning, the end, or both). If you don't know which transition and easing " "to pick, you can try different [enum TransitionType] constants with [constant " "EASE_IN_OUT], and use the one that looks best.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] Tweens are not designed to be re-used and trying to do so " "results in an undefined behavior. Create a new Tween for each animation and " @@ -152567,7 +152568,7 @@ msgstr "" "用于插值的位置(在开头、结尾或两者均有)。如果不知道该选择哪种过渡和缓动,可以" "尝试使用 [constant EASE_IN_OUT] 并配合不同 [enum TransitionType] 常量,并使用" "看起来最好的那个。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "tween_cheatsheet.webp]补间缓动与过渡类型速查表[/url]\n" "[b]注意:[/b]Tween 并不是针对重用设计的,尝试重用会造成未定义行为。每次从头开" "始重新播放每个动画都请新建一个 Tween。请记住,Tween 是会立即开始的,所以请只在" @@ -153362,7 +153363,7 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// ServerNode.cs\n" -"using Godot;\n" +"using Redot;\n" "using System.Collections.Generic;\n" "\n" "public partial class ServerNode : Node\n" @@ -153420,7 +153421,7 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// ClientNode.cs\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class ClientNode : Node\n" "{\n" @@ -153486,7 +153487,7 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// ServerNode.cs\n" -"using Godot;\n" +"using Redot;\n" "using System.Collections.Generic;\n" "\n" "public partial class ServerNode : Node\n" @@ -153544,7 +153545,7 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// ClientNode.cs\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class ClientNode : Node\n" "{\n" @@ -154130,7 +154131,7 @@ msgid "" "[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] is " "a good first stop, the specification can be found at the [url=https://" "openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open " -"Connectivity Foundation[/url] and Godot's implementation is based on the " +"Connectivity Foundation[/url] and Redot's implementation is based on the " "[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]." msgstr "" "这个类可用于在本地网络中发现兼容的 [UPNPDevice] 并在这些设备上执行命令,如管理" @@ -154205,7 +154206,7 @@ msgstr "" "(IGD)和 Port Control Protocol(PCP)),可以首先查看[url=https://en." "wikipedia.org/wiki/Universal_Plug_and_Play]维基百科[/url],技术规范可以在 " "[url=https://openconnectivity.org/developer/specifications/upnp-resources/" -"upnp/]Open Connectivity 基金会[/url]找到,Godot 的实现基于的是 [url=https://" +"upnp/]Open Connectivity 基金会[/url]找到,Redot 的实现基于的是 [url=https://" "github.com/miniupnp/miniupnp]MiniUPnP 客户端[/url]。" msgid "Adds the given [UPNPDevice] to the list of discovered devices." @@ -154544,8 +154545,8 @@ msgstr "无效控制。" msgid "Memory allocation error." msgstr "内存分配错误。" -msgid "The most important data type in Godot." -msgstr "Godot 中最重要的数据类型。" +msgid "The most important data type in Redot." +msgstr "Redot 中最重要的数据类型。" msgid "" "In computer programming, a Variant class is a class that is designed to store " @@ -154574,15 +154575,15 @@ msgid "" "var ref = new RefCounted(); // var is especially useful when used together " "with a constructor.\n" "\n" -"// Godot also provides a Variant type that works like a union of all the " +"// Redot also provides a Variant type that works like a union of all the " "Variant-compatible types.\n" "Variant fooVar = 2; // fooVar is dynamically an integer (stored as a `long` " "in the Variant type).\n" "fooVar = \"Now fooVar is a string!\";\n" -"fooVar = new RefCounted(); // fooVar is a GodotObject.\n" +"fooVar = new RefCounted(); // fooVar is a RedotObject.\n" "[/csharp]\n" "[/codeblocks]\n" -"Godot tracks all scripting API variables within Variants. Without even " +"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.\n" @@ -154590,7 +154591,7 @@ msgid "" "Variants by default and then optionally enforces custom static typing rules " "on variable types.\n" "- 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 " +"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.\n" "The global [method @GlobalScope.typeof] function returns the enumerated value " @@ -154627,9 +154628,9 @@ msgid "" " break;\n" " case Variant.Type.Object:\n" " // Note that Objects are their own special category.\n" -" // You can convert a Variant to a GodotObject and use reflection to " +" // You can convert a Variant to a RedotObject and use reflection to " "get its name.\n" -" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n" +" GD.Print($\"foo is a(n) {foo.AsRedotObject().GetType().Name}\");\n" " break;\n" "}\n" "[/csharp]\n" @@ -154638,16 +154639,16 @@ msgid "" "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.\n" -"Godot has specifically invested in making its Variant class as flexible as " +"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.\n" +"facilitate communication between all of Redot's systems.\n" "A Variant:\n" "- Can store almost any datatype.\n" "- Can perform operations between many variants. GDScript uses Variant as its " "atomic/native datatype.\n" "- Can be hashed, so it can be compared quickly to other variants.\n" "- Can be used to convert safely between datatypes.\n" -"- Can be used to abstract calling methods and their arguments. Godot exports " +"- Can be used to abstract calling methods and their arguments. Redot exports " "all its functions through variants.\n" "- Can be used to defer calls or move data between threads.\n" "- Can be serialized as binary and stored to disk, or transferred via " @@ -154684,19 +154685,19 @@ msgstr "" "var boo = \"boo 是字符串!\";\n" "var ref = new RefCounted(); // var 非常适合与构造函数配合使用。\n" "\n" -"// Godot 也提供了 Variant 类,类似于一个与所有 Variant 兼容类型的联合体。\n" +"// Redot 也提供了 Variant 类,类似于一个与所有 Variant 兼容类型的联合体。\n" "Variant fooVar = 2; // fooVar 是动态类型的整数(在 Variant 类型中存储为 " "`long`)。\n" "fooVar = \"现在 fooVar 是字符串!\";\n" -"fooVar = new RefCounted(); // fooVar 是 GodotObject。\n" +"fooVar = new RefCounted(); // fooVar 是 RedotObject。\n" "[/csharp]\n" "[/codeblocks]\n" -"Godot 在 Variant 中跟踪所有脚本 API 变量。你一直在无意中使用 Variant。某种语言" +"Redot 在 Variant 中跟踪所有脚本 API 变量。你一直在无意中使用 Variant。某种语言" "为保持数据类型而执行自己的规则时,那么就是该语言在基础 Variant 脚本 API 上应用" "了自定义的逻辑。\n" "- GDScript 会自动将数值进行包装。默认情况下会将所有数据保存在普通的 Variant " "中,也可以选择对变量类型执行自定义的静态类型规则。\n" -"- C# 是静态类型的,但是当它需要表示动态值时,就会在需要 Godot 的 Variant 类的" +"- C# 是静态类型的,但是当它需要表示动态值时,就会在需要 Redot 的 Variant 类的" "地方使用它自己实现的 [Variant] 类型。C# Variant 可以用任意兼容类型隐式赋值,但" "反之则需要显式类型转换。\n" "全局函数 [method @GlobalScope.typeof] 返回的是枚举类型的值,表示当前变量中所存" @@ -154730,15 +154731,15 @@ msgstr "" " break;\n" " case Variant.Type.Object:\n" " // 请注意,Object 有自己的特殊分类。\n" -" // 可以将 Variant 转换为 GodotObject,通过反射获取名称。\n" -" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n" +" // 可以将 Variant 转换为 RedotObject,通过反射获取名称。\n" +" GD.Print($\"foo is a(n) {foo.AsRedotObject().GetType().Name}\");\n" " break;\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "Variant 只占 20 个字节,可以在其中存储几乎所有的引擎数据类型。Variant 很少用于" "长期保存信息,主要还是用于通信、编辑、序列化和移动数据。\n" -"Godot 特别致力于使其 Variant 类尽可能灵活;以使它可被用于各种操作,促进 Godot " +"Redot 特别致力于使其 Variant 类尽可能灵活;以使它可被用于各种操作,促进 Redot " "所有系统之间的联系。\n" "Variant:\n" "- 可以存储几乎任何数据类型。\n" @@ -154746,7 +154747,7 @@ msgstr "" "型。\n" "- 可以被哈希,所以可以快速与其他 Variant 进行比较。\n" "- 可以用于数据类型之间的安全转换。\n" -"- 可以用来抽象调用方法和它们的参数。Godot 通过 Variant 导出所有函数。\n" +"- 可以用来抽象调用方法和它们的参数。Redot 通过 Variant 导出所有函数。\n" "- 可以用来推迟调用或在线程之间移动数据。\n" "- 可以序列化为二进制并存储到磁盘,或通过网络传输。\n" "- 可以序列化为文本,用于打印数值和可编辑设置项。\n" @@ -154823,7 +154824,7 @@ msgid "" "[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).\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle.png]Illustration of the returned angle.[/url]\n" "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]." @@ -154833,18 +154834,18 @@ msgstr "" "例如,[code]Vector2.RIGHT.angle()[/code] 将返回 0,[code]Vector2.DOWN.angle()" "[/code] 将返回 [code]PI / 2[/code](四分之一圈,即 90 度),[code]Vector2(1, " "-1).angle()[/code] 将返回 [code]-PI / 4[/code](负八分之一圈,即 -45 度)。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle.png]返回夹角图示。[/url]\n" "相当于使用该向量的 [member y] 和 [member x] 作为参数对 [method @GlobalScope." "atan2] 进行调用的结果:[code]atan2(y, x)[/code]。" msgid "" "Returns the angle to the given vector, in radians.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" "返回与给定向量的夹角,单位为弧度。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle_to.png]返回夹角示意图。[/url]" msgid "" @@ -154852,12 +154853,12 @@ msgid "" "in radians.\n" "[code]a.angle_to_point(b)[/code] is equivalent of doing [code](b - a).angle()" "[/code].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle_to_point.png]Illustration of the returned angle.[/url]" msgstr "" "返回连接两点的直线与 X 轴之间的夹角,单位为弧度。\n" "[code]a.angle_to_point(b)[/code] 等价于 [code](b - a).angle()[/code]。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle_to_point.png]返回夹角示意图。[/url]" msgid "" @@ -155171,14 +155172,14 @@ msgid "" "[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 " +"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]." msgstr "" "返回从给定方向向量 [param line] 定义的线反射向量的结果。\n" "[b]注意:[/b][method reflect] 与其他引擎和框架调用的 [code skip-lint]reflect()" "[/code] 不同。在其他引擎中,[code skip-lint]reflect()[/code] 采用法线方向,即" -"垂直于线的方向。在 Godot 中,你可以直接指定线的方向。另请参阅 [method " +"垂直于线的方向。在 Redot 中,你可以直接指定线的方向。另请参阅 [method " "bounce],它执行大多数引擎调用的 [code skip-lint]reflect()[/code]。" msgid "" @@ -155901,7 +155902,7 @@ msgid "" "[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] returns the result of the vector reflected by the given " -"plane. The reflection thus passes through the given normal. While in Godot " +"plane. The reflection thus passes through the given normal. While in Redot " "the reflection passes through the plane and can be thought of as bouncing off " "the normal. See also [method bounce] which does what most engines call [code " "skip-lint]reflect()[/code]." @@ -155909,7 +155910,7 @@ msgstr "" "返回通过给定法线向量 [param n] 定义的平面反射向量的结果。\n" "[b]注意:[/b][method reflect] 与其他引擎和框架调用的 [code skip-lint]reflect()" "[/code] 不同。在其他引擎中,[code skip-lint]reflect()[/code] 返回由给定平面反" -"射的向量的结果。因此反射穿过给定的法线。而在 Godot 中,反射穿过平面,可以被认" +"射的向量的结果。因此反射穿过给定的法线。而在 Redot 中,反射穿过平面,可以被认" "为是从法线反弹。另请参阅 [method bounce],它执行大多数引擎调用的 [code skip-" "lint]reflect()[/code]。" @@ -157188,11 +157189,11 @@ msgstr "" "级方程式赛车则尝试 200 左右的值。" msgid "" -"This is the distance the suspension can travel. As Godot units are equivalent " +"This is the distance the suspension can travel. As Redot units are equivalent " "to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 " "depending on the type of car." msgstr "" -"这是悬架可以移动的距离。由于Godot 的单位相当于米,所以保持这个设置相对较低。根" +"这是悬架可以移动的距离。由于Redot 的单位相当于米,所以保持这个设置相对较低。根" "据汽车的类型,试试 0.1 和 0.3 之间的值。" msgid "" @@ -157233,12 +157234,12 @@ msgstr "轮子的半径,单位是米。" msgid "" "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 " +"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." msgstr "" "这是轮子从原点下降的距离,以米为单位。不要把这个设置为 0.0,然后把车轮移到位置" -"上,而是把车轮的原点(Godot 中的小工具)移到车轮触底时的位置,然后使用剩余长度" +"上,而是把车轮的原点(Redot 中的小工具)移到车轮触底时的位置,然后使用剩余长度" "将轮子向下移动到汽车静止时它应该所处位置。" msgid "" @@ -157405,12 +157406,12 @@ msgstr "" msgid "" "The length of the current stream, in seconds.\n" "[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 " +"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." msgstr "" "当前流的长度,单位:秒。\n" -"[b]注意:[/b]对于 [VideoStreamTheora] 流(Godot 支持的内置格式),该值将始终为" +"[b]注意:[/b]对于 [VideoStreamTheora] 流(Redot 支持的内置格式),该值将始终为" "零,因为获取流长度尚未实现。GDExtension 插件实现的视频格式可能会支持该功能。" msgid "" @@ -157498,12 +157499,12 @@ msgid "" "decoded on the CPU.\n" "[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] " "extension, you will have to rename the extension to [code].ogv[/code] to use " -"those videos within Godot." +"those videos within Redot." msgstr "" "[VideoStream] 资源处理带有 [code].ogv[/code] 扩展名的 [url=https://www.theora." "org/]Ogg Theora[/url] 视频格式。Theora 编解码器在 CPU 上进行解码。\n" "[b]注意:[/b]虽然 Ogg Theora 视频也可以具有一个 [code].ogg[/code] 扩展名,但必" -"须将该扩展名重命名为 [code].ogv[/code],才能在 Godot 中使用这些视频。" +"须将该扩展名重命名为 [code].ogv[/code],才能在 Redot 中使用这些视频。" msgid "" "Abstract base class for viewports. Encapsulates drawing and interaction with " @@ -159602,8 +159603,8 @@ msgstr "" msgid "" "This property only exists to preserve data authored in earlier versions of " -"Godot. It has currently no function." -msgstr "该属性仅用于保存在早期版本的 Godot 中编写的数据。它目前没有任何作用。" +"Redot. It has currently no function." +msgstr "该属性仅用于保存在早期版本的 Redot 中编写的数据。它目前没有任何作用。" msgid "A comparison function for common types within the visual shader graph." msgstr "可视化着色器图内常见类型的比较函数。" @@ -160150,29 +160151,29 @@ msgid "Translates to [code]dot(a, b)[/code] in the shader language." msgstr "翻译为着色器语言中的 [code]dot(a, b)[/code]。" msgid "" -"A custom visual shader graph expression written in Godot Shading Language." -msgstr "用Godot着色语言编写的自定义可视化着色器图形表达式。" +"A custom visual shader graph expression written in Redot Shading Language." +msgstr "用Redot着色语言编写的自定义可视化着色器图形表达式。" msgid "" -"Custom Godot Shading Language expression, with a custom number of input and " +"Custom Redot Shading Language expression, with a custom number of input and " "output ports.\n" "The provided code is directly injected into the graph's matching shader " "function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), " "so it cannot be used to declare functions, varyings, uniforms, or global " "constants. See [VisualShaderNodeGlobalExpression] for such global definitions." msgstr "" -"自定义 Godot 着色器语言表达式,有自定义数量的输入和输出端口。\n" +"自定义 Redot 着色器语言表达式,有自定义数量的输入和输出端口。\n" "所提供的代码会直接注入到着色器图中匹配的着色器函数中([code]vertex[/code]、" "[code]fragment[/code] 或 [code]light[/code]),所以不能用于声明函数、varying、" "uniform 或全局常量。这种全局定义见 [VisualShaderNodeGlobalExpression]。" msgid "" -"An expression in Godot Shading Language, which will be injected at the start " +"An expression in Redot Shading Language, which will be injected at the start " "of the graph's matching shader function ([code]vertex[/code], [code]fragment[/" "code], or [code]light[/code]), and thus cannot be used to declare functions, " "varyings, uniforms, or global constants." msgstr "" -"Godot 着色器语言中的表达式,它将被注入到图形匹配的着色器函数([code]vertex[/" +"Redot 着色器语言中的表达式,它将被注入到图形匹配的着色器函数([code]vertex[/" "code]、[code]fragment[/code] 或 [code]light[/code])的开头,因此不能用于声明函" "数、varying、uniform 或全局常量。" @@ -160222,112 +160223,112 @@ msgid "" "Returns the sine of the parameter. Translates to [code]sin(x)[/code] in the " "Godot Shader Language." msgstr "" -"返回参数的正弦值。在 Godot 着色器语言中,会被翻译为 [code]sin(x)[/code]。" +"返回参数的正弦值。在 Redot 着色器语言中,会被翻译为 [code]sin(x)[/code]。" msgid "" "Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in the " "Godot Shader Language." msgstr "" -"返回参数的余弦值。在 Godot 着色器语言中,会被翻译为 [code]cos(x)[/code]。" +"返回参数的余弦值。在 Redot 着色器语言中,会被翻译为 [code]cos(x)[/code]。" msgid "" "Returns the tangent of the parameter. Translates to [code]tan(x)[/code] in " "the Godot Shader Language." msgstr "" -"返回参数的正切值。在 Godot 着色器语言中,会被翻译为 [code]tan(x)[/code]。" +"返回参数的正切值。在 Redot 着色器语言中,会被翻译为 [code]tan(x)[/code]。" msgid "" "Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] in " "the Godot Shader Language." msgstr "" -"返回参数的反正弦值。在 Godot 着色器语言中,会被翻译为 [code]asin(x)[/code]。" +"返回参数的反正弦值。在 Redot 着色器语言中,会被翻译为 [code]asin(x)[/code]。" msgid "" "Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/code] " "in the Godot Shader Language." msgstr "" -"返回参数的反余弦值。在 Godot 着色器语言中,会被翻译为 [code]acos(x)[/code]。" +"返回参数的反余弦值。在 Redot 着色器语言中,会被翻译为 [code]acos(x)[/code]。" msgid "" "Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/code] " "in the Godot Shader Language." msgstr "" -"返回参数的反正切值。在 Godot 着色器语言中,会被翻译为 [code]atan(x)[/code]。" +"返回参数的反正切值。在 Redot 着色器语言中,会被翻译为 [code]atan(x)[/code]。" msgid "" "Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/" "code] in the Godot Shader Language." msgstr "" -"返回参数的双曲正弦值。在 Godot 着色器语言中,会被翻译为 [code]sinh(x)[/code]。" +"返回参数的双曲正弦值。在 Redot 着色器语言中,会被翻译为 [code]sinh(x)[/code]。" msgid "" "Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/" "code] in the Godot Shader Language." msgstr "" -"返回参数的双曲余弦值。在 Godot 着色器语言中,会被翻译为 [code]cosh(x)[/code]。" +"返回参数的双曲余弦值。在 Redot 着色器语言中,会被翻译为 [code]cosh(x)[/code]。" msgid "" "Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)[/" "code] in the Godot Shader Language." msgstr "" -"返回参数的双曲正切值。在 Godot 着色器语言中,会被翻译为 [code]tanh(x)[/code]。" +"返回参数的双曲正切值。在 Redot 着色器语言中,会被翻译为 [code]tanh(x)[/code]。" msgid "" "Returns the natural logarithm of the parameter. Translates to [code]log(x)[/" "code] in the Godot Shader Language." msgstr "" -"返回参数的自然对数。在 Godot 着色器语言中,会被翻译为 [code]log(x)[/code]。" +"返回参数的自然对数。在 Redot 着色器语言中,会被翻译为 [code]log(x)[/code]。" msgid "" "Returns the natural exponentiation of the parameter. Translates to " "[code]exp(x)[/code] in the Godot Shader Language." msgstr "" -"返回该参数的自然指数。在 Godot 着色器语言中,会被翻译为 [code]exp(x)[/code]。" +"返回该参数的自然指数。在 Redot 着色器语言中,会被翻译为 [code]exp(x)[/code]。" msgid "" "Returns the square root of the parameter. Translates to [code]sqrt(x)[/code] " "in the Godot Shader Language." msgstr "" -"返回参数的平方根。在 Godot 着色器语言中,会被翻译为 [code]sqrt(x)[/code]。" +"返回参数的平方根。在 Redot 着色器语言中,会被翻译为 [code]sqrt(x)[/code]。" msgid "" "Returns the absolute value of the parameter. Translates to [code]abs(x)[/" "code] in the Godot Shader Language." msgstr "" -"返回参数的绝对值。在 Godot 着色器语言中,会被翻译为 [code]abs(x)[/code]。" +"返回参数的绝对值。在 Redot 着色器语言中,会被翻译为 [code]abs(x)[/code]。" msgid "" "Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the " "Godot Shader Language." msgstr "" -"提取参数的符号。在 Godot 着色器语言中,会被翻译为 [code]sign(x)[/code]。" +"提取参数的符号。在 Redot 着色器语言中,会被翻译为 [code]sign(x)[/code]。" msgid "" "Finds the nearest integer less than or equal to the parameter. Translates to " "[code]floor(x)[/code] in the Godot Shader Language." msgstr "" -"查找小于或等于参数的最接近的整数。在 Godot 着色器语言中,会被翻译为 " +"查找小于或等于参数的最接近的整数。在 Redot 着色器语言中,会被翻译为 " "[code]floor(x)[/code]。" msgid "" "Finds the nearest integer to the parameter. Translates to [code]round(x)[/" "code] in the Godot Shader Language." msgstr "" -"查找最接近参数的整数。在 Godot 着色器语言中,会被翻译为 [code]round(x)[/" +"查找最接近参数的整数。在 Redot 着色器语言中,会被翻译为 [code]round(x)[/" "code]。" msgid "" "Finds the nearest integer that is greater than or equal to the parameter. " "Translates to [code]ceil(x)[/code] in the Godot Shader Language." msgstr "" -"查找大于或等于参数的最接近的整数。在 Godot 着色器语言中,会被翻译为 " +"查找大于或等于参数的最接近的整数。在 Redot 着色器语言中,会被翻译为 " "[code]ceil(x)[/code]。" msgid "" "Computes the fractional part of the argument. Translates to [code]fract(x)[/" "code] in the Godot Shader Language." msgstr "" -"计算参数的小数部分。在 Godot 着色器语言中,会被翻译为 [code]fract(x)[/code]。" +"计算参数的小数部分。在 Redot 着色器语言中,会被翻译为 [code]fract(x)[/code]。" msgid "" "Clamps the value between [code]0.0[/code] and [code]1.0[/code] using " @@ -160343,55 +160344,55 @@ msgid "" "Returns the arc-hyperbolic-cosine of the parameter. Translates to " "[code]acosh(x)[/code] in the Godot Shader Language." msgstr "" -"返回参数的反双曲余弦值。在 Godot 着色器语言中,会被翻译为 [code]acosh(x)[/" +"返回参数的反双曲余弦值。在 Redot 着色器语言中,会被翻译为 [code]acosh(x)[/" "code]。" msgid "" "Returns the arc-hyperbolic-sine of the parameter. Translates to [code]asinh(x)" "[/code] in the Godot Shader Language." msgstr "" -"返回参数的反双曲正弦值。在 Godot 着色器语言中,会被翻译为 [code]asinh(x)[/" +"返回参数的反双曲正弦值。在 Redot 着色器语言中,会被翻译为 [code]asinh(x)[/" "code]。" msgid "" "Returns the arc-hyperbolic-tangent of the parameter. Translates to " "[code]atanh(x)[/code] in the Godot Shader Language." msgstr "" -"返回参数的反双曲正切值。在 Godot 着色器语言中,会被翻译为 [code]atanh(x)[/" +"返回参数的反双曲正切值。在 Redot 着色器语言中,会被翻译为 [code]atanh(x)[/" "code]。" msgid "" "Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/" "code] in the Godot Shader Language." msgstr "" -"将弧度数转换为度数。在 Godot 着色器语言中,会被翻译为 [code]degrees(x)[/" +"将弧度数转换为度数。在 Redot 着色器语言中,会被翻译为 [code]degrees(x)[/" "code]。" msgid "" "Returns 2 raised by the power of the parameter. Translates to [code]exp2(x)[/" "code] in the Godot Shader Language." msgstr "" -"返回 2 的参数次幂。在 Godot 着色器语言中,会被翻译为 [code]exp2(x)[/code]。" +"返回 2 的参数次幂。在 Redot 着色器语言中,会被翻译为 [code]exp2(x)[/code]。" msgid "" "Returns the inverse of the square root of the parameter. Translates to " "[code]inversesqrt(x)[/code] in the Godot Shader Language." msgstr "" -"返回参数平方根的倒数。在 Godot 着色器语言中,会被翻译为 [code]inversesqrt(x)[/" +"返回参数平方根的倒数。在 Redot 着色器语言中,会被翻译为 [code]inversesqrt(x)[/" "code]。" msgid "" "Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/" "code] in the Godot Shader Language." msgstr "" -"返回参数的以 2 为底的对数。在 Godot 着色器语言中,会被翻译为 [code]log2(x)[/" +"返回参数的以 2 为底的对数。在 Redot 着色器语言中,会被翻译为 [code]log2(x)[/" "code]。" msgid "" "Convert a quantity in degrees to radians. Translates to [code]radians(x)[/" "code] in the Godot Shader Language." msgstr "" -"将度数转换为弧度。在 Godot 着色器语言中,会被翻译为 [code]radians(x)[/code]。" +"将度数转换为弧度。在 Redot 着色器语言中,会被翻译为 [code]radians(x)[/code]。" msgid "" "Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/" @@ -160402,7 +160403,7 @@ msgid "" "Finds the nearest even integer to the parameter. Translates to " "[code]roundEven(x)[/code] in the Godot Shader Language." msgstr "" -"查找最接近参数的偶数。在 Godot 着色器语言中,会被翻译为 [code]roundEven(x)[/" +"查找最接近参数的偶数。在 Redot 着色器语言中,会被翻译为 [code]roundEven(x)[/" "code]。" msgid "" @@ -160411,7 +160412,7 @@ msgid "" "[code]trunc(x)[/code] in the Godot Shader Language." msgstr "" "返回与 [code]x[/code] 的最接近整数的值,其绝对值不大于 [code]x[/code] 绝对值。" -"在 Godot 着色器语言中,会被翻译为 [code]trunc(x)[/code]。" +"在 Redot 着色器语言中,会被翻译为 [code]trunc(x)[/code]。" msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])." msgstr "从 1 中减去标量 [code]x[/code](即 [code]1 - x[/code])。" @@ -160442,45 +160443,45 @@ msgid "" "Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/code] " "in the Godot Shader Language." msgstr "" -"计算两个数的余数。在 Godot 着色器语言中,会被翻译为 [code]mod(a, b)[/code]。" +"计算两个数的余数。在 Redot 着色器语言中,会被翻译为 [code]mod(a, b)[/code]。" msgid "" "Raises the [code]a[/code] to the power of [code]b[/code]. Translates to " "[code]pow(a, b)[/code] in the Godot Shader Language." msgstr "" -"将 [code]a[/code] 提高到 [code]b[/code] 次幂。在 Godot 着色器语言中,会被翻译" +"将 [code]a[/code] 提高到 [code]b[/code] 次幂。在 Redot 着色器语言中,会被翻译" "为 [code]pow(a, b)[/code]。" msgid "" "Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in " "the Godot Shader Language." msgstr "" -"返回两个数中的较大者。在 Godot 着色器语言中,会被翻译为 [code]max(a, b)[/" +"返回两个数中的较大者。在 Redot 着色器语言中,会被翻译为 [code]max(a, b)[/" "code]。" msgid "" "Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in " "the Godot Shader Language." msgstr "" -"返回两个数中的较小者。在 Godot 着色器语言中,会被翻译为 [code]min(a, b)[/" +"返回两个数中的较小者。在 Redot 着色器语言中,会被翻译为 [code]min(a, b)[/" "code]。" msgid "" "Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)[/" "code] in the Godot Shader Language." msgstr "" -"返回参数的反正切值。在 Godot 着色器语言中,会被翻译为 [code]atan(a, b)[/" +"返回参数的反正切值。在 Redot 着色器语言中,会被翻译为 [code]atan(a, b)[/" "code]。" msgid "" "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 " +"otherwise 1.0. Translates to [code]step(a, b)[/code] in the Redot Shader " "Language." msgstr "" "通过将 [code]b[/code](x)与 [code]a[/code](edge)进行比较来生成 step 函数。" "如果 [code]x[/code] 小于 [code]edge[/code] 则返回 0.0,否则返回 1.0。翻译为 " -"Godot 着色器语言中的 [code]step(a, b)[/code]。" +"Redot 着色器语言中的 [code]step(a, b)[/code]。" msgid "A scalar float parameter to be used within the visual shader graph." msgstr "标量浮点数参数,在可视化着色器图中使用。" @@ -160595,17 +160596,17 @@ msgid "" msgstr "返回基于表面法线和相机视角方向的点积的衰减,将相关输入传给它。" msgid "" -"A custom global visual shader graph expression written in Godot Shading " +"A custom global visual shader graph expression written in Redot Shading " "Language." -msgstr "用Godot着色器语言编写的自定义全局可视化着色器图形表达式。" +msgstr "用Redot着色器语言编写的自定义全局可视化着色器图形表达式。" msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "generated shader. You can place various function definitions inside to call " "later in [VisualShaderNodeExpression]s (which are injected in the main shader " "functions). You can also declare varyings, uniforms and global constants." msgstr "" -"自定义Godot着色器语言表达式,位于生成的着色器之上。你可以在内部放置各种函数定" +"自定义Redot着色器语言表达式,位于生成的着色器之上。你可以在内部放置各种函数定" "义,以便以后在[VisualShaderNodeExpression]中调用,这些函数被注入到主着色器函数" "中。你还可以声明varyings、uniforms 和全局常量。" @@ -160753,11 +160754,11 @@ msgid "Shading reference index" msgstr "着色参考索引" msgid "" -"Returns a translated name of the current constant in the Godot Shader " +"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]." msgstr "" -"返回当前常量名称翻译至 Godot 着色器语言后的名称。例如,如果 [member " +"返回当前常量名称翻译至 Redot 着色器语言后的名称。例如,如果 [member " "input_name] 等于 [code]\"albedo\"[/code],则返回 [code]\"ALBEDO\"[/code]。" msgid "" @@ -160793,7 +160794,7 @@ msgid "" "Returns the result of bitwise [code]NOT[/code] operation on the integer. " "Translates to [code]~a[/code] in the Godot Shader Language." msgstr "" -"返回对该整数进行按位 [code]NOT[/code] 运算的结果。在 Godot 着色器语言中会被翻" +"返回对该整数进行按位 [code]NOT[/code] 运算的结果。在 Redot 着色器语言中会被翻" "译为 [code]~a[/code]。" msgid "An integer scalar operator to be used within the visual shader graph." @@ -160812,42 +160813,42 @@ msgid "" "Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] in " "the Godot Shader Language." msgstr "" -"返回两个数字中的较小者。在 Godot 着色器语言中会被翻译为 [code]min(a, b)[/" +"返回两个数字中的较小者。在 Redot 着色器语言中会被翻译为 [code]min(a, b)[/" "code]。" msgid "" "Returns the result of bitwise [code]AND[/code] operation on the integer. " "Translates to [code]a & b[/code] in the Godot Shader Language." msgstr "" -"返回对该整数进行按位与 [code]AND[/code] 运算的结果。在 Godot 着色器语言中会被" +"返回对该整数进行按位与 [code]AND[/code] 运算的结果。在 Redot 着色器语言中会被" "翻译为 [code]a & b[/code]。" msgid "" "Returns the result of bitwise [code]OR[/code] operation for two integers. " "Translates to [code]a | b[/code] in the Godot Shader Language." msgstr "" -"返回对该整数进行按位或 [code]OR[/code] 运算的结果。在 Godot 着色器语言中会被翻" +"返回对该整数进行按位或 [code]OR[/code] 运算的结果。在 Redot 着色器语言中会被翻" "译为 [code]a | b[/code]。" msgid "" "Returns the result of bitwise [code]XOR[/code] operation for two integers. " "Translates to [code]a ^ b[/code] in the Godot Shader Language." msgstr "" -"返回对该整数进行按位异或 [code]XOR[/code] 运算的结果。在 Godot 着色器语言中会" +"返回对该整数进行按位异或 [code]XOR[/code] 运算的结果。在 Redot 着色器语言中会" "被翻译为 [code]a ^ b[/code]。" msgid "" "Returns the result of bitwise left shift operation on the integer. Translates " "to [code]a << b[/code] in the Godot Shader Language." msgstr "" -"返回对该整数进行按位左移运算的结果。在 Godot 着色器语言中会被翻译为 [code]a " +"返回对该整数进行按位左移运算的结果。在 Redot 着色器语言中会被翻译为 [code]a " "<< b[/code]。" msgid "" "Returns the result of bitwise right shift operation on the integer. " "Translates to [code]a >> b[/code] in the Godot Shader Language." msgstr "" -"返回对该整数进行按位右移运算的结果。在 Godot 着色器语言中会被翻译为 [code]a " +"返回对该整数进行按位右移运算的结果。在 Redot 着色器语言中会被翻译为 [code]a " ">> b[/code]。" msgid "A visual shader node for shader parameter (uniform) of type [int]." @@ -162636,16 +162637,16 @@ msgstr "发送出去数据包时要使用的传输模式。可以是文本或二 msgid "" "Tells the channel to send data over this channel as text. An external peer " -"(non-Godot) would receive this as a string." +"(non-Redot) would receive this as a string." msgstr "" -"告诉通道以文本形式在这个通道上发送数据。外部对等体(非 Godot)会以字符串的形式" +"告诉通道以文本形式在这个通道上发送数据。外部对等体(非 Redot)会以字符串的形式" "接收。" msgid "" "Tells the channel to send data over this channel as binary. An external peer " -"(non-Godot) would receive this as array buffer or blob." +"(non-Redot) would receive this as array buffer or blob." msgstr "" -"告诉通道以二进制形式在此通道上发送数据。外部对等体(非 Godot)将以数组缓冲区" +"告诉通道以二进制形式在此通道上发送数据。外部对等体(非 Redot)将以数组缓冲区" "或 blob 的形式接收。" msgid "The channel was created, but it's still trying to connect." @@ -163583,7 +163584,7 @@ msgid "" "\n" "func _webxr_session_started():\n" " $Button.visible = false\n" -" # This tells Godot to start rendering to the headset.\n" +" # This tells Redot to start rendering to the headset.\n" " get_viewport().use_xr = true\n" " # This will be the reference space type you ultimately got, out of the\n" " # types that you requested above. This is useful if you want the game to\n" @@ -163595,7 +163596,7 @@ msgid "" "\n" "func _webxr_session_ended():\n" " $Button.visible = true\n" -" # If the user exits immersive mode, then we tell Godot to render to the " +" # If the user exits immersive mode, then we tell Redot to render to the " "web\n" " # page again.\n" " get_viewport().use_xr = false\n" @@ -163606,7 +163607,7 @@ msgid "" "There are a couple ways to handle \"controller\" input:\n" "- Using [XRController3D] nodes and their [signal XRController3D." "button_pressed] and [signal XRController3D.button_released] signals. This is " -"how controllers are typically handled in XR apps in Godot, however, this will " +"how controllers are typically handled in XR apps in Redot, however, this will " "only work with advanced VR controllers like the Oculus Touch or Index " "controllers, for example.\n" "- Using the [signal select], [signal squeeze] and related signals. This " @@ -163688,7 +163689,7 @@ msgstr "" "\n" "func _webxr_session_started():\n" " $Button.visible = false\n" -" # 这告诉 Godot 开始渲染到头戴设备。\n" +" # 这告诉 Redot 开始渲染到头戴设备。\n" " get_viewport().use_xr = true\n" " # 这将是你最终获得的参考空间类型,与你在上面请求的类型不同。\n" " # 如果你希望游戏在 “bounded-floor” 和 “local-floor”\n" @@ -163700,7 +163701,7 @@ msgstr "" "\n" "func _webxr_session_ended():\n" " $Button.visible = true\n" -" # 如果用户退出沉浸式模式,那么我们会告诉 Godot\n" +" # 如果用户退出沉浸式模式,那么我们会告诉 Redot\n" " # 再次渲染到网页。\n" " get_viewport().use_xr = false\n" "\n" @@ -163709,7 +163710,7 @@ msgstr "" "[/codeblock]\n" "有几种方法可以处理“控制器”输入:\n" "- 使用 [XRController3D] 节点及其 [signal XRController3D.button_pressed] 和 " -"[signal XRController3D.button_released] 信号。这是 Godot 中 XR 应用程序通常处" +"[signal XRController3D.button_released] 信号。这是 Redot 中 XR 应用程序通常处" "理控制器的方式,但是,这仅适用于高级 VR 控制器,例如 Oculus Touch 或 Index 控" "制器。\n" "- 使用 [signal select]、[signal squeeze] 和其他相关信号。这种方法适用于高级 " @@ -163717,8 +163718,8 @@ msgstr "" "你可以使用这两种方法来让你的游戏或应用程序支持更多或更窄的设备和输入法集,或者" "允许与更高级的设备进行更高级的交互。" -msgid "How to make a VR game for WebXR with Godot 4" -msgstr "如何使用 Godot 4 制作 WebXR 的 VR 游戏" +msgid "How to make a VR game for WebXR with Redot 4" +msgstr "如何使用 Redot 4 制作 WebXR 的 VR 游戏" msgid "" "Returns display refresh rates supported by the current HMD. Only returned if " @@ -163979,10 +163980,10 @@ msgid "" "Emitted when the user ends the WebXR session (which can be done using UI from " "the browser or device).\n" "At this point, you should do [code]get_viewport().use_xr = false[/code] to " -"instruct Godot to resume rendering to the screen." +"instruct Redot to resume rendering to the screen." msgstr "" "用户结束 WebXR 会话时发出(可以使用浏览器或设备的 UI 结束会话)。\n" -"此时,你应该执行 [code]get_viewport().use_xr = false[/code],让 Godot 继续渲染" +"此时,你应该执行 [code]get_viewport().use_xr = false[/code],让 Redot 继续渲染" "至屏幕。" msgid "" @@ -163997,10 +163998,10 @@ msgid "" "Emitted by [method XRInterface.initialize] if the session is successfully " "started.\n" "At this point, it's safe to do [code]get_viewport().use_xr = true[/code] to " -"instruct Godot to start rendering to the XR device." +"instruct Redot to start rendering to the XR device." msgstr "" "由 [method XRInterface.initialize] 在该会话启动成功时发出。\n" -"此时,可以安全地执行 [code]get_viewport().use_xr = true[/code],让 Godot 开始" +"此时,可以安全地执行 [code]get_viewport().use_xr = true[/code],让 Redot 开始" "渲染至 XR 设备。" msgid "" @@ -165615,7 +165616,7 @@ msgid "" " if (parser.GetNodeType() == XmlParser.NodeType.Element)\n" " {\n" " var nodeName = parser.GetNodeName();\n" -" var attributesDict = new Godot.Collections.Dictionary();\n" +" var attributesDict = new Redot.Collections.Dictionary();\n" " for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n" " {\n" " attributesDict[parser.GetAttributeName(idx)] = parser." @@ -165656,7 +165657,7 @@ msgstr "" " if (parser.GetNodeType() == XmlParser.NodeType.Element)\n" " {\n" " var nodeName = parser.GetNodeName();\n" -" var attributesDict = new Godot.Collections.Dictionary();\n" +" var attributesDict = new Redot.Collections.Dictionary();\n" " for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n" " {\n" " attributesDict[parser.GetAttributeName(idx)] = parser." @@ -165898,12 +165899,12 @@ msgstr "XR 中跟踪的身体。" msgid "" "A body tracking system will create an instance of this object and add it to " "the [XRServer]. This tracking system will then obtain skeleton data, convert " -"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"it to the Redot Humanoid skeleton and store this data on the [XRBodyTracker] " "object.\n" "Use [XRBodyModifier3D] to animate a body mesh using body tracking data." msgstr "" "身体跟踪系统将创建该对象的实例并将其添加到 [XRServer]。然后,该跟踪系统将获取" -"骨架数据,将其转换为 Godot 类人型骨架,并将该数据存储在 [XRBodyTracker] 对象" +"骨架数据,将其转换为 Redot 类人型骨架,并将该数据存储在 [XRBodyTracker] 对象" "上。\n" "使用 [XRBodyModifier3D] 通过身体跟踪数据来动画化身体网格。" @@ -166817,12 +166818,12 @@ msgstr "XR 中追踪的手。" msgid "" "A hand tracking system will create an instance of this object and add it to " "the [XRServer]. This tracking system will then obtain skeleton data, convert " -"it to the Godot Humanoid hand skeleton and store this data on the " +"it to the Redot Humanoid hand skeleton and store this data on the " "[XRHandTracker] object.\n" "Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." msgstr "" "手部跟踪系统将创建该对象的实例并将其添加到 [XRServer]。然后,该跟踪系统将获取" -"骨骼数据,将其转换为 Godot 人形手部骨骼,并将该数据存储在 [XRHandTracker] 对象" +"骨骼数据,将其转换为 Redot 人形手部骨骼,并将该数据存储在 [XRHandTracker] 对象" "上。\n" "使用 [XRHandModifier3D] 通过手部跟踪数据动画化手部网格。" @@ -166982,14 +166983,14 @@ msgstr "XR 接口实现的基类。" msgid "" "This class needs to be implemented to make an AR or VR platform available to " -"Godot and these should be implemented as C++ modules or GDExtension modules. " +"Redot and these should be implemented as C++ modules or GDExtension modules. " "Part of the interface is exposed to GDScript so you can detect, enable and " "configure an AR or VR platform.\n" "Interfaces should be written in such a way that simply enabling them will " "give us a working setup. You can query the available interfaces through " "[XRServer]." msgstr "" -"需要实现该类以使 Godot 可以使用 AR 或 VR 平台,并且这些应作为 C++ 模块或 " +"需要实现该类以使 Redot 可以使用 AR 或 VR 平台,并且这些应作为 C++ 模块或 " "GDExtension 模块实现。部分接口公开给 GDScript,因此可以检测、启用和配置 AR 或 " "VR 平台。\n" "接口应该以这样一种方式编写,只要简单地启用它们就会提供一个工作设置。可以通过 " @@ -167085,9 +167086,9 @@ msgid "" "After initializing the interface you want to use you then need to enable the " "AR/VR mode of a viewport and rendering should commence.\n" "[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.\n" +"that uses the main output of Redot, such as for mobile VR.\n" "If you do this for a platform that handles its own output (such as OpenVR) " -"Godot will show just one eye without distortion on screen. Alternatively, you " +"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 " @@ -167099,9 +167100,9 @@ msgstr "" "调用它来初始化这个接口。被初始化的第一个接口被识别为主接口,它将用于渲染输" "出。\n" "初始化想要使用的接口后,需要启用视口的 AR/VR 模式,并且渲染应该开始。\n" -"[b]注意:[/b]对于任何使用 Godot 主输出的设备,例如移动 VR,必须在主视口上启用 " +"[b]注意:[/b]对于任何使用 Redot 主输出的设备,例如移动 VR,必须在主视口上启用 " "XR 模式。\n" -"如果为处理自己输出的平台(例如 OpenVR)执行该操作,则 Godot 将只显示一只眼睛而" +"如果为处理自己输出的平台(例如 OpenVR)执行该操作,则 Redot 将只显示一只眼睛而" "不会在屏幕上失真。或者,可以将单独的视口节点添加到场景并在该视口上启用 AR/VR。" "它将被用于输出到 HMD,让你可以在主窗口中自由地做任何你喜欢的事情,例如使用单独" "的相机作为旁观者相机或渲染完全不同的东西。\n" @@ -167276,8 +167277,8 @@ msgstr "此接口可以与正常的渲染输出一起工作(非基于 HMD 的 msgid "This interface supports stereoscopic rendering." msgstr "该接口支持立体渲染。" -msgid "This interface supports quad rendering (not yet supported by Godot)." -msgstr "该接口支持四边形渲染(Godot 尚不支持)。" +msgid "This interface supports quad rendering (not yet supported by Redot)." +msgstr "该接口支持四边形渲染(Redot 尚不支持)。" msgid "This interface supports VR." msgstr "该接口支持 VR。" @@ -167566,11 +167567,11 @@ msgstr "" msgid "" "The name of the pose we're bound to. Which poses a tracker supports is not " "known during design time.\n" -"Godot defines number of standard pose names such as [code]aim[/code] and " +"Redot defines number of standard pose names such as [code]aim[/code] and " "[code]grip[/code] but other may be configured within a given [XRInterface]." msgstr "" "我们绑定到的姿势的名称。设计时并不知道跟踪器支持哪些姿势。\n" -"Godot 定义了许多标准姿势名称,例如 [code]aim[/code] 和 [code]grip[/code],但也" +"Redot 定义了许多标准姿势名称,例如 [code]aim[/code] 和 [code]grip[/code],但也" "可以在给定的 [XRInterface] 中配置其他名称。" msgid "" @@ -167581,12 +167582,12 @@ msgstr "启用在跟踪开始时显示节点,并在跟踪丢失时隐藏节点 msgid "" "The name of the tracker we're bound to. Which trackers are available is not " "known during design time.\n" -"Godot defines a number of standard trackers such as [code]left_hand[/code] " +"Redot defines a number of standard trackers such as [code]left_hand[/code] " "and [code]right_hand[/code] but others may be configured within a given " "[XRInterface]." msgstr "" "我们绑定到的追踪器的名称。设计时并不知道有哪些跟踪器可用。\n" -"Godot 定义了许多标准跟踪器,例如 [code]left_hand[/code] 和 [code]right_hand[/" +"Redot 定义了许多标准跟踪器,例如 [code]left_hand[/code] 和 [code]right_hand[/" "code],但也可以在给定的 [XRInterface] 中配置其他跟踪器。" msgid "" @@ -167676,7 +167677,7 @@ msgstr "该姿势的线速度。" msgid "" "The name of this pose. Pose names are often driven by an action map setup by " -"the user. Godot does suggest a number of pose names that it expects " +"the user. Redot does suggest a number of pose names that it expects " "[XRInterface]s to implement:\n" "- [code]root[/code] defines a root location, often used for tracked objects " "that do not have further nodes.\n" @@ -167687,7 +167688,7 @@ msgid "" "placed when using hand tracking and the animated skeleton supplied by the XR " "runtime." msgstr "" -"这个姿势的名称。姿势名称通常由用户设置的动作映射来驱动。Godot 确实给出了一些姿" +"这个姿势的名称。姿势名称通常由用户设置的动作映射来驱动。Redot 确实给出了一些姿" "势名称的建议,希望 [XRInterface] 能够实现:\n" "-[code]root[/code] 定义根的位置,通常用于没有其他节点的被追踪物体。\n" "-[code]aim[/code] 定义控制器的顶端,方向朝外,例如:可以将你要投射的射线加到这" @@ -168044,7 +168045,7 @@ msgstr "此追踪器的描述。" msgid "" "The unique name of this tracker. The trackers that are available differ " -"between various XR runtimes and can often be configured by the user. Godot " +"between various XR runtimes and can often be configured by the user. Redot " "maintains a number of reserved names that it expects the [XRInterface] to " "implement if applicable:\n" "- [code]head[/code] identifies the [XRPositionalTracker] of the players head\n" @@ -168062,7 +168063,7 @@ msgid "" "players face" msgstr "" "该追踪器的唯一名称。可用的追踪器因各种 XR 运行时而异,并且通常可以由用户配置。" -"Godot 维护了一些保留名称,如果可应用,它希望 [XRInterface] 实现这些名称:\n" +"Redot 维护了一些保留名称,如果可应用,它希望 [XRInterface] 实现这些名称:\n" "- [code]head[/code] 标识玩家头部的 [XRPositionalTracker]\n" "- [code]left_hand[/code] 标识玩家左手的 [XRControllerTracker]\n" "- [code]right_hand[/code] 标识玩家右手的 [XRControllerTracker]\n" diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index 7c4ddceec8..e3c62eaaf3 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -1,7 +1,8 @@ -# Chinese (Traditional) translation of the Godot Engine class reference. +# Chinese (Traditional) translation of the Redot Engine class reference. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. -# This file is distributed under the same license as the Godot source code. +# This file is distributed under the same license as the Redot source code. # # binotaliu <binota@protonmail.ch>, 2020. # BinotaLIU <me@binota.org>, 2020, 2022. @@ -31,7 +32,7 @@ # STENYIN lee <stenyin@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine class reference\n" +"Project-Id-Version: Redot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2024-08-02 04:03+0000\n" "Last-Translator: STENYIN lee <stenyin@gmail.com>\n" @@ -1712,7 +1713,7 @@ msgid "" "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" -"var a = new Godot.Collections.Array { 1, 2, 3 };\n" +"var a = new Redot.Collections.Array { 1, 2, 3 };\n" "GD.Print(\"a\", \"b\", a); // Prints ab[1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -1729,7 +1730,7 @@ msgstr "" "print(\"a\", \"b\", a) # 輸出 ab[1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" -"var a = new Godot.Collections.Array { 1, 2, 3 };\n" +"var a = new Redot.Collections.Array { 1, 2, 3 };\n" "GD.Print(\"a\", \"b\", a); // 輸出 ab[1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -1812,7 +1813,7 @@ msgstr "" "[/codeblocks]" msgid "" -"Pushes an error message to Godot's built-in debugger and to the OS terminal.\n" +"Pushes an error message to Redot's built-in debugger and to the OS terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " @@ -1827,7 +1828,7 @@ msgid "" "error message and pause project execution in debug builds, use " "[code]assert(false, \"test error\")[/code] instead." msgstr "" -"將錯誤消息推送到 Godot 的內建除錯器和 OS 終端。\n" +"將錯誤消息推送到 Redot 的內建除錯器和 OS 終端。\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # 向除錯器和終端列印 “test error” 作為錯誤呼叫\n" @@ -1841,7 +1842,7 @@ msgstr "" "行,請改用 [code]assert(false, \"test error\")[/code]。" msgid "" -"Pushes a warning message to Godot's built-in debugger and to the OS " +"Pushes a warning message to Redot's built-in debugger and to the OS " "terminal.\n" "[codeblocks]\n" "[gdscript]\n" @@ -1854,7 +1855,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"將警告消息推送到 Godot 的內建除錯器和 OS 終端。\n" +"將警告消息推送到 Redot 的內建除錯器和 OS 終端。\n" "[codeblocks]\n" "[gdscript]\n" "push_warning(\"test warning\") # 以警告的形式向除錯器和終端輸出 “test " @@ -2017,7 +2018,7 @@ msgid "" "functions.\n" "[codeblocks]\n" "[gdscript]\n" -"var my_seed = \"Godot Rocks\".hash()\n" +"var my_seed = \"Redot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" @@ -2025,7 +2026,7 @@ msgid "" "# a and b are now identical\n" "[/gdscript]\n" "[csharp]\n" -"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" +"ulong mySeed = (ulong)GD.Hash(\"Redot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" @@ -2038,7 +2039,7 @@ msgstr "" "果一致、可重複。\n" "[codeblocks]\n" "[gdscript]\n" -"var my_seed = \"Godot Rocks\".hash()\n" +"var my_seed = \"Redot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" @@ -2046,7 +2047,7 @@ msgstr "" "# a 和 b 現在是一樣的\n" "[/gdscript]\n" "[csharp]\n" -"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" +"ulong mySeed = (ulong)GD.Hash(\"Redot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" @@ -2169,7 +2170,7 @@ 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 "" @@ -2190,7 +2191,7 @@ msgstr "" "與曲線值為 [code]-1.6521[/code] 的 [method ease] 相比,[method smoothstep] 返" "回最平滑的曲線,導數沒有突然變化。如果需要執行更高級的過渡,請使用 [Tween] 或 " "[AnimationPlayer]。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/4.1/img/" "smoothstep_ease_comparison.png]smoothstep() 與 ease(x, -1.6521) 返回值的比較[/" "url]" @@ -2277,7 +2278,7 @@ msgid "" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data is a " "string\n" -"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n" +"var dict = GD.StrToVar(data).AsRedotDictionary(); // dict is a Dictionary\n" "GD.Print(dict[\"a\"]); // Prints 1\n" "[/csharp]\n" "[/codeblocks]" @@ -2293,7 +2294,7 @@ msgstr "" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data 是一個 " "string\n" -"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict 是一個 Dictionary\n" +"var dict = GD.StrToVar(data).AsRedotDictionary(); // dict 是一個 Dictionary\n" "GD.Print(dict[\"a\"]); // 輸出 1\n" "[/csharp]\n" "[/codeblocks]" @@ -4555,7 +4556,7 @@ msgid "" " assert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" @@ -4635,7 +4636,7 @@ msgstr "" " assert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" @@ -8264,7 +8265,7 @@ msgid "" "\n" "// Initialize the ArrayMesh.\n" "var arrMesh = new ArrayMesh();\n" -"var arrays = new Godot.Collections.Array();\n" +"var arrays = new Redot.Collections.Array();\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" @@ -8277,7 +8278,7 @@ msgid "" "The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n" "See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural " "geometry generation.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " "modes." msgstr "" @@ -8311,7 +8312,7 @@ msgstr "" "\n" "// 初始化 ArrayMesh。\n" "var arrMesh = new ArrayMesh();\n" -"var arrays = new Godot.Collections.Array();\n" +"var arrays = new Redot.Collections.Array();\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" @@ -8323,7 +8324,7 @@ msgstr "" "[/codeblocks]\n" "這個 [MeshInstance3D] 就可以新增到要顯示的 [SceneTree] 中了。\n" "程式幾何體生成請參閱 [ImmediateMesh]、[MeshDataTool]、[SurfaceTool]。\n" -"[b]注意:[/b]Godot 對三角形圖元模式的正面使用順時針[url=https://learnopengl-" +"[b]注意:[/b]Redot 對三角形圖元模式的正面使用順時針[url=https://learnopengl-" "cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]環繞順序[/url]。" msgid "Procedural geometry using the ArrayMesh" @@ -10373,8 +10374,8 @@ msgid "" "generated audio in real-time." msgstr "此類旨在與 [AudioStreamGenerator] 一起使用以即時播放生成的音訊。" -msgid "Godot 3.2 will get new audio features" -msgstr "Godot 3.2 將獲得新的音訊功能" +msgid "Redot 3.2 will get new audio features" +msgstr "Redot 3.2 將獲得新的音訊功能" msgid "" "Returns [code]true[/code] if a buffer of the size [param amount] can be " @@ -11669,7 +11670,7 @@ msgid "" "[member detail_normal] texture only uses the red and green channels; the blue " "and alpha channels are ignored. The normal read from [member detail_normal] " "is oriented around the surface normal provided by the [Mesh].\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines." @@ -11677,7 +11678,7 @@ msgstr "" "用於指定細節覆蓋層逐圖元法線的紋理。[member detail_normal] 紋理只使用紅色和綠" "色通道;會忽略藍色和 alpha 通道。從 [member detail_normal] 讀取的法線是圍繞 " "[Mesh] 所提供的表面法線的進行朝向的。\n" -"[b]注意:[/b]Godot 期望法線貼圖使用 X+、Y+、Z+ 坐標系。比較流行的引擎所期望的" +"[b]注意:[/b]Redot 期望法線貼圖使用 X+、Y+、Z+ 坐標系。比較流行的引擎所期望的" "法線貼圖坐標系見[url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]這個頁面[/url]。" @@ -11833,14 +11834,14 @@ msgid "" "If [code]true[/code], interprets the height map texture as a depth map, with " "brighter values appearing to be \"lower\" in altitude compared to darker " "values.\n" -"This can be enabled for compatibility with some materials authored for Godot " +"This can be enabled for compatibility with some materials authored for Redot " "3.x. This is not necessary if the Invert import option was used to invert the " -"depth map in Godot 3.x, in which case [member heightmap_flip_texture] should " +"depth map in Redot 3.x, in which case [member heightmap_flip_texture] should " "remain [code]false[/code]." msgstr "" "如果為 [code]true[/code],則將高度圖紋理解釋為深度圖,與較暗的值相比,較亮的值" "在高度上顯得“更低”。\n" -"可以啟用該功能以與為 Godot 3.x 編寫的某些材質相容。如果在 Godot 3.x 中使用反轉" +"可以啟用該功能以與為 Redot 3.x 編寫的某些材質相容。如果在 Redot 3.x 中使用反轉" "匯入選項來反轉深度圖,則不需要這樣做,在這種情況下,[member " "heightmap_flip_texture] 應該保持為 [code]false[/code]。" @@ -12002,7 +12003,7 @@ msgid "" "you can use [method SurfaceTool.generate_normals] and [method SurfaceTool." "generate_tangents] to automatically generate normals and tangents " "respectively.\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines.\n" @@ -12018,7 +12019,7 @@ msgstr "" "確算繪,只會使整個表面變暗。如果使用 [SurfaceTool] 建立幾何體,可以使用 " "[method SurfaceTool.generate_normals] 和 [method SurfaceTool." "generate_tangents] 分別自動生成法線和切線。\n" -"[b]注意:[/b]Godot 期望法線貼圖使用 X+、Y+、Z+ 坐標系。比較流行的引擎所期望的" +"[b]注意:[/b]Redot 期望法線貼圖使用 X+、Y+、Z+ 坐標系。比較流行的引擎所期望的" "法線貼圖坐標系見[url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]這個頁面[/url]。\n" "[b]注意:[/b]如果 [member detail_enabled] 為 [code]true[/code],則 [member " @@ -14397,25 +14398,25 @@ msgstr "" msgid "" "Returns [code]true[/code] if the given position is behind the camera (the " "blue part of the linked diagram). [url=https://raw.githubusercontent.com/" -"godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this " +"Redot-Engine/redot-docs/master/img/camera3d_position_frustum.png]See this " "diagram[/url] for an overview of position query methods.\n" "[b]Note:[/b] A position which returns [code]false[/code] may still be outside " "the camera's field of view." msgstr "" "如果給定位置在相機後面(連結圖的藍色部分),則返回 [code]true[/code]。" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/4.1/img/" "camera3d_position_frustum.png]查看此圖[/url]以瞭解位置查詢方法的概述。\n" "[b]注意:[/b]返回 [code]false[/code] 的位置可能仍然在相機的視野之外。" msgid "" "Returns [code]true[/code] if the given position is inside the camera's " "frustum (the green part of the linked diagram). [url=https://raw." -"githubusercontent.com/godotengine/godot-docs/master/img/" +"githubusercontent.com/Redot-Engine/redot-docs/master/img/" "camera3d_position_frustum.png]See this diagram[/url] for an overview of " "position query methods." msgstr "" "如果給定位置在相機的視錐內(位於連結圖中的綠色部分),則返回 [code]true[/" -"code]。[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/" +"code]。[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/4.1/img/" "camera3d_position_frustum.png]查看此圖[/url]以瞭解位置查詢方法的概述。" msgid "" @@ -14999,16 +15000,16 @@ msgstr "通過相機源,你可以存取連接到裝置的單個物理相機。 msgid "" "A camera feed gives you access to a single physical camera attached to your " -"device. When enabled, Godot will start capturing frames from the camera which " +"device. When enabled, Redot will start capturing frames from the camera which " "can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " -"textures and need to be combined in a shader. Godot does this automatically " +"textures and need to be combined in a shader. Redot does this automatically " "for you if you set the environment to show the camera image in the background." msgstr "" -"通過相機源,你可以存取連接到裝置的單個物理相機。啟用後,Godot 將開始從相機捕獲" +"通過相機源,你可以存取連接到裝置的單個物理相機。啟用後,Redot 將開始從相機捕獲" "影格,然後使用。另請參閱 [CameraServer]。\n" "[b]注意:[/b]很多相機會返回 YCbCr 圖像,這些圖像被分成兩個紋理,需要在著色器中" -"組合。如果你將環境設定為在背景中顯示相機圖像,Godot 會自動為將執行此操作。" +"組合。如果你將環境設定為在背景中顯示相機圖像,Redot 會自動為將執行此操作。" msgid "Returns feed image data type." msgstr "返回源圖像的資料型別。" @@ -15051,8 +15052,8 @@ msgstr "相機安裝在了裝置前部。" msgid "Camera is mounted at the back of the device." msgstr "相機安裝在了裝置後部。" -msgid "Server keeping track of different cameras accessible in Godot." -msgstr "追蹤 Godot 中可存取的不同攝像頭的伺服器。" +msgid "Server keeping track of different cameras accessible in Redot." +msgstr "追蹤 Redot 中可存取的不同攝像頭的伺服器。" msgid "Adds the camera [param feed] to the camera server." msgstr "將相機源 [param feed] 新增到相機伺服器中。" @@ -16071,14 +16072,14 @@ msgstr "要使用的漫反射(顏色)紋理。這是你在大多數情況下 msgid "" "The normal map texture to use. Only has a visible effect if [Light2D]s are " "affecting this [CanvasTexture].\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines." msgstr "" "要使用的法線貼圖紋理。僅在有 [Light2D] 影響該 [CanvasTexture] 時才有可見的效" "果。\n" -"[b]注意:[/b]Godot 期望法線貼圖使用 X+、Y+、Z+ 坐標系。比較流行的引擎所期望的" +"[b]注意:[/b]Redot 期望法線貼圖使用 X+、Y+、Z+ 坐標系。比較流行的引擎所期望的" "法線貼圖坐標系見[url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]這個頁面[/url]。" @@ -17491,8 +17492,8 @@ msgstr "將該選項標記為類。" msgid "Marks the option as a function." msgstr "將該選項標記為函式。" -msgid "Marks the option as a Godot signal." -msgstr "將該選項標記為 Godot 訊號。" +msgid "Marks the option as a Redot signal." +msgstr "將該選項標記為 Redot 訊號。" msgid "Marks the option as a variable." msgstr "將該選項標記為變數。" @@ -17506,8 +17507,8 @@ msgstr "將該選項標記為列舉條目。" msgid "Marks the option as a constant." msgstr "將該選項標記為常數。" -msgid "Marks the option as a Godot node path." -msgstr "將該選項標記為 Godot 節點路徑。" +msgid "Marks the option as a Redot node path." +msgstr "將該選項標記為 Redot 節點路徑。" msgid "Marks the option as a file path." msgstr "將該選項標記為檔路徑。" @@ -19813,7 +19814,7 @@ msgstr "二維紋理,可選擇壓縮。" msgid "" "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 " +"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):\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" @@ -19831,7 +19832,7 @@ msgid "" "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D." msgstr "" -"一種從 [code].ctex[/code] 檔載入的紋理。這種檔案格式是 Godot 內部使用的;它是" +"一種從 [code].ctex[/code] 檔載入的紋理。這種檔案格式是 Redot 內部使用的;它是" "通過匯入系統匯入其他圖像格式建立的。[CompressedTexture2D] 可以使用 4 種壓縮方" "法中的一種(包括沒有任何壓縮):\n" "- 無損(WebP 或 PNG,在 GPU 上不壓縮)\n" @@ -19862,7 +19863,7 @@ msgstr "三維紋理,可選擇壓縮。" msgid "" "[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 " +"This file format is internal to Redot; it is created by importing other image " "formats with the import system.\n" "[CompressedTexture3D] uses VRAM compression, which allows to reduce memory " "usage on the GPU when rendering the texture. This also improves loading " @@ -19873,7 +19874,7 @@ msgid "" msgstr "" "[CompressedTexture3D] 是 [ImageTexture3D] 的 VRAM 壓縮對應物。" "[CompressedTexture3D] 檔案的檔案副檔名為 [code].ctex3d[/code]。這種檔案格式是 " -"Godot 內部使用的;它是通過匯入系統匯入其他圖像格式建立的。\n" +"Redot 內部使用的;它是通過匯入系統匯入其他圖像格式建立的。\n" "[CompressedTexture3D] 使用 VRAM 壓縮,這可以在算繪紋理時減少 GPU 的記憶體使用" "量。這也縮短了載入時間,因為與使用無失真壓縮的紋理相比,VRAM 壓縮的紋理載入速" "度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 算繪,而不是 2D。\n" @@ -20225,11 +20226,11 @@ msgid "" "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.\n" -"For more information on Godot's UI system, anchors, offsets, and containers, " +"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.\n" "[b]User Interface nodes and input[/b]\n" -"Godot propagates input events via viewports. Each [Viewport] is responsible " +"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.\n" @@ -20261,11 +20262,11 @@ msgstr "" "所有 UI 相關節點的基底類別。[Control] 具有定義其範圍的邊界矩形,相對於父控制項" "或當前視口的錨點位置,以及相對於錨點的偏移。當節點、任何父節點或螢幕尺寸發生變" "化時,偏移就會自動更新。\n" -"更多關於 Godot 的 UI 系統、錨點、偏移和容器的資訊,請參閱手冊中的相關教學。要" +"更多關於 Redot 的 UI 系統、錨點、偏移和容器的資訊,請參閱手冊中的相關教學。要" "建構靈活的 UI,你需要混合使用從 [Control] 和 [Container] 節點繼承的 UI 元" "素。\n" "[b]使用者介面節點與輸入[/b]\n" -"Godot 使用視口來傳播輸入事件。視口負責將 [InputEvent] 傳播給它的子節點。因為 " +"Redot 使用視口來傳播輸入事件。視口負責將 [InputEvent] 傳播給它的子節點。因為 " "[member SceneTree.root] 是 [Window],所以遊戲中的所有 UI 元素都會自動進行傳" "播。\n" "輸入事件通過呼叫 [method Node._input] 在 [SceneTree] 中傳播,從根節點傳播到所" @@ -20300,7 +20301,7 @@ msgid "All GUI Demos" msgstr "所有 GUI 演示" msgid "" -"Godot calls this method to test if [param data] from a control's [method " +"Redot calls this method to test if [param data] from a control's [method " "_get_drag_data] can be dropped at [param at_position]. [param at_position] is " "local to this control.\n" "This method should only be used to test the data. Process the data in [method " @@ -20318,12 +20319,12 @@ msgid "" " // Check position if it is relevant to you\n" " // Otherwise, just check data\n" " return data.VariantType == Variant.Type.Dictionary && data." -"AsGodotDictionary().ContainsKey(\"expected\");\n" +"AsRedotDictionary().ContainsKey(\"expected\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Godot 呼叫這個方法來檢查是否能夠將來自某個控制項 [method _get_drag_data] 方法" +"Redot 呼叫這個方法來檢查是否能夠將來自某個控制項 [method _get_drag_data] 方法" "的 [param data] 拖放到 [param at_position]。[param at_position] 使用的是這個控" "制項的局部坐標系。\n" "這個方法應該只用於檢查資料。請在 [method _drop_data] 中處理資料。\n" @@ -20340,14 +20341,14 @@ msgstr "" " // 如果和位置相關就檢查 position\n" " // 否則只檢查 data 即可\n" " return data.VariantType == Variant.Type.Dictionary && data." -"AsGodotDictionary().ContainsKey(\"expected\");\n" +"AsRedotDictionary().ContainsKey(\"expected\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" -"Godot calls this method to pass you the [param data] from a control's [method " -"_get_drag_data] result. Godot first calls [method _can_drop_data] to test if " +"Redot calls this method to pass you the [param data] from a control's [method " +"_get_drag_data] result. Redot first calls [method _can_drop_data] to test if " "[param data] is allowed to drop at [param at_position] where [param " "at_position] is local to this control.\n" "[codeblocks]\n" @@ -20362,18 +20363,18 @@ msgid "" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " return data.VariantType == Variant.Type.Dictionary && dict." -"AsGodotDictionary().ContainsKey(\"color\");\n" +"AsRedotDictionary().ContainsKey(\"color\");\n" "}\n" "\n" "public override void _DropData(Vector2 atPosition, Variant data)\n" "{\n" -" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n" +" Color color = data.AsRedotDictionary()[\"color\"].AsColor();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Godot 呼叫這個方法把 [param data] 傳給你,這是從某個控制項的 [method " -"_get_drag_data] 獲得的結果。Godot 首先會呼叫 [method _can_drop_data] 來檢查是" +"Redot 呼叫這個方法把 [param data] 傳給你,這是從某個控制項的 [method " +"_get_drag_data] 獲得的結果。Redot 首先會呼叫 [method _can_drop_data] 來檢查是" "否允許把 [param data] 拖放到 [param at_position],這裡的 [param at_position] " "使用的是這個控制項的局部坐標系。\n" "[codeblocks]\n" @@ -20388,18 +20389,18 @@ msgstr "" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " return data.VariantType == Variant.Type.Dictionary && dict." -"AsGodotDictionary().ContainsKey(\"color\");\n" +"AsRedotDictionary().ContainsKey(\"color\");\n" "}\n" "\n" "public override void _DropData(Vector2 atPosition, Variant data)\n" "{\n" -" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n" +" Color color = data.AsRedotDictionary()[\"color\"].AsColor();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" -"Godot calls this method to get data that can be dragged and dropped onto " +"Redot calls this method to get data that can be dragged and dropped onto " "controls that expect drop data. Returns [code]null[/code] if there is no data " "to drag. Controls that want to receive drop data should implement [method " "_can_drop_data] and [method _drop_data]. [param at_position] is local to this " @@ -20428,7 +20429,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Godot 呼叫該方法來獲取可以拖放到期望放置資料的控制項上的資料。如果沒有要拖動的" +"Redot 呼叫該方法來獲取可以拖放到期望放置資料的控制項上的資料。如果沒有要拖動的" "資料,則返回 [code]null[/code]。想要接收拖放資料的控制項應該實作 [method " "_can_drop_data] 和 [method _drop_data]。[param at_position] 是該控制項的局部位" "元置。可以使用 [method force_drag] 強制拖動。\n" @@ -21685,76 +21686,76 @@ msgstr "" "項會收到鍵盤、手柄以及滑鼠的訊號。" msgid "" -"Tells Godot which node it should give focus to if the user presses the down " +"Tells Redot which node it should give focus to if the user presses the down " "arrow on the keyboard or down on a gamepad by default. You can change the key " "by editing the [member ProjectSettings.input/ui_down] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " +"must be a [Control]. If this property is not set, Redot will give focus to " "the closest [Control] to the bottom of this one." msgstr "" -"告訴 Godot 當使用者按下鍵盤上的下方向鍵或遊戲手柄上的下方向鍵時,預設應該將焦" +"告訴 Redot 當使用者按下鍵盤上的下方向鍵或遊戲手柄上的下方向鍵時,預設應該將焦" "點移交給哪個節點。你可以通過編輯輸入動作 [member ProjectSettings.input/" -"ui_down] 來修改具體的按鍵。該節點必須為 [Control]。如果未設定這個屬性,Godot " +"ui_down] 來修改具體的按鍵。該節點必須為 [Control]。如果未設定這個屬性,Redot " "會將焦點移交給該節點下方距離最近的 [Control]。" msgid "" -"Tells Godot which node it should give focus to if the user presses the left " +"Tells Redot which node it should give focus to if the user presses the left " "arrow on the keyboard or left on a gamepad by default. You can change the key " "by editing the [member ProjectSettings.input/ui_left] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " +"must be a [Control]. If this property is not set, Redot will give focus to " "the closest [Control] to the left of this one." msgstr "" -"告訴 Godot 當使用者按下鍵盤上的左方向鍵或遊戲手柄上的左方向鍵時,預設應該將焦" +"告訴 Redot 當使用者按下鍵盤上的左方向鍵或遊戲手柄上的左方向鍵時,預設應該將焦" "點移交給哪個節點。你可以通過編輯輸入動作 [member ProjectSettings.input/" -"ui_left] 來修改具體的按鍵。該節點必須為 [Control]。如果未設定這個屬性,Godot " +"ui_left] 來修改具體的按鍵。該節點必須為 [Control]。如果未設定這個屬性,Redot " "會將焦點移交給該節點左側距離最近的 [Control]。" msgid "" -"Tells Godot which node it should give focus to if the user presses the right " +"Tells Redot which node it should give focus to if the user presses the right " "arrow on the keyboard or right on a gamepad by default. You can change the " "key by editing the [member ProjectSettings.input/ui_right] input action. The " -"node must be a [Control]. If this property is not set, Godot will give focus " +"node must be a [Control]. If this property is not set, Redot will give focus " "to the closest [Control] to the right of this one." msgstr "" -"告訴 Godot 當使用者按下鍵盤上的右方向鍵或遊戲手柄上的右方向鍵時,預設應該將焦" +"告訴 Redot 當使用者按下鍵盤上的右方向鍵或遊戲手柄上的右方向鍵時,預設應該將焦" "點移交給哪個節點。你可以通過編輯輸入動作 [member ProjectSettings.input/" -"ui_right] 來修改具體的按鍵。該節點必須為 [Control]。如果未設定這個屬性,Godot " +"ui_right] 來修改具體的按鍵。該節點必須為 [Control]。如果未設定這個屬性,Redot " "會將焦點移交給該節點右側距離最近的 [Control]。" msgid "" -"Tells Godot which node it should give focus to if the user presses the top " +"Tells Redot which node it should give focus to if the user presses the top " "arrow on the keyboard or top on a gamepad by default. You can change the key " "by editing the [member ProjectSettings.input/ui_up] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " +"must be a [Control]. If this property is not set, Redot will give focus to " "the closest [Control] to the top of this one." msgstr "" -"告訴 Godot 當使用者按下鍵盤上的下方向鍵或遊戲手柄上的下方向鍵時,預設應該將焦" +"告訴 Redot 當使用者按下鍵盤上的下方向鍵或遊戲手柄上的下方向鍵時,預設應該將焦" "點移交給哪個節點。你可以通過編輯輸入動作 [member ProjectSettings.input/ui_up] " -"來修改具體的按鍵。該節點必須為 [Control]。如果未設定這個屬性,Godot 會將焦點移" +"來修改具體的按鍵。該節點必須為 [Control]。如果未設定這個屬性,Redot 會將焦點移" "交給該節點上方距離最近的 [Control]。" msgid "" -"Tells Godot which node it should give focus to if the user presses [kbd]Tab[/" +"Tells Redot which node it should give focus to if the user presses [kbd]Tab[/" "kbd] on a keyboard by default. You can change the key by editing the [member " "ProjectSettings.input/ui_focus_next] input action.\n" -"If this property is not set, Godot will select a \"best guess\" based on " +"If this property is not set, Redot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" -"告訴 Godot 在預設情況下,當使用者按下鍵盤上的 [kbd]Tab[/kbd] 時,應將焦點交給" +"告訴 Redot 在預設情況下,當使用者按下鍵盤上的 [kbd]Tab[/kbd] 時,應將焦點交給" "哪個節點。你可以通過編輯 [member ProjectSettings.input/ui_focus_next] 的輸入動" "作來更改按鍵。\n" -"如果未設定此屬性,則 Godot 會將根據場景樹中的附近節點選擇一個“最佳猜測”。" +"如果未設定此屬性,則 Redot 會將根據場景樹中的附近節點選擇一個“最佳猜測”。" msgid "" -"Tells Godot which node it should give focus to if the user presses [kbd]Shift " +"Tells Redot which node it should give focus to if the user presses [kbd]Shift " "+ Tab[/kbd] on a keyboard by default. You can change the key by editing the " "[member ProjectSettings.input/ui_focus_prev] input action.\n" -"If this property is not set, Godot will select a \"best guess\" based on " +"If this property is not set, Redot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" -"告訴 Godot 在預設情況下,當使用者按下鍵盤上的 [kbd]Shift + Tab[/kbd] 時,應將" +"告訴 Redot 在預設情況下,當使用者按下鍵盤上的 [kbd]Shift + Tab[/kbd] 時,應將" "焦點交給哪個節點。你可以通過編輯 [member ProjectSettings.input/ui_focus_prev] " "的輸入動作來更改按鍵。\n" -"如果未設定此屬性,則 Godot 會將根據場景樹中的附近節點選擇一個“最佳猜測”。" +"如果未設定此屬性,則 Redot 會將根據場景樹中的附近節點選擇一個“最佳猜測”。" msgid "" "The node's global position, relative to the world (usually to the " @@ -21797,12 +21798,12 @@ msgstr "" "format_number] 手動轉換。" msgid "" -"The default cursor shape for this control. Useful for Godot plugins and " +"The default cursor shape for this control. Useful for Redot plugins and " "applications or games that use the system's mouse cursors.\n" "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the " "system." msgstr "" -"此控制項的預設游標形狀。對於 Godot 外掛程式和使用系統滑鼠游標的套用程式或遊戲" +"此控制項的預設游標形狀。對於 Redot 外掛程式和使用系統滑鼠游標的套用程式或遊戲" "很有用。\n" "[b]注意:[/b]在 Linux 上,形狀可能會有所不同,具體取決於系統的游標主題。" @@ -23900,13 +23901,13 @@ msgstr "CSG 基底類別。" msgid "" "This is the CSG base class that provides CSG operation support to the various " -"CSG nodes in Godot.\n" +"CSG nodes in Redot.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" -"這是為 Godot 中的各種 CSG 節點提供 CSG 操作支援的 CSG 基底類別。\n" +"這是為 Redot 中的各種 CSG 節點提供 CSG 操作支援的 CSG 基底類別。\n" "[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 " "[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在一個 CSG 節點中移動" "另一個 CSG 節點也會產生顯著的 CPU 消耗,所以應當在遊戲過程中避免進行類似的操" @@ -24098,10 +24099,10 @@ msgid "" "used to make an object look as if it's reflecting its surroundings. This " "usually delivers much better performance than other reflection methods.\n" "This resource is typically used as a uniform in custom shaders. Few core " -"Godot methods make use of [Cubemap] resources.\n" +"Redot methods make use of [Cubemap] resources.\n" "To create such a texture file yourself, reimport your image files using the " -"Godot Editor import presets.\n" -"[b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. " +"Redot Editor import presets.\n" +"[b]Note:[/b] Redot doesn't support using cubemaps in a [PanoramaSkyMaterial]. " "You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an " "equirectangular sky map." @@ -24109,11 +24110,11 @@ msgstr "" "單個立方體貼圖是由 6 個紋理分層組織的紋理組成的。它們通常用於在 3D 算繪中偽造" "反射(參見 [ReflectionProbe])。可以用來讓物件看起來像是在反射它的周圍環境。與" "其他反射方法相比,這通常能提供更好的性能。\n" -"這種資源通常在自訂著色器中用作一個 uniform。很少有 Godot 的核心方法會使用 " +"這種資源通常在自訂著色器中用作一個 uniform。很少有 Redot 的核心方法會使用 " "[Cubemap] 資源。\n" -"要想自己建立這樣的紋理檔,請使用 Godot 編輯器的匯入預設重新匯入你的圖像文" +"要想自己建立這樣的紋理檔,請使用 Redot 編輯器的匯入預設重新匯入你的圖像文" "件。\n" -"[b]注意:[/b]Godot 不支援在 [PanoramaSkyMaterial] 中使用立方體貼圖。可以使用" +"[b]注意:[/b]Redot 不支援在 [PanoramaSkyMaterial] 中使用立方體貼圖。可以使用" "[url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]這個工具[/url]將立方體貼圖轉換為等距柱狀天空貼圖。" @@ -24772,7 +24773,7 @@ msgid "" "projected down (i.e. from positive Y to negative Y).\n" "The [Texture2D]s associated with the Decal are automatically stored in a " "texture atlas which is used for drawing the decals so all decals can be drawn " -"at once. Godot uses clustered decals, meaning they are stored in cluster data " +"at once. Redot uses clustered decals, meaning they are stored in cluster data " "and drawn when the mesh is drawn, they are not drawn as a post-processing " "effect after.\n" "[b]Note:[/b] Decals cannot affect an underlying material's transparency, " @@ -24799,7 +24800,7 @@ msgstr "" "度)和自發光的 [Texture2D] 組成。裝飾在其 [AABB] 內投影,因此改變裝飾的朝向會" "影響它們投影的方向。預設情況下,裝飾向下投影(即從正 Y 到負 Y)。\n" "與裝飾關聯的 [Texture2D] 會自動儲存在用於繪製裝飾的紋理合集中,因此可以一次繪" -"制所有裝飾。Godot 使用集群裝飾,這意味著裝飾是儲存在集群資料中的,會在繪製網格" +"制所有裝飾。Redot 使用集群裝飾,這意味著裝飾是儲存在集群資料中的,會在繪製網格" "時繪製,而不是作為後期處理效果在此之後進行繪製。\n" "[b]注意:[/b]裝飾不會影響底層材質的透明度,無論其透明度模式如何(Alpha 混合、" "Alpha 剪切、Alpha 雜湊、不透明預通)。這意味著材質的半透明或透明區域將保持半透" @@ -25136,9 +25137,9 @@ msgid "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary(); // Creates an empty " +"var myDict = new Redot.Collections.Dictionary(); // Creates an empty " "dictionary.\n" -"var pointsDict = new Godot.Collections.Dictionary\n" +"var pointsDict = new Redot.Collections.Dictionary\n" "{\n" " {\"White\", 50},\n" " {\"Yellow\", 75},\n" @@ -25163,7 +25164,7 @@ msgid "" "[csharp]\n" "[Export(PropertyHint.Enum, \"White,Yellow,Orange\")]\n" "public string MyColor { get; set; }\n" -"private Godot.Collections.Dictionary _pointsDict = new Godot.Collections." +"private Redot.Collections.Dictionary _pointsDict = new Redot.Collections." "Dictionary\n" "{\n" " {\"White\", 50},\n" @@ -25187,9 +25188,9 @@ msgid "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary\n" "{\n" -" {\"First Array\", new Godot.Collections.Array{1, 2, 3, 4}}\n" +" {\"First Array\", new Redot.Collections.Array{1, 2, 3, 4}}\n" "};\n" "[/csharp]\n" "[/codeblocks]\n" @@ -25202,7 +25203,7 @@ msgid "" "value.\n" "[/gdscript]\n" "[csharp]\n" -"var pointsDict = new Godot.Collections.Dictionary\n" +"var pointsDict = new Redot.Collections.Dictionary\n" "{\n" " {\"White\", 50},\n" " {\"Yellow\", 75},\n" @@ -25229,13 +25230,13 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// This is a valid dictionary.\n" -"// To access the string \"Nested value\" below, use `((Godot.Collections." +"// To access the string \"Nested value\" below, use `((Redot.Collections." "Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`.\n" -"var myDict = new Godot.Collections.Dictionary {\n" +"var myDict = new Redot.Collections.Dictionary {\n" " {\"String Key\", 5},\n" -" {4, new Godot.Collections.Array{1,2,3}},\n" +" {4, new Redot.Collections.Array{1,2,3}},\n" " {7, \"Hello\"},\n" -" {\"sub_dict\", new Godot.Collections.Dictionary{{\"sub_key\", \"Nested " +" {\"sub_dict\", new Redot.Collections.Dictionary{{\"sub_key\", \"Nested " "value\"}}}\n" "};\n" "[/csharp]\n" @@ -25248,7 +25249,7 @@ msgid "" " var amount = groceries[fruit]\n" "[/gdscript]\n" "[csharp]\n" -"var groceries = new Godot.Collections.Dictionary{{\"Orange\", 20}, " +"var groceries = new Redot.Collections.Dictionary{{\"Orange\", 20}, " "{\"Apple\", 2}, {\"Banana\", 4}};\n" "foreach (var (fruit, amount) in groceries)\n" "{\n" @@ -25289,8 +25290,8 @@ msgstr "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary(); // 建立空字典。\n" -"var pointsDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary(); // 建立空字典。\n" +"var pointsDict = new Redot.Collections.Dictionary\n" "{\n" " {\"White\", 50},\n" " {\"Yellow\", 75},\n" @@ -25313,7 +25314,7 @@ msgstr "" "[csharp]\n" "[Export(PropertyHint.Enum, \"White,Yellow,Orange\")]\n" "public string MyColor { get; set; }\n" -"private Godot.Collections.Dictionary _pointsDict = new Godot.Collections." +"private Redot.Collections.Dictionary _pointsDict = new Redot.Collections." "Dictionary\n" "{\n" " {\"White\", 50},\n" @@ -25337,9 +25338,9 @@ msgstr "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary\n" "{\n" -" {\"First Array\", new Godot.Collections.Array{1, 2, 3, 4}}\n" +" {\"First Array\", new Redot.Collections.Array{1, 2, 3, 4}}\n" "};\n" "[/csharp]\n" "[/codeblocks]\n" @@ -25350,7 +25351,7 @@ msgstr "" "points_dict[\"Blue\"] = 150 # 將 \"Blue\" 新增為鍵,並將 150 賦為它的值。\n" "[/gdscript]\n" "[csharp]\n" -"var pointsDict = new Godot.Collections.Dictionary\n" +"var pointsDict = new Redot.Collections.Dictionary\n" "{\n" " {\"White\", 50},\n" " {\"Yellow\", 75},\n" @@ -25375,13 +25376,13 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// 這是有效的字典。\n" -"// 要存取下面的 \"Nested value\",請使用 `((Godot.Collections." +"// 要存取下面的 \"Nested value\",請使用 `((Redot.Collections." "Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`。\n" -"var myDict = new Godot.Collections.Dictionary {\n" +"var myDict = new Redot.Collections.Dictionary {\n" " {\"String Key\", 5},\n" -" {4, new Godot.Collections.Array{1,2,3}},\n" +" {4, new Redot.Collections.Array{1,2,3}},\n" " {7, \"Hello\"},\n" -" {\"sub_dict\", new Godot.Collections.Dictionary{{\"sub_key\", \"Nested " +" {\"sub_dict\", new Redot.Collections.Dictionary{{\"sub_key\", \"Nested " "value\"}}}\n" "};\n" "[/csharp]\n" @@ -25394,7 +25395,7 @@ msgstr "" " var amount = groceries[fruit]\n" "[/gdscript]\n" "[csharp]\n" -"var groceries = new Godot.Collections.Dictionary{{\"Orange\", 20}, " +"var groceries = new Redot.Collections.Dictionary{{\"Orange\", 20}, " "{\"Apple\", 2}, {\"Banana\", 4}};\n" "foreach (var (fruit, amount) in groceries)\n" "{\n" @@ -25466,29 +25467,29 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var my_dict = {\n" -" \"Godot\" : 4,\n" +" \"Redot\" : 4,\n" " 210 : null,\n" "}\n" "\n" -"print(my_dict.has(\"Godot\")) # Prints true\n" +"print(my_dict.has(\"Redot\")) # Prints true\n" "print(my_dict.has(210)) # Prints true\n" "print(my_dict.has(4)) # Prints false\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary\n" "{\n" -" { \"Godot\", 4 },\n" +" { \"Redot\", 4 },\n" " { 210, default },\n" "};\n" "\n" -"GD.Print(myDict.ContainsKey(\"Godot\")); // Prints true\n" +"GD.Print(myDict.ContainsKey(\"Redot\")); // Prints true\n" "GD.Print(myDict.ContainsKey(210)); // Prints true\n" "GD.Print(myDict.ContainsKey(4)); // Prints false\n" "[/csharp]\n" "[/codeblocks]\n" "In GDScript, this is equivalent to the [code]in[/code] operator:\n" "[codeblock]\n" -"if \"Godot\" in {\"Godot\": 4}:\n" +"if \"Redot\" in {\"Redot\": 4}:\n" " print(\"The key is here!\") # Will be printed.\n" "[/codeblock]\n" "[b]Note:[/b] This method returns [code]true[/code] as long as the [param key] " @@ -25498,29 +25499,29 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "var my_dict = {\n" -" \"Godot\" : 4,\n" +" \"Redot\" : 4,\n" " 210 : null,\n" "}\n" "\n" -"print(my_dict.has(\"Godot\")) # 輸出 true\n" +"print(my_dict.has(\"Redot\")) # 輸出 true\n" "print(my_dict.has(210)) # 輸出 true\n" "print(my_dict.has(4)) # 輸出 false\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary\n" "{\n" -" { \"Godot\", 4 },\n" +" { \"Redot\", 4 },\n" " { 210, default },\n" "};\n" "\n" -"GD.Print(myDict.ContainsKey(\"Godot\")); // 輸出 true\n" +"GD.Print(myDict.ContainsKey(\"Redot\")); // 輸出 true\n" "GD.Print(myDict.ContainsKey(210)); // 輸出 true\n" "GD.Print(myDict.ContainsKey(4)); // 輸出 false\n" "[/csharp]\n" "[/codeblocks]\n" "在 GDScript 中等價於 [code]in[/code] 運算子:\n" "[codeblock]\n" -"if \"Godot\" in {\"Godot\": 4}:\n" +"if \"Redot\" in {\"Redot\": 4}:\n" " print(\"這個鍵存在!\") # 會進行輸出。\n" "[/codeblock]\n" "[b]注意:[/b]只要鍵 [param key] 存在,該方法就會返回 [code]true[/code],即便這" @@ -25550,10 +25551,10 @@ msgid "" "print(dict1.hash() == dict2.hash()) # Prints true\n" "[/gdscript]\n" "[csharp]\n" -"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" -"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" +"var dict1 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" +"var dict2 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" "\n" -"// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n" +"// Redot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n" "GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints true\n" "[/csharp]\n" "[/codeblocks]\n" @@ -25572,10 +25573,10 @@ msgstr "" "print(dict1.hash() == dict2.hash()) # 輸出 true\n" "[/gdscript]\n" "[csharp]\n" -"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" -"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" +"var dict1 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" +"var dict2 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" "\n" -"// Godot.Collections.Dictionary 沒有 Hash() 方法。請改用 GD.Hash()。\n" +"// Redot.Collections.Dictionary 沒有 Hash() 方法。請改用 GD.Hash()。\n" "GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // 輸出 true\n" "[/csharp]\n" "[/codeblocks]\n" @@ -26365,10 +26366,10 @@ msgstr "" "響。" msgid "" -"Returns the list of Godot window IDs belonging to this process.\n" +"Returns the list of Redot window IDs belonging to this process.\n" "[b]Note:[/b] Native dialogs are not included in this list." msgstr "" -"返回屬於該程序的 Godot 視窗 ID 列表。\n" +"返回屬於該程序的 Redot 視窗 ID 列表。\n" "[b]注意:[/b]這個列表中不含原生對話方塊。" msgid "" @@ -27249,11 +27250,11 @@ msgstr "" msgid "" "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. " +"Korean text. This is handled by the operating system, rather than by Redot. " "[b]Windows, macOS, Linux (X11)[/b]" msgstr "" "顯示伺服器支援 [url=https://en.wikipedia.org/wiki/Input_method]輸入法[/url]," -"它通常用於輸入中文、日文和韓文文字。這由作業系統處理,而不是由 Godot 處理。" +"它通常用於輸入中文、日文和韓文文字。這由作業系統處理,而不是由 Redot 處理。" "[b]Windows, macOS, Linux (X11)[/b]" msgid "" @@ -27670,8 +27671,8 @@ msgstr "" "PacketPeerDTLS.STATUS_HANDSHAKING],因為正常情況下,50% 的新連接會因為 cookie " "交換而無效。" -msgid "Godot editor's command palette." -msgstr "Godot 編輯器的命令面板。" +msgid "Redot editor's command palette." +msgstr "Redot 編輯器的命令面板。" msgid "" "Object that holds all the available Commands and their shortcuts text. These " @@ -29249,12 +29250,12 @@ msgid "" "If [code]true[/code], exports iOS project files without building an XCArchive " "or [code].ipa[/code] file. If [code]false[/code], exports iOS project files " "and builds an XCArchive and [code].ipa[/code] file at the same time. When " -"combining Godot with Fastlane or other build pipelines, you may want to set " +"combining Redot with Fastlane or other build pipelines, you may want to set " "this to [code]true[/code]." msgstr "" "如果 [code]true[/code],匯出 iOS專案檔案而不建構 XCArchive 或 [code].ipa[/" "code] 檔案。如果 [code]false[/code],匯出iOS 專案檔案並同時建置XCArchive 和" -"[code].ipa[/code] 檔案。當Godot 與Fastlane 或其他建置管道結合使用時,您可能需" +"[code].ipa[/code] 檔案。當Redot 與Fastlane 或其他建置管道結合使用時,您可能需" "要將其設為[code]true[/code]。" msgid "Interpolation method used to resize application icon." @@ -29618,8 +29619,8 @@ msgstr "macOS 匯出器。" msgid "Exporting for macOS" msgstr "為 macOS 匯出" -msgid "Running Godot apps on macOS" -msgstr "在 macOS 上運作 Godot 套用" +msgid "Running Redot apps on macOS" +msgstr "在 macOS 上運作 Redot 套用" msgid "Application category for the App Store." msgstr "App Store 的套用程式分類。" @@ -30395,7 +30396,7 @@ msgid "" "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.\n" -"[b]Note:[/b] Relative paths [b]must[/b] be relative to Godot's [code]res://" +"[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." @@ -30406,7 +30407,7 @@ msgid "" msgstr "" "由使用者重寫的虛擬方法。呼叫此方法是為了檢索此外掛程式提供的 Android 庫存檔 " "(AAR) 檔案的本機路徑。\n" -"[b]注意:[/b]相對路徑[b]必須[/b]相對於Godot的[code]res://addons/[/code]目錄。" +"[b]注意:[/b]相對路徑[b]必須[/b]相對於Redot的[code]res://addons/[/code]目錄。" "例如,位於 [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/" "code] 下的 AAR 檔案可以使用 [code]res://addons/hello_world_plugin/HelloWorld." "release 作為絕對路徑返回.aar[/code] 或使用[code]hello_world_plugin/HelloWorld." @@ -30579,7 +30580,7 @@ msgstr "編輯器功能配置,可用於禁用特定功能。" msgid "" "An editor feature profile can be used to disable specific features of the " -"Godot editor. When disabled, the features won't appear in the editor, which " +"Redot editor. When disabled, the features won't appear in the editor, which " "makes the editor less cluttered. This is useful in education settings to " "reduce confusion or when working in a team. For example, artists and level " "designers could use a feature profile that disables the script editor to " @@ -30587,7 +30588,7 @@ msgid "" "To manage editor feature profiles visually, use [b]Editor > Manage Feature " "Profiles...[/b] at the top of the editor window." msgstr "" -"編輯器功能配置可以用來禁用 Godot 編輯器的特定功能。當禁用時,這些功能將不會出" +"編輯器功能配置可以用來禁用 Redot 編輯器的特定功能。當禁用時,這些功能將不會出" "現在編輯器中,從而使編輯器不那麼混亂。這個設定使編輯器更簡潔,在團隊中工作時。" "例如,遊戲美術和關卡設計師可以使用禁用腳本編輯器的功能配置,以避免意外地對他們" "不應該編輯的檔進行更改。\n" @@ -31130,7 +31131,7 @@ msgid "" " return true\n" "[/gdscript]\n" "[csharp]\n" -"public void _GetOptionVisibility(string option, Godot.Collections.Dictionary " +"public void _GetOptionVisibility(string option, Redot.Collections.Dictionary " "options)\n" "{\n" " // Only show the lossy quality setting if the compression mode is set to " @@ -31162,7 +31163,7 @@ msgstr "" " return true\n" "[/gdscript]\n" "[csharp]\n" -"public void _GetOptionVisibility(string option, Godot.Collections.Dictionary " +"public void _GetOptionVisibility(string option, Redot.Collections.Dictionary " "options)\n" "{\n" " // 僅在壓縮模式設為“Lossy”時顯示失真壓縮品質設定。\n" @@ -31205,10 +31206,10 @@ msgstr "" "code]。" msgid "" -"Gets the Godot resource type associated with this loader. e.g. " +"Gets the Redot resource type associated with this loader. e.g. " "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" -"獲取與此載入程式關聯的 Godot 資源型別,例如 [code]\"Mesh\"[/code] 或 " +"獲取與此載入程式關聯的 Redot 資源型別,例如 [code]\"Mesh\"[/code] 或 " "[code]\"Animation\"[/code]。" msgid "" @@ -31425,11 +31426,11 @@ msgid "" msgstr "" "新增能夠修改多個屬性的編輯器。[param editor] 控制項必須擴充 [EditorProperty]。" -msgid "Godot editor's interface." -msgstr "Godot 編輯器的介面。" +msgid "Redot editor's interface." +msgstr "Redot 編輯器的介面。" msgid "" -"[EditorInterface] gives you control over Godot editor's window. It allows " +"[EditorInterface] gives you control over Redot editor's window. It allows " "customizing the window, saving and (re-)loading scenes, rendering mesh " "previews, inspecting and editing resources and objects, and provides access " "to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], " @@ -31446,7 +31447,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"[EditorInterface] 允許控制 Godot 編輯器的視窗,包括自訂視窗,保存和重新載入場" +"[EditorInterface] 允許控制 Redot 編輯器的視窗,包括自訂視窗,保存和重新載入場" "景,算繪網格預覽,檢查和編輯資源和物件,並提供對 [EditorSettings] , " "[EditorFileSystem] , [EditorResourcePreview] , [ScriptEditor] ,編輯器視口以" "及場景資訊的存取。\n" @@ -31482,13 +31483,13 @@ msgstr "" "使用者為該腳本的語言所配置,可能是外部編輯器。" msgid "" -"Returns the main container of Godot editor's window. For example, you can use " +"Returns the main container of Redot editor's window. For example, you can use " "it to retrieve the size of the container and place your controls " "accordingly.\n" "[b]Warning:[/b] Removing and freeing this node will render the editor useless " "and may cause a crash." msgstr "" -"返回 Godot 編輯器視窗的主容器。例如,你可以用它來檢索容器的大小並相應地放置你" +"返回 Redot 編輯器視窗的主容器。例如,你可以用它來檢索容器的大小並相應地放置你" "的控制項。\n" "[b]警告:[/b]刪除和釋放這個節點將使編輯器失效,並可能導致當機。" @@ -32228,7 +32229,7 @@ msgid "" "as the singleton won't be declared. To prevent script errors in exported " "projects, use [method Engine.has_singleton] to check whether the singleton is " "available before using it.\n" -"[b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://" +"[b]Note:[/b] On the Linux/BSD platform, Redot complies with the [url=https://" "specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base " "Directory Specification[/url]. You can override environment variables " "following the specification to change the editor and project data paths." @@ -32238,12 +32239,12 @@ msgstr "" "[b]注意:[/b]這個單例在匯出的專案中是不可存取的。嘗試在匯出的專案中存取它會產" "生腳本錯誤,因為該單例沒有被宣告。為防止匯出專案中出現腳本錯誤,請使用 " "[method Engine.has_singleton] 檢查單例是否可用後再使用該單例。\n" -"[b]注意:[/b]在 Linux/BSD 平臺上,Godot 遵守 [url=https://specifications." +"[b]注意:[/b]在 Linux/BSD 平臺上,Redot 遵守 [url=https://specifications." "freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG 基本目錄規範[/url]。" "可以按照規範覆蓋環境變數,來更改編輯器和專案資料路徑。" -msgid "File paths in Godot projects" -msgstr "Godot 專案中的檔路徑" +msgid "File paths in Redot projects" +msgstr "Redot 專案中的檔路徑" msgid "" "Returns the project-specific editor settings path. Projects all have a unique " @@ -32255,12 +32256,12 @@ msgstr "" msgid "" "Returns the absolute path to the self-contained file that makes the current " -"Godot editor instance be considered as self-contained. Returns an empty " -"string if the current Godot editor instance isn't self-contained. See also " +"Redot editor instance be considered as self-contained. Returns an empty " +"string if the current Redot editor instance isn't self-contained. See also " "[method is_self_contained]." msgstr "" -"返回自包含檔的絕對路徑,該檔會使目前 Godot 編輯器實例被視為是自包含的。如果目" -"前 Godot 編輯器實例不是自包含的,則返回一個空字串。另見 [method " +"返回自包含檔的絕對路徑,該檔會使目前 Redot 編輯器實例被視為是自包含的。如果目" +"前 Redot 編輯器實例不是自包含的,則返回一個空字串。另見 [method " "is_self_contained]。" msgid "" @@ -32268,7 +32269,7 @@ msgid "" "[code]false[/code] otherwise. When self-contained mode is enabled, user " "configuration, data and cache files are saved in an [code]editor_data/[/code] " "folder next to the editor binary. This makes portable usage easier and " -"ensures the Godot editor minimizes file writes outside its own folder. Self-" +"ensures the Redot editor minimizes file writes outside its own folder. Self-" "contained mode is not available for exported projects.\n" "Self-contained mode can be enabled by creating a file named [code]._sc_[/" "code] or [code]_sc_[/code] in the same folder as the editor binary or macOS ." @@ -32280,11 +32281,11 @@ msgid "" "[b]Note:[/b] On macOS, placing [code]_sc_[/code] or any other file inside ." "app bundle will break digital signature and make it non-portable, consider " "placing it in the same folder as the .app bundle instead.\n" -"[b]Note:[/b] The Steam release of Godot uses self-contained mode by default." +"[b]Note:[/b] The Steam release of Redot uses self-contained mode by default." msgstr "" "如果編輯器被標記為是自包含的,則返回 [code]true[/code],否則返回 [code]false[/" "code]。啟用自包含模式後,使用者配置、資料和快取檔案將保被存在編輯器二進位檔案" -"旁邊的 [code]editor_data/[/code] 資料夾中。這使得便攜使用更容易,並確保 Godot " +"旁邊的 [code]editor_data/[/code] 資料夾中。這使得便攜使用更容易,並確保 Redot " "編輯器最大限度地減少將檔寫入到它自己的資料夾之外的情況。自包含模式不適用於匯出" "的專案。\n" "當編輯器未運作時,可以通過在與編輯器二進位檔案或 macOS .app 組合包相同的檔案夾" @@ -32296,7 +32297,7 @@ msgstr "" "[b]注意:[/b]在 macOS 上,將 [code]_sc_[/code] 或任何其他檔案放入 .app 組合包" "中會破壞其數位簽章,使其不再便攜,請考慮改為放在與 .app 組合包相同的資料夾" "中。\n" -"[b]注意:[/b]Godot 的 Steam 版本預設使用自包含模式。" +"[b]注意:[/b]Redot 的 Steam 版本預設使用自包含模式。" msgid "Used by the editor to extend its functionality." msgstr "由編輯器使用,用於擴充其功能。" @@ -32647,11 +32648,11 @@ msgstr "" msgid "" "Override this method in your plugin to provide the name of the plugin when " -"displayed in the Godot editor.\n" +"displayed in the Redot editor.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons." msgstr "" -"在外掛程式中覆蓋該方法,以在 Godot 編輯器中顯示時提供該外掛程式的名稱。\n" +"在外掛程式中覆蓋該方法,以在 Redot 編輯器中顯示時提供該外掛程式的名稱。\n" "對於主螢幕外掛程式,它顯示在螢幕頂部,在“2D”“3D”“腳本”“AssetLib”按鈕的右側。" msgid "" @@ -33455,8 +33456,8 @@ msgid "" "target resource type by this plugin." msgstr "呼叫以確定特定 [Resource] 是否可以通過該外掛程式轉換為目標資源型別。" -msgid "Godot editor's control for selecting [Resource] type properties." -msgstr "Godot 編輯器用於選擇 [Resource] 型別屬性的控制項。" +msgid "Redot editor's control for selecting [Resource] type properties." +msgstr "Redot 編輯器用於選擇 [Resource] 型別屬性的控制項。" msgid "" "This [Control] node is used in the editor's Inspector dock to allow editing " @@ -33798,14 +33799,14 @@ msgid "" " iterate(child)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "// This sample changes all node names.\n" "// Called right after the scene is imported and gets the root node.\n" "[Tool]\n" "public partial class NodeRenamer : EditorScenePostImport\n" "{\n" -" public override GodotObject _PostImport(Node scene)\n" +" public override RedotObject _PostImport(Node scene)\n" " {\n" " // Change all node names to \"modified_[oldnodename]\"\n" " Iterate(scene);\n" @@ -33850,14 +33851,14 @@ msgstr "" " iterate(child)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "// 該範例更改所有節點名稱。\n" "// 在匯入場景並獲取根節點後立即呼叫。\n" "[Tool]\n" "public partial class NodeRenamer : EditorScenePostImport\n" "{\n" -" public override GodotObject _PostImport(Node scene)\n" +" public override RedotObject _PostImport(Node scene)\n" " {\n" " // 將所有節點名稱更改為 “modified_[oldnodename]”\n" " Iterate(scene);\n" @@ -33968,7 +33969,7 @@ msgid "" "Scripts extending this class and implementing its [method _run] method can be " "executed from the Script Editor's [b]File > Run[/b] menu option (or by " "pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is " -"useful for adding custom in-editor functionality to Godot. For more complex " +"useful for adding custom in-editor functionality to Redot. For more complex " "additions, consider using [EditorPlugin]s instead.\n" "[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n" "[b]Example script:[/b]\n" @@ -33978,31 +33979,31 @@ msgid "" "extends EditorScript\n" "\n" "func _run():\n" -" print(\"Hello from the Godot Editor!\")\n" +" print(\"Hello from the Redot Editor!\")\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[Tool]\n" "public partial class HelloEditor : EditorScript\n" "{\n" " public override void _Run()\n" " {\n" -" GD.Print(\"Hello from the Godot Editor!\");\n" +" GD.Print(\"Hello from the Redot Editor!\");\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] The script is run in the Editor context, which means the output " "is visible in the console window started with the Editor (stdout) instead of " -"the usual Godot [b]Output[/b] dock.\n" +"the usual Redot [b]Output[/b] dock.\n" "[b]Note:[/b] EditorScript is [RefCounted], meaning it is destroyed when " "nothing references it. This can cause errors during asynchronous operations " "if there are no references to the script." msgstr "" "擴充該類並實作其 [method _run] 方法的腳本可以在編輯器運作時通過腳本編輯器的[b]" "檔 > 運作[/b]功能表選項(或按 [kbd]Ctrl + Shift + X[/kbd])執行。這對於向 " -"Godot 新增自訂的編輯內功能很有用。對於更複雜的新增,請考慮改用 " +"Redot 新增自訂的編輯內功能很有用。對於更複雜的新增,請考慮改用 " "[EditorPlugin]。\n" "[b]注意:[/b]擴充腳本需要啟用 [code]tool[/code] 工具模式。\n" "[b]範例腳本:[/b]\n" @@ -34012,23 +34013,23 @@ msgstr "" "extends EditorScript\n" "\n" "func _run():\n" -" print(\"Hello from the Godot Editor!\")\n" +" print(\"Hello from the Redot Editor!\")\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[Tool]\n" "public partial class HelloEditor : EditorScript\n" "{\n" " public override void _Run()\n" " {\n" -" GD.Print(\"Hello from the Godot Editor!\");\n" +" GD.Print(\"Hello from the Redot Editor!\");\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]腳本在編輯器本文中運作,這意味著輸出在使用編輯器(stdout)啟動的" -"控制台視窗中可見,而不是通常的 Godot [b]輸出[/b]停靠面板。\n" +"控制台視窗中可見,而不是通常的 Redot [b]輸出[/b]停靠面板。\n" "[b]注意:[/b]EditorScript 是 [RefCounted],這意味著它不再被引用時會被銷毀。如" "果沒有對腳本的引用,這可能會在非同步作業期間導致錯誤。" @@ -34036,10 +34037,10 @@ msgid "This method is executed by the Editor when [b]File > Run[/b] is used." msgstr "當使用[b]檔 > 運作[/b]時,此方法由編輯器執行。" msgid "" -"Godot editor's control for selecting the [code]script[/code] property of a " +"Redot editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" -"Godot 編輯器的控制項,用於選擇節點 [Node] 的腳本 [code]script[/code] 屬性。" +"Redot 編輯器的控制項,用於選擇節點 [Node] 的腳本 [code]script[/code] 屬性。" msgid "" "Similar to [EditorResourcePicker] this [Control] node is used in the editor's " @@ -34099,7 +34100,7 @@ msgid "" "generally visible in the [b]Editor > Editor Settings[/b] menu.\n" "Property names use slash delimiters to distinguish sections. Setting values " "can be of any [Variant] type. It's recommended to use [code]snake_case[/code] " -"for editor settings to be consistent with the Godot editor itself.\n" +"for editor settings to be consistent with the Redot editor itself.\n" "Accessing the settings can be done using the following methods, such as:\n" "[codeblocks]\n" "[gdscript]\n" @@ -34120,7 +34121,7 @@ msgid "" "// `settings.get(\"some/property\", value)` also works as this class " "overrides `_get()` internally.\n" "settings.GetSetting(\"some/property\");\n" -"Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = " +"Redot.Collections.Array<Redot.Collections.Dictionary> listOfSettings = " "settings.GetPropertyList();\n" "[/csharp]\n" "[/codeblocks]\n" @@ -34130,7 +34131,7 @@ msgstr "" "保存編輯器設定的物件,這些設定與專案無關,通常在[b]編輯器 > 編輯器設定[/b]菜單" "中可見。\n" "屬性名稱中使用斜線分隔符號來區分不同的部分。設定的值可以是任何 [Variant] 型" -"別。編輯器設定的名稱建議使用 [code]snake_case[/code] 形式,與 Godot 編輯器本身" +"別。編輯器設定的名稱建議使用 [code]snake_case[/code] 形式,與 Redot 編輯器本身" "保持一致。\n" "可以使用以下方法存取設定,例如:\n" "[codeblocks]\n" @@ -34152,7 +34153,7 @@ msgstr "" "// 也可以寫 `settings.get(\"some/property\")` ,因為這個類內部覆蓋了 " "`_get()`。\n" "settings.GetSetting(\"some/property\");\n" -"Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = " +"Redot.Collections.Array<Redot.Collections.Dictionary> listOfSettings = " "settings.GetPropertyList();\n" "[/csharp]\n" "[/codeblocks]\n" @@ -34184,7 +34185,7 @@ msgid "" "var settings = GetEditorInterface().GetEditorSettings();\n" "settings.Set(\"category/property_name\", 0);\n" "\n" -"var propertyInfo = new Godot.Collections.Dictionary\n" +"var propertyInfo = new Redot.Collections.Dictionary\n" "{\n" " {\"name\", \"category/propertyName\"},\n" " {\"type\", Variant.Type.Int},\n" @@ -34220,7 +34221,7 @@ msgstr "" "var settings = GetEditorInterface().GetEditorSettings();\n" "settings.Set(\"category/property_name\", 0);\n" "\n" -"var propertyInfo = new Godot.Collections.Dictionary\n" +"var propertyInfo = new Redot.Collections.Dictionary\n" "{\n" " {\"name\", \"category/propertyName\"},\n" " {\"type\", Variant.Type.Int},\n" @@ -34529,13 +34530,13 @@ msgid "" "shortcut ([kbd]Shift + F[/kbd] by default) is always available.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "用於在 3D 編輯器中啟用自由觀看的修飾鍵(在按下滑鼠右鍵的同時)。\n" "[b]注意:[/b]無論該設定如何,自由觀看切換鍵盤快捷鍵(預設為 [kbd]Shift + F[/" "kbd])始終可用。\n" "[b]注意:[/b]在 Linux 的某些視窗管理器上,[kbd]Alt[/kbd] 鍵在同時按一下滑鼠按" -"鈕時會被視窗管理器攔截。這意味著 Godot 不會看到該修飾鍵被按下。" +"鈕時會被視窗管理器攔截。這意味著 Redot 不會看到該修飾鍵被按下。" msgid "" "The base 3D freelook speed in units per second. This can be adjusted by using " @@ -34704,7 +34705,7 @@ msgid "" "The navigation scheme to use in the 3D editor. Changing this setting will " "affect the mouse buttons that must be held down to perform certain operations " "in the 3D editor viewport.\n" -"- [b]Godot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse " +"- [b]Redot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse " "button[/kbd] to pan. [kbd]Mouse wheel[/kbd] to zoom.\n" "- [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 " @@ -34715,11 +34716,11 @@ msgid "" "See also [member editors/3d/freelook/freelook_navigation_scheme].\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "在 3D 編輯器中使用的導覽方案。更改該設定將影響滑鼠按鈕,這些滑鼠按鈕必須被按住" "才能在 3D 編輯器視口中執行某些操作。\n" -"- [b]Godot[/b]滑鼠中鍵進行視軌,[kbd]Shift + 滑鼠中鍵[/kbd]進行平移。[kbd]鼠標" +"- [b]Redot[/b]滑鼠中鍵進行視軌,[kbd]Shift + 滑鼠中鍵[/kbd]進行平移。[kbd]鼠標" "滾輪[/kbd]進行縮放。\n" "- [b]Maya:[/b][kbd]Alt + 滑鼠左鍵[/kbd]進行視軌。[kbd]滑鼠中鍵[/kbd]進行平" "移,[kbd]Shift + 滑鼠中鍵[/kbd] 平移速度提高 10 倍。[kbd]滑鼠滾輪[/kbd]進行縮" @@ -34728,7 +34729,7 @@ msgstr "" "[/kbd]進行平移。 [kbd]Ctrl + Alt + 滑鼠左鍵[/kbd]進行縮放。\n" "另請參閱 [member editors/3d/freelook/freelook_navigation_scheme]。\n" "[b]注意:[/b]在 Linux 的某些視窗管理器上,[kbd]Alt[/kbd] 鍵在同時點擊滑鼠按鈕" -"時會被視窗管理器攔截。這意味著 Godot 不會看到該修飾鍵被按下。" +"時會被視窗管理器攔截。這意味著 Redot 不會看到該修飾鍵被按下。" msgid "" "The modifier key that must be held to orbit in the 3D editor.\n" @@ -34737,23 +34738,23 @@ msgid "" "improve usability with graphics tablets.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "必須被按住以在 3D 編輯器中進行視軌的修飾鍵。\n" "[b]注意:[/b]如果 [member editors/3d/navigation/emulate_3_button_mouse] 為 " "[code]true[/code],則 [kbd]Alt[/kbd] 將始終可用於視軌以提高繪圖板的可用性。\n" "[b]注意:[/b]在 Linux 的某些視窗管理器上,[kbd]Alt[/kbd] 鍵在同時點擊滑鼠按鈕" -"時會被視窗管理器攔截。這意味著 Godot 不會看到該修飾鍵被按下。" +"時會被視窗管理器攔截。這意味著 Redot 不會看到該修飾鍵被按下。" msgid "" "The modifier key that must be held to pan in the 3D editor.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "必須被按住以在 3D 編輯器中進行平移的修飾鍵。\n" "[b]注意:[/b]在 Linux 的某些視窗管理器上,[kbd]Alt[/kbd] 鍵在同時點擊滑鼠按鈕" -"時會被視窗管理器攔截。這意味著 Godot 不會看到該修飾鍵被按下。" +"時會被視窗管理器攔截。這意味著 Redot 不會看到該修飾鍵被按下。" msgid "" "If [code]true[/code], warps the mouse around the 3D viewport while panning in " @@ -34767,11 +34768,11 @@ msgid "" "The modifier key that must be held to zoom in the 3D editor.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "必須被按住以在 3D 編輯器中進行放大的修飾鍵。\n" "[b]注意:[/b]在 Linux 的某些視窗管理器上,[kbd]Alt[/kbd] 鍵在同時點擊滑鼠按鈕" -"時會被視窗管理器攔截。這意味著 Godot 不會看到該修改鍵被按下。" +"時會被視窗管理器攔截。這意味著 Redot 不會看到該修改鍵被按下。" msgid "" "The mouse cursor movement direction to use when zooming by moving the mouse. " @@ -35111,21 +35112,21 @@ msgstr "" msgid "" "The port number used for Remote Procedure Call (RPC) communication with " -"Godot's created process of the blender executable.\n" -"Setting this to 0 effectively disables communication with Godot and the " +"Redot's created process of the blender executable.\n" +"Setting this to 0 effectively disables communication with Redot and the " "blender process, making performance slower." msgstr "" -"用於與 Godot 建立的 Blender 執行檔程式進行遠端程式呼叫 (RPC) 通訊的連接埠號" +"用於與 Redot 建立的 Blender 執行檔程式進行遠端程式呼叫 (RPC) 通訊的連接埠號" "碼。\n" -"將其設為 0 可有效停用與 Godot 和攪拌機程序的通信,從而降低性能。" +"將其設為 0 可有效停用與 Redot 和攪拌機程序的通信,從而降低性能。" msgid "" "The maximum idle uptime (in seconds) of the Blender process.\n" -"This prevents Godot from having to create a new process for each import " +"This prevents Redot from having to create a new process for each import " "within the given seconds." msgstr "" "Blender 流程的最大空閒正常運作時間(以秒為單位)。\n" -"這可以防止 Godot 在給定的秒內為每個匯入建立一個新程序。" +"這可以防止 Redot 在給定的秒內為每個匯入建立一個新程序。" msgid "If [code]true[/code], uses lossless compression for binary resources." msgstr "如果為 [code]true[/code],則對二進位資源使用無失真壓縮。" @@ -35149,8 +35150,8 @@ msgstr "" msgid "" "How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. " "Different platforms have different standard behaviors for this, which can be " -"overridden using this setting. This is useful if you use Godot both on " -"Windows and macOS/Linux and your Godot muscle memory is stronger than your OS " +"overridden using this setting. This is useful if you use Redot both on " +"Windows and macOS/Linux and your Redot muscle memory is stronger than your OS " "specific one.\n" "- [b]Auto[/b] follows the platform convention: Cancel first on macOS and " "Linux, OK first on Windows.\n" @@ -35158,8 +35159,8 @@ msgid "" "- [b]OK First[/b] forces the ordering OK/Cancel." msgstr "" "如何在編輯器的 [AcceptDialog] 中定位取消和確定按鈕。不同的平臺有不同的標準行" -"為,可以用這個設定來覆蓋。如果你在 Windows 和 macOS/Linux 上都使用 Godot,而且" -"你的 Godot 肌肉記憶比你的作業系統記憶更強,那麼這一點很有用。\n" +"為,可以用這個設定來覆蓋。如果你在 Windows 和 macOS/Linux 上都使用 Redot,而且" +"你的 Redot 肌肉記憶比你的作業系統記憶更強,那麼這一點很有用。\n" "- [b]Auto[/b] 遵守平臺約定:在 macOS 和 Linux 上取消在前,在 Windows 上確定在" "前。\n" "- [b]Cancel First[/b] 強制為取消/確定的順序。\n" @@ -35477,11 +35478,11 @@ msgid "" msgstr "介面元素的圓角半徑(單位為圖元)。[code]0[/code] 則為正方形。" msgid "" -"The custom theme resource to use for the editor. Must be a Godot theme " +"The custom theme resource to use for the editor. Must be a Redot theme " "resource in [code].tres[/code] or [code].res[/code] format." msgstr "" "用於編輯器的自訂主題資源。必須是 [code].tres[/code] 或 [code].res[/code] 格式" -"的 Godot 主題資源。" +"的 Redot 主題資源。" msgid "" "If [code]true[/code], draws additional borders around interactive UI elements " @@ -35494,13 +35495,13 @@ msgstr "" msgid "" "The saturation to use for editor icons. Higher values result in more vibrant " "colors.\n" -"[b]Note:[/b] The default editor icon saturation was increased by 30% in Godot " -"4.0 and later. To get Godot 3.x's icon saturation back, set [member interface/" +"[b]Note:[/b] The default editor icon saturation was increased by 30% in Redot " +"4.0 and later. To get Redot 3.x's icon saturation back, set [member interface/" "theme/icon_saturation] to [code]0.77[/code]." msgstr "" "用於編輯器圖示的飽和度。值越高,顏色越鮮豔。\n" -"[b]注意:[/b]在 Godot 4.0 及更高版本中,預設編輯器圖示飽和度增加了 30%。要恢複" -"為 Godot 3.x 的圖示飽和度,請將 [member interface/theme/icon_saturation] 設置" +"[b]注意:[/b]在 Redot 4.0 及更高版本中,預設編輯器圖示飽和度增加了 30%。要恢複" +"為 Redot 3.x 的圖示飽和度,請將 [member interface/theme/icon_saturation] 設置" "為 [code]0.77[/code]。" msgid "The editor theme preset to use." @@ -35555,35 +35556,35 @@ msgstr "" "接)。" msgid "" -"The port to listen to when starting the remote debugger. Godot will try to " +"The port to listen to when starting the remote debugger. Redot will try to " "use port numbers above the configured number if the configured number is " "already taken by another application." msgstr "" -"啟動遠端除錯器時要監聽的埠。如果配置的數位已被另一個套用程式佔用,Godot 將嘗試" +"啟動遠端除錯器時要監聽的埠。如果配置的數位已被另一個套用程式佔用,Redot 將嘗試" "使用高於該配置數位的埠號。" msgid "" "The host to use to contact the HTTP and HTTPS proxy in the editor (for the " "asset library and export template downloads). See also [member network/" "http_proxy/port].\n" -"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, " +"[b]Note:[/b] Redot currently doesn't automatically use system proxy settings, " "so you have to enter them manually here if needed." msgstr "" "用於在編輯器中聯繫 HTTP 和 HTTPS 代理的主機(用於素材庫和匯出範本下載)。另見 " "[member network/http_proxy/port]。\n" -"[b]注意:[/b]Godot 目前不會自動使用系統代理設定,所以如果需要,必須在此處手動" +"[b]注意:[/b]Redot 目前不會自動使用系統代理設定,所以如果需要,必須在此處手動" "輸入。" msgid "" "The port number to use to contact the HTTP and HTTPS proxy in the editor (for " "the asset library and export template downloads). See also [member network/" "http_proxy/host].\n" -"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, " +"[b]Note:[/b] Redot currently doesn't automatically use system proxy settings, " "so you have to enter them manually here if needed." msgstr "" "用於在編輯器中聯繫 HTTP 和 HTTPS 代理的埠號(用於素材庫和匯出範本下載)。另請" "參閱 [member network/http_proxy/host]。\n" -"[b]注意:[/b]Godot 目前不會自動使用系統代理設定,所以如果需要,必須在此處手動" +"[b]注意:[/b]Redot 目前不會自動使用系統代理設定,所以如果需要,必須在此處手動" "輸入。" msgid "" @@ -36249,8 +36250,8 @@ msgstr "" "在編輯器設定改變後觸發。它被各種編輯器外掛程式使用,以在主題更改時更新視覺效" "果,或在配置更改時更新邏輯。" -msgid "Godot editor's control for editing numeric values." -msgstr "Godot 編輯器用於編輯數值的控制項。" +msgid "Redot editor's control for editing numeric values." +msgstr "Redot 編輯器用於編輯數值的控制項。" msgid "If [code]true[/code], the slider will not draw background." msgstr "如果為 [code]true[/code],則滑桿不會繪製背景。" @@ -36344,13 +36345,13 @@ msgid "" " return [\"csv\"]\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[Tool]\n" "public partial class CustomParser : EditorTranslationParserPlugin\n" "{\n" -" public override void _ParseFile(string path, Godot.Collections." -"Array<string> msgids, Godot.Collections.Array<Godot.Collections.Array> " +" public override void _ParseFile(string path, Redot.Collections." +"Array<string> msgids, Redot.Collections.Array<Redot.Collections.Array> " "msgidsContextPlural)\n" " {\n" " using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" @@ -36389,15 +36390,15 @@ msgid "" "[csharp]\n" "// This will add a message with msgid \"Test 1\", msgctxt \"context\", and " "msgid_plural \"test 1 plurals\".\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"Test 1\", \"context\", " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"Test 1\", \"context\", " "\"test 1 Plurals\"});\n" "// This will add a message with msgid \"A test without context\" and " "msgid_plural \"plurals\".\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"A test without " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"A test without " "context\", \"\", \"plurals\"});\n" "// This will add a message with msgid \"Only with context\" and msgctxt \"a " "friendly context\".\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"Only with context\", " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"Only with context\", " "\"a friendly context\", \"\"});\n" "[/csharp]\n" "[/codeblocks]\n" @@ -36417,8 +36418,8 @@ msgid "" " return [\"gd\"]\n" "[/gdscript]\n" "[csharp]\n" -"public override void _ParseFile(string path, Godot.Collections.Array<string> " -"msgids, Godot.Collections.Array<Godot.Collections.Array> " +"public override void _ParseFile(string path, Redot.Collections.Array<string> " +"msgids, Redot.Collections.Array<Redot.Collections.Array> " "msgidsContextPlural)\n" "{\n" " var res = ResourceLoader.Load<Script>(path, \"Script\");\n" @@ -36464,13 +36465,13 @@ msgstr "" " return [\"csv\"]\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[Tool]\n" "public partial class CustomParser : EditorTranslationParserPlugin\n" "{\n" -" public override void _ParseFile(string path, Godot.Collections." -"Array<string> msgids, Godot.Collections.Array<Godot.Collections.Array> " +" public override void _ParseFile(string path, Redot.Collections." +"Array<string> msgids, Redot.Collections.Array<Redot.Collections.Array> " "msgidsContextPlural)\n" " {\n" " using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" @@ -36507,15 +36508,15 @@ msgstr "" "[csharp]\n" "// 這將新增一條消息,其中 msgid 為“測試 1”、msgctxt 為“本文”,以及 " "msgid_plural 為“測試 1 複數形式”。\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"測試 1\", \"本文\", \"測" +"msgidsContextPlural.Add(new Redot.Collections.Array{\"測試 1\", \"本文\", \"測" "試 1 複數形式\"});\n" "// 這將新增一條消息,其中 msgid 為“一個沒有本文的測試”、msgid_plural 為 “複數" "形式”。\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"一個沒有本文的測試\", " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"一個沒有本文的測試\", " "\"\", \"複數形式\"});\n" "// 這將新增一條消息,其中 msgid 為“僅帶有本文”、msgctxt 為 “一條友好的上下" "文”。\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"僅帶有本文\", \"一條友好" +"msgidsContextPlural.Add(new Redot.Collections.Array{\"僅帶有本文\", \"一條友好" "的本文\", \"\"});\n" "[/csharp]\n" "[/codeblocks]\n" @@ -36534,8 +36535,8 @@ msgstr "" " return [\"gd\"]\n" "[/gdscript]\n" "[csharp]\n" -"public override void _ParseFile(string path, Godot.Collections.Array<string> " -"msgids, Godot.Collections.Array<Godot.Collections.Array> " +"public override void _ParseFile(string path, Redot.Collections.Array<string> " +"msgids, Redot.Collections.Array<Redot.Collections.Array> " "msgidsContextPlural)\n" "{\n" " var res = ResourceLoader.Load<Script>(path, \"Script\");\n" @@ -36581,7 +36582,7 @@ msgid "" "- If the object is external resource or anything else, use global history.\n" "This guessing can sometimes yield false results, so you can provide a custom " "context object when creating an action.\n" -"[EditorUndoRedoManager] is intended to be used by Godot editor plugins. You " +"[EditorUndoRedoManager] is intended to be used by Redot editor plugins. You " "can obtain it using [method EditorPlugin.get_undo_redo]. For non-editor uses " "or plugins that don't need to integrate with the editor's undo history, use " "[UndoRedo] instead.\n" @@ -36600,7 +36601,7 @@ msgstr "" "- 如果該物件為內建資源,則使用其路徑上的場景;\n" "- 如果該物件為外部資源或任何其他物件,則使用全域歷史。\n" "推斷的結果有時並不準確,所以在建立動作時你可以提供自訂的本文物件。\n" -"[EditorUndoRedoManager] 是為 Godot 編輯器外掛程式使用而設計的。你可以使用 " +"[EditorUndoRedoManager] 是為 Redot 編輯器外掛程式使用而設計的。你可以使用 " "[method EditorPlugin.get_undo_redo] 獲取。對於非編輯器使用場景或者不需要與編輯" "器撤銷歷史記錄集成的外掛程式,請改用 [UndoRedo]。\n" "管理器的 API 與 [UndoRedo] 基本一致,它的文件中有更多範例。主要區別在於 " @@ -37074,7 +37075,7 @@ msgid "Destroys the host and all resources associated with it." msgstr "銷毀主機和與其關聯的所有資源。" msgid "" -"Configure this ENetHost to use the custom Godot extension allowing DTLS " +"Configure this ENetHost to use the custom Redot extension allowing DTLS " "encryption for ENet clients. Call this before [method connect_to_host] to " "have ENet connect using DTLS validating the server certificate against [param " "hostname]. You can pass the optional [param client_options] parameter to " @@ -37082,19 +37083,19 @@ msgid "" "verification. See [method TLSOptions.client] and [method TLSOptions." "client_unsafe]." msgstr "" -"配置此 ENetHost 以使用允許對 ENet 使用者端進行 DTLS 加密的自訂 Godot 擴充。在 " +"配置此 ENetHost 以使用允許對 ENet 使用者端進行 DTLS 加密的自訂 Redot 擴充。在 " "[method connect_to_host] 之前呼叫它,讓 ENet 連接使用 DTLS 根據 [param " "hostname] 驗證伺服器憑證。可以通過可選的 [param client_options] 參數來自訂受信" "任的憑證授權,或禁用通用名稱驗證。見 [method TLSOptions.client] 和 [method " "TLSOptions.client_unsafe]。" msgid "" -"Configure this ENetHost to use the custom Godot extension allowing DTLS " +"Configure this ENetHost to use the custom Redot extension allowing DTLS " "encryption for ENet servers. Call this right after [method create_host_bound] " "to have ENet expect peers to connect using DTLS. See [method TLSOptions." "server]." msgstr "" -"配置該 ENetHost 以使用允許對 ENet 伺服器進行 DTLS 加密的自訂 Godot 擴充。在 " +"配置該 ENetHost 以使用允許對 ENet 伺服器進行 DTLS 加密的自訂 Redot 擴充。在 " "[method create_host_bound] 之後立即呼叫該方法,以讓 ENet 期望對等體使用 DTLS " "進行連接。請參閱 [method TLSOptions.server]。" @@ -37664,7 +37665,7 @@ msgstr "返回可用指令碼語言的數量。請配合 [method get_script_lang msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " -"should generally always be set to [code]60[/code] or above, as Godot doesn't " +"should generally always be set to [code]60[/code] or above, as Redot doesn't " "interpolate the physics step. As a result, values lower than [code]60[/code] " "will look stuttery. This value can be increased to make input more reactive " "or work around collision tunneling issues, but keep in mind doing so will " @@ -37679,7 +37680,7 @@ msgid "" "significantly above its default value." msgstr "" "每秒執行的固定反覆運算次數。用於控制物理模擬和 [method Node._physics_process] " -"的執行頻率。因為 Godot 不會進行物理步驟的插值,所以通常應該總是將其設成大於等" +"的執行頻率。因為 Redot 不會進行物理步驟的插值,所以通常應該總是將其設成大於等" "於 [code]60[/code] 的值。因此,如果值小於 [code]60[/code] 就會看起來卡頓。提高" "該值可以讓輸入變得更加靈敏、也可以繞過碰撞隧道問題,但請記得這麼做也會提升 " "CPU 的佔用率。另請參閱 [member max_fps] 和 [member ProjectSettings.physics/" @@ -38199,7 +38200,7 @@ msgid "" "This darkens objects' corners and cavities to simulate ambient light not " "reaching the entire object as in real life. This works well for small, " "dynamic objects, but baked lighting or ambient occlusion textures will do a " -"better job at displaying ambient occlusion on large static objects. Godot " +"better job at displaying ambient occlusion on large static objects. Redot " "uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is " "itself a form of Horizon Based Ambient Occlusion.\n" "[b]Note:[/b] SSAO is only supported in the Forward+ rendering method, not " @@ -38207,7 +38208,7 @@ msgid "" msgstr "" "如果為 [code]true[/code],則啟用螢幕空間環境光遮蔽效果。這會使物體的角落和空腔" "變暗,以模擬環境光像現實生活中那樣不會到達整個物體。這適用於小型動態物件,但烘" -"焙照明或環境光遮蔽紋理,在大型靜態物件上顯示環境光遮蔽方面效果更好。Godot 使用" +"焙照明或環境光遮蔽紋理,在大型靜態物件上顯示環境光遮蔽方面效果更好。Redot 使用" "一種稱為自我調整螢幕空間環境光遮蔽的 SSAO 形式,它本身就是一種基於地平線的環境" "光遮蔽形式。\n" "[b]注意:[/b]SSAO 只支援 Forward+ 算繪方式,不支援 Mobile 或 Compatibility。" @@ -38633,13 +38634,13 @@ msgid "" "realistic fashion by desaturating it as it becomes brighter. ACES typically " "has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and " "[constant TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." +"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Redot 3.x." msgstr "" "使用學院色彩編碼系統(Academy Color Encoding System)色調對應器。ACES 比其他選" "項消耗略高,但對於較亮光照的處理更真實,越亮飽和度越低。ACES 的輸出在對比度方" "面通常比 [constant TONE_MAPPER_REINHARDT] 和 [constant TONE_MAPPER_FILMIC] 更" "高。\n" -"[b]注意:[/b]Godot 3.x 將該色調對應運算子稱為“ACES Fitted”。" +"[b]注意:[/b]Redot 3.x 將該色調對應運算子稱為“ACES Fitted”。" msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " @@ -39304,13 +39305,13 @@ msgid "" "Creates a new [FileAccess] object and opens a compressed file for reading or " "writing.\n" "[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/" +"Redot, not third-party compression formats. See [url=https://github.com/" "godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround.\n" "Returns [code]null[/code] if opening the file failed. You can use [method " "get_open_error] to check the error that occurred." msgstr "" "建立一個新的 [FileAccess] 物件,並打開一個壓縮檔以進行讀取或寫入。\n" -"[b]注意:[/b][method open_compressed] 只能讀取 Godot 保存的檔,不能讀取第三方" +"[b]注意:[/b][method open_compressed] 只能讀取 Redot 保存的檔,不能讀取第三方" "壓縮格式。有關解決方法,請參閱 [url=https://github.com/godotengine/godot/" "issues/28999]GitHub 問題 #28999[/url]。\n" "如果打開檔失敗,則返回 [code]null[/code]。可以使用 [method get_open_error] 來" @@ -39775,8 +39776,8 @@ msgstr "重新載入按鈕的自訂圖示。" msgid "Custom icon for the toggle hidden button." msgstr "切換隱藏按鈕的自訂圖示。" -msgid "Godot editor's dock for managing files in the project." -msgstr "Godot 編輯器中用於管理專案檔案的停靠面板。" +msgid "Redot editor's dock for managing files in the project." +msgstr "Redot 編輯器中用於管理專案檔案的停靠面板。" msgid "" "This class is available only in [EditorPlugin]s and can't be instantiated. " @@ -42250,14 +42251,14 @@ msgstr "GLTF 相機規格和範例檔" msgid "Creates a new GLTFCamera instance by parsing the given [Dictionary]." msgstr "通過解析給定的 [Dictionary] 新建 GLTFCamera 實例。" -msgid "Create a new GLTFCamera instance from the given Godot [Camera3D] node." -msgstr "從給定的 Godot [Camera3D] 節點新建 GLTFCamera 實例。" +msgid "Create a new GLTFCamera instance from the given Redot [Camera3D] node." +msgstr "從給定的 Redot [Camera3D] 節點新建 GLTFCamera 實例。" msgid "Serializes this GLTFCamera instance into a [Dictionary]." msgstr "將這個 GLTFCamera 實例序列化為 [Dictionary]。" -msgid "Converts this GLTFCamera instance into a Godot [Camera3D] node." -msgstr "將這個 GLTFCamera 實例轉換為 Godot [Camera3D] 節點。" +msgid "Converts this GLTFCamera instance into a Redot [Camera3D] node." +msgstr "將這個 GLTFCamera 實例轉換為 Redot [Camera3D] 節點。" msgid "" "The distance to the far culling boundary for this camera relative to its " @@ -42275,11 +42276,11 @@ msgstr "" msgid "" "The FOV of the camera. This class and GLTF define the camera FOV in radians, " -"while Godot uses degrees. This maps to GLTF's [code]yfov[/code] property. " +"while Redot uses degrees. This maps to GLTF's [code]yfov[/code] property. " "This value is only used for perspective cameras, when [member perspective] is " "true." msgstr "" -"該相機的 FOV。這個類和 GLTF 在定義相機 FOV 時使用的都是弧度,但 Godot 使用的是" +"該相機的 FOV。這個類和 GLTF 在定義相機 FOV 時使用的都是弧度,但 Redot 使用的是" "度。對應到 GLTF 的 [code]yfov[/code] 屬性。只在透視相機中使用,即 [member " "perspective] 為 true 時。" @@ -42294,21 +42295,21 @@ msgstr "" msgid "" "The size of the camera. This class and GLTF define the camera size magnitude " -"as a radius in meters, while Godot defines it as a diameter in meters. This " +"as a radius in meters, while Redot defines it as a diameter in meters. This " "maps to GLTF's [code]ymag[/code] property. This value is only used for " "orthographic/orthogonal cameras, when [member perspective] is false." msgstr "" "該相機的大小。這個類和 GLTF 在定義相機大小尺度時使用的都是半徑的米數,但 " -"Godot 使用的是直徑的米數。對應到 GLTF 的 [code]ymag[/code] 屬性。只在正交相機" +"Redot 使用的是直徑的米數。對應到 GLTF 的 [code]ymag[/code] 屬性。只在正交相機" "中使用,即 [member perspective] 為 false 時。" -msgid "Class for importing and exporting glTF files in and out of Godot." -msgstr "用於在 Godot 中匯入和匯出 glTF 檔案的類別。" +msgid "Class for importing and exporting glTF files in and out of Redot." +msgstr "用於在 Redot 中匯入和匯出 glTF 檔案的類別。" msgid "" -"GLTFDocument supports reading data from a glTF file, buffer, or Godot scene. " +"GLTFDocument supports reading data from a glTF file, buffer, or Redot scene. " "This data can then be written to the filesystem, buffer, or used to create a " -"Godot scene.\n" +"Redot scene.\n" "All of the data in a GLTF scene is stored in the [GLTFState] class. " "GLTFDocument processes state objects, but does not contain any scene data " "itself. GLTFDocument has member variables to store export configuration " @@ -42320,8 +42321,8 @@ msgid "" "[method register_gltf_document_extension]. This allows for custom data to be " "imported and exported." msgstr "" -"GLTFDocument 支援從 glTF 檔案、緩衝區或 Godot 場景讀取資料。然後可以將該資料寫" -"入檔案系統、緩衝區或用於建立 Godot 場景。\n" +"GLTFDocument 支援從 glTF 檔案、緩衝區或 Redot 場景讀取資料。然後可以將該資料寫" +"入檔案系統、緩衝區或用於建立 Redot 場景。\n" "GLTF 場景中的所有資料都儲存在 [GLTFState] 類別中。 GLTFDocument 處理狀態對象," "但本身不包含任何場景資料。 GLTFDocument 有成員變數來儲存匯出配置設定(例如影像" "格式),但在其他方面是無狀態的。可以使用相同的 GLTFDocument 物件和不同的 " @@ -42359,10 +42360,10 @@ msgstr "" "路徑,可以為空。" msgid "" -"Takes a Godot Engine scene node and exports it and its descendants to the " +"Takes a Redot Engine scene node and exports it and its descendants to the " "given [GLTFState] object through the [param state] parameter." msgstr "" -"接收一個 Godot 引擎的場景節點,並通過 [param state] 參數將其及其後代匯出到給定" +"接收一個 Redot 引擎的場景節點,並通過 [param state] 參數將其及其後代匯出到給定" "的 [GLTFState] 對象。" msgid "" @@ -42394,13 +42395,13 @@ msgid "" "The user-friendly name of the export image format. This is used when " "exporting the GLTF file, including writing to a file and writing to a byte " "array.\n" -"By default, Godot allows the following options: \"None\", \"PNG\", \"JPEG\", " +"By default, Redot allows the following options: \"None\", \"PNG\", \"JPEG\", " "\"Lossless WebP\", and \"Lossy WebP\". Support for more image formats can be " "added in [GLTFDocumentExtension] classes." msgstr "" "匯出影像格式的使用者友善名稱。匯出 GLTF 檔案時使用此名稱,包括寫入檔案和寫入位" "元組陣列。\n" -"預設情況下,Godot 允許以下選項:「無」、「PNG」、「JPEG」、「無損 WebP」和「有" +"預設情況下,Redot 允許以下選項:「無」、「PNG」、「JPEG」、「無損 WebP」和「有" "損 WebP」。可在 [GLTFDocumentExtension] 類別中新增對更多影像格式的支援。" msgid "" @@ -42429,34 +42430,34 @@ msgstr "" "點型別和名稱。" msgid "" -"Treat the Godot scene's root node as the root node of the glTF file, and mark " +"Treat the Redot scene's root node as the root node of the glTF file, and mark " "it as the single root node via the [code]GODOT_single_root[/code] glTF " "extension. This will be parsed the same as [constant " "ROOT_NODE_MODE_KEEP_ROOT] if the implementation does not support " "[code]GODOT_single_root[/code]." msgstr "" -"將Godot場景的根節點視為glTF檔案的根節點,並透過[code]GODOT_single_root[/code] " +"將Redot場景的根節點視為glTF檔案的根節點,並透過[code]GODOT_single_root[/code] " "glTF擴充將其標記為單一根節點。這如果實作不支援[code]GODOT_single_root[/code]," "則會與[constant ROOT_NODE_MODE_KEEP_ROOT] 相同的解析。" msgid "" -"Treat the Godot scene's root node as the root node of the glTF file, but do " +"Treat the Redot scene's root node as the root node of the glTF file, but do " "not mark it as anything special. An extra root node will be generated when " -"importing into Godot. This uses only vanilla glTF features. This is " -"equivalent to the behavior in Godot 4.1 and earlier." +"importing into Redot. This uses only vanilla glTF features. This is " +"equivalent to the behavior in Redot 4.1 and earlier." msgstr "" -"將Godot場景的根節點視為glTF檔案的根節點,但不要將其標記為任何特殊的東西。匯入" -"Godot時會產生一個額外的根節點。這僅使用普通glTF 功能。這相當於Godot 4.1 及更早" +"將Redot場景的根節點視為glTF檔案的根節點,但不要將其標記為任何特殊的東西。匯入" +"Redot時會產生一個額外的根節點。這僅使用普通glTF 功能。這相當於Redot 4.1 及更早" "版本中的行為。" msgid "" -"Treat the Godot scene's root node as the name of the glTF scene, and add all " +"Treat the Redot scene's root node as the name of the glTF scene, and add all " "of its children as root nodes of the glTF file. This uses only vanilla glTF " -"features. This avoids an extra root node, but only the name of the Godot " +"features. This avoids an extra root node, but only the name of the Redot " "scene's root node will be preserved, as it will not be saved as a node." msgstr "" -"將 Godot 場景的根節點視為 glTF 場景的名稱,並將其所有子節點新增為 glTF 檔案的" -"根節點。這只使用普通 glTF 功能。這避免了一個額外的根節點,但只會保留Godot 場景" +"將 Redot 場景的根節點視為 glTF 場景的名稱,並將其所有子節點新增為 glTF 檔案的" +"根節點。這只使用普通 glTF 功能。這避免了一個額外的根節點,但只會保留Redot 場景" "根節點的名稱,因為它不會儲存為節點。" msgid "[GLTFDocument] extension class." @@ -42485,13 +42486,13 @@ msgstr "" msgid "" "Part of the export process. This method is run after [method " "_export_preflight] and before [method _export_preserialize].\n" -"Runs when converting the data from a Godot scene node. This method can be " -"used to process the Godot scene node data into a format that can be used by " +"Runs when converting the data from a Redot scene node. This method can be " +"used to process the Redot scene node data into a format that can be used by " "[method _export_node]." msgstr "" "匯出過程的一部分。該方法在 [method _export_preflight] 之後和 [method " "_export_node] 之前運作。\n" -"在轉換來自 Godot 場景節點的資料時運作。該方法可用於將 Godot 場景節點的資料,處" +"在轉換來自 Redot 場景節點的資料時運作。該方法可用於將 Redot 場景節點的資料,處" "理成可以被 [method _export_node] 使用的格式。" msgid "" @@ -42531,7 +42532,7 @@ msgstr "" msgid "" "Part of the import process. This method is run after [method " "_import_post_parse] and before [method _import_node].\n" -"Runs when generating a Godot scene node from a GLTFNode. The returned node " +"Runs when generating a Redot scene node from a GLTFNode. The returned node " "will be added to the scene tree. Multiple nodes can be generated in this step " "if they are added as a child of the returned node.\n" "[b]Note:[/b] The [param scene_parent] parameter may be null if this is the " @@ -42539,7 +42540,7 @@ msgid "" msgstr "" "匯入過程的一部分。該方法在 [method _parse_node_extensions] 之後 [method " "_import_post_parse] 之前運作。\n" -"當從 GLTFNode 生成一個 Godot 場景節點時運作。返回的節點將被新增到場景樹中。如" +"當從 GLTFNode 生成一個 Redot 場景節點時運作。返回的節點將被新增到場景樹中。如" "果將多個節點新增為返回節點的子節點,則可以在該步驟中生成這些節點。" msgid "" @@ -42548,12 +42549,12 @@ msgid "" "images, and the images are saved to a separate file, the image bytes will be " "copied to a file with this extension. If this is set, there should be a " "[ResourceImporter] class able to import the file. If not defined or empty, " -"Godot will save the image into a PNG file." +"Redot will save the image into a PNG file." msgstr "" "傳回用於將映像資料儲存到的檔案副檔名,例如[code]\".png\"[/code]。如果已定義," "則使用此副檔名時處理圖像,並且圖像保存到單獨的檔案中,圖像位元組將被複製到具有" "此副檔名的檔案中。如果設定了此選項,則應該有一個[ResourceImporter] 類別能夠匯" -"入該檔案。如果未定義或為空時,Godot 會將影像儲存為 PNG 檔案。" +"入該檔案。如果未定義或為空時,Redot 會將影像儲存為 PNG 檔案。" msgid "" "Part of the export process. This method is run after [method " @@ -42590,21 +42591,21 @@ msgstr "" msgid "" "Part of the import process. This method is run after [method " "_generate_scene_node] and before [method _import_post].\n" -"This method can be used to make modifications to each of the generated Godot " +"This method can be used to make modifications to each of the generated Redot " "scene nodes." msgstr "" "匯入過程的一部分。該方法在 [method _import_post_parse] 之後 [method " "_import_post] 之前運作。\n" -"該方法可用於對每個生成的 Godot 場景節點進行修改。" +"該方法可用於對每個生成的 Redot 場景節點進行修改。" msgid "" "Part of the import process. This method is run last, after all other parts of " "the import process.\n" -"This method can be used to modify the final Godot scene generated by the " +"This method can be used to modify the final Redot scene generated by the " "import process." msgstr "" "匯入過程的一部分。該方法在最後運作,在匯入過程的所有其他部分之後。\n" -"該方法可用於修改匯入過程生成的最終 Godot 場景。" +"該方法可用於修改匯入過程生成的最終 Redot 場景。" msgid "" "Part of the import process. This method is run first, before all other parts " @@ -42721,14 +42722,14 @@ msgstr "KHR_lights_punctual GLTF 擴充規格" msgid "Creates a new GLTFLight instance by parsing the given [Dictionary]." msgstr "通過解析給定的 [Dictionary] 新建 GLTFLight 實例。" -msgid "Create a new GLTFLight instance from the given Godot [Light3D] node." -msgstr "從給定的 Godot [Light3D] 節點新建 GLTFLight 實例。" +msgid "Create a new GLTFLight instance from the given Redot [Light3D] node." +msgstr "從給定的 Redot [Light3D] 節點新建 GLTFLight 實例。" msgid "Serializes this GLTFLight instance into a [Dictionary]." msgstr "將這個 GLTFLight 實例序列化為 [Dictionary]。" -msgid "Converts this GLTFLight instance into a Godot [Light3D] node." -msgstr "將這個 GLTFLight 實例轉換為 Godot [Light3D] 節點。" +msgid "Converts this GLTFLight instance into a Redot [Light3D] node." +msgstr "將這個 GLTFLight 實例轉換為 Redot [Light3D] 節點。" msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -42740,28 +42741,28 @@ msgid "" "outer cone angle.\n" "Within this angle, the light is at full brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " -"brightness. When creating a Godot [SpotLight3D], the ratio between the inner " +"brightness. When creating a Redot [SpotLight3D], the ratio between the inner " "and outer cone angles is used to calculate the attenuation of the light." msgstr "" "聚光燈下圓錐體的內角。必須小於等於外錐角。\n" "在這個角度內,光線處於全亮狀態。在內錐角和外錐角之間,存在一個從全亮度到零亮度" -"的過渡。建立 Godot [SpotLight3D] 時,內外錐角之間的比率將被來計算光的衰減。" +"的過渡。建立 Redot [SpotLight3D] 時,內外錐角之間的比率將被來計算光的衰減。" msgid "" "The intensity of the light. This is expressed in candelas (lumens per " "steradian) for point and spot lights, and lux (lumens per m²) for directional " -"lights. When creating a Godot light, this value is converted to a unitless " +"lights. When creating a Redot light, this value is converted to a unitless " "multiplier." msgstr "" "光的強度。對於點光和聚光,用燭光(流明/立體光)表示;對於平行光,用勒克斯(流" -"明/平方米)表示。在建立 Godot 燈光時,這個值會被轉換為無單位的乘數。" +"明/平方米)表示。在建立 Redot 燈光時,這個值會被轉換為無單位的乘數。" msgid "" -"The type of the light. The values accepted by Godot are \"point\", \"spot\", " -"and \"directional\", which correspond to Godot's [OmniLight3D], " +"The type of the light. The values accepted by Redot are \"point\", \"spot\", " +"and \"directional\", which correspond to Redot's [OmniLight3D], " "[SpotLight3D], and [DirectionalLight3D] respectively." msgstr "" -"燈光的型別。Godot接受的值有“point”、“spot”、“directional”,分別對應 Godot 的 " +"燈光的型別。Redot接受的值有“point”、“spot”、“directional”,分別對應 Redot 的 " "[OmniLight3D]、[SpotLight3D]、[DirectionalLight3D]。" msgid "" @@ -42770,21 +42771,21 @@ msgid "" "At this angle, the light drops off to zero brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " "brightness. If this angle is a half turn, then the spotlight emits in all " -"directions. When creating a Godot [SpotLight3D], the outer cone angle is used " +"directions. When creating a Redot [SpotLight3D], the outer cone angle is used " "as the angle of the spotlight." msgstr "" "聚光燈下圓錐體的外角。必須大於等於內錐角。\n" "在這個角度,光線會下降到零亮度。在內錐角和外錐角之間,存在一個從全亮度到零亮度" -"的過渡。如果這個角度是一個半圓,那麼聚光燈會向所有方向發射。建立一個 Godot " +"的過渡。如果這個角度是一個半圓,那麼聚光燈會向所有方向發射。建立一個 Redot " "[SpotLight3D] 時,外錐角被用作聚光燈的角度。" msgid "" "The range of the light, beyond which the light has no effect. GLTF lights " "with no range defined behave like physical lights (which have infinite " -"range). When creating a Godot light, the range is clamped to 4096." +"range). When creating a Redot light, the range is clamped to 4096." msgstr "" "燈光的範圍,超過這個範圍燈光無效。沒有定義範圍的 GLTF 燈光的行為與無限範圍的物" -"理燈光一樣。當建立 Godot 燈光時,範圍限制在 4096。" +"理燈光一樣。當建立 Redot 燈光時,範圍限制在 4096。" msgid "GLTF node class." msgstr "GLTF 節點類。" @@ -42910,8 +42911,8 @@ msgid "OMI_physics_body GLTF extension" msgstr "OMI_physics_body GLTF 擴充" msgid "" -"Converts this GLTFPhysicsBody instance into a Godot [CollisionObject3D] node." -msgstr "將這個 GLTFPhysicsBody 實例轉換為 Godot [CollisionObject3D] 節點。" +"Converts this GLTFPhysicsBody instance into a Redot [CollisionObject3D] node." +msgstr "將這個 GLTFPhysicsBody 實例轉換為 Redot [CollisionObject3D] 節點。" msgid "" "The angular velocity of the physics body, in radians per second. This is only " @@ -42929,12 +42930,12 @@ msgstr "" msgid "" "The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). " "This is only used when the body type is \"rigid\" or \"vehicle\".\n" -"When converted to a Godot [RigidBody3D] node, if this value is zero, then the " +"When converted to a Redot [RigidBody3D] node, if this value is zero, then the " "inertia will be calculated automatically." msgstr "" "該物理體的慣性張量,單位為千克平方米(kg⋅m²)。僅在物體型別" "為“rigid”或“vehicle”時使用。\n" -"轉換為 Godot [RigidBody3D] 節點時,如果該值為零,則會自動計算慣性。" +"轉換為 Redot [RigidBody3D] 節點時,如果該值為零,則會自動計算慣性。" msgid "" "The linear velocity of the physics body, in meters per second. This is only " @@ -42958,8 +42959,8 @@ msgid "" msgstr "通過解析給定的 [Dictionary] 新建 GLTFPhysicsShape 實例。" msgid "" -"Converts this GLTFPhysicsShape instance into a Godot [CollisionShape3D] node." -msgstr "將這個 GLTFPhysicsShape 實例轉換為 Godot [CollisionShape3D] 節點。" +"Converts this GLTFPhysicsShape instance into a Redot [CollisionShape3D] node." +msgstr "將這個 GLTFPhysicsShape 實例轉換為 Redot [CollisionShape3D] 節點。" msgid "" "The height of the shape, in meters. This is only used when the shape type is " @@ -42977,13 +42978,13 @@ msgstr "" "格)時使用。" msgid "" -"If [code]true[/code], indicates that this shape is a trigger. For Godot, this " +"If [code]true[/code], indicates that this shape is a trigger. For Redot, this " "means that the shape should be a child of an Area3D node.\n" "This is the only variable not used in the [method to_node] method, it's " "intended to be used alongside when deciding where to add the generated node " "as a child." msgstr "" -"如果為 [code]true[/code],則表示這個形狀是觸發器。對於 Godot 而言,這意味著該" +"如果為 [code]true[/code],則表示這個形狀是觸發器。對於 Redot 而言,這意味著該" "形狀應當是 Area3D 節點的子節點。\n" "這是 [method to_node] 方法中唯一沒有用到的變數,應該單獨用來確定要將生成的節點" "新增到哪個節點之下。" @@ -43020,19 +43021,19 @@ msgstr "" msgid "" "Returns a [Dictionary] that maps skeleton bone indices to the indices of GLTF " "nodes. This property is unused during import, and only set during export. In " -"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes." +"a GLTF file, a bone is a node, so Redot converts skeleton bones to GLTF nodes." msgstr "" "返回將骨架的骨骼索引對應到 GLTF 節點索引的 [Dictionary]。匯入時不使用該屬性," -"僅在匯出時設定。在 GLTF 檔中,骨骼是一種節點,因此 Godot 將骨架中的骨骼轉換為 " +"僅在匯出時設定。在 GLTF 檔中,骨骼是一種節點,因此 Redot 將骨架中的骨骼轉換為 " "GLTF 節點。" msgid "" "Sets a [Dictionary] that maps skeleton bone indices to the indices of GLTF " "nodes. This property is unused during import, and only set during export. In " -"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes." +"a GLTF file, a bone is a node, so Redot converts skeleton bones to GLTF nodes." msgstr "" "設定將骨架的骨骼索引對應到 GLTF 節點索引的 [Dictionary]。匯入時不使用該屬性," -"僅在匯出時設定。在 GLTF 檔中,骨骼是一種節點,因此 Godot 將骨架中的骨骼轉換為 " +"僅在匯出時設定。在 GLTF 檔中,骨骼是一種節點,因此 Redot 將骨架中的骨骼轉換為 " "GLTF 節點。" msgid "Archived GLTF extension for specular/glossy materials." @@ -43072,19 +43073,19 @@ msgid "" "[GLTFDocument] as data storage, which allows [GLTFDocument] and all " "[GLTFDocumentExtension] classes to remain stateless.\n" "GLTFState can be populated by [GLTFDocument] reading a file or by converting " -"a Godot scene. Then the data can either be used to create a Godot scene or " -"save to a GLTF file. The code that converts to/from a Godot scene can be " +"a Redot scene. Then the data can either be used to create a Redot scene or " +"save to a GLTF file. The code that converts to/from a Redot scene can be " "intercepted at arbitrary points by [GLTFDocumentExtension] classes. This " "allows for custom data to be stored in the GLTF file or for custom data to be " -"converted to/from Godot nodes." +"converted to/from Redot nodes." msgstr "" "包含 GLTF 檔中的所有節點和資源。用於 [GLTFDocument] 的資料儲存,能夠讓 " "[GLTFDocument] 和所有 [GLTFDocumentExtension] 類保持無狀態。\n" -"GLTFState 的填寫可以通過 [GLTFDocument] 讀取檔進行,也可以通過轉換 Godot 場景" -"進行。填寫完成後,可以將資料用於 Godot 場景的建立或者 GLTF 檔的保存。與 Godot " +"GLTFState 的填寫可以通過 [GLTFDocument] 讀取檔進行,也可以通過轉換 Redot 場景" +"進行。填寫完成後,可以將資料用於 Redot 場景的建立或者 GLTF 檔的保存。與 Redot " "場景之間進行轉換的程式碼可以通過 [GLTFDocumentExtension] 類在任意時刻攔截。這" -"樣就能夠在 GLTF 檔中儲存自訂資料,也可以將自訂資料保存到 Godot 節點或者從 " -"Godot 節點讀取。" +"樣就能夠在 GLTF 檔中儲存自訂資料,也可以將自訂資料保存到 Redot 節點或者從 " +"Redot 節點讀取。" msgid "GLTF asset header schema" msgstr "GLTF 素材標頭架構" @@ -43118,27 +43119,27 @@ msgstr "" msgid "" "Returns the [AnimationPlayer] node with the given index. These nodes are only " -"used during the export process when converting Godot [AnimationPlayer] nodes " +"used during the export process when converting Redot [AnimationPlayer] nodes " "to GLTF animations." msgstr "" -"返回具有給定索引的 [AnimationPlayer] 節點。這些節點僅在將 Godot " +"返回具有給定索引的 [AnimationPlayer] 節點。這些節點僅在將 Redot " "[AnimationPlayer] 節點轉換為 GLTF 動畫時的匯出過程中使用。" msgid "" "Returns the number of [AnimationPlayer] nodes in this [GLTFState]. These " -"nodes are only used during the export process when converting Godot " +"nodes are only used during the export process when converting Redot " "[AnimationPlayer] nodes to GLTF animations." msgstr "" -"返回該 [GLTFState] 中 [AnimationPlayer] 節點的數量。這些節點僅在將 Godot " +"返回該 [GLTFState] 中 [AnimationPlayer] 節點的數量。這些節點僅在將 Redot " "[AnimationPlayer] 節點轉換為 GLTF 動畫時的匯出過程中使用。" msgid "" "Returns an array of all [GLTFAnimation]s in the GLTF file. When importing, " "these will be generated as animations in an [AnimationPlayer] node. When " -"exporting, these will be generated from Godot [AnimationPlayer] nodes." +"exporting, these will be generated from Redot [AnimationPlayer] nodes." msgstr "" "返回 GLTF 檔中所有 [GLTFAnimation] 的陣列。匯入時,這些將在一個 " -"[AnimationPlayer] 節點生成為動畫。匯出時,這些將從 Godot [AnimationPlayer] 節" +"[AnimationPlayer] 節點生成為動畫。匯出時,這些將從 Redot [AnimationPlayer] 節" "點生成。" msgid "" @@ -43170,40 +43171,40 @@ msgstr "" "網格。" msgid "" -"Returns the index of the [GLTFNode] corresponding to this Godot scene node. " +"Returns the index of the [GLTFNode] corresponding to this Redot scene node. " "This is the inverse of [method get_scene_node]. Useful during the export " "process.\n" -"[b]Note:[/b] Not every Godot scene node will have a corresponding [GLTFNode], " +"[b]Note:[/b] Not every Redot scene node will have a corresponding [GLTFNode], " "and not every [GLTFNode] will have a scene node generated. If there is no " "[GLTFNode] index for this scene node, [code]-1[/code] is returned." msgstr "" -"返回與該 Godot 場景節點對應的 [GLTFNode] 的索引。這個方法與 [method " +"返回與該 Redot 場景節點對應的 [GLTFNode] 的索引。這個方法與 [method " "get_scene_node] 互逆。可以在匯出過程中使用。\n" -"[b]注意:[/b]並不是所有 Godot 場景節點都有對應的 [GLTFNode],也並不是所有 " +"[b]注意:[/b]並不是所有 Redot 場景節點都有對應的 [GLTFNode],也並不是所有 " "[GLTFNode] 都會生成場景節點。如果該場景節點沒有 [GLTFNode] 索引,則會返回 " "[code]-1[/code]。" msgid "" "Returns an array of all [GLTFNode]s in the GLTF file. These are the nodes " "that [member GLTFNode.children] and [member root_nodes] refer to. This " -"includes nodes that may not be generated in the Godot scene, or nodes that " -"may generate multiple Godot scene nodes." +"includes nodes that may not be generated in the Redot scene, or nodes that " +"may generate multiple Redot scene nodes." msgstr "" "返回 GLTF 檔中所有 [GLTFNode] 的陣列。這些是 [member GLTFNode.children] 和 " -"[member root_nodes] 引用的節點。這包括可能不會在 Godot 場景中生成的節點,或者" -"可能生成多個 Godot 場景節點的節點。" +"[member root_nodes] 引用的節點。這包括可能不會在 Redot 場景中生成的節點,或者" +"可能生成多個 Redot 場景節點的節點。" msgid "" -"Returns the Godot scene node that corresponds to the same index as the " +"Returns the Redot scene node that corresponds to the same index as the " "[GLTFNode] it was generated from. This is the inverse of [method " "get_node_index]. Useful during the import process.\n" "[b]Note:[/b] Not every [GLTFNode] will have a scene node generated, and not " "every generated scene node will have a corresponding [GLTFNode]. If there is " "no scene node for this [GLTFNode] index, [code]null[/code] is returned." msgstr "" -"返回指定索引的 [GLTFNode] 對應生成的 Godot 場景節點。這個方法與 [method " +"返回指定索引的 [GLTFNode] 對應生成的 Redot 場景節點。這個方法與 [method " "get_node_index] 互逆。可以在匯入過程中使用。\n" -"[b]注意:[/b]並不是所有 [GLTFNode] 都會生成場景節點,也並不是所有 Godot 場景節" +"[b]注意:[/b]並不是所有 [GLTFNode] 都會生成場景節點,也並不是所有 Redot 場景節" "點都有對應的 [GLTFNode]。如果該 [GLTFNode] 索引沒有場景節點,則會返回 " "[code]null[/code]。" @@ -43253,10 +43254,10 @@ msgstr "" msgid "" "Sets the [GLTFAnimation]s in the state. When importing, these will be " "generated as animations in an [AnimationPlayer] node. When exporting, these " -"will be generated from Godot [AnimationPlayer] nodes." +"will be generated from Redot [AnimationPlayer] nodes." msgstr "" "設定該狀態中的 [GLTFAnimation]。匯入時,這些將在 [AnimationPlayer] 節點中生成" -"為動畫。匯出時,這些將由 Godot [AnimationPlayer] 節點生成。" +"為動畫。匯出時,這些將由 Redot [AnimationPlayer] 節點生成。" msgid "" "Sets the [GLTFCamera]s in the state. These are the cameras that the [member " @@ -43287,12 +43288,12 @@ msgstr "" msgid "" "Sets the [GLTFNode]s in the state. These are the nodes that [member GLTFNode." "children] and [member root_nodes] refer to. Some of the nodes set here may " -"not be generated in the Godot scene, or may generate multiple Godot scene " +"not be generated in the Redot scene, or may generate multiple Redot scene " "nodes." msgstr "" "設定該狀態中的 [GLTFNode]。這些是 [member GLTFNode.children] 和 [member " -"root_nodes] 引用的節點。這裡設定的一些節點在 Godot 場景中可能不會生成,也可能" -"會生成多個 Godot 場景節點。" +"root_nodes] 引用的節點。這裡設定的一些節點在 Redot 場景中可能不會生成,也可能" +"會生成多個 Redot 場景節點。" msgid "" "Sets the [GLTFSkeleton]s in the state. These are the skeletons that the " @@ -43353,11 +43354,11 @@ msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " "scene, and therefore one root node. However, a GLTF file may have multiple " "scenes and therefore multiple root nodes, which will be generated as siblings " -"of each other and as children of the root node of the generated Godot scene." +"of each other and as children of the root node of the generated Redot scene." msgstr "" "GLTF 檔案的根節點。通常,一個 GLTF 檔只有一個場景,因此只有一個根節點。然而," "一個 GLTF 檔可能有多個場景,因此可以有多個根節點,它們將作為彼此的兄弟節點生" -"成,並作為生成的 Godot 場景的根節點的子節點生成。" +"成,並作為生成的 Redot 場景的根節點的子節點生成。" msgid "" "The name of the scene. When importing, if not specified, this will be the " @@ -45204,10 +45205,10 @@ msgstr "" msgid "" "Returns one of 24 possible rotations that lie along the vectors (x,y,z) with " "each component being either -1, 0, or 1. For further details, refer to the " -"Godot source code." +"Redot source code." msgstr "" "返回沿向量 (x,y,z) 的 24 種可能旋轉中的一種,每個分量為 -1、0 或 1。有關詳細資" -"訊,請參閱 Godot 原始程式碼。" +"訊,請參閱 Redot 原始程式碼。" msgid "" "The [MeshLibrary] item index located at the given grid coordinates. If the " @@ -45249,11 +45250,11 @@ msgid "" "sphere, lying along the vectors (x,y,z) with each component being either -1, " "0, or 1, and returns the index (in the range from 0 to 23) of the point best " "representing the orientation of the object. For further details, refer to the " -"Godot source code." +"Redot source code." msgstr "" "該函式考慮將旋轉離散化為單位球體上的 24 個點,沿向量 (x,y,z) 放置,每個分量為 " "-1、0 或 1,並返回索引(在 0 到 23 的範圍內 ) 最能代表物體方向的點。 有關詳細" -"資訊,請參閱 Godot 原始程式碼。" +"資訊,請參閱 Redot 原始程式碼。" msgid "" "Returns an array of [Vector3] with the non-empty cell coordinates in the grid " @@ -45546,7 +45547,7 @@ msgid "" "\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" @@ -45593,7 +45594,7 @@ msgstr "" "\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" @@ -45847,7 +45848,7 @@ msgid "" "# Returns \"username=user&password=pass\"\n" "[/gdscript]\n" "[csharp]\n" -"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, " +"var fields = new Redot.Collections.Dictionary { { \"username\", \"user\" }, " "{ \"password\", \"pass\" } };\n" "string queryString = httpClient.QueryStringFromDict(fields);\n" "// Returns \"username=user&password=pass\"\n" @@ -45864,11 +45865,11 @@ msgid "" "# Returns \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n" "[/gdscript]\n" "[csharp]\n" -"var fields = new Godot.Collections.Dictionary\n" +"var fields = new Redot.Collections.Dictionary\n" "{\n" " { \"single\", 123 },\n" " { \"notValued\", default },\n" -" { \"multiple\", new Godot.Collections.Array { 22, 33, 44 } },\n" +" { \"multiple\", new Redot.Collections.Array { 22, 33, 44 } },\n" "};\n" "string queryString = httpClient.QueryStringFromDict(fields);\n" "// Returns \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n" @@ -45884,7 +45885,7 @@ msgstr "" "# 返回 \"username=user&password=pass\"\n" "[/gdscript]\n" "[csharp]\n" -"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, " +"var fields = new Redot.Collections.Dictionary { { \"username\", \"user\" }, " "{ \"password\", \"pass\" } };\n" "string queryString = httpClient.QueryStringFromDict(fields);\n" "// 返回 \"username=user&password=pass\"\n" @@ -45900,11 +45901,11 @@ msgstr "" "# 返回 \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n" "[/gdscript]\n" "[csharp]\n" -"var fields = new Godot.Collections.Dictionary\n" +"var fields = new Redot.Collections.Dictionary\n" "{\n" " { \"single\", 123 },\n" " { \"notValued\", default },\n" -" { \"multiple\", new Godot.Collections.Array { 22, 33, 44 } },\n" +" { \"multiple\", new Redot.Collections.Array { 22, 33, 44 } },\n" "};\n" "string queryString = httpClient.QueryStringFromDict(fields);\n" "// 返回 \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n" @@ -47082,7 +47083,7 @@ msgid "" "Saves the image as an EXR file to [param path]. If [param grayscale] is " "[code]true[/code] and the image has only one channel, it will be saved " "explicitly as monochrome rather than one red channel. This function will " -"return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR " +"return [constant ERR_UNAVAILABLE] if Redot was compiled without the TinyEXR " "module.\n" "[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means " "[method save_exr] will return [constant ERR_UNAVAILABLE] when it is called " @@ -47090,7 +47091,7 @@ msgid "" msgstr "" "將圖像作為 EXR 檔保存到 [param path]。如果 [param grayscale] 為 [code]true[/" "code],並且圖像只有一個通道,它將被明確地保存為單色而不是一個紅色通道。如果 " -"Godot 是在沒有 TinyEXR 模組的情況下編譯的,則該函式將返回 [constant " +"Redot 是在沒有 TinyEXR 模組的情況下編譯的,則該函式將返回 [constant " "ERR_UNAVAILABLE]。\n" "[b]注意:[/b]TinyEXR 模組在非編輯器建構中被禁用,這意味著當 [method save_exr] " "從匯出的專案中被呼叫時將返回 [constant ERR_UNAVAILABLE]。" @@ -47099,14 +47100,14 @@ msgid "" "Saves the image as an EXR file to a byte array. If [param grayscale] is " "[code]true[/code] and the image has only one channel, it will be saved " "explicitly as monochrome rather than one red channel. This function will " -"return an empty byte array if Godot was compiled without the TinyEXR module.\n" +"return an empty byte array if Redot was compiled without the TinyEXR module.\n" "[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means " "[method save_exr] will return an empty byte array when it is called from an " "exported project." msgstr "" "將圖像作為 EXR 檔保存到一個位元組陣列。如果 [param grayscale] 為 [code]true[/" "code] 並且圖像只有一個通道,它將被明確地保存為單色而不是一個紅色通道。如果 " -"Godot 是在沒有 TinyEXR 模組的情況下編譯的,則該函式將返回一個空位元組陣列。\n" +"Redot 是在沒有 TinyEXR 模組的情況下編譯的,則該函式將返回一個空位元組陣列。\n" "[b]注意:[/b]TinyEXR 模組在非編輯器建構中被禁用,這意味著當 [method save_exr] " "從匯出的專案中被呼叫時將返回一個空位元組陣列。" @@ -48169,7 +48170,7 @@ msgid "" "[code]xinput_index[/code]: The index of the controller in the XInput system.\n" "On Linux:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the redot controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " @@ -48180,7 +48181,7 @@ msgstr "" "在 Windows 上,字典包含以下欄位:\n" "[code]xinput_index[/code]:XInput系統中控制器的索引。\n" "在 Linux 上:\n" -"[code]raw_name[/code]:控制器在被 godot 控制器資料庫重新命名之前來自作業系統的" +"[code]raw_name[/code]:控制器在被 redot 控制器資料庫重新命名之前來自作業系統的" "名稱。\n" "[code]vendor_id[/code]:裝置的 USB 供應商 ID。\n" "[code]product_id[/code]:裝置的 USB 產品 ID。\n" @@ -48189,11 +48190,11 @@ msgstr "" msgid "" "Returns the name of the joypad at the specified device index, e.g. [code]PS4 " -"Controller[/code]. Godot uses the [url=https://github.com/gabomdq/" +"Controller[/code]. Redot uses the [url=https://github.com/gabomdq/" "SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad " "names." msgstr "" -"返回位於指定裝置索引的遊戲手柄名稱,例如 [code]PS4 Controller[/code]。Godot 使" +"返回位於指定裝置索引的遊戲手柄名稱,例如 [code]PS4 Controller[/code]。Redot 使" "用 [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 遊戲控制器資料庫" "[/url]來確定遊戲手柄的名稱。" @@ -51477,7 +51478,7 @@ msgstr "" "Compatibility。" msgid "" -"The size of the light in Godot units. Only available for [OmniLight3D]s and " +"The size of the light in Redot units. Only available for [OmniLight3D]s and " "[SpotLight3D]s. Increasing this value will make the light fade out slower and " "shadows appear blurrier (also called percentage-closer soft shadows, or " "PCSS). This can be used to simulate area lights to an extent. Increasing this " @@ -51488,7 +51489,7 @@ msgid "" "[b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and " "Mobile rendering methods, not Compatibility." msgstr "" -"燈光的大小,使用 Godot 的單位。僅適用於 [OmniLight3D] 和 [SpotLight3D]。增加此" +"燈光的大小,使用 Redot 的單位。僅適用於 [OmniLight3D] 和 [SpotLight3D]。增加此" "值將使光線淡出速度變慢,並且陰影看起來更模糊(也稱為百分比接近軟陰影或 " "PCSS)。這可用於在一定程度上類比區域光。對於啟用了陰影的燈光,將此值增加到 " "[code]0.0[/code] 以上,將由於 PCSS 而產生明顯的性能成本。\n" @@ -51899,9 +51900,9 @@ msgid "" msgstr "光照貼圖烘焙失敗,原因是光照貼圖資料嵌入在外部資源之中。" msgid "" -"Lightmap baking failed as there is no lightmapper available in this Godot " +"Lightmap baking failed as there is no lightmapper available in this Redot " "build." -msgstr "光照貼圖烘焙失敗,原因是這個 Godot 建構中沒有可用的光照貼圖器。" +msgstr "光照貼圖烘焙失敗,原因是這個 Redot 建構中沒有可用的光照貼圖器。" msgid "" "Lightmap baking failed as the [LightmapGIData] save path isn't configured in " @@ -51927,8 +51928,8 @@ msgstr "" msgid "" "Lightmap baking failed as the resulting image couldn't be saved or imported " -"by Godot after it was saved." -msgstr "光照貼圖烘焙失敗,原因是最終的圖像無法保存,或保存後無法被 Godot 匯入。" +"by Redot after it was saved." +msgstr "光照貼圖烘焙失敗,原因是最終的圖像無法保存,或保存後無法被 Redot 匯入。" msgid "" "The user aborted the lightmap baking operation (typically by clicking the " @@ -52024,12 +52025,12 @@ msgid "" "This class should be extended by custom lightmapper classes. Lightmappers can " "then be used with [LightmapGI] to provide fast baked global illumination in " "3D.\n" -"Godot contains a built-in GPU-based lightmapper [LightmapperRD] that uses " +"Redot contains a built-in GPU-based lightmapper [LightmapperRD] that uses " "compute shaders, but custom lightmappers can be implemented by C++ modules." msgstr "" "此類應由自訂光照貼圖器類擴充。然後可以將光照貼圖器與 [LightmapGI] 一起使用,以" "提供快速烘焙的 3D 全域光照。\n" -"Godot 包含一個基於 GPU 的內建光照貼圖器 [LightmapperRD],它使用計算著色器,但" +"Redot 包含一個基於 GPU 的內建光照貼圖器 [LightmapperRD],它使用計算著色器,但" "自訂光照貼圖器可以由 C++ 模組實作。" msgid "The built-in GPU-based lightmapper for use with [LightmapGI]." @@ -53065,11 +53066,11 @@ msgstr "" "僅限 macOS 平臺。" msgid "" -"Notification received from Godot's crash handler when the engine is about to " +"Notification received from Redot's crash handler when the engine is about to " "crash.\n" "Implemented on desktop platforms if the crash handler is enabled." msgstr "" -"當引擎即將當機時,從Godot的當機處理常式收到的通知。\n" +"當引擎即將當機時,從Redot的當機處理常式收到的通知。\n" "如果當機處理常式被啟用,這只會在桌面平臺上實作。" msgid "" @@ -53372,13 +53373,13 @@ msgstr "點擊後會彈出 [PopupMenu] 的按鈕。" msgid "" "A button that brings up a [PopupMenu] when clicked. To create new items " "inside this [PopupMenu], use [code]get_popup().add_item(\"My Item Name\")[/" -"code]. You can also create them directly from Godot editor's inspector.\n" +"code]. You can also create them directly from Redot editor's inspector.\n" "See also [BaseButton] which contains common properties and methods associated " "with this node." msgstr "" "點擊後會彈出 [PopupMenu] 的按鈕。可以使用 [code]get_popup().add_item(\"功能表" "專案名稱\")[/code] 在這個 [PopupMenu] 中建立新的功能表專案,也可以直接從 " -"Godot 編輯器的屬性面板中建立。\n" +"Redot 編輯器的屬性面板中建立。\n" "另見 [BaseButton],提供了與該節點相關的常用屬性和方法。" msgid "" @@ -53922,7 +53923,7 @@ msgid "" "[/codeblocks]\n" "See also [ArrayMesh], [ImmediateMesh] and [SurfaceTool] for procedural " "geometry generation.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " "modes." msgstr "" @@ -53975,7 +53976,7 @@ msgstr "" "[/codeblocks]\n" "另請參閱 [ArrayMesh]、[ImmediateMesh]、和 [SurfaceTool],以瞭解程式化幾何生" "成。\n" -"[b]注意:[/b]對於三角形基元模式的前面,Godot 使用順時針[url=https://" +"[b]注意:[/b]對於三角形基元模式的前面,Redot 使用順時針[url=https://" "learnopengl.com/Advanced-OpenGL/Face-culling]纏繞順序[/url]。" msgid "Using the MeshDataTool" @@ -54533,20 +54534,20 @@ msgid "Abstract class for non-real-time video recording encoders." msgstr "非即時影片錄製編碼器的抽象類別。" msgid "" -"Godot can record videos with non-real-time simulation. Like the [code]--fixed-" +"Redot can record videos with non-real-time simulation. Like the [code]--fixed-" "fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command " "line argument[/url], this forces the reported [code]delta[/code] in [method " "Node._process] functions to be identical across frames, regardless of how " "long it actually took to render the frame. This can be used to record high-" "quality videos with perfect frame pacing regardless of your hardware's " "capabilities.\n" -"Godot has 2 built-in [MovieWriter]s:\n" +"Redot has 2 built-in [MovieWriter]s:\n" "- AVI container with MJPEG for video and uncompressed audio ([code].avi[/" "code] file extension). Lossy compression, medium file sizes, fast encoding. " "The lossy compression quality can be adjusted by changing [member " "ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be " "viewed in most video players, but it must be converted to another format for " -"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not " +"viewing on the web or by Redot with [VideoStreamPlayer]. MJPEG does not " "support transparency. AVI output is currently limited to a file of 4 GB in " "size at most.\n" "- PNG image sequence for video and WAV for audio ([code].png[/code] file " @@ -54574,16 +54575,16 @@ msgid "" "such as [url=https://obsproject.com/]OBS Studio[/url] or [url=https://www." "maartenbaert.be/simplescreenrecorder/]SimpleScreenRecorder[/url] instead." msgstr "" -"Godot 能夠使用非即時類比技術錄製影片。與 [code]--fixed-fps[/code] " +"Redot 能夠使用非即時類比技術錄製影片。與 [code]--fixed-fps[/code] " "[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令列參數[/url]類" "似,會強制讓 [method Node._process] 等函式每一影格都收到相同的 [code]delta[/" "code],無論實際算繪花費了多長的時間。這個技術可用於錄製高畫質的影片,無論你的" "硬體性能如何,影格率始終都是恒定的。\n" -"Godot 內建的 [MovieWriter] 有兩個:\n" +"Redot 內建的 [MovieWriter] 有兩個:\n" "- 使用 MJPEG 影片和未壓縮音訊的 AVI 容器(檔副檔名為 [code].avi[/code])。失真" "壓縮、檔大小中等、編碼速度較快。失真壓縮品質可以通過修改 [member " "ProjectSettings.editor/movie_writer/mjpeg_quality] 來調整。生成的檔可以使用大" -"多數影片播放機查看,但如果要在 Web 上查看或者用 Godot 的 [VideoStreamPlayer] " +"多數影片播放機查看,但如果要在 Web 上查看或者用 Redot 的 [VideoStreamPlayer] " "查看,則必須先進行格式的轉換。MJPEG 不支援透明度。AVI 輸出的檔目前最多為 4 GB " "大小。\n" "- 影片使用 PNG 圖像序列、音訊使用 WAV(檔副檔名為 [code].png[/code])。無損壓" @@ -55100,7 +55101,7 @@ msgid "" "Manages the connection with one or more remote peers acting as server or " "client and assigning unique IDs to each of them. See also [MultiplayerAPI].\n" "[b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and " -"isn't meant to be used by non-Godot servers. It may change without notice.\n" +"isn't meant to be used by non-Redot servers. It may change without notice.\n" "[b]Note:[/b] When exporting to Android, make sure to enable the " "[code]INTERNET[/code] permission in the Android export preset before " "exporting the project or using one-click deploy. Otherwise, network " @@ -55108,7 +55109,7 @@ msgid "" msgstr "" "管理與一個或多個作為伺服器或使用者端的遠端對等體的連接,並為每個對等體分配唯一" "的 ID。另請參閱 [MultiplayerAPI]。\n" -"[b]注意:[/b][MultiplayerAPI] 協議是一個實作細節,並不打算由非 Godot 伺服器使" +"[b]注意:[/b][MultiplayerAPI] 協議是一個實作細節,並不打算由非 Redot 伺服器使" "用。它可能會更改,恕不另行通知。\n" "[b]注意:[/b]當匯出到 Android 時,在匯出專案或使用一鍵部署之前,確保在 " "Android 匯出預設中啟用了 [code]INTERNET[/code] 許可權。否則,任何型別的網路通" @@ -58604,18 +58605,18 @@ msgstr "" msgid "" "Notification received right before the scene with the node is saved in the " -"editor. This notification is only sent in the Godot editor and will not occur " +"editor. This notification is only sent in the Redot editor and will not occur " "in exported projects." msgstr "" -"在編輯器中保存有節點的場景之前收到的通知。這個通知只在 Godot 編輯器中發送,不" +"在編輯器中保存有節點的場景之前收到的通知。這個通知只在 Redot 編輯器中發送,不" "會出現在匯出的專案中。" msgid "" "Notification received right after the scene with the node is saved in the " -"editor. This notification is only sent in the Godot editor and will not occur " +"editor. This notification is only sent in the Redot editor and will not occur " "in exported projects." msgstr "" -"在編輯器中保存有節點的場景後立即收到通知。這個通知只在 Godot 編輯器中發送,在" +"在編輯器中保存有節點的場景後立即收到通知。這個通知只在 Redot 編輯器中發送,在" "匯出的專案中不會出現。" msgid "" @@ -58687,11 +58688,11 @@ msgstr "將目前縮放乘以比例向量 [param ratio]。" msgid "" "Returns the angle between the node and the [param point] in radians.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "node2d_get_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" "返回該節點和 [param point] 之間的夾角,單位為弧度。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/4.1/img/" "node2d_get_angle_to.png]返回夾角的示意圖。[/url]" msgid "Returns the [Transform2D] relative to this node's parent." @@ -58781,12 +58782,12 @@ msgid "" "The node's scale. Unscaled value: [code](1, 1)[/code].\n" "[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 " +"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." msgstr "" "該節點的縮放。未縮放值:[code](1, 1)[/code]。\n" -"[b]注意:[/b]2D 中,變換矩陣是無法分解出負數的 X 縮放的。由於 Godot 中使用變換" +"[b]注意:[/b]2D 中,變換矩陣是無法分解出負數的 X 縮放的。由於 Redot 中使用變換" "矩陣來表示縮放,X 軸上的負數縮放在分解後會變為 Y 軸的負數縮放和一次 180 度的旋" "轉。" @@ -59075,13 +59076,13 @@ msgid "" "Scale part of the local transformation.\n" "[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the " "transformation matrix. Due to the way scale is represented with " -"transformation matrices in Godot, the scale values will either be all " +"transformation matrices in Redot, the scale values will either be all " "positive or all negative.\n" "[b]Note:[/b] Not all nodes are visually scaled by the [member scale] " "property. For example, [Light3D]s are not visually affected by [member scale]." msgstr "" "局部變換的縮放部分。\n" -"[b]注意:[/b]3D 中,變換矩陣是無法分解出正負混合的縮放的。由於 Godot 中使用變" +"[b]注意:[/b]3D 中,變換矩陣是無法分解出正負混合的縮放的。由於 Redot 中使用變" "換矩陣來表示縮放,得到的縮放值要麼全正、要麼全負。\n" "[b]注意:[/b]並不是所有節點的外觀都會被 [member scale] 屬性縮放。例如," "[Light3D] 的外觀就不受 [member scale] 影響。" @@ -59451,12 +59452,12 @@ msgid "" " return default;\n" "}\n" "\n" -"public override Godot.Collections.Array<Godot.Collections.Dictionary> " +"public override Redot.Collections.Array<Redot.Collections.Dictionary> " "_GetPropertyList()\n" "{\n" -" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n" +" return new Redot.Collections.Array<Redot.Collections.Dictionary>()\n" " {\n" -" new Godot.Collections.Dictionary()\n" +" new Redot.Collections.Dictionary()\n" " {\n" " { \"name\", \"FakeProperty\" },\n" " { \"type\", (int)Variant.Type.Int }\n" @@ -59494,12 +59495,12 @@ msgstr "" " return default;\n" "}\n" "\n" -"public override Godot.Collections.Array<Godot.Collections.Dictionary> " +"public override Redot.Collections.Array<Redot.Collections.Dictionary> " "_GetPropertyList()\n" "{\n" -" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n" +" return new Redot.Collections.Array<Redot.Collections.Dictionary>()\n" " {\n" -" new Godot.Collections.Dictionary()\n" +" new Redot.Collections.Dictionary()\n" " {\n" " { \"name\", \"FakeProperty\" },\n" " { \"type\", (int)Variant.Type.Int }\n" @@ -59574,22 +59575,22 @@ msgid "" "therefore the object's representation as a [String].\n" "[codeblock]\n" "func _to_string():\n" -" return \"Welcome to Godot 4!\"\n" +" return \"Welcome to Redot 4!\"\n" "\n" "func _init():\n" -" print(self) # Prints Welcome to Godot 4!\"\n" -" var a = str(self) # a is \"Welcome to Godot 4!\"\n" +" print(self) # Prints Welcome to Redot 4!\"\n" +" var a = str(self) # a is \"Welcome to Redot 4!\"\n" "[/codeblock]" msgstr "" "覆蓋該方法以自訂 [method to_string] 的返回值,從而將物件表示為一個 " "[String]。\n" "[codeblock]\n" "func _to_string():\n" -" return \"歡迎來到 Godot 4!\"\n" +" return \"歡迎來到 Redot 4!\"\n" "\n" "func _init():\n" -" print(self) # 輸出“歡迎來到 Godot 4!”\n" -" var a = str(self) # a 是“歡迎來到 Godot 4!”\n" +" print(self) # 輸出“歡迎來到 Redot 4!”\n" +" var a = str(self) # a 是“歡迎來到 Redot 4!”\n" "[/codeblock]" msgid "" @@ -59607,7 +59608,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" @@ -59623,7 +59624,7 @@ msgstr "" "node.Call(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f);\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]在 C# 中,在引用 Godot 內建方法時,[param method] 必須為 " +"[b]注意:[/b]在 C# 中,在引用 Redot 內建方法時,[param method] 必須為 " "snake_case 格式。最好使用 [code]MethodName[/code] 類中公開的名稱,以避免在每次" "呼叫時分配新的 [StringName]。" @@ -59638,12 +59639,12 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "var node = new Node3D();\n" -"node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new " +"node.Callv(Node3D.MethodName.Rotate, new Redot.Collections.Array { new " "Vector3(1f, 0f, 0f), 1.571f });\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" @@ -59656,11 +59657,11 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "var node = new Node3D();\n" -"node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new " +"node.Callv(Node3D.MethodName.Rotate, new Redot.Collections.Array { new " "Vector3(1f, 0f, 0f), 1.571f });\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]在 C# 中,[param method] 在引用 Godot 內建方法時必須是 " +"[b]注意:[/b]在 C# 中,[param method] 在引用 Redot 內建方法時必須是 " "snake_case。最好使用 [code]MethodName[/code] 類中公開的名稱,以避免在每次呼叫" "時分配新的 [StringName]。" @@ -59708,7 +59709,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to " -"built-in Godot signals. Prefer using the names exposed in the " +"built-in Redot signals. Prefer using the names exposed in the " "[code]SignalName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" @@ -59726,7 +59727,7 @@ msgstr "" "EmitSignal(SignalName.GameOver);\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]在C#中,在引用內建 Godot 訊號時,[param signal] 必須是 " +"[b]注意:[/b]在C#中,在引用內建 Redot 訊號時,[param signal] 必須是 " "snake_case。最好使用 [code]SignalName[/code] 類中公開的名稱,以避免在每次呼叫" "時分配一個新的 [StringName]。" @@ -59785,7 +59786,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property_path] must be in snake_case when " -"referring to built-in Godot properties. Prefer using the names exposed in the " +"referring to built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call.\n" "[b]Note:[/b] This method does not support actual paths to nodes in the " @@ -59811,7 +59812,7 @@ msgstr "" "var b = node.GetIndexed(\"position:y\"); // b 為 -10\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]在 C# 中引用內建 Godot 屬性時 [param property_path] 必須為 " +"[b]注意:[/b]在 C# 中引用內建 Redot 屬性時 [param property_path] 必須為 " "snake_case 蛇形大小寫。請優先使用 [code]PropertyName[/code] 類中暴露的名稱,避" "免每次呼叫都重新分配一個 [StringName]。\n" "[b]注意:[/b]這個方法不支援指向 [SceneTree] 中節點的路徑,僅支援子屬性路徑。在" @@ -59879,7 +59880,7 @@ msgid "" "- [code]usage[/code] is a combination of [enum PropertyUsageFlags].\n" "[b]Note:[/b] In GDScript, all class members are treated as properties. In C# " "and GDExtension, it may be necessary to explicitly mark class members as " -"Godot properties using decorators or attributes." +"Redot properties using decorators or attributes." msgstr "" "以字典 [Array] 的形式返回該物件的屬性列表。每個 [Dictionary] 中都包含如下條" "目:\n" @@ -59929,12 +59930,12 @@ msgid "" "Returns [code]true[/code] if the given [param method] name exists in the " "object.\n" "[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" "如果該物件中存在給定的方法名 [param method],則返回 [code]true[/code]。\n" -"[b]注意:[/b]在 C# 中引用內建 Godot 方法時 [param method] 必須為 snake_case 蛇" +"[b]注意:[/b]在 C# 中引用內建 Redot 方法時 [param method] 必須為 snake_case 蛇" "形大小寫。請優先使用 [code]MethodName[/code] 類中暴露的名稱,避免每次呼叫都重" "新分配一個 [StringName]。" @@ -59942,12 +59943,12 @@ msgid "" "Returns [code]true[/code] if the given [param signal] name exists in the " "object.\n" "[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]SignalName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" "如果該物件中存在給定的訊號名 [param signal],則返回 [code]true[/code]。\n" -"[b]注意:[/b]在 C# 中引用內建 Godot 訊號時 [param signal] 必須為 snake_case 蛇" +"[b]注意:[/b]在 C# 中引用內建 Redot 訊號時 [param signal] 必須為 snake_case 蛇" "形大小寫。請優先使用 [code]SignalName[/code] 類中暴露的名稱,避免每次呼叫都重" "新分配一個 [StringName]。" @@ -60000,13 +60001,13 @@ msgid "" "Returns [code]true[/code] if a connection exists between the given [param " "signal] name and [param callable].\n" "[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " +"built-in Redot methods. Prefer using the names exposed in the " "[code]SignalName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" "如果給定的 [param signal] 名稱和 [param callable] 之間存在連接,則返回 " "[code]true[/code]。\n" -"[b]注意:[/b]在 C# 中,在引用 Godot 內建方法時,[param signal] 必須是 " +"[b]注意:[/b]在 C# 中,在引用 Redot 內建方法時,[param signal] 必須是 " "snake_case。最好使用 [code]SignalName[/code] 類中公開的名稱,以避免在每次呼叫" "時分配一個新的 [StringName]。" @@ -60037,10 +60038,10 @@ msgid "" "player.SetScript(GD.Load(\"res://player.gd\"));\n" "\n" "player.Notification(NotificationEnterTree);\n" -"// The call order is GodotObject -> Node -> Node2D -> player.gd.\n" +"// The call order is RedotObject -> Node -> Node2D -> player.gd.\n" "\n" "player.Notification(NotificationEnterTree, true);\n" -"// The call order is player.gd -> Node2D -> Node -> GodotObject.\n" +"// The call order is player.gd -> Node2D -> Node -> RedotObject.\n" "[/csharp]\n" "[/codeblocks]" msgstr "" @@ -60063,10 +60064,10 @@ msgstr "" "player.SetScript(GD.Load(\"res://player.gd\"));\n" "\n" "player.Notification(NotificationEnterTree);\n" -"// 呼叫順序是 GodotObject -> Node -> Node2D -> player.gd。\n" +"// 呼叫順序是 RedotObject -> Node -> Node2D -> player.gd。\n" "\n" "player.Notification(NotificationEnterTree, true);\n" -"// 呼叫順序是 player.gd -> Node2D -> Node -> GodotObject。\n" +"// 呼叫順序是 player.gd -> Node2D -> Node -> RedotObject。\n" "[/csharp]\n" "[/codeblocks]" @@ -60153,7 +60154,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property_path] must be in snake_case when " -"referring to built-in Godot properties. Prefer using the names exposed in the " +"referring to built-in Redot properties. Prefer using the names exposed in the " "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" @@ -60174,7 +60175,7 @@ msgstr "" "GD.Print(node.Position); // 輸出 (42, -10)\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]在 C# 中引用內建 Godot 屬性時 [param property_path] 必須為 " +"[b]注意:[/b]在 C# 中引用內建 Redot 屬性時 [param property_path] 必須為 " "snake_case 蛇形大小寫。請優先使用 [code]PropertyName[/code] 類中暴露的名稱,避" "免每次呼叫都重新分配一個 [StringName]。" @@ -60582,9 +60583,9 @@ msgstr "" "集。" msgid "" -"OpenXR uses an action system similar to Godots Input map system to bind " +"OpenXR uses an action system similar to Redots Input map system to bind " "inputs and outputs on various types of XR controllers to named actions. " -"OpenXR specifies more detail on these inputs and outputs than Godot " +"OpenXR specifies more detail on these inputs and outputs than Redot " "supports.\n" "Another important distinction is that OpenXR offers no control over these " "bindings. The bindings we register are suggestions, it is up to the XR " @@ -60593,8 +60594,8 @@ msgid "" "The action map therefore needs to be loaded at startup and can't be changed " "afterwards. This resource is a container for the entire action map." msgstr "" -"OpenXR 使用類似於 Godots 輸入對應系統的動作系統,將各種型別的 XR 控制器上的輸" -"入和輸出綁定到命名的動作。OpenXR 規範了比 Godot 支援的更多關於這些輸入和輸出的" +"OpenXR 使用類似於 Redots 輸入對應系統的動作系統,將各種型別的 XR 控制器上的輸" +"入和輸出綁定到命名的動作。OpenXR 規範了比 Redot 支援的更多關於這些輸入和輸出的" "細節。\n" "另一個重要的區別是 OpenXR 不提供對這些綁定的控制。我們註冊的綁定是建議,取決" "於 XR 運作時是否為使用者提供更改這些綁定的能力。如果有新硬體可用,這允許 XR 運" @@ -61042,29 +61043,29 @@ msgid "Our OpenXR interface." msgstr "OpenXR 介面。" msgid "" -"The OpenXR interface allows Godot to interact with OpenXR runtimes and make " +"The OpenXR interface allows Redot to interact with OpenXR runtimes and make " "it possible to create XR experiences and games.\n" "Due to the needs of OpenXR this interface works slightly different than other " -"plugin based XR interfaces. It needs to be initialized when Godot starts. You " +"plugin based XR interfaces. It needs to be initialized when Redot starts. You " "need to enable OpenXR, settings for this can be found in your games project " "settings under the XR heading. You do need to mark a viewport for use with XR " -"in order for Godot to know which render result should be output to the " +"in order for Redot to know which render result should be output to the " "headset." msgstr "" -"OpenXR 介面允許 Godot 與 OpenXR 運作時進行互動,並使建立 XR 體驗和遊戲成為可" +"OpenXR 介面允許 Redot 與 OpenXR 運作時進行互動,並使建立 XR 體驗和遊戲成為可" "能。\n" "由於 OpenXR 的需要,該介面的工作方式與其他基於外掛程式的 XR 介面略有不同。它需" -"要在 Godot 啟動時被初始化。若需要啟用 OpenXR,相關設定可以在遊戲專案設定中的 " -"XR 標題下找到。你確實需要標記一個視口以與 XR 一起使用,以便 Godot 知道應該將哪" +"要在 Redot 啟動時被初始化。若需要啟用 OpenXR,相關設定可以在遊戲專案設定中的 " +"XR 標題下找到。你確實需要標記一個視口以與 XR 一起使用,以便 Redot 知道應該將哪" "個算繪結果輸出到頭戴式裝置。" msgid "Setting up XR" msgstr "設定 XR" msgid "" -"Returns a list of action sets registered with Godot (loaded from the action " +"Returns a list of action sets registered with Redot (loaded from the action " "map at runtime)." -msgstr "返回向 Godot 註冊的動作集的列表(在運作時從動作對應載入)。" +msgstr "返回向 Redot 註冊的動作集的列表(在運作時從動作對應載入)。" msgid "" "Returns display refresh rates supported by the current HMD. Only returned if " @@ -61634,9 +61635,9 @@ msgstr "" msgid "" "Sets the value of the environment variable [param variable] to [param value]. " -"The environment variable will be set for the Godot process and any process " +"The environment variable will be set for the Redot process and any process " "executed with [method execute] after running [method set_environment]. The " -"environment variable will [i]not[/i] persist to processes run after the Godot " +"environment variable will [i]not[/i] persist to processes run after the Redot " "process was terminated.\n" "[b]Note:[/b] Environment variable names are case-sensitive on all platforms " "except Windows. The [param variable] name cannot be empty or include the " @@ -61646,8 +61647,8 @@ msgid "" "environment block." msgstr "" "將環境變數 [param variable] 的值設定為 [param value]。運作 [method " -"set_environment] 後,會為 Godot 程序和任何用 [method execute] 執行的程序設定該" -"環境變數。該環境變數[i]不會[/i]持續存在於 Godot 程序終止後運作的程序中。\n" +"set_environment] 後,會為 Redot 程序和任何用 [method execute] 執行的程序設定該" +"環境變數。該環境變數[i]不會[/i]持續存在於 Redot 程序終止後運作的程序中。\n" "[b]注意:[/b]環境變數的名稱在除 Windows 外的所有平臺上都是區分大小寫的。名稱 " "[param variable] 不能為空,也不能包含 [code]=[/code] 字元。在 Windows 上,在環" "境塊中註冊的 [param variable]、[param value]、[code]=[/code] 以及 null 終止符" @@ -62041,7 +62042,7 @@ msgstr "將該陣列中的元素按昇冪排列。" msgid "" "Returns a copy of the data converted to a [PackedFloat64Array], where each " "block of 8 bytes has been converted to a 64-bit float (C++ [code]double[/" -"code], Godot [float]).\n" +"code], Redot [float]).\n" "The size of the input array must be a multiple of 8 (size of 64-bit double). " "The size of the new array will be [code]byte_array.size() / 8[/code].\n" "If the original data can't be converted to 64-bit floats, the resulting data " @@ -62071,7 +62072,7 @@ msgstr "" msgid "" "Returns a copy of the data converted to a [PackedInt64Array], where each " "block of 8 bytes has been converted to a signed 64-bit integer (C++ " -"[code]int64_t[/code], Godot [int]).\n" +"[code]int64_t[/code], Redot [int]).\n" "The size of the input array must be a multiple of 8 (size of 64-bit integer). " "The size of the new array will be [code]byte_array.size() / 8[/code].\n" "If the original data can't be converted to signed 64-bit integers, the " @@ -63309,7 +63310,7 @@ msgid "" "[PanoramaSkyMaterial] functions similar to skyboxes in other engines, except " "it uses an equirectangular sky map instead of a [Cubemap].\n" "Using an HDR panorama is strongly recommended for accurate, high-quality " -"reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR " +"reflections. Redot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR " "([code].exr[/code]) image formats for this purpose.\n" "You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an " @@ -63317,7 +63318,7 @@ msgid "" msgstr "" "在 [Environment] 中引用的用於繪製背景的資源。全景天空的功能類似於其他引擎的天" "空盒,區別在於它使用的是等距圓柱投影的天空貼圖而不是立方體貼圖。\n" -"強烈建議使用 HDR 全景圖,能夠得到準確、高品質的反射。為此,Godot 支援 " +"強烈建議使用 HDR 全景圖,能夠得到準確、高品質的反射。為此,Redot 支援 " "Radiance HDR([code].hdr[/code])和 OpenEXR([code].exr[/code])圖像格式。\n" "你可以使用[url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]這個工具[/url]將立方體貼圖轉換為等距圓柱投影的天空貼" @@ -64544,10 +64545,10 @@ msgstr "" msgid "" "Returns a boolean that indicates whether the [PhysicalBone2D] is running and " -"simulating using the Godot 2D physics engine. When [code]true[/code], the " +"simulating using the Redot 2D physics engine. When [code]true[/code], the " "PhysicalBone2D node is using physics." msgstr "" -"返回一個布林值,表示 [PhysicalBone2D] 節點是否處於運作狀態,正在使用 Godot 2D " +"返回一個布林值,表示 [PhysicalBone2D] 節點是否處於運作狀態,正在使用 Redot 2D " "物理引擎進行模擬。為 [code]true[/code] 時,該 PhysicalBone2D 節點正在使用物" "理。" @@ -67187,31 +67188,31 @@ msgid "" "Constant to set/get how fast the joint pulls the bodies back to satisfy the " "joint constraint. The lower the value, the more the two bodies can pull on " "the joint. The default value of this parameter is [code]0.0[/code].\n" -"[b]Note:[/b] In Godot Physics, this parameter is only used for pin joints and " +"[b]Note:[/b] In Redot Physics, this parameter is only used for pin joints and " "groove joints." msgstr "" "常數,用於設定/獲取該關節將實體拉回以滿足關節約束的速度。值越低,兩個物體對關" "節的拉動就越大。該參數的預設值為 [code]0.0[/code]。\n" -"[b]注意:[/b]在 Godot 物理中,這個參數只用於銷關節和槽關節。" +"[b]注意:[/b]在 Redot 物理中,這個參數只用於銷關節和槽關節。" msgid "" "Constant to set/get the maximum speed with which the joint can apply " "corrections. The default value of this parameter is [code]3.40282e+38[/" "code].\n" -"[b]Note:[/b] In Godot Physics, this parameter is only used for groove joints." +"[b]Note:[/b] In Redot Physics, this parameter is only used for groove joints." msgstr "" "常數,用於設定/獲取關節可以套用校正的最大速度。該參數的預設值為 " "[code]3.40282e+38[/code]。\n" -"[b]注意:[/b]在 Godot 物理中,這個參數只用於槽關節。" +"[b]注意:[/b]在 Redot 物理中,這個參數只用於槽關節。" msgid "" "Constant to set/get the maximum force that the joint can use to act on the " "two bodies. The default value of this parameter is [code]3.40282e+38[/code].\n" -"[b]Note:[/b] In Godot Physics, this parameter is only used for groove joints." +"[b]Note:[/b] In Redot Physics, this parameter is only used for groove joints." msgstr "" "常數,用於設定/獲取關節可用於作用於兩個實體的最大力。該參數的預設值為 " "[code]3.40282e+38[/code]。\n" -"[b]注意:[/b]在 Godot 物理中,這個參數只用於槽關節。" +"[b]注意:[/b]在 Redot 物理中,這個參數只用於槽關節。" msgid "" "Constant to set/get a how much the bond of the pin joint can flex. The " @@ -67320,13 +67321,13 @@ msgid "" "[PhysicsServer2DManager] is the API for registering [PhysicsServer2D] " "implementations and for setting the default implementation.\n" "[b]Note:[/b] It is not possible to switch physics servers at runtime. This " -"class is only used on startup at the server initialization level, by Godot " +"class is only used on startup at the server initialization level, by Redot " "itself and possibly by GDExtensions." msgstr "" "[PhysicsServer2DManager] 是用於註冊 [PhysicsServer2D] 實作、設定預設實作的 " "API。\n" "[b]注意:[/b]無法在運作時切換物理伺服器。這個類只在啟動時在伺服器初始化級別使" -"用,可能由 Godot 本身使用,也可能由 GDExtension 使用。" +"用,可能由 Redot 本身使用,也可能由 GDExtension 使用。" msgid "" "Register a [PhysicsServer2D] implementation by passing a [param name] and a " @@ -68271,13 +68272,13 @@ msgid "" "[PhysicsServer3DManager] is the API for registering [PhysicsServer3D] " "implementations and for setting the default implementation.\n" "[b]Note:[/b] It is not possible to switch physics servers at runtime. This " -"class is only used on startup at the server initialization level, by Godot " +"class is only used on startup at the server initialization level, by Redot " "itself and possibly by GDExtensions." msgstr "" "[PhysicsServer3DManager] 是用於註冊 [PhysicsServer3D] 實作、設定預設實作的 " "API。\n" "[b]注意:[/b]無法在運作時切換物理伺服器。這個類只在啟動時在伺服器初始化級別使" -"用,可能由 Godot 本身使用,也可能由 GDExtension 使用。" +"用,可能由 Redot 本身使用,也可能由 GDExtension 使用。" msgid "" "Register a [PhysicsServer3D] implementation by passing a [param name] and a " @@ -68309,22 +68310,22 @@ msgid "" "Called by the [PhysicsServer3D] to set the normal for the [SoftBody3D] vertex " "at the index specified by [param vertex_id].\n" "[b]Note:[/b] The [param normal] parameter used to be of type [code]const " -"void*[/code] prior to Godot 4.2." +"void*[/code] prior to Redot 4.2." msgstr "" "由 [PhysicsServer3D] 呼叫,以在 [param vertex_id] 指定的索引處設定 " "[SoftBody3D] 頂點的法線。\n" -"[b]注意:[/b] 在 Godot 4.2 之前,[param normal] 參數的型別為 [code]const " +"[b]注意:[/b] 在 Redot 4.2 之前,[param normal] 參數的型別為 [code]const " "void*[/code]。" msgid "" "Called by the [PhysicsServer3D] to set the position for the [SoftBody3D] " "vertex at the index specified by [param vertex_id].\n" "[b]Note:[/b] The [param vertex] parameter used to be of type [code]const " -"void*[/code] prior to Godot 4.2." +"void*[/code] prior to Redot 4.2." msgstr "" "由 [PhysicsServer3D] 呼叫,以在 [param vertex_id] 指定的索引處設定 " "[SoftBody3D] 頂點的位置。\n" -"[b]注意:[/b] 在 Godot 4.2 之前,[param vertex] 參數的型別為 [code]const " +"[b]注意:[/b] 在 Redot 4.2 之前,[param vertex] 參數的型別為 [code]const " "void*[/code]。" msgid "Sets the bounding box for the [SoftBody3D]." @@ -69199,13 +69200,13 @@ msgstr "[PlaneMesh] 將面向 X 軸正方向。" msgid "" "[PlaneMesh] will face the positive Y-axis. This matches the behavior of the " -"[PlaneMesh] in Godot 3.x." -msgstr "[PlaneMesh] 將面向 Y 軸正方向。與 Godot 3.x 中 [PlaneMesh] 的行為一致。" +"[PlaneMesh] in Redot 3.x." +msgstr "[PlaneMesh] 將面向 Y 軸正方向。與 Redot 3.x 中 [PlaneMesh] 的行為一致。" msgid "" "[PlaneMesh] will face the positive Z-axis. This matches the behavior of the " -"QuadMesh in Godot 3.x." -msgstr "[PlaneMesh] 將面向 Z 軸正方向。與 Godot 3.x 中 QuadMesh 的行為一致。" +"QuadMesh in Redot 3.x." +msgstr "[PlaneMesh] 將面向 Z 軸正方向。與 Redot 3.x 中 QuadMesh 的行為一致。" msgid "Positional 2D light source." msgstr "位置性 2D 光源。" @@ -70625,11 +70626,11 @@ msgid "" "Returns [code]true[/code] if the projections are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, this may return " "[code]true[/code], even if the projections are virtually equal. An " -"[code]is_equal_approx[/code] method may be added in a future version of Godot." +"[code]is_equal_approx[/code] method may be added in a future version of Redot." msgstr "" "如果投影不相等,則返回 [code]true[/code]。\n" "[b]注意:[/b]由於浮點精度誤差,即使投影實際上相等,也可能會返回 [code]true[/" -"code] 。可能會在 Godot 的未來版本中新增 [code]is_equal_approx[/code] 方法。" +"code] 。可能會在 Redot 的未來版本中新增 [code]is_equal_approx[/code] 方法。" msgid "" "Returns a [Projection] that applies the combined transformations of this " @@ -70644,11 +70645,11 @@ msgid "" "Returns [code]true[/code] if the projections are equal.\n" "[b]Note:[/b] Due to floating-point precision errors, this may return " "[code]false[/code], even if the projections are virtually equal. An " -"[code]is_equal_approx[/code] method may be added in a future version of Godot." +"[code]is_equal_approx[/code] method may be added in a future version of Redot." msgstr "" "如果投影相等,則返回 [code]true[/code]。\n" "[b]注意:[/b]由於浮點精度錯誤,即使投影實際上相等,也可能會返回 [code]false[/" -"code]。可能會在 Godot 的未來版本中新增 [code]is_equal_approx[/code] 方法。" +"code]。可能會在 Redot 的未來版本中新增 [code]is_equal_approx[/code] 方法。" msgid "" "Returns the column of the [Projection] with the given index.\n" @@ -70720,7 +70721,7 @@ msgid "" "[csharp]\n" "ProjectSettings.Singleton.Set(\"category/property_name\", 0);\n" "\n" -"var propertyInfo = new Godot.Collections.Dictionary\n" +"var propertyInfo = new Redot.Collections.Dictionary\n" "{\n" " {\"name\", \"category/propertyName\"},\n" " {\"type\", (int)Variant.Type.Int},\n" @@ -70754,7 +70755,7 @@ msgstr "" "[csharp]\n" "ProjectSettings.Singleton.Set(\"category/property_name\", 0);\n" "\n" -"var propertyInfo = new Godot.Collections.Dictionary\n" +"var propertyInfo = new Redot.Collections.Dictionary\n" "{\n" " {\"name\", \"category/propertyName\"},\n" " {\"type\", Variant.Type.Int},\n" @@ -70876,7 +70877,7 @@ msgid "" "path] (starting with [code]res://[/code] or [code]user://[/code]). The " "returned path will vary depending on the operating system and user " "preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " -"Godot projects[/url] to see what those paths convert to. See also [method " +"Redot projects[/url] to see what those paths convert to. See also [method " "localize_path].\n" "[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work " "in an exported project. Instead, prepend the executable's base directory to " @@ -70900,7 +70901,7 @@ msgid "" msgstr "" "返回與當地語系化 [param path](以 [code]res://[/code] 或 [code]user://[/code] " "開頭)相對應的絕對原生 OS 路徑。返回的路徑將因作業系統和使用者首選項而異。 請" -"參閱[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 專案中的檔路徑》[/url]" +"參閱[url=$DOCS_URL/tutorials/io/data_paths.html]《Redot 專案中的檔路徑》[/url]" "以查看這些路徑轉換成的內容。另請參閱 [method localize_path]。\n" "[b]注意:[/b]對 [code]res://[/code] 呼叫 [method globalize_path] 在匯出的專案" "中不會起作用。而是,當從匯出的專案運作時,將可執行檔的基目錄新增到路徑中:\n" @@ -71145,18 +71146,18 @@ msgid "" "directory. If [member application/config/custom_user_dir_name] is empty, " "[code]<OS user data directory>/<project name>[/code] directory will be used. " "If [code]false[/code], the project will save user data to [code]<OS user data " -"directory>/Godot/app_userdata/<project name>[/code].\n" +"directory>/Redot/app_userdata/<project name>[/code].\n" "See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-" -"user-data-user]File paths in Godot projects[/url]. This setting is only " +"user-data-user]File paths in Redot projects[/url]. This setting is only " "effective on desktop platforms." msgstr "" "如果為 [code]true[/code],專案會將使用者資料保存到它自己的使用者目錄中。如果 " "[member application/config/custom_user_dir_name] 為空,將使用 [code]<作業系統" "使用者資料目錄>/<專案名稱>[/code] 目錄。如果為 [code]false[/code],專案會將使" -"用者資料保存到 [code]<作業系統使用者資料目錄>/Godot/app_userdata/<專案名稱>[/" +"用者資料保存到 [code]<作業系統使用者資料目錄>/Redot/app_userdata/<專案名稱>[/" "code]。\n" "另見 [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-" -"data-user]Godot 專案中的檔路徑[/url]。該設定僅在桌面平臺上有效。" +"data-user]Redot 專案中的檔路徑[/url]。該設定僅在桌面平臺上有效。" msgid "" "If [code]true[/code], the project will use a hidden directory ([code].godot[/" @@ -71658,9 +71659,9 @@ msgstr "" msgid "" "When enabled, using a property, enum, or function that was renamed since " -"Godot 3 will produce a hint if an error occurs." +"Redot 3 will produce a hint if an error occurs." msgstr "" -"啟用後,使用自 Godot 3 以來重命名的屬性、列舉或函式,將在發生錯誤時產生一個提" +"啟用後,使用自 Redot 3 以來重命名的屬性、列舉或函式,將在發生錯誤時產生一個提" "示。" msgid "" @@ -72310,7 +72311,7 @@ msgid "" "sln[/code] files is in the root of the project directory, next to the " "[code]project.godot[/code] and [code].csproj[/code] files.\n" "Changing this value allows setting up a multi-project scenario where there " -"are multiple [code].csproj[/code]. Keep in mind that the Godot project is " +"are multiple [code].csproj[/code]. Keep in mind that the Redot project is " "considered one of the C# projects in the workspace and it's root directory " "should contain the [code]project.godot[/code] and [code].csproj[/code] next " "to each other." @@ -72318,7 +72319,7 @@ msgstr "" "包含 [code].sln[/code] 檔的目錄。預設情況下,[code].sln[/code] 檔在專案目錄的" "根部,和 [code]project.godot[/code] 和 [code].csproj[/code] 檔案在同一個目" "錄。\n" -"改變這個值可以設定包含多個 [code].csproj[/code] 的多專案方案。請記住,Godot 專" +"改變這個值可以設定包含多個 [code].csproj[/code] 的多專案方案。請記住,Redot 專" "案被認為是工作空間中的 C# 專案之一,根目錄應該包含 [code]project.godot[/code] " "和[code].csproj[/code]。" @@ -72389,13 +72390,13 @@ msgstr "" msgid "" "The output path for the movie. The file extension determines the " "[MovieWriter] that will be used.\n" -"Godot has 2 built-in [MovieWriter]s:\n" +"Redot has 2 built-in [MovieWriter]s:\n" "- AVI container with MJPEG for video and uncompressed audio ([code].avi[/" "code] file extension). Lossy compression, medium file sizes, fast encoding. " "The lossy compression quality can be adjusted by changing [member " "ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be " "viewed in most video players, but it must be converted to another format for " -"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not " +"viewing on the web or by Redot with [VideoStreamPlayer]. MJPEG does not " "support transparency. AVI output is currently limited to a file of 4 GB in " "size at most.\n" "- PNG image sequence for video and WAV for audio ([code].png[/code] file " @@ -72414,11 +72415,11 @@ msgid "" "[code]/tmp/hello.wav[/code]." msgstr "" "影片的輸出路徑。檔副檔名決定要使用的 [MovieWriter]。\n" -"Godot 有兩個內建的 [MovieWriter]:\n" +"Redot 有兩個內建的 [MovieWriter]:\n" "- AVI 容器,影片使用 MJPEG、音訊未壓縮(檔副檔名為 [code].avi[/code])。有損壓" "縮,檔大小中等,編碼較快。失真壓縮品質可以通過 [member ProjectSettings.editor/" "movie_writer/mjpeg_quality] 調整。得到的檔可以使用大多數影片播放機查看,但必須" -"轉換成其他格式才能在 Web 或 Godot 的 [VideoStreamPlayer] 中播放。MJPEG 不支援" +"轉換成其他格式才能在 Web 或 Redot 的 [VideoStreamPlayer] 中播放。MJPEG 不支援" "透明度。AVI 輸出目前有單檔 4 GB 的大小限制。\n" "- 影片使用 PNG 圖像序列,音訊使用 WAV(檔副檔名為 [code].png[/code])。無損壓" "縮,檔大小較大,編碼較慢。旨在錄製後使用 [url=https://ffmpeg.org/]FFmpeg[/" @@ -72477,25 +72478,25 @@ msgstr "" "列化的內建腳本。" msgid "" -"Search path for project-specific script templates. Godot will search for " +"Search path for project-specific script templates. Redot will search for " "script templates both in the editor-specific path and in this project-" "specific path." msgstr "" -"對於專案特定的腳本範本的搜索路徑。Godot 將在編輯器的特定路徑和此專案的路徑中搜" +"對於專案特定的腳本範本的搜索路徑。Redot 將在編輯器的特定路徑和此專案的路徑中搜" "索。" msgid "" "Override for [member filesystem/import/blender/enabled] on Android where " -"Blender can't easily be accessed from Godot." +"Blender can't easily be accessed from Redot." msgstr "" -"[member filesystem/import/blender/enabled] 在 Android 上的覆蓋項,Godot 無法輕" +"[member filesystem/import/blender/enabled] 在 Android 上的覆蓋項,Redot 無法輕" "易存取到 Blender。" msgid "" "Override for [member filesystem/import/blender/enabled] on the Web where " -"Blender can't easily be accessed from Godot." +"Blender can't easily be accessed from Redot." msgstr "" -"[member filesystem/import/blender/enabled] 在 Web 上的覆蓋項,Godot 無法輕易存" +"[member filesystem/import/blender/enabled] 在 Web 上的覆蓋項,Redot 無法輕易存" "取到 Blender。" msgid "" @@ -74480,10 +74481,10 @@ msgid "" msgstr "導覽避障層 32 的可選名稱。留空則會顯示為“層 32”。" msgid "" -"Godot uses a message queue to defer some function calls. If you run out of " +"Redot uses a message queue to defer some function calls. If you run out of " "space on it (you will see an error), you can increase the size here." msgstr "" -"Godot 使用一個訊息佇列來延遲一些函式呼叫。如果你的空間用完了(你會看到一個錯" +"Redot 使用一個訊息佇列來延遲一些函式呼叫。如果你的空間用完了(你會看到一個錯" "誤),你可以在這裡增加大小。" msgid "" @@ -74604,11 +74605,11 @@ msgstr "" "停滯。" msgid "" -"Default size of packet peer stream for deserializing Godot data (in bytes, " +"Default size of packet peer stream for deserializing Redot data (in bytes, " "specified as a power of two). The default value [code]16[/code] is equal to " "65,536 bytes. Over this size, data is dropped." msgstr "" -"用於反序列化 Godot 資料的封包對等流 (stream) 的預設大小(以位元組為單位,指定" +"用於反序列化 Redot 資料的封包對等流 (stream) 的預設大小(以位元組為單位,指定" "為 2 的冪)。預設值 [code]16[/code] 等於 65,536 位元組。超過此大小,資料將被丟" "棄。" @@ -74620,13 +74621,13 @@ msgstr "[WebRTCDataChannel] 輸入緩衝區的最大尺寸(單位為 kiB)。 msgid "" "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://" +"non-empty value, this will [i]override[/i] Redot'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.\n" "If in doubt, leave this setting empty." msgstr "" -"用於 TLS 連接的 CA 憑證包。如果設定為非空值,這將[i]覆蓋[/i] Godot 預設的 " +"用於 TLS 連接的 CA 憑證包。如果設定為非空值,這將[i]覆蓋[/i] Redot 預設的 " "[url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-" "certificates.crt]Mozilla 憑證包[/url]。如果留空,將使用預設的憑證包。\n" "如果有疑問,請將此設定留空。" @@ -74699,11 +74700,11 @@ msgstr "" msgid "" "Sets which physics engine to use for 2D physics.\n" -"\"DEFAULT\" and \"GodotPhysics2D\" are the same, as there is currently no " +"\"DEFAULT\" and \"RedotPhysics2D\" are the same, as there is currently no " "alternative 2D physics server implemented." msgstr "" "設定 2D 物理使用哪個物理引擎。\n" -"“DEFAULT”和“GodotPhysics2D”是相同的,因為目前尚未實作備選 2D 物理伺服器。" +"“DEFAULT”和“RedotPhysics2D”是相同的,因為目前尚未實作備選 2D 物理伺服器。" msgid "" "If [code]true[/code], the 2D physics server runs on a separate thread, making " @@ -74863,11 +74864,11 @@ msgstr "" msgid "" "Sets which physics engine to use for 3D physics.\n" -"\"DEFAULT\" and \"GodotPhysics3D\" are the same, as there is currently no " +"\"DEFAULT\" and \"RedotPhysics3D\" are the same, as there is currently no " "alternative 3D physics server implemented." msgstr "" "設定 3D 物理使用哪個物理引擎。\n" -"“DEFAULT”和“GodotPhysics3D”是相同的,因為目前尚未實作備選 3D 物理伺服器。" +"“DEFAULT”和“RedotPhysics3D”是相同的,因為目前尚未實作備選 3D 物理伺服器。" msgid "" "If [code]true[/code], the 3D physics server runs on a separate thread, making " @@ -75804,22 +75805,22 @@ msgstr "" msgid "" "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 Godot to real-world lighting. Due to the " -"large dynamic range of lighting conditions present in nature, Godot bakes " +"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, Godot will automatically reconcile the baked exposure " +"range. At run time, Redot will automatically reconcile the baked exposure " "with the active exposure to ensure lighting remains consistent." msgstr "" -"允許對光源使用基於物理的單位。基於物理的單位往往比 Godot 使用的任意單位大得" -"多,但它們可用於將 Godot 內的照明與真實世界的照明相配對。由於自然界中照明條件" -"的動態範圍很大,Godot 在算繪之前會將曝光量烘焙到各種照明量中。大多數光源在運行" +"允許對光源使用基於物理的單位。基於物理的單位往往比 Redot 使用的任意單位大得" +"多,但它們可用於將 Redot 內的照明與真實世界的照明相配對。由於自然界中照明條件" +"的動態範圍很大,Redot 在算繪之前會將曝光量烘焙到各種照明量中。大多數光源在運行" "時根據活動的 [CameraAttributes] 資源自動烘焙曝光,但 [LightmapGI] 和 " "[VoxelGI] 需要在烘焙時設定 [CameraAttributes] 資源以減少動態範圍。在運作時," -"Godot 將自動協調烘焙的曝光與活動的曝光,以確保照明保持一致。" +"Redot 將自動協調烘焙的曝光與活動的曝光,以確保照明保持一致。" msgid "" "The maximum number of clustered elements ([OmniLight3D] + [SpotLight3D] + " @@ -76378,20 +76379,20 @@ msgid "Specify the default reference space." msgstr "指定預設參照空間。" msgid "" -"If [code]true[/code], Godot will display an alert modal when OpenXR " +"If [code]true[/code], Redot will display an alert modal when OpenXR " "initialization fails on startup." msgstr "" -"如果為 [code]true[/code],則啟動時如果 OpenXR 初始化失敗,Godot 就會顯示警告彈" +"如果為 [code]true[/code],則啟動時如果 OpenXR 初始化失敗,Redot 就會顯示警告彈" "框。" msgid "" "If [code]true[/code], OpenXR will manage the depth buffer and use the depth " "buffer for advanced reprojection provided this is supported by the XR " -"runtime. Note that some rendering features in Godot can't be used with this " +"runtime. Note that some rendering features in Redot can't be used with this " "feature." msgstr "" "如果為 [code]true[/code],則 OpenXR 會管理深度緩衝區,使用深度緩衝區進行高級再" -"投影,前提是 XR 運作時支援。請注意,Godot 中的部分算繪功能無法與該功能一同使" +"投影,前提是 XR 運作時支援。請注意,Redot 中的部分算繪功能無法與該功能一同使" "用。" msgid "" @@ -76399,8 +76400,8 @@ msgid "" "either Mono or Stereo rendering." msgstr "指定視圖配置,用於配置 OpenXR 設定單視場或立體算繪。" -msgid "If [code]true[/code], Godot will compile shaders required for XR." -msgstr "如果為 [code]true[/code],Godot 將編譯 XR 所需的著色器。" +msgid "If [code]true[/code], Redot will compile shaders required for XR." +msgstr "如果為 [code]true[/code],Redot 將編譯 XR 所需的著色器。" msgid "Emitted when any setting is changed, up to once per process frame." msgstr "在鍵 [param name] 下新增 [Animation] 時發出。" @@ -76595,7 +76596,7 @@ msgid "" "a placeholder, and not the actual default seed.\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" -"rng.seed = hash(\"Godot\")\n" +"rng.seed = hash(\"Redot\")\n" "rng.state = 100 # Restore to some previously saved state.\n" "[/codeblock]" msgstr "" @@ -76609,7 +76610,7 @@ msgstr "" "檔中記錄的 [code]0[/code] 是預留位置,不是實際的預設種子。\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" -"rng.seed = hash(\"Godot\")\n" +"rng.seed = hash(\"Redot\")\n" "rng.state = 100 # 恢復到之前保存的一些狀態。\n" "[/codeblock]" @@ -77028,7 +77029,7 @@ msgid "" "Controls how blending between source and destination fragments is performed " "when using [RenderingDevice].\n" "For reference, this is how common user-facing blend modes are implemented in " -"Godot's 2D renderer:\n" +"Redot's 2D renderer:\n" "[b]Mix:[/b]\n" "[codeblock]\n" "var attachment = RDPipelineColorBlendStateAttachment.new()\n" @@ -77090,7 +77091,7 @@ msgid "" "[/codeblock]" msgstr "" "控制使用 [RenderingDevice] 時如何在來源和目標片段之間進行混合。\n" -"以下是常見面向使用者的混合模式在 Godot 的 2D 算繪器中的實作方法,僅供參考:\n" +"以下是常見面向使用者的混合模式在 Redot 的 2D 算繪器中的實作方法,僅供參考:\n" "[b]混合:[/b]\n" "[codeblock]\n" "var attachment = RDPipelineColorBlendStateAttachment.new()\n" @@ -77240,12 +77241,12 @@ msgid "" "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 " +"code], objects will appear in the order they were drawn (like in Redot's 2D " "renderer)." msgstr "" "如果為 [code]true[/code],則會啟用深度測試,能夠讓物件根據深度自動被其他物件遮" "擋。這樣物件就能夠被其他物件部分遮擋。如果為 [code]false[/code],則會按照繪制" -"順序顯示(類似 Godot 的 2D 算繪器)。" +"順序顯示(類似 Redot 的 2D 算繪器)。" msgid "Pipeline multisample state (used by [RenderingDevice])." msgstr "管線的多重取樣狀態(由 [RenderingDevice] 使用)。" @@ -77483,21 +77484,21 @@ msgstr "如果為 [code]true[/code],則執行各向異性取樣。" msgid "" "Compiled shader file in SPIR-V form (used by [RenderingDevice]). Not to be " -"confused with Godot's own [Shader]." +"confused with Redot's own [Shader]." msgstr "" -"編譯後的 SPIR-V 形式的著色器檔(由 [RenderingDevice] 使用)。請勿與 Godot 自身" +"編譯後的 SPIR-V 形式的著色器檔(由 [RenderingDevice] 使用)。請勿與 Redot 自身" "的 [Shader] 混淆。" msgid "" "Compiled shader file in SPIR-V form.\n" "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 " +"[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." msgstr "" "編譯後的 SPIR-V 形式的著色器檔。\n" "另見 [RDShaderSource]。[RDShaderFile] 應該僅用於 [RenderingDevice] API。不應" -"與 Godot 自身的 [Shader] 資源混淆,後者是 Godot 諸多節點所使用的資源,用於高階" +"與 Redot 自身的 [Shader] 資源混淆,後者是 Redot 諸多節點所使用的資源,用於高階" "著色器程式設計。" msgid "" @@ -77528,13 +77529,13 @@ msgstr "著色器原始程式碼(由 [RenderingDevice] 使用)。" msgid "" "Shader source code in text form.\n" "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 " +"[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." msgstr "" "文字形式的著色器原始程式碼。\n" "另見 [RDShaderFile]。[RDShaderSource] 應該僅用於 [RenderingDevice] API。不應將" -"其與 Godot 自己的 [Shader] 資源,Godot 的各種節點會使用後者來進行高階著色器程" +"其與 Redot 自己的 [Shader] 資源,Redot 的各種節點會使用後者來進行高階著色器程" "式設計。" msgid "" @@ -77661,39 +77662,39 @@ msgstr "頂點著色器階段的 SPIR-V 位元組碼。" msgid "" "The compilation error message for the compute shader stage (set by the SPIR-V " -"compiler and Godot). If empty, shader compilation was successful." +"compiler and Redot). If empty, shader compilation was successful." msgstr "" -"計算著色器階段的編譯錯誤資訊(由 SPIR-V 編譯器和 Godot 設定)。如果為空,則著" +"計算著色器階段的編譯錯誤資訊(由 SPIR-V 編譯器和 Redot 設定)。如果為空,則著" "色器成功編譯。" msgid "" "The compilation error message for the fragment shader stage (set by the SPIR-" -"V compiler and Godot). If empty, shader compilation was successful." +"V compiler and Redot). If empty, shader compilation was successful." msgstr "" -"片段著色器階段的編譯錯誤資訊(由 SPIR-V 編譯器和 Godot 設定)。如果為空,則著" +"片段著色器階段的編譯錯誤資訊(由 SPIR-V 編譯器和 Redot 設定)。如果為空,則著" "色器成功編譯。" msgid "" "The compilation error message for the tessellation control shader stage (set " -"by the SPIR-V compiler and Godot). If empty, shader compilation was " +"by the SPIR-V compiler and Redot). If empty, shader compilation was " "successful." msgstr "" -"曲面細分控制著色器階段的編譯錯誤資訊(由 SPIR-V 編譯器和 Godot 設定)。如果為" +"曲面細分控制著色器階段的編譯錯誤資訊(由 SPIR-V 編譯器和 Redot 設定)。如果為" "空,則著色器成功編譯。" msgid "" "The compilation error message for the tessellation evaluation shader stage " -"(set by the SPIR-V compiler and Godot). If empty, shader compilation was " +"(set by the SPIR-V compiler and Redot). If empty, shader compilation was " "successful." msgstr "" -"曲面細分求值著色器階段的編譯錯誤資訊(由 SPIR-V 編譯器和 Godot 設定)。如果為" +"曲面細分求值著色器階段的編譯錯誤資訊(由 SPIR-V 編譯器和 Redot 設定)。如果為" "空,則著色器成功編譯。" msgid "" "The compilation error message for the vertex shader stage (set by the SPIR-V " -"compiler and Godot). If empty, shader compilation was successful." +"compiler and Redot). If empty, shader compilation was successful." msgstr "" -"頂點著色器階段的編譯錯誤資訊(由 SPIR-V 編譯器和 Godot 設定)。如果為空,則著" +"頂點著色器階段的編譯錯誤資訊(由 SPIR-V 編譯器和 Redot 設定)。如果為空,則著" "色器成功編譯。" msgid "Texture format (used by [RenderingDevice])." @@ -77830,7 +77831,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " -"negative, as most other methods in Godot assume that the [member position] is " +"negative, as most other methods in Redot assume that the [member position] is " "the top-left corner, and the [member end] is the bottom-right corner." msgstr "" "傳回與此矩形等效的[Rect2],其寬度和高度修改為非負值,其[member position]為矩形" @@ -77845,7 +77846,7 @@ msgstr "" "var absolute = rect.Abs(); // absolute is Rect2(-75, -25, 100, 50)\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]當[member size]為負數時,建議使用此方法,因為Godot中的大多數其他" +"[b]注意:[/b]當[member size]為負數時,建議使用此方法,因為Redot中的大多數其他" "方法都假設[member position]是左上角,[member end]是右下角。" msgid "" @@ -78003,13 +78004,13 @@ msgid "" "The rectangle's width and height, starting from [member position]. Setting " "this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width and height to non-negative " -"values, as most methods in Godot assume that the [member position] is the top-" +"values, as most methods in Redot assume that the [member position] is the top-" "left corner, and the [member end] is the bottom-right corner. To get an " "equivalent rectangle with non-negative size, use [method abs]." msgstr "" "矩形的寬度和高度,從 [member position] 開始。設定此值也會影響 [member end] " "點。\n" -"[b]注意:[/b]建議將寬度和高度設為非負值,因為Godot中的大多數方法都假設[member " +"[b]注意:[/b]建議將寬度和高度設為非負值,因為Redot中的大多數方法都假設[member " "position]是左上角,[member end]是底部-右上角。若要獲得非負大小的等效矩形,請使" "用[method abs]。" @@ -78098,7 +78099,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " -"negative, as most other methods in Godot assume that the [member position] is " +"negative, as most other methods in Redot assume that the [member position] is " "the top-left corner, and the [member end] is the bottom-right corner." msgstr "" "傳回與此矩形等效的[Rect2i],其寬度和高度修改為非負值,其[member position]為矩" @@ -78113,7 +78114,7 @@ msgstr "" "var absolute = rect.Abs(); // absolute is Rect2I(-75, -25, 100, 50)\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]當[member size]為負數時,建議使用此方法,因為Godot中的大多數其他" +"[b]注意:[/b]當[member size]為負數時,建議使用此方法,因為Redot中的大多數其他" "方法都假設[member position]是左上角,[member end]是右下角。" msgid "" @@ -78576,7 +78577,7 @@ msgid "" " results.push_back(result.get_string())\n" "# The `results` array now contains \"One\", \"Two\", \"Three\".\n" "[/codeblock]\n" -"[b]Note:[/b] Godot's regex implementation is based on the [url=https://www." +"[b]Note:[/b] Redot's regex implementation is based on the [url=https://www." "pcre.org/]PCRE2[/url] library. You can view the full pattern reference " "[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n" "[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test regular " @@ -78634,7 +78635,7 @@ msgstr "" " results.push_back(result.get_string())\n" "# `results` 陣列包含 \"One\"、\"Two\"、\"Three\"。\n" "[/codeblock]\n" -"[b]注意:[/b]Godot 的 regex 實作基於的是 [url=https://www.pcre.org/]PCRE2[/" +"[b]注意:[/b]Redot 的 regex 實作基於的是 [url=https://www.pcre.org/]PCRE2[/" "url]。你可以查看完整的模式參考[url=https://www.pcre.org/current/doc/html/" "pcre2pattern.html]這裡[/url]。\n" "[b]提示:[/b]你可以使用 [url=https://regexr.com/]Regexr[/url] 來線上測試正則運" @@ -78879,14 +78880,14 @@ msgstr "用於處理現代低階圖形 API 的抽象。" msgid "" "[RenderingDevice] is an abstraction for working with modern low-level " "graphics APIs such as Vulkan. Compared to [RenderingServer] (which works with " -"Godot's own rendering subsystems), [RenderingDevice] is much lower-level and " +"Redot's own rendering subsystems), [RenderingDevice] is much lower-level and " "allows working more directly with the underlying graphics APIs. " -"[RenderingDevice] is used in Godot to provide support for several modern low-" +"[RenderingDevice] is used in Redot to provide support for several modern low-" "level graphics APIs while reducing the amount of code duplication required. " "[RenderingDevice] can also be used in your own projects to perform things " "that are not exposed by [RenderingServer] or high-level nodes, such as using " "compute shaders.\n" -"On startup, Godot creates a global [RenderingDevice] which can be retrieved " +"On startup, Redot creates a global [RenderingDevice] which can be retrieved " "using [method RenderingServer.get_rendering_device]. This global " "[RenderingDevice] performs drawing to the screen.\n" "[b]Local RenderingDevices:[/b] Using [method RenderingServer." @@ -78905,12 +78906,12 @@ msgid "" "or when using the Compatibility rendering method." msgstr "" "[RenderingDevice] 是用來使用 Vulkan 等現代低階圖形 API 的抽象。與(適用於 " -"Godot 自有算繪子系統的)[RenderingServer] 相比,[RenderingDevice] 所處的層級更" -"低,能夠更加直接地使用底層圖形 API。Godot 使用 [RenderingDevice] 來支援部分現" +"Redot 自有算繪子系統的)[RenderingServer] 相比,[RenderingDevice] 所處的層級更" +"低,能夠更加直接地使用底層圖形 API。Redot 使用 [RenderingDevice] 來支援部分現" "代低階圖形 API,能夠減少所需的重複程式碼。你也可以在自己的專案中使用 " "[RenderingDevice],從而執行 [RenderingServer] 和高階節點未暴露的功能,例如使用" "計算著色器。\n" -"啟動時,Godot 會建立一個全域的 [RenderingDevice],可以使用 [method " +"啟動時,Redot 會建立一個全域的 [RenderingDevice],可以使用 [method " "RenderingServer.get_rendering_device] 獲取。這個全域的 [RenderingDevice] 進行" "的是螢幕繪圖。\n" "[b]局部 RenderingDevice:[/b]你可以使用 [method RenderingServer." @@ -78948,22 +78949,22 @@ msgstr "" msgid "" "Tells the GPU what compute pipeline to use when processing the compute list. " -"If the shader has changed since the last time this function was called, Godot " +"If the shader has changed since the last time this function was called, Redot " "will unbind all descriptor sets and will re-bind them inside [method " "compute_list_dispatch]." msgstr "" "告訴 GPU 在處理計算列表時要使用什麼計算管道。如果自上次呼叫此函式以來著色器已" -"更改,Godot 將取消綁定所有描述符集並重新綁定它們在[method " +"更改,Redot 將取消綁定所有描述符集並重新綁定它們在[method " "compute_list_dispatch]中。" msgid "" -"Binds the [param uniform_set] to this [param compute_list]. Godot ensures " +"Binds the [param uniform_set] to this [param compute_list]. Redot ensures " "that all textures in the uniform set have the correct Vulkan access masks. If " -"Godot had to change access masks of textures, it will raise a Vulkan image " +"Redot had to change access masks of textures, it will raise a Vulkan image " "memory barrier." msgstr "" -"將 [param uniform_set] 綁定到此 [param compute_list]。Godot 確保均勻集中的所有" -"紋理都具有正確的 Vulkan 存取掩碼。如果 Godot 必須更改紋理的存取掩碼,它將引發" +"將 [param uniform_set] 綁定到此 [param compute_list]。Redot 確保均勻集中的所有" +"紋理都具有正確的 Vulkan 存取掩碼。如果 Redot 必須更改紋理的存取掩碼,它將引發" "Vulkan 影像記憶體障礙。" msgid "" @@ -79417,18 +79418,18 @@ msgid "" "directly by GPUs until compiled into a binary shader using [method " "shader_compile_binary_from_spirv].\n" "If [param allow_cache] is [code]true[/code], make use of the shader cache " -"generated by Godot. This avoids a potentially lengthy shader compilation step " +"generated by Redot. This avoids a potentially lengthy shader compilation step " "if the shader is already in cache. If [param allow_cache] is [code]false[/" -"code], Godot's shader cache is ignored and the shader will always be " +"code], Redot's shader cache is ignored and the shader will always be " "recompiled." msgstr "" "將 [param shader_source] 中的著色器原始程式碼編譯為 [RDShaderSPIRV] 形式的 " "SPIR-V。這種中間語言的著色器可以在不同 GPU 型號和驅動版本之間移植,但無法直接" "在 GPU 上運作,需要先使用 [method shader_compile_binary_from_spirv] 編譯為二進" "位著色器。\n" -"如果 [param allow_cache] 為 [code]true[/code],則會使用 Godot 生成的著色器緩" +"如果 [param allow_cache] 為 [code]true[/code],則會使用 Redot 生成的著色器緩" "存。如果著色器已經在快取中,這樣就可能避免冗長的著色器編譯步驟。[param " -"allow_cache] 為 [code]false[/code],則會忽略 Godot 的著色器快取,始終重新編譯" +"allow_cache] 為 [code]false[/code],則會忽略 Redot 的著色器快取,始終重新編譯" "著色器。" msgid "" @@ -79564,23 +79565,23 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "RenderingDevice's [method free_rid] method.\n" "[b]Note:[/b] Not to be confused with [method RenderingServer." -"texture_2d_create], which creates the Godot-specific [Texture2D] resource as " +"texture_2d_create], which creates the Redot-specific [Texture2D] resource as " "opposed to the graphics API's own texture type." msgstr "" "新建紋理。可以通過返回的 RID 進行存取。\n" "RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n" "[b]注意:[/b]請勿與 [method RenderingServer.texture_2d_create] 混淆,後者建立" -"的是 Godot 專屬的 [Texture2D] 資源,不是圖形 API 自己的紋理型別。" +"的是 Redot 專屬的 [Texture2D] 資源,不是圖形 API 自己的紋理型別。" msgid "" "Returns an RID for an existing [param image] ([code]VkImage[/code]) with the " "given [param type], [param format], [param samples], [param usage_flags], " "[param width], [param height], [param depth], and [param layers]. This can be " -"used to allow Godot to render onto foreign images." +"used to allow Redot to render onto foreign images." msgstr "" "使用給定的[param type]、[param format]、[param samples]、傳回現有[param " "image] ([code]VkImage[/code])的RID[param usage_flags]、[param width]、[param " -"height]、[param depth]和[param layers]。這可用於允許Godot算繪到外部圖像上。" +"height]、[param depth]和[param layers]。這可用於允許Redot算繪到外部圖像上。" msgid "" "Creates a shared texture using the specified [param view] and the texture " @@ -81985,13 +81986,13 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-lists-with-adjacency]Line list rendering primitive with " "adjacency.[/url]\n" -"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does " +"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does " "not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-lists-with-adjacency]算繪線段列表的圖元,提供鄰接資料。[/" "url]\n" -"[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Godot 並沒有暴露。" +"[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Redot 並沒有暴露。" msgid "" "Line strip rendering primitive. Lines drawn are connected to the previous " @@ -82002,13 +82003,13 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-strips-with-adjacency]Line strip rendering primitive with " "adjacency.[/url]\n" -"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does " +"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does " "not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-strips-with-adjacency]算繪線段條帶的圖元,提供鄰接資料。[/" "url]\n" -"[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Godot 並沒有暴露。" +"[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Redot 並沒有暴露。" msgid "" "Triangle list rendering primitive. Triangles are drawn separated from each " @@ -82019,13 +82020,13 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-triangle-lists-with-adjacency]Triangle list rendering primitive " "with adjacency.[/url]\n" -" [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot " +" [b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot " "does not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-triangle-lists-with-adjacency]算繪三角形列表的圖元,提供鄰接數" "據。[/url]\n" -"[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Godot 並沒有暴露。" +"[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Redot 並沒有暴露。" msgid "" "Triangle strip rendering primitive. Triangles drawn are connected to the " @@ -82036,13 +82037,13 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-triangle-strips-with-adjacency]Triangle strip rendering " "primitive with adjacency.[/url]\n" -"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does " +"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does " "not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-triangle-strips-with-adjacency]算繪三角形條帶的圖元,提供鄰接數" "據。[/url]\n" -"[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Godot 並沒有暴露。" +"[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Redot 並沒有暴露。" msgid "" "Triangle strip rendering primitive with [i]primitive restart[/i] enabled. " @@ -82432,9 +82433,9 @@ msgstr "計算著色器階段位(另見 [constant SHADER_STAGE_COMPUTE])。" msgid "" "Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is " -"the language used for core Godot shaders." +"the language used for core Godot Shaders." msgstr "" -"Khronos 的 GLSL 著色語言(OpenGL 和 Vulkan 原生使用)。這是核心 Godot 著色器所" +"Khronos 的 GLSL 著色語言(OpenGL 和 Vulkan 原生使用)。這是核心 Redot 著色器所" "使用的語言。" msgid "" @@ -83824,14 +83825,14 @@ msgid "" "Returns the version of the graphics video adapter [i]currently in use[/i] (e." "g. \"1.2.189\" for Vulkan, \"3.3.0 NVIDIA 510.60.02\" for OpenGL). This " "version may be different from the actual latest version supported by the " -"hardware, as Godot may not always request the latest version. See also " +"hardware, as Redot may not always request the latest version. See also " "[method OS.get_video_adapter_driver_info].\n" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string." msgstr "" "返回[i]目前使用的[/i]圖形視訊卡的版本(例如,Vulkan 為“1.2.189”,OpenGL " "為“3.3.0 NVIDIA 510.60.02”)。該版本可能與硬體支援的實際最新版本不同,因為 " -"Godot 可能並不總是要求最新版本。另見 [method OS." +"Redot 可能並不總是要求最新版本。另見 [method OS." "get_video_adapter_driver_info]。\n" "[b]注意:[/b]當運作無頭或伺服器可執行檔時,該函式返回一個空字串。" @@ -85316,7 +85317,7 @@ msgid "" "RenderingServer's [method free_rid] method.\n" "[b]Note:[/b] The equivalent resource is [Texture2D].\n" "[b]Note:[/b] Not to be confused with [method RenderingDevice.texture_create], " -"which creates the graphics API's own texture type as opposed to the Godot-" +"which creates the graphics API's own texture type as opposed to the Redot-" "specific [Texture2D] resource." msgstr "" "建立二維紋理並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 " @@ -85324,7 +85325,7 @@ msgstr "" "RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n" "[b]注意:[/b]等價資源為 [Texture2D]。\n" "[b]注意:[/b]請勿與 [method RenderingDevice.texture_create] 混淆,後者建立的是" -"圖形 API 自己的紋理型別,並非 Godot 專屬的 [Texture2D] 資源。" +"圖形 API 自己的紋理型別,並非 Redot 專屬的 [Texture2D] 資源。" msgid "" "Returns an [Image] instance from the given [param texture] [RID].\n" @@ -87308,13 +87309,13 @@ msgid "" "realistic fashion by desaturating it as it becomes brighter. ACES typically " "has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] " "and [constant ENV_TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." +"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Redot 3.x." msgstr "" "使用Academy 顏色編碼系統色調對應器。ACES 比其他選項稍貴一些,但它通過在光線變" "亮時對其進行去飽和處理,以更逼真的方式處理明亮的光線。與 [constant " "ENV_TONE_MAPPER_REINHARD] 和 [constant ENV_TONE_MAPPER_FILMIC] 相比,ACES 通常" "具有對比度更高的輸出。\n" -"[b]注意:[/b]這個色調對應運算子在 Godot 3.x 中被稱為“ACES Fitted”。" +"[b]注意:[/b]這個色調對應運算子在 Redot 3.x 中被稱為“ACES Fitted”。" msgid "" "Lowest quality of roughness filter for screen-space reflections. Rough " @@ -88209,7 +88210,7 @@ msgid "Loads a specific resource type from a file." msgstr "從檔案中載入特定資源型別。" msgid "" -"Godot loads resources in the editor or in exported games using " +"Redot loads resources in the editor or in exported games using " "ResourceFormatLoaders. They are queried automatically via the " "[ResourceLoader] singleton, or when a resource with internal dependencies is " "loaded. Each file type may load as a different resource type, so multiple " @@ -88220,13 +88221,13 @@ msgid "" "ResourceFormatLoaders, it will be called automatically when loading resources " "of its handled type(s). You may also implement a [ResourceFormatSaver].\n" "[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type " -"you need exists but Godot is unable to load its format. Choosing one way over " +"you need exists but Redot is unable to load its format. Choosing one way over " "another depends on if the format is suitable or not for the final exported " "game. For example, it's better to import [code].png[/code] textures as [code]." "ctex[/code] ([CompressedTexture2D]) first, so they can be loaded with better " "efficiency on the graphics card." msgstr "" -"Godot 在編輯器或匯出的遊戲中使用 ResourceFormatLoaders 來載入資源。它們通過 " +"Redot 在編輯器或匯出的遊戲中使用 ResourceFormatLoaders 來載入資源。它們通過 " "[ResourceLoader] 單例自動查詢,或在載入具有內部依賴項的資源時自動查詢。每種文" "件型別可以作為不同的資源型別載入,因此在引擎中註冊多個 " "ResourceFormatLoaders。\n" @@ -88234,7 +88235,7 @@ msgstr "" "用 [code]class_name[/code] 給它一個全域類別名稱以進行註冊。像內建的 " "ResourceFormatLoaders 一樣,當載入其處理的型別的資源時,它將自動被呼叫。你還可" "以實作 [ResourceFormatSaver]。\n" -"[b]注意:[/b]如果你需要的資源型別存在,但 Godot 無法載入其格式,則也可以擴充 " +"[b]注意:[/b]如果你需要的資源型別存在,但 Redot 無法載入其格式,則也可以擴充 " "[EditorImportPlugin]。選擇哪種方法取決於該格式是否適用於最終匯出的遊戲。例如," "最好首先將 [code].png[/code] 紋理作為 [code].ctex[/code]" "([CompressedTexture2D])匯入,以便在圖形卡上能更高效的載入它們。" @@ -88328,7 +88329,7 @@ msgid "" "the [ResourceSaver] singleton. This is accomplished thanks to multiple " "[ResourceFormatSaver]s, each handling its own format and called automatically " "by the engine.\n" -"By default, Godot saves resources as [code].tres[/code] (text-based), [code]." +"By default, Redot saves resources as [code].tres[/code] (text-based), [code]." "res[/code] (binary) or another built-in format, but you can choose to create " "your own format by extending this class. Be sure to respect the documented " "return types and values. You should give it a global class name with " @@ -88338,7 +88339,7 @@ msgid "" msgstr "" "當你從編輯器執行此操作或使用 [ResourceSaver] 單例時,引擎可以節省資源。這要歸" "功於多個 [ResourceFormatSaver],每個都處理自己的格式並由引擎自動呼叫。\n" -"預設情況下,Godot 將資源保存為 [code].tres[/code](基於文字)、[code].res[/" +"預設情況下,Redot 將資源保存為 [code].tres[/code](基於文字)、[code].res[/" "code](二進位)或其他內建格式,但你可以選擇通過擴充這個類來建立自己的格式。請" "務必遵守記錄的返回型別和值。你應該給它一個全域類別名稱 [code]class_name[/" "code] 以便它被註冊。與內建的 ResourceFormatSaver 一樣,它會在保存其識別型別的" @@ -88387,10 +88388,10 @@ msgid "Base class for resource importers." msgstr "資源匯入器的基底類別。" msgid "" -"This is the base class for Godot's resource importers. To implement your own " +"This is the base class for Redot's resource importers. To implement your own " "resource importers using editor plugins, see [EditorImportPlugin]." msgstr "" -"這是 Godot 資源匯入器的基底類別。要使用編輯器外掛程式實作你自己的資源匯入器," +"這是 Redot 資源匯入器的基底類別。要使用編輯器外掛程式實作你自己的資源匯入器," "請參考 [EditorImportPlugin]。" msgid "The default import order." @@ -89180,7 +89181,7 @@ msgid "" "each bone's name (if [member skins/use_named_skins] is [code]true[/code]), or " "the bone's index within the [Skeleton3D] list (if [member skins/" "use_named_skins] is [code]false[/code]).\n" -"Together, this information is enough to tell Godot how to use the bone poses " +"Together, this information is enough to tell Redot how to use the bone poses " "in the [Skeleton3D] node to render the mesh from each [MeshInstance3D]. Note " "that each [MeshInstance3D] may share binds, as is common in models exported " "from Blender, or each [MeshInstance3D] may use a separate [Skin] object, as " @@ -89197,13 +89198,13 @@ msgstr "" "稱 IBM 的矩陣。其次,[Skin] 包含每個骨骼的名稱(如果[member skins/" "use_named_skins] 為[code]true[/code]),或骨骼在[Skeleton3D] 列表中的索引(如" "果[member skins/use_named_skins] 為[code]false[/code])。\n" -"總而言之,這些資訊足以告訴 Godot 如何使用 [Skeleton3D] 節點中的骨骼姿勢來算繪" +"總而言之,這些資訊足以告訴 Redot 如何使用 [Skeleton3D] 節點中的骨骼姿勢來算繪" "每個 [MeshInstance3D] 的網格。請注意,每個[MeshInstance3D] 可以共享綁定,這在" "從Blender 匯出的模型中很常見,或者每個[MeshInstance3D] 可以使用單獨的[Skin] 對" "象,這在從其他工具(例如Maya)匯出的模型中很常見。" -msgid "Imports native GLSL shaders (not Godot shaders) as a [RDShaderFile]." -msgstr "將本機 GLSL 著色器(不是 Godot 著色器)匯入為 [RDShaderFile]。" +msgid "Imports native GLSL shaders (not Godot Shaders) as a [RDShaderFile]." +msgstr "將本機 GLSL 著色器(不是 Redot 著色器)匯入為 [RDShaderFile]。" msgid "" "This imports native GLSL shaders as [RDShaderFile] resources, for use with " @@ -89242,7 +89243,7 @@ msgid "" "When using a texture as normal map, only the red and green channels are " "required. Given regular texture compression algorithms produce artifacts that " "don't look that nice in normal maps, the RGTC compression format is the best " -"fit for this data. Forcing this option to Enable will make Godot import the " +"fit for this data. Forcing this option to Enable will make Redot import the " "image as RGTC compressed. By default, it's set to Detect. This means that if " "the texture is ever detected to be used as a normal map, it will be changed " "to Enable and reimported automatically.\n" @@ -89253,7 +89254,7 @@ msgid "" msgstr "" "當使用紋理作為法線貼圖時,只需要紅色和綠色通道。鑑於常規紋理壓縮演算法會產生在" "法線貼圖中看起來不太好的偽像,因此RGTC壓縮格式是最適合此資料的。強制此選項啟用" -"將使 Godot 將影像匯入為 RGTC 壓縮。預設情況下,它設定為「偵測」。這表示如果偵" +"將使 Redot 將影像匯入為 RGTC 壓縮。預設情況下,它設定為「偵測」。這表示如果偵" "測到紋理被用作法線貼圖,它將變更為啟用並自動重新匯入。\n" "請注意,RGTC 壓縮會影響產生的法線貼圖影像。您必須調整使用法線貼圖的藍色通道的" "自訂著色器才能考慮到這一點。內建材質著色器已經忽略法線貼圖中的藍色通道(無論實" @@ -89276,7 +89277,7 @@ msgid "" "If [code]true[/code], converts the imported image's colors to match [member " "EditorSettings.interface/theme/icon_and_font_color]. This assumes the image " "uses the exact same colors as [url=$DOCS_URL/contributing/development/editor/" -"creating_icons.html]Godot's own color palette for editor icons[/url], with " +"creating_icons.html]Redot's own color palette for editor icons[/url], with " "the source file designed for a dark editor theme. This should be enabled for " "editor plugin icons and custom class icons, but should be left disabled " "otherwise.\n" @@ -89284,7 +89285,7 @@ msgid "" msgstr "" "如果[code]true[/code],則將匯入影像的顏色轉換為符合[member EditorSettings." "interface/theme/icon_and_font_color]。這假設影像使用與[url=$DOCS_URL/" -"contributing/development/editor/creating_icons.html]Godot 自己的編輯器圖示調色" +"contributing/development/editor/creating_icons.html]Redot 自己的編輯器圖示調色" "板[/url]完全相同的顏色,來源檔案是為深色編輯器主題設計的。應該為編輯器插件圖示" "和自訂類別圖示啟用此功能,但否則應停用。\n" "[b]注意:[/b] 僅適用於 SVG 影像。" @@ -89349,7 +89350,7 @@ msgid "" "Some HDR panorama images you can find online may contain extremely bright " "pixels, due to being taken from real life sources without any clipping.\n" "While these HDR panorama images are accurate to real life, this can cause the " -"radiance map generated by Godot to contain sparkles when used as a background " +"radiance map generated by Redot to contain sparkles when used as a background " "sky. This can be seen in material reflections (even on rough materials in " "extreme cases). Enabling [member process/hdr_clamp_exposure] can resolve this." msgstr "" @@ -89357,20 +89358,20 @@ msgstr "" "(不引入[i]visible[/i] 剪切)。\n" "您可以在網路上找到的一些 HDR 全景影像可能包含極其明亮的像素,因為這些影像取自" "現實生活來源,沒有任何剪輯。\n" -"雖然這些 HDR 全景影像準確反映現實生活,但這可能會導致 Godot 產生的輻射圖在用作" +"雖然這些 HDR 全景影像準確反映現實生活,但這可能會導致 Redot 產生的輻射圖在用作" "背景天空時包含閃光。這可以在材料反射中看到(即使在極端情況下在粗糙材料上)。啟" "用[member process/hdr_clamp_exposure]可以解決此問題。" msgid "" "If [code]true[/code], convert the normal map from Y- (DirectX-style) to Y+ " "(OpenGL-style) by inverting its green color channel. This is the normal map " -"convention expected by Godot.\n" +"convention expected by Redot.\n" "More information about normal maps (including a coordinate order table for " "popular engines) can be found [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details]here[/url]." msgstr "" "如果 [code]true[/code],則透過反轉其綠色通道將法線貼圖從 Y-(DirectX 樣式)轉" -"換為 Y+(OpenGL 樣式)。這是Godot所期望的法線貼圖約定。\n" +"換為 Y+(OpenGL 樣式)。這是Redot所期望的法線貼圖約定。\n" "在[url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details]此處[/url]" "找到。" @@ -91318,7 +91319,7 @@ msgstr "高階多人遊戲 API 實作。" msgid "" "This class is the default implementation of [MultiplayerAPI], used to provide " -"multiplayer functionalities in Godot Engine.\n" +"multiplayer functionalities in Redot Engine.\n" "This implementation supports RPCs via [method Node.rpc] and [method Node." "rpc_id] and requires [method MultiplayerAPI.rpc] to be passed a [Node] (it " "will fail for other object types).\n" @@ -91326,19 +91327,19 @@ msgid "" "[MultiplayerSpawner] and [MultiplayerSynchronizer] nodes, and the " "[SceneReplicationConfig] resource.\n" "[b]Note:[/b] The high-level multiplayer API protocol is an implementation " -"detail and isn't meant to be used by non-Godot servers. It may change without " +"detail and isn't meant to be used by non-Redot servers. It may change without " "notice.\n" "[b]Note:[/b] When exporting to Android, make sure to enable the " "[code]INTERNET[/code] permission in the Android export preset before " "exporting the project or using one-click deploy. Otherwise, network " "communication of any kind will be blocked by Android." msgstr "" -"這個類是 [MultiplayerAPI] 的預設實作,用於在 Godot 引擎中提供多人遊戲功能。\n" +"這個類是 [MultiplayerAPI] 的預設實作,用於在 Redot 引擎中提供多人遊戲功能。\n" "該實作通過 [method Node.rpc] 和 [method Node.rpc_id] 來支援 RPC,需要向 " "[method MultiplayerAPI.rpc] 傳遞一個 [Node](傳入其他物件型別會導致失敗)。\n" "該實作還提供了 [SceneTree] 複製功能,使用的是 [MultiplayerSpawner] 和 " "[MultiplayerSynchronizer] 節點,以及 [SceneReplicationConfig] 資源,。\n" -"[b]注意:[/b]高階多人遊戲 API 協議屬於實作細節,並不打算提供給非 Godot 伺服器" +"[b]注意:[/b]高階多人遊戲 API 協議屬於實作細節,並不打算提供給非 Redot 伺服器" "使用。對協議的更改可能不會進行提前通知。\n" "[b]注意:[/b]匯出到 Android 時,在匯出專案或使用一鍵部署之前,請務必在安卓導出" "預設中開啟 [code]INTERNET[/code] 許可權。否則,任何型別的網路通信都將被 " @@ -91990,8 +91991,8 @@ msgstr "" "腳本的原始程式碼,如果原始程式碼不可用,則為空字串。當設定時,不會自動重新載入" "類的實作。" -msgid "Godot editor's popup dialog for creating new [Script] files." -msgstr "Godot 編輯器用於建立新 [Script] 檔的彈出對話方塊。" +msgid "Redot editor's popup dialog for creating new [Script] files." +msgstr "Redot 編輯器用於建立新 [Script] 檔的彈出對話方塊。" msgid "" "The [ScriptCreateDialog] creates script files according to a given template " @@ -92047,15 +92048,15 @@ msgstr "預填必填欄位以配置 ScriptCreateDialog 以供使用。" msgid "Emitted when the user clicks the OK button." msgstr "當使用者點擊確定按鈕時發出。" -msgid "Godot editor's script editor." -msgstr "Godot 編輯器的腳本編輯器。" +msgid "Redot editor's script editor." +msgstr "Redot 編輯器的腳本編輯器。" msgid "" -"Godot editor's script editor.\n" +"Redot editor's script editor.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_script_editor]." msgstr "" -"Godot 編輯器的腳本編輯器。\n" +"Redot 編輯器的腳本編輯器。\n" "[b]注意:[/b]這個類不應該被直接產生實體。請使用 [method EditorInterface." "get_script_editor] 來存取這個單例。" @@ -92505,17 +92506,17 @@ msgstr "" "分隔線的樣式。與 [StyleBoxLine] 一起使用效果最好(記得要啟用 [member " "StyleBoxLine.vertical])。" -msgid "A shader implemented in the Godot shading language." -msgstr "用 Godot 著色語言實作的著色器。" +msgid "A shader implemented in the Redot shading language." +msgstr "用 Redot 著色語言實作的著色器。" msgid "" -"A custom shader program implemented in the Godot shading language, saved with " +"A custom shader program implemented in the Redot shading language, saved with " "the [code].gdshader[/code] extension.\n" "This class is used by a [ShaderMaterial] and allows you to write your own " "custom behavior for rendering visual items or updating particle information. " "For a detailed explanation and usage, please see the tutorials linked below." msgstr "" -"用 Godot 著色語言實作的自訂著色器程式,使用 [code].gdshader[/code] 副檔名保" +"用 Redot 著色語言實作的自訂著色器程式,使用 [code].gdshader[/code] 副檔名保" "存。\n" "這個類由 [ShaderMaterial] 使用,能夠讓你編寫算繪可視專案或更新粒子資訊時的自定" "義行為。詳細解釋和用法請參考下列教學連結。" @@ -92844,14 +92845,14 @@ msgstr "" "solver/default_contact_bias]。" msgid "" -"The collision margin for the shape. This is not used in Godot Physics.\n" +"The collision margin for the shape. This is not used in Redot Physics.\n" "Collision margins allow collision detection to be more efficient by adding an " "extra shell around shapes. Collision algorithms are more expensive when " "objects overlap by more than their margin, so a higher value for margins is " "better for performance, at the cost of accuracy around edges as it makes them " "less sharp." msgstr "" -"該形狀的碰撞邊距。Godot Physics 中未使用。\n" +"該形狀的碰撞邊距。Redot Physics 中未使用。\n" "碰撞邊距允許通過在形狀周圍新增額外的外殼來使碰撞偵測更有效。當物體重疊的部分超" "過其邊距時,碰撞演算法的成本會更高,所以邊距的數值越高對性能越好,但代價是邊緣" "的精度會降低,因為會讓邊緣的銳度降低。" @@ -93594,23 +93595,23 @@ msgid "" "This resource provides an interface that can be expanded so code that " "operates on [Bone2D] nodes in a [Skeleton2D] can be mixed and matched " "together to create complex interactions.\n" -"This is used to provide Godot with a flexible and powerful Inverse Kinematics " +"This is used to provide Redot with a flexible and powerful Inverse Kinematics " "solution that can be adapted for many different uses." msgstr "" "該資源提供了一個可以擴充的介面,因此在 [Skeleton2D] 中的 [Bone2D] 節點上運作的" "程式碼可以被混合並配對在一起,以建立複雜的互動。\n" -"這用於為 Godot 提供一套靈活而強大的反向運動學解決方案,該解決方案可以適用許多" +"這用於為 Redot 提供一套靈活而強大的反向運動學解決方案,該解決方案可以適用許多" "不同的用途。" msgid "" "Used for drawing [b]editor-only[/b] modification gizmos. This function will " -"only be called in the Godot editor and can be overridden to draw custom " +"only be called in the Redot editor and can be overridden to draw custom " "gizmos.\n" "[b]Note:[/b] You will need to use the Skeleton2D from [method " "SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the " "[SkeletonModification2D] resource cannot draw on its own." msgstr "" -"用於繪製[b]編輯器專用[/b]的修改器小工具。此函式只會在 Godot 編輯器中呼叫,並且" +"用於繪製[b]編輯器專用[/b]的修改器小工具。此函式只會在 Redot 編輯器中呼叫,並且" "可以被覆蓋,來繪製自訂小工具。\n" "[b]注意:[/b]你需要使用來自 [method SkeletonModificationStack2D.get_skeleton] " "的 Skeleton2D 及其繪製函式,因為 [SkeletonModification2D] 資源本身無法進行繪" @@ -93636,9 +93637,9 @@ msgstr "" msgid "" "Returns whether this modification will call [method _draw_editor_gizmo] in " -"the Godot editor to draw modification-specific gizmos." +"the Redot editor to draw modification-specific gizmos." msgstr "" -"返回這個修改器是否會在 Godot 編輯器中呼叫 [method _draw_editor_gizmo] 繪製針對" +"返回這個修改器是否會在 Redot 編輯器中呼叫 [method _draw_editor_gizmo] 繪製針對" "修改器的小工具。" msgid "Returns whether this modification has been successfully setup or not." @@ -93654,9 +93655,9 @@ msgstr "" msgid "" "Sets whether this modification will call [method _draw_editor_gizmo] in the " -"Godot editor to draw modification-specific gizmos." +"Redot editor to draw modification-specific gizmos." msgstr "" -"設定這個修改器是否會在 Godot 編輯器中呼叫 [method _draw_editor_gizmo] 繪製針對" +"設定這個修改器是否會在 Redot 編輯器中呼叫 [method _draw_editor_gizmo] 繪製針對" "修改器的小工具。" msgid "" @@ -97398,12 +97399,12 @@ msgid "" "also [method uri_encode].\n" "[codeblocks]\n" "[gdscript]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/gdscript]\n" "[csharp]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Redot Engine:" "docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -97412,12 +97413,12 @@ msgstr "" "的參數。另見 [method uri_encode]。\n" "[codeblocks]\n" "[gdscript]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"print(url.uri_decode()) # 輸出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"print(url.uri_decode()) # 輸出 \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/gdscript]\n" "[csharp]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"GD.Print(url.URIDecode()) // 輸出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"GD.Print(url.URIDecode()) // 輸出 \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -97428,15 +97429,15 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var prefix = \"$DOCS_URL/?highlight=\"\n" -"var url = prefix + \"Godot Engine:docs\".uri_encode()\n" +"var url = prefix + \"Redot Engine:docs\".uri_encode()\n" "\n" -"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"print(url) # Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/gdscript]\n" "[csharp]\n" "var prefix = \"$DOCS_URL/?highlight=\";\n" -"var url = prefix + \"Godot Engine:docs\".URIEncode();\n" +"var url = prefix + \"Redot Engine:docs\".URIEncode();\n" "\n" -"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" @@ -97445,15 +97446,15 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "var prefix = \"$DOCS_URL/?highlight=\"\n" -"var url = prefix + \"Godot Engine:docs\".uri_encode()\n" +"var url = prefix + \"Redot Engine:docs\".uri_encode()\n" "\n" -"print(url) # 輸出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"print(url) # 輸出 \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/gdscript]\n" "[csharp]\n" "var prefix = \"$DOCS_URL/?highlight=\";\n" -"var url = prefix + \"Godot Engine:docs\".URIEncode();\n" +"var url = prefix + \"Redot Engine:docs\".URIEncode();\n" "\n" -"GD.Print(url); // 輸出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"GD.Print(url); // 輸出 \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -97632,14 +97633,14 @@ msgid "" "placeholder] will be replaced with the corresponding keys in advance. Array " "elements use their index as keys.\n" "[codeblock]\n" -"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"# Prints \"Waiting for Redot is a play by Samuel Beckett, and Redot Engine is " "named after it.\"\n" "var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " "named after it.\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n" "\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"# Prints \"User 42 is Redot.\"\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Redot\"}))\n" "[/codeblock]\n" "Some additional handling is performed when [param values] is an [Array]. If " "[param placeholder] does not contain an underscore, the elements of the " @@ -97647,10 +97648,10 @@ msgid "" "placeholder in order; If an element of [param values] is another 2-element " "array, it'll be interpreted as a key-value pair.\n" "[codeblock]\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"# Prints \"User 42 is Redot.\"\n" +"print(\"User {} is {}.\".format([42, \"Redot\"], \"{}\"))\n" "print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " -"\"Godot\"]]))\n" +"\"Redot\"]]))\n" "[/codeblock]\n" "See also the [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_format_string.html]GDScript format string[/url] tutorial.\n" @@ -97663,23 +97664,23 @@ msgstr "" "[param values] 可以是 [Dictionary] 或 [Array]。[param placeholder] 中的任何下" "劃線將被預先被替換為對應的鍵。陣列元素使用它們的索引作為鍵。\n" "[codeblock]\n" -"# 輸出:Waiting for Godot 是 Samuel Beckett 的戲劇,Godot 引擎由此得名。\n" +"# 輸出:Waiting for Redot 是 Samuel Beckett 的戲劇,Redot 引擎由此得名。\n" "var use_array_values = \"Waiting for {0} 是 {1} 的戲劇,{0} 引擎由此得名。\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n" "\n" -"# 輸出:第 42 號使用者是 Godot。\n" +"# 輸出:第 42 號使用者是 Redot。\n" "print(\"第 {id} 號使用者是 {name}。\".format({\"id\": 42, \"name\": " -"\"Godot\"}))\n" +"\"Redot\"}))\n" "[/codeblock]\n" "當 [param values] 是 [Array] 時還會執行一些額外的處理。 如果 [param " "placeholder] 不包含底線,則 [param values] 陣列的元素將用於按順序替換出現的預" "留位置;如果 [param values] 的元素是另一個 2 元素陣列,則它將被解釋為鍵值" "對。\n" "[codeblock]\n" -"# 輸出:第 42 號使用者是 Godot。\n" -"print(\"第 {} 號使用者是 {}。\".format([42, \"Godot\"], \"{}\"))\n" +"# 輸出:第 42 號使用者是 Redot。\n" +"print(\"第 {} 號使用者是 {}。\".format([42, \"Redot\"], \"{}\"))\n" "print(\"第 {id} 號使用者是 {name}。\".format([[\"id\", 42], [\"name\", " -"\"Godot\"]]))\n" +"\"Redot\"]]))\n" "[/codeblock]\n" "另請參閱 [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string." "html]GDScript 格式化字串[/url]教學。\n" @@ -97775,12 +97776,12 @@ msgid "" "properly decode the parameters in a URL when receiving an HTTP request.\n" "[codeblocks]\n" "[gdscript]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/gdscript]\n" "[csharp]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Redot Engine:" "docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -97789,12 +97790,12 @@ msgstr "" "的參數。\n" "[codeblocks]\n" "[gdscript]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"print(url.uri_decode()) # 輸出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"print(url.uri_decode()) # 輸出 \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/gdscript]\n" "[csharp]\n" -"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"GD.Print(url.URIDecode()) // 輸出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" +"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" +"GD.Print(url.URIDecode()) // 輸出 \"$DOCS_URL/?highlight=Redot Engine:docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -97804,15 +97805,15 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var prefix = \"$DOCS_URL/?highlight=\"\n" -"var url = prefix + \"Godot Engine:docs\".uri_encode()\n" +"var url = prefix + \"Redot Engine:docs\".uri_encode()\n" "\n" -"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"print(url) # Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/gdscript]\n" "[csharp]\n" "var prefix = \"$DOCS_URL/?highlight=\";\n" -"var url = prefix + \"Godot Engine:docs\".URIEncode();\n" +"var url = prefix + \"Redot Engine:docs\".URIEncode();\n" "\n" -"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" @@ -97821,15 +97822,15 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "var prefix = \"$DOCS_URL/?highlight=\"\n" -"var url = prefix + \"Godot Engine:docs\".uri_encode()\n" +"var url = prefix + \"Redot Engine:docs\".uri_encode()\n" "\n" -"print(url) # 輸出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"print(url) # 輸出 \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/gdscript]\n" "[csharp]\n" "var prefix = \"$DOCS_URL/?highlight=\";\n" -"var url = prefix + \"Godot Engine:docs\".URIEncode();\n" +"var url = prefix + \"Redot Engine:docs\".URIEncode();\n" "\n" -"GD.Print(url); // 輸出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" +"GD.Print(url); // 輸出 \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -98632,7 +98633,7 @@ msgid "" "you cannot add color to any of the subsequent vertices.\n" "See also [ArrayMesh], [ImmediateMesh] and [MeshDataTool] for procedural " "geometry generation.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " "modes." msgstr "" @@ -98663,7 +98664,7 @@ msgstr "" "另外,新增第一個頂點前所使用的屬性會用來確定網格的格式。例如,如果你只為第一個" "頂點新增了 UV,那麼你就無法為後續的頂點新增顏色。\n" "程式式幾何體生成另見 [ArrayMesh]、[ImmediateMesh] 以及 [MeshDataTool]。\n" -"[b]注意:[/b]Godot 中三角形圖元模式的正面使用順時針 [url=https://learnopengl-" +"[b]注意:[/b]Redot 中三角形圖元模式的正面使用順時針 [url=https://learnopengl-" "cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]纏繞順序[/url]。" msgid "Using the SurfaceTool" @@ -102170,18 +102171,18 @@ msgstr "使用者定義的結構化文字 BiDi 覆蓋函式。" msgid "" "An advanced text server with support for BiDi, complex text layout, and " -"contextual OpenType features. Used in Godot by default." +"contextual OpenType features. Used in Redot by default." msgstr "" "高階文字伺服器,使用 HarfBuzz、ICU 和 SIL Graphite 來支援 BiDi、複雜排版和上下" -"文 OpenType 功能。Godot 預設使用。" +"文 OpenType 功能。Redot 預設使用。" msgid "" "An implementation of [TextServer] that uses HarfBuzz, ICU and SIL Graphite to " "support BiDi, complex text layouts and contextual OpenType features. This is " -"Godot's default primary [TextServer] interface." +"Redot's default primary [TextServer] interface." msgstr "" "[TextServer] 的一種實作,使用 HarfBuzz、ICU 和 SIL Graphite 來支援 BiDi、複雜" -"排版和本文 OpenType 功能。這是 Godot 的預設主 [TextServer] 介面。" +"排版和本文 OpenType 功能。這是 Redot 的預設主 [TextServer] 介面。" msgid "A dummy text server that can't render text or manage fonts." msgstr "虛設的文字伺服器,無法算繪文字或管理字形。" @@ -102230,21 +102231,21 @@ msgid "External [TextServer] implementations should inherit from this class." msgstr "外部的 [TextServer] 實作應該繼承這個類。" msgid "" -"A fallback implementation of Godot's text server, without support for BiDi " +"A fallback implementation of Redot's text server, without support for BiDi " "and complex text layout." -msgstr "Godot 文字伺服器的退回實作,不支援雙向排版和複雜排版。" +msgstr "Redot 文字伺服器的退回實作,不支援雙向排版和複雜排版。" msgid "" -"A fallback implementation of Godot's text server. This fallback is faster " +"A fallback implementation of Redot's text server. This fallback is faster " "than [TextServerAdvanced] for processing a lot of text, but it does not " "support BiDi and complex text layout.\n" -"[b]Note:[/b] This text server is not part of official Godot binaries. If you " +"[b]Note:[/b] This text server is not part of official Redot binaries. If you " "want to use it, compile the engine with the option " "[code]module_text_server_fb_enabled=yes[/code]." msgstr "" -"Godot 文字伺服器的退回實作。退回版本在處理大量文字時比 [TextServerAdvanced] " +"Redot 文字伺服器的退回實作。退回版本在處理大量文字時比 [TextServerAdvanced] " "快,但是不支援雙向排版和複雜排版。\n" -"[b]注意:[/b]官方 Godot 二進位檔案中不包含該文字伺服器。如果想要使用,請使用 " +"[b]注意:[/b]官方 Redot 二進位檔案中不包含該文字伺服器。如果想要使用,請使用 " "[code]module_text_server_fb_enabled=yes[/code] 選項編譯引擎。" msgid "A singleton for managing [TextServer] implementations." @@ -102431,7 +102432,7 @@ msgid "" "separately for each layer. In an atlas, the slicing has to be done manually " "in the fragment shader.\n" "To create such a texture file yourself, reimport your image files using the " -"Godot Editor import presets." +"Redot Editor import presets." msgstr "" "Texture2DArray 與 Texture3D 不同:Texture2DArray 不支援在 [Image] 之間進行三線" "性插值,即不會進行混合。另見 [Cubemap] 和 [CubemapArray],這些紋理陣列具有針對" @@ -102440,7 +102441,7 @@ msgstr "" "的。而在合集中,區域(即單張圖像)的大小可以不同。此外,你通常會需要圍繞區域新" "增邊距,防止 UV 對應意外進入多個區域。多級漸遠紋理 mipmap 也是一樣:每一層的 " "mipmap 鏈都是單獨處理的。而在合集中,需要在片段著色器中手動切片。\n" -"要自己建立這樣的紋理檔,請使用 Godot 編輯器匯入預設重新匯入影像檔。" +"要自己建立這樣的紋理檔,請使用 Redot 編輯器匯入預設重新匯入影像檔。" msgid "" "Creates a placeholder version of this resource ([PlaceholderTexture2DArray])." @@ -102479,13 +102480,13 @@ msgid "" "types. See also [TextureLayered].\n" "All images need to have the same width, height and number of mipmap levels.\n" "To create such a texture file yourself, reimport your image files using the " -"Godot Editor import presets." +"Redot Editor import presets." msgstr "" "[ImageTexture3D] 和 [CompressedTexture3D] 的基底類別。無法直接使用,但包含所有" "訪問衍生資源型別所需的函式。[Texture3D] 是所有三維紋理型別的基底類別。另見 " "[TextureLayered]。\n" "所有圖像都需要有相同的寬度、高度和 mipmap 層數。\n" -"要自己建立這樣的紋理檔,請使用 Godot 編輯器的匯入預設重新匯入你的影像檔。" +"要自己建立這樣的紋理檔,請使用 Redot 編輯器的匯入預設重新匯入你的影像檔。" msgid "Called when the [Texture3D]'s data is queried." msgstr "查詢該 [Texture3D] 的資料時被呼叫。" @@ -102558,14 +102559,14 @@ msgstr "基於紋理的按鈕。支援按下、懸停、停用和焦點狀態。 msgid "" "[TextureButton] has the same functionality as [Button], except it uses " -"sprites instead of Godot's [Theme] resource. It is faster to create, but it " +"sprites instead of Redot's [Theme] resource. It is faster to create, but it " "doesn't support localization like more complex [Control]s.\n" "The \"normal\" state must contain a texture ([member texture_normal]); other " "textures are optional.\n" "See also [BaseButton] which contains common properties and methods associated " "with this node." msgstr "" -"[TextureButton] 的功能與 [Button] 相同,只是它使用精靈而不是 Godot 的 [Theme] " +"[TextureButton] 的功能與 [Button] 相同,只是它使用精靈而不是 Redot 的 [Theme] " "主題資源。它的建立速度更快,但它不像更複雜的 [Control] 那樣支援本地化。\n" "“正常”狀態必須包含一個紋理([member texture_normal]);其他紋理是可選的。\n" "也請參閱 [BaseButton],它包含了與該節點相關的通用屬性和方法。" @@ -102700,7 +102701,7 @@ msgid "" "the array layer.\n" "All images need to have the same width, height and number of mipmap levels.\n" "A [TextureLayered] can be loaded with [method ResourceLoader.load].\n" -"Internally, Godot maps these files to their respective counterparts in the " +"Internally, Redot maps these files to their respective counterparts in the " "target rendering driver (Vulkan, OpenGL3)." msgstr "" "[ImageTextureLayered] 和 [CompressedTextureLayered] 的基底類別。不能直接使用," @@ -102708,7 +102709,7 @@ msgstr "" "資料是按層設定的。對於 [Texture2DArray],層指定的是陣列層。\n" "所有圖像都需要具有相同的寬度、高度和 mipmap 級別數。\n" "[TextureLayered] 可以用 [method ResourceLoader.load] 載入。\n" -"在內部,Godot 將這些檔對應到目標算繪驅動程式(Vulkan、OpenGL3)中的對應文件。" +"在內部,Redot 將這些檔對應到目標算繪驅動程式(Vulkan、OpenGL3)中的對應文件。" msgid "Called when the [TextureLayered]'s format is queried." msgstr "查詢該 [TextureLayered] 的格式時被呼叫。" @@ -102784,11 +102785,11 @@ msgstr "基於紋理的進度條。適用於載入螢幕和生命或體力條。 msgid "" "TextureProgressBar works like [ProgressBar], but uses up to 3 textures " -"instead of Godot's [Theme] resource. It can be used to create horizontal, " +"instead of Redot's [Theme] resource. It can be used to create horizontal, " "vertical and radial progress bars." msgstr "" "TextureProgressBar 的工作方式類似於 [ProgressBar],但最多使用 3 個紋理,不使" -"用 Godot 的 [Theme] 資源。可用於建立水平、垂直和徑向進度條。" +"用 Redot 的 [Theme] 資源。可用於建立水平、垂直和徑向進度條。" msgid "" "Returns the stretch margin with the specified index. See [member " @@ -102801,12 +102802,12 @@ msgid "" msgstr "設定給定索引的拉伸邊距。見 [member stretch_margin_bottom] 及相關屬性。" msgid "" -"If [code]true[/code], Godot treats the bar's textures like in " +"If [code]true[/code], Redot treats the bar's textures like in " "[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like " "[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When " "using a radial [member fill_mode], this setting will enable stretching." msgstr "" -"如果為 [code]true[/code],Godot 會像在 [NinePatchRect] 中那樣處理條形紋理。使" +"如果為 [code]true[/code],Redot 會像在 [NinePatchRect] 中那樣處理條形紋理。使" "用 [code]stretch_margin_*[/code] 屬性,如 [member stretch_margin_bottom] 來設" "置九宮格的 3×3 網格。當使用徑向的 [member fill_mode] 時,這個設定將啟用拉伸功" "能。" @@ -108288,7 +108289,7 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// ServerNode.cs\n" -"using Godot;\n" +"using Redot;\n" "using System.Collections.Generic;\n" "\n" "public partial class ServerNode : Node\n" @@ -108346,7 +108347,7 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// ClientNode.cs\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class ClientNode : Node\n" "{\n" @@ -108412,7 +108413,7 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// ServerNode.cs\n" -"using Godot;\n" +"using Redot;\n" "using System.Collections.Generic;\n" "\n" "public partial class ServerNode : Node\n" @@ -108470,7 +108471,7 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// ClientNode.cs\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class ClientNode : Node\n" "{\n" @@ -108960,7 +108961,7 @@ msgid "" "[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] is " "a good first stop, the specification can be found at the [url=https://" "openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open " -"Connectivity Foundation[/url] and Godot's implementation is based on the " +"Connectivity Foundation[/url] and Redot's implementation is based on the " "[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]." msgstr "" "這個類可用於在本地網路中發現相容的 [UPNPDevice] 並在這些裝置上執行命令,如管理" @@ -109035,7 +109036,7 @@ msgstr "" "(IGD)和 Port Control Protocol(PCP)),可以首先查看[url=https://en." "wikipedia.org/wiki/Universal_Plug_and_Play]維琪百科[/url],技術規範可以在 " "[url=https://openconnectivity.org/developer/specifications/upnp-resources/" -"upnp/]Open Connectivity 基金會[/url]找到,Godot 的實作基於的是 [url=https://" +"upnp/]Open Connectivity 基金會[/url]找到,Redot 的實作基於的是 [url=https://" "github.com/miniupnp/miniupnp]MiniUPnP 使用者端[/url]。" msgid "Adds the given [UPNPDevice] to the list of discovered devices." @@ -109371,8 +109372,8 @@ msgstr "無效控制。" msgid "Memory allocation error." msgstr "記憶體分配錯誤。" -msgid "The most important data type in Godot." -msgstr "Godot 中最重要的資料型別。" +msgid "The most important data type in Redot." +msgstr "Redot 中最重要的資料型別。" msgid "Variant class introduction" msgstr "Variant 類簡介" @@ -109436,7 +109437,7 @@ msgid "" "[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).\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle.png]Illustration of the returned angle.[/url]\n" "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]." @@ -109446,18 +109447,18 @@ msgstr "" "例如,[code]Vector2.RIGHT.angle()[/code] 將返回 0,[code]Vector2.DOWN.angle()" "[/code] 將返回 [code]PI / 2[/code](四分之一圈,即 90 度),[code]Vector2(1, " "-1).angle()[/code] 將返回 [code]-PI / 4[/code](負八分之一圈,即 -45 度)。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/4.1/img/" "vector2_angle.png]返回夾角圖示。[/url]\n" "相當於使用該向量的 [member y] 和 [member x] 作為參數對 [method @GlobalScope." "atan2] 進行呼叫的結果:[code]atan2(y, x)[/code]。" msgid "" "Returns the angle to the given vector, in radians.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" "返回與給定向量的夾角,單位為弧度。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/4.1/img/" "vector2_angle_to.png]返回夾角示意圖。[/url]" msgid "" @@ -109465,12 +109466,12 @@ msgid "" "in radians.\n" "[code]a.angle_to_point(b)[/code] is equivalent of doing [code](b - a).angle()" "[/code].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/" "vector2_angle_to_point.png]Illustration of the returned angle.[/url]" msgstr "" "返回連接兩點的直線與 X 軸之間的夾角,單位為弧度。\n" "[code]a.angle_to_point(b)[/code] 等價於 [code](b - a).angle()[/code]。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/" +"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/4.1/img/" "vector2_angle_to_point.png]返回夾角示意圖。[/url]" msgid "" @@ -111314,11 +111315,11 @@ msgstr "" "級方程式賽車則嘗試 200 左右的值。" msgid "" -"This is the distance the suspension can travel. As Godot units are equivalent " +"This is the distance the suspension can travel. As Redot units are equivalent " "to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 " "depending on the type of car." msgstr "" -"這是懸架可以移動的距離。由於Godot 的單位相當於米,所以保持這個設定相對較低。根" +"這是懸架可以移動的距離。由於Redot 的單位相當於米,所以保持這個設定相對較低。根" "據汽車的型別,試試 0.1 和 0.3 之間的值。" msgid "" @@ -111359,12 +111360,12 @@ msgstr "輪子的半徑,單位是米。" msgid "" "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 " +"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." msgstr "" "這是輪子從原點下降的距離,以米為單位。不要把這個設定為 0.0,然後把車輪移到位置" -"上,而是把車輪的原點(Godot 中的小工具)移到車輪觸底時的位置,然後使用剩餘長度" +"上,而是把車輪的原點(Redot 中的小工具)移到車輪觸底時的位置,然後使用剩餘長度" "將輪子向下移動到汽車靜止時它應該所處位置。" msgid "" @@ -111509,7 +111510,7 @@ msgstr "用於播放影片的控制項。" msgid "" "The length of the current stream, in seconds.\n" "[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 " +"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." msgstr "" @@ -111602,12 +111603,12 @@ msgid "" "decoded on the CPU.\n" "[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] " "extension, you will have to rename the extension to [code].ogv[/code] to use " -"those videos within Godot." +"those videos within Redot." msgstr "" "[VideoStream] 資源處理帶有 [code].ogv[/code] 副檔名的 [url=https://www.theora." "org/]Ogg Theora[/url] 影片格式。Theora 轉碼器在 CPU 上進行解碼。\n" "[b]注意:[/b]雖然 Ogg Theora 影片也可以具有一個 [code].ogg[/code] 副檔名,但必" -"須將該副檔名重命名為 [code].ogv[/code],才能在 Godot 中使用這些影片。" +"須將該副檔名重命名為 [code].ogv[/code],才能在 Redot 中使用這些影片。" msgid "" "Abstract base class for viewports. Encapsulates drawing and interaction with " @@ -113608,29 +113609,29 @@ msgid "Translates to [code]dot(a, b)[/code] in the shader language." msgstr "翻譯為著色器語言中的 [code]dot(a, b)[/code]。" msgid "" -"A custom visual shader graph expression written in Godot Shading Language." -msgstr "用Godot著色語言編寫的自訂視覺化著色器圖形運算式。" +"A custom visual shader graph expression written in Redot Shading Language." +msgstr "用Redot著色語言編寫的自訂視覺化著色器圖形運算式。" msgid "" -"Custom Godot Shading Language expression, with a custom number of input and " +"Custom Redot Shading Language expression, with a custom number of input and " "output ports.\n" "The provided code is directly injected into the graph's matching shader " "function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), " "so it cannot be used to declare functions, varyings, uniforms, or global " "constants. See [VisualShaderNodeGlobalExpression] for such global definitions." msgstr "" -"自訂 Godot 著色器語言運算式,有自訂數量的輸入和輸出埠。\n" +"自訂 Redot 著色器語言運算式,有自訂數量的輸入和輸出埠。\n" "所提供的程式碼會直接注入到著色器圖中配對的著色器函式中([code]vertex[/code]、" "[code]fragment[/code] 或 [code]light[/code]),所以不能用於宣告函式、varying、" "uniform 或全域常數。這種全域定義見 [VisualShaderNodeGlobalExpression]。" msgid "" -"An expression in Godot Shading Language, which will be injected at the start " +"An expression in Redot Shading Language, which will be injected at the start " "of the graph's matching shader function ([code]vertex[/code], [code]fragment[/" "code], or [code]light[/code]), and thus cannot be used to declare functions, " "varyings, uniforms, or global constants." msgstr "" -"Godot 著色器語言中的運算式,它將被注入到圖形配對的著色器函式([code]vertex[/" +"Redot 著色器語言中的運算式,它將被注入到圖形配對的著色器函式([code]vertex[/" "code]、[code]fragment[/code] 或 [code]light[/code])的開頭,因此不能用於宣告函" "式、varying、uniform 或全域常數。" @@ -113677,112 +113678,112 @@ msgid "" "Returns the sine of the parameter. Translates to [code]sin(x)[/code] in the " "Godot Shader Language." msgstr "" -"返回參數的正弦值。在 Godot 著色器語言中,會被翻譯為 [code]sin(x)[/code]。" +"返回參數的正弦值。在 Redot 著色器語言中,會被翻譯為 [code]sin(x)[/code]。" msgid "" "Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in the " "Godot Shader Language." msgstr "" -"返回參數的餘弦值。在 Godot 著色器語言中,會被翻譯為 [code]cos(x)[/code]。" +"返回參數的餘弦值。在 Redot 著色器語言中,會被翻譯為 [code]cos(x)[/code]。" msgid "" "Returns the tangent of the parameter. Translates to [code]tan(x)[/code] in " "the Godot Shader Language." msgstr "" -"返回參數的正切值。在 Godot 著色器語言中,會被翻譯為 [code]tan(x)[/code]。" +"返回參數的正切值。在 Redot 著色器語言中,會被翻譯為 [code]tan(x)[/code]。" msgid "" "Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] in " "the Godot Shader Language." msgstr "" -"返回參數的反正弦值。在 Godot 著色器語言中,會被翻譯為 [code]asin(x)[/code]。" +"返回參數的反正弦值。在 Redot 著色器語言中,會被翻譯為 [code]asin(x)[/code]。" msgid "" "Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/code] " "in the Godot Shader Language." msgstr "" -"返回參數的反餘弦值。在 Godot 著色器語言中,會被翻譯為 [code]acos(x)[/code]。" +"返回參數的反餘弦值。在 Redot 著色器語言中,會被翻譯為 [code]acos(x)[/code]。" msgid "" "Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/code] " "in the Godot Shader Language." msgstr "" -"返回參數的反正切值。在 Godot 著色器語言中,會被翻譯為 [code]atan(x)[/code]。" +"返回參數的反正切值。在 Redot 著色器語言中,會被翻譯為 [code]atan(x)[/code]。" msgid "" "Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/" "code] in the Godot Shader Language." msgstr "" -"返回參數的雙曲正弦值。在 Godot 著色器語言中,會被翻譯為 [code]sinh(x)[/code]。" +"返回參數的雙曲正弦值。在 Redot 著色器語言中,會被翻譯為 [code]sinh(x)[/code]。" msgid "" "Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/" "code] in the Godot Shader Language." msgstr "" -"返回參數的雙曲餘弦值。在 Godot 著色器語言中,會被翻譯為 [code]cosh(x)[/code]。" +"返回參數的雙曲餘弦值。在 Redot 著色器語言中,會被翻譯為 [code]cosh(x)[/code]。" msgid "" "Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)[/" "code] in the Godot Shader Language." msgstr "" -"返回參數的雙曲正切值。在 Godot 著色器語言中,會被翻譯為 [code]tanh(x)[/code]。" +"返回參數的雙曲正切值。在 Redot 著色器語言中,會被翻譯為 [code]tanh(x)[/code]。" msgid "" "Returns the natural logarithm of the parameter. Translates to [code]log(x)[/" "code] in the Godot Shader Language." msgstr "" -"返回參數的自然對數。在 Godot 著色器語言中,會被翻譯為 [code]log(x)[/code]。" +"返回參數的自然對數。在 Redot 著色器語言中,會被翻譯為 [code]log(x)[/code]。" msgid "" "Returns the natural exponentiation of the parameter. Translates to " "[code]exp(x)[/code] in the Godot Shader Language." msgstr "" -"返回該參數的自然指數。在 Godot 著色器語言中,會被翻譯為 [code]exp(x)[/code]。" +"返回該參數的自然指數。在 Redot 著色器語言中,會被翻譯為 [code]exp(x)[/code]。" msgid "" "Returns the square root of the parameter. Translates to [code]sqrt(x)[/code] " "in the Godot Shader Language." msgstr "" -"返回參數的平方根。在 Godot 著色器語言中,會被翻譯為 [code]sqrt(x)[/code]。" +"返回參數的平方根。在 Redot 著色器語言中,會被翻譯為 [code]sqrt(x)[/code]。" msgid "" "Returns the absolute value of the parameter. Translates to [code]abs(x)[/" "code] in the Godot Shader Language." msgstr "" -"返回參數的絕對值。在 Godot 著色器語言中,會被翻譯為 [code]abs(x)[/code]。" +"返回參數的絕對值。在 Redot 著色器語言中,會被翻譯為 [code]abs(x)[/code]。" msgid "" "Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the " "Godot Shader Language." msgstr "" -"提取參數的符號。在 Godot 著色器語言中,會被翻譯為 [code]sign(x)[/code]。" +"提取參數的符號。在 Redot 著色器語言中,會被翻譯為 [code]sign(x)[/code]。" msgid "" "Finds the nearest integer less than or equal to the parameter. Translates to " "[code]floor(x)[/code] in the Godot Shader Language." msgstr "" -"搜尋小於或等於參數的最接近的整數。在 Godot 著色器語言中,會被翻譯為 " +"搜尋小於或等於參數的最接近的整數。在 Redot 著色器語言中,會被翻譯為 " "[code]floor(x)[/code]。" msgid "" "Finds the nearest integer to the parameter. Translates to [code]round(x)[/" "code] in the Godot Shader Language." msgstr "" -"搜尋最接近參數的整數。在 Godot 著色器語言中,會被翻譯為 [code]round(x)[/" +"搜尋最接近參數的整數。在 Redot 著色器語言中,會被翻譯為 [code]round(x)[/" "code]。" msgid "" "Finds the nearest integer that is greater than or equal to the parameter. " "Translates to [code]ceil(x)[/code] in the Godot Shader Language." msgstr "" -"搜尋大於或等於參數的最接近的整數。在 Godot 著色器語言中,會被翻譯為 " +"搜尋大於或等於參數的最接近的整數。在 Redot 著色器語言中,會被翻譯為 " "[code]ceil(x)[/code]。" msgid "" "Computes the fractional part of the argument. Translates to [code]fract(x)[/" "code] in the Godot Shader Language." msgstr "" -"計算參數的小數部分。在 Godot 著色器語言中,會被翻譯為 [code]fract(x)[/code]。" +"計算參數的小數部分。在 Redot 著色器語言中,會被翻譯為 [code]fract(x)[/code]。" msgid "" "Clamps the value between [code]0.0[/code] and [code]1.0[/code] using " @@ -113798,55 +113799,55 @@ msgid "" "Returns the arc-hyperbolic-cosine of the parameter. Translates to " "[code]acosh(x)[/code] in the Godot Shader Language." msgstr "" -"返回參數的反雙曲餘弦值。在 Godot 著色器語言中,會被翻譯為 [code]acosh(x)[/" +"返回參數的反雙曲餘弦值。在 Redot 著色器語言中,會被翻譯為 [code]acosh(x)[/" "code]。" msgid "" "Returns the arc-hyperbolic-sine of the parameter. Translates to [code]asinh(x)" "[/code] in the Godot Shader Language." msgstr "" -"返回參數的反雙曲正弦值。在 Godot 著色器語言中,會被翻譯為 [code]asinh(x)[/" +"返回參數的反雙曲正弦值。在 Redot 著色器語言中,會被翻譯為 [code]asinh(x)[/" "code]。" msgid "" "Returns the arc-hyperbolic-tangent of the parameter. Translates to " "[code]atanh(x)[/code] in the Godot Shader Language." msgstr "" -"返回參數的反雙曲正切值。在 Godot 著色器語言中,會被翻譯為 [code]atanh(x)[/" +"返回參數的反雙曲正切值。在 Redot 著色器語言中,會被翻譯為 [code]atanh(x)[/" "code]。" msgid "" "Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/" "code] in the Godot Shader Language." msgstr "" -"將弧度數轉換為度數。在 Godot 著色器語言中,會被翻譯為 [code]degrees(x)[/" +"將弧度數轉換為度數。在 Redot 著色器語言中,會被翻譯為 [code]degrees(x)[/" "code]。" msgid "" "Returns 2 raised by the power of the parameter. Translates to [code]exp2(x)[/" "code] in the Godot Shader Language." msgstr "" -"返回 2 的參數次冪。在 Godot 著色器語言中,會被翻譯為 [code]exp2(x)[/code]。" +"返回 2 的參數次冪。在 Redot 著色器語言中,會被翻譯為 [code]exp2(x)[/code]。" msgid "" "Returns the inverse of the square root of the parameter. Translates to " "[code]inversesqrt(x)[/code] in the Godot Shader Language." msgstr "" -"返回參數平方根的倒數。在 Godot 著色器語言中,會被翻譯為 [code]inversesqrt(x)[/" +"返回參數平方根的倒數。在 Redot 著色器語言中,會被翻譯為 [code]inversesqrt(x)[/" "code]。" msgid "" "Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/" "code] in the Godot Shader Language." msgstr "" -"返回參數的以 2 為底的對數。在 Godot 著色器語言中,會被翻譯為 [code]log2(x)[/" +"返回參數的以 2 為底的對數。在 Redot 著色器語言中,會被翻譯為 [code]log2(x)[/" "code]。" msgid "" "Convert a quantity in degrees to radians. Translates to [code]radians(x)[/" "code] in the Godot Shader Language." msgstr "" -"將度數轉換為弧度。在 Godot 著色器語言中,會被翻譯為 [code]radians(x)[/code]。" +"將度數轉換為弧度。在 Redot 著色器語言中,會被翻譯為 [code]radians(x)[/code]。" msgid "" "Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/" @@ -113857,7 +113858,7 @@ msgid "" "Finds the nearest even integer to the parameter. Translates to " "[code]roundEven(x)[/code] in the Godot Shader Language." msgstr "" -"搜尋最接近參數的偶數。在 Godot 著色器語言中,會被翻譯為 [code]roundEven(x)[/" +"搜尋最接近參數的偶數。在 Redot 著色器語言中,會被翻譯為 [code]roundEven(x)[/" "code]。" msgid "" @@ -113866,7 +113867,7 @@ msgid "" "[code]trunc(x)[/code] in the Godot Shader Language." msgstr "" "返回與 [code]x[/code] 的最接近整數的值,其絕對值不大於 [code]x[/code] 絕對值。" -"在 Godot 著色器語言中,會被翻譯為 [code]trunc(x)[/code]。" +"在 Redot 著色器語言中,會被翻譯為 [code]trunc(x)[/code]。" msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])." msgstr "從 1 中減去標量 [code]x[/code](即 [code]1 - x[/code])。" @@ -113897,45 +113898,45 @@ msgid "" "Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/code] " "in the Godot Shader Language." msgstr "" -"計算兩個數的餘數。在 Godot 著色器語言中,會被翻譯為 [code]mod(a, b)[/code]。" +"計算兩個數的餘數。在 Redot 著色器語言中,會被翻譯為 [code]mod(a, b)[/code]。" msgid "" "Raises the [code]a[/code] to the power of [code]b[/code]. Translates to " "[code]pow(a, b)[/code] in the Godot Shader Language." msgstr "" -"將 [code]a[/code] 提高到 [code]b[/code] 次冪。在 Godot 著色器語言中,會被翻譯" +"將 [code]a[/code] 提高到 [code]b[/code] 次冪。在 Redot 著色器語言中,會被翻譯" "為 [code]pow(a, b)[/code]。" msgid "" "Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in " "the Godot Shader Language." msgstr "" -"返回兩個數中的較大者。在 Godot 著色器語言中,會被翻譯為 [code]max(a, b)[/" +"返回兩個數中的較大者。在 Redot 著色器語言中,會被翻譯為 [code]max(a, b)[/" "code]。" msgid "" "Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in " "the Godot Shader Language." msgstr "" -"返回兩個數中的較小者。在 Godot 著色器語言中,會被翻譯為 [code]min(a, b)[/" +"返回兩個數中的較小者。在 Redot 著色器語言中,會被翻譯為 [code]min(a, b)[/" "code]。" msgid "" "Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)[/" "code] in the Godot Shader Language." msgstr "" -"返回參數的反正切值。在 Godot 著色器語言中,會被翻譯為 [code]atan(a, b)[/" +"返回參數的反正切值。在 Redot 著色器語言中,會被翻譯為 [code]atan(a, b)[/" "code]。" msgid "" "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 " +"otherwise 1.0. Translates to [code]step(a, b)[/code] in the Redot Shader " "Language." msgstr "" "通過將 [code]b[/code](x)與 [code]a[/code](edge)進行比較來生成 step 函式。" "如果 [code]x[/code] 小於 [code]edge[/code] 則返回 0.0,否則返回 1.0。翻譯為 " -"Godot 著色器語言中的 [code]step(a, b)[/code]。" +"Redot 著色器語言中的 [code]step(a, b)[/code]。" msgid "A scalar float parameter to be used within the visual shader graph." msgstr "標量浮點數參數,在視覺化著色器圖中使用。" @@ -114001,17 +114002,17 @@ msgid "" msgstr "返回基於表面法線和相機視角方向的點積的衰減,將相關輸入傳給它。" msgid "" -"A custom global visual shader graph expression written in Godot Shading " +"A custom global visual shader graph expression written in Redot Shading " "Language." -msgstr "用Godot著色器語言編寫的自訂全域視覺化著色器圖形運算式。" +msgstr "用Redot著色器語言編寫的自訂全域視覺化著色器圖形運算式。" msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "generated shader. You can place various function definitions inside to call " "later in [VisualShaderNodeExpression]s (which are injected in the main shader " "functions). You can also declare varyings, uniforms and global constants." msgstr "" -"自訂Godot著色器語言運算式,位於生成的著色器之上。你可以在內部放置各種函式定" +"自訂Redot著色器語言運算式,位於生成的著色器之上。你可以在內部放置各種函式定" "義,以便以後在[VisualShaderNodeExpression]中呼叫,這些函式被注入到主著色器函數" "中。你還可以宣告varyings、uniforms 和全域常數。" @@ -114137,11 +114138,11 @@ msgid "Shading reference index" msgstr "著色參考索引" msgid "" -"Returns a translated name of the current constant in the Godot Shader " +"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]." msgstr "" -"返回目前常數名稱翻譯至 Godot 著色器語言後的名稱。例如,如果 [member " +"返回目前常數名稱翻譯至 Redot 著色器語言後的名稱。例如,如果 [member " "input_name] 等於 [code]\"albedo\"[/code],則返回 [code]\"ALBEDO\"[/code]。" msgid "" @@ -114174,7 +114175,7 @@ msgid "" "Returns the result of bitwise [code]NOT[/code] operation on the integer. " "Translates to [code]~a[/code] in the Godot Shader Language." msgstr "" -"返回對該整數進行按位元 [code]NOT[/code] 運算的結果。在 Godot 著色器語言中會被" +"返回對該整數進行按位元 [code]NOT[/code] 運算的結果。在 Redot 著色器語言中會被" "翻譯為 [code]~a[/code]。" msgid "An integer scalar operator to be used within the visual shader graph." @@ -114193,42 +114194,42 @@ msgid "" "Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] in " "the Godot Shader Language." msgstr "" -"返回兩個數字中的較小者。在 Godot 著色器語言中會被翻譯為 [code]min(a, b)[/" +"返回兩個數字中的較小者。在 Redot 著色器語言中會被翻譯為 [code]min(a, b)[/" "code]。" msgid "" "Returns the result of bitwise [code]AND[/code] operation on the integer. " "Translates to [code]a & b[/code] in the Godot Shader Language." msgstr "" -"返回對該整數進行按位元與 [code]AND[/code] 運算的結果。在 Godot 著色器語言中會" +"返回對該整數進行按位元與 [code]AND[/code] 運算的結果。在 Redot 著色器語言中會" "被翻譯為 [code]a & b[/code]。" msgid "" "Returns the result of bitwise [code]OR[/code] operation for two integers. " "Translates to [code]a | b[/code] in the Godot Shader Language." msgstr "" -"返回對該整數進行按位元或 [code]OR[/code] 運算的結果。在 Godot 著色器語言中會被" +"返回對該整數進行按位元或 [code]OR[/code] 運算的結果。在 Redot 著色器語言中會被" "翻譯為 [code]a | b[/code]。" msgid "" "Returns the result of bitwise [code]XOR[/code] operation for two integers. " "Translates to [code]a ^ b[/code] in the Godot Shader Language." msgstr "" -"返回對該整數進行按位元異或 [code]XOR[/code] 運算的結果。在 Godot 著色器語言中" +"返回對該整數進行按位元異或 [code]XOR[/code] 運算的結果。在 Redot 著色器語言中" "會被翻譯為 [code]a ^ b[/code]。" msgid "" "Returns the result of bitwise left shift operation on the integer. Translates " "to [code]a << b[/code] in the Godot Shader Language." msgstr "" -"返回對該整數進行按位元左移運算的結果。在 Godot 著色器語言中會被翻譯為 [code]a " +"返回對該整數進行按位元左移運算的結果。在 Redot 著色器語言中會被翻譯為 [code]a " "<< b[/code]。" msgid "" "Returns the result of bitwise right shift operation on the integer. " "Translates to [code]a >> b[/code] in the Godot Shader Language." msgstr "" -"返回對該整數進行按位元右移運算的結果。在 Godot 著色器語言中會被翻譯為 [code]a " +"返回對該整數進行按位元右移運算的結果。在 Redot 著色器語言中會被翻譯為 [code]a " ">> b[/code]。" msgid "A visual shader node for shader parameter (uniform) of type [int]." @@ -115924,16 +115925,16 @@ msgstr "發送出去封包時要使用的傳輸模式。可以是文字或二進 msgid "" "Tells the channel to send data over this channel as text. An external peer " -"(non-Godot) would receive this as a string." +"(non-Redot) would receive this as a string." msgstr "" -"告訴通道以文字形式在這個通道上發送資料。外部對等體(非 Godot)會以字串的形式接" +"告訴通道以文字形式在這個通道上發送資料。外部對等體(非 Redot)會以字串的形式接" "收。" msgid "" "Tells the channel to send data over this channel as binary. An external peer " -"(non-Godot) would receive this as array buffer or blob." +"(non-Redot) would receive this as array buffer or blob." msgstr "" -"告訴通道以二進位形式在此通道上發送資料。外部對等體(非 Godot)將以陣列緩衝區" +"告訴通道以二進位形式在此通道上發送資料。外部對等體(非 Redot)將以陣列緩衝區" "或 blob 的形式接收。" msgid "The channel was created, but it's still trying to connect." @@ -116778,8 +116779,8 @@ msgstr "連接已關閉或無法打開。" msgid "XR interface using WebXR." msgstr "使用 WebXR 的 AR/VR 介面。" -msgid "How to make a VR game for WebXR with Godot 4" -msgstr "如何使用 Godot 4 製作 WebXR 的 VR 遊戲" +msgid "How to make a VR game for WebXR with Redot 4" +msgstr "如何使用 Redot 4 製作 WebXR 的 VR 遊戲" msgid "" "Returns display refresh rates supported by the current HMD. Only returned if " @@ -116955,10 +116956,10 @@ msgid "" "Emitted when the user ends the WebXR session (which can be done using UI from " "the browser or device).\n" "At this point, you should do [code]get_viewport().use_xr = false[/code] to " -"instruct Godot to resume rendering to the screen." +"instruct Redot to resume rendering to the screen." msgstr "" "使用者結束 WebXR 會話時發出(可以使用流覽器或裝置的 UI 結束會話)。\n" -"此時,你應該執行 [code]get_viewport().use_xr = false[/code],讓 Godot 繼續算繪" +"此時,你應該執行 [code]get_viewport().use_xr = false[/code],讓 Redot 繼續算繪" "至螢幕。" msgid "" @@ -116973,10 +116974,10 @@ msgid "" "Emitted by [method XRInterface.initialize] if the session is successfully " "started.\n" "At this point, it's safe to do [code]get_viewport().use_xr = true[/code] to " -"instruct Godot to start rendering to the XR device." +"instruct Redot to start rendering to the XR device." msgstr "" "由 [method XRInterface.initialize] 在該會話啟動成功時發出。\n" -"此時,可以安全地執行 [code]get_viewport().use_xr = true[/code],讓 Godot 開始" +"此時,可以安全地執行 [code]get_viewport().use_xr = true[/code],讓 Redot 開始" "算繪至 XR 裝置。" msgid "" @@ -118605,14 +118606,14 @@ msgstr "XR 介面實作的基底類別。" msgid "" "This class needs to be implemented to make an AR or VR platform available to " -"Godot and these should be implemented as C++ modules or GDExtension modules. " +"Redot and these should be implemented as C++ modules or GDExtension modules. " "Part of the interface is exposed to GDScript so you can detect, enable and " "configure an AR or VR platform.\n" "Interfaces should be written in such a way that simply enabling them will " "give us a working setup. You can query the available interfaces through " "[XRServer]." msgstr "" -"需要實作該類以使 Godot 可以使用 AR 或 VR 平臺,並且這些應作為 C++ 模組或 " +"需要實作該類以使 Redot 可以使用 AR 或 VR 平臺,並且這些應作為 C++ 模組或 " "GDExtension 模組實作。部分介面公開給 GDScript,因此可以偵測、啟用和配置 AR 或 " "VR 平臺。\n" "介面應該以這樣一種方式編寫,只要簡單地啟用它們就會提供一個工作設定。可以通過 " @@ -118690,9 +118691,9 @@ msgid "" "After initializing the interface you want to use you then need to enable the " "AR/VR mode of a viewport and rendering should commence.\n" "[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.\n" +"that uses the main output of Redot, such as for mobile VR.\n" "If you do this for a platform that handles its own output (such as OpenVR) " -"Godot will show just one eye without distortion on screen. Alternatively, you " +"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 " @@ -118704,9 +118705,9 @@ msgstr "" "呼叫它來初始化這個介面。被初始化的第一個介面被識別為主介面,它將用於算繪輸" "出。\n" "初始化想要使用的介面後,需要啟用視口的 AR/VR 模式,並且算繪應該開始。\n" -"[b]注意:[/b]對於任何使用 Godot 主輸出的裝置,例如移動 VR,必須在主視口上啟用 " +"[b]注意:[/b]對於任何使用 Redot 主輸出的裝置,例如移動 VR,必須在主視口上啟用 " "XR 模式。\n" -"如果為處理自己輸出的平臺(例如 OpenVR)執行該操作,則 Godot 將只顯示一隻眼睛而" +"如果為處理自己輸出的平臺(例如 OpenVR)執行該操作,則 Redot 將只顯示一隻眼睛而" "不會在螢幕上失真。或者,可以將單獨的視口節點新增到場景並在該視口上啟用 AR/VR。" "它將被用於輸出到 HMD,讓你可以在主視窗中自由地做任何你喜歡的事情,例如使用單獨" "的相機作為旁觀者相機或算繪完全不同的東西。\n" @@ -118771,8 +118772,8 @@ msgstr "此介面可以與正常的算繪輸出一起工作(非基於 HMD 的 msgid "This interface supports stereoscopic rendering." msgstr "該介面支援立體算繪。" -msgid "This interface supports quad rendering (not yet supported by Godot)." -msgstr "該介面支援四邊形算繪(Godot 尚不支援)。" +msgid "This interface supports quad rendering (not yet supported by Redot)." +msgstr "該介面支援四邊形算繪(Redot 尚不支援)。" msgid "This interface supports VR." msgstr "該介面支援 VR。" @@ -119025,22 +119026,22 @@ msgstr "返回包含被追蹤姿勢的目前狀態的 [XRPose]。這可以存取 msgid "" "The name of the pose we're bound to. Which poses a tracker supports is not " "known during design time.\n" -"Godot defines number of standard pose names such as [code]aim[/code] and " +"Redot defines number of standard pose names such as [code]aim[/code] and " "[code]grip[/code] but other may be configured within a given [XRInterface]." msgstr "" "我們綁定到的姿勢的名稱。設計時並不知道追蹤器支援哪些姿勢。\n" -"Godot 定義了許多標準姿勢名稱,例如 [code]aim[/code] 和 [code]grip[/code],但也" +"Redot 定義了許多標準姿勢名稱,例如 [code]aim[/code] 和 [code]grip[/code],但也" "可以在給定的 [XRInterface] 中配置其他名稱。" msgid "" "The name of the tracker we're bound to. Which trackers are available is not " "known during design time.\n" -"Godot defines a number of standard trackers such as [code]left_hand[/code] " +"Redot defines a number of standard trackers such as [code]left_hand[/code] " "and [code]right_hand[/code] but others may be configured within a given " "[XRInterface]." msgstr "" "我們綁定到的追蹤器的名稱。設計時並不知道有哪些追蹤器可用。\n" -"Godot 定義了許多標準追蹤器,例如 [code]left_hand[/code] 和 [code]right_hand[/" +"Redot 定義了許多標準追蹤器,例如 [code]left_hand[/code] 和 [code]right_hand[/" "code],但也可以在給定的 [XRInterface] 中配置其他追蹤器。" msgid "" @@ -119090,7 +119091,7 @@ msgstr "該姿勢的線速度。" msgid "" "The name of this pose. Pose names are often driven by an action map setup by " -"the user. Godot does suggest a number of pose names that it expects " +"the user. Redot does suggest a number of pose names that it expects " "[XRInterface]s to implement:\n" "- [code]root[/code] defines a root location, often used for tracked objects " "that do not have further nodes.\n" @@ -119101,7 +119102,7 @@ msgid "" "placed when using hand tracking and the animated skeleton supplied by the XR " "runtime." msgstr "" -"這個姿勢的名稱。姿勢名稱通常由使用者設定的動作對應來驅動。Godot 確實給出了一些" +"這個姿勢的名稱。姿勢名稱通常由使用者設定的動作對應來驅動。Redot 確實給出了一些" "姿勢名稱的建議,希望 [XRInterface] 能夠實作:\n" "-[code]root[/code] 定義根的位置,通常用於沒有其他節點的被追蹤物體。\n" "-[code]aim[/code] 定義控制器的頂端,方向朝外,例如:可以將你要投射的射線加到這" diff --git a/drivers/alsa/audio_driver_alsa.cpp b/drivers/alsa/audio_driver_alsa.cpp index 0c9635339b..44580116a8 100644 --- a/drivers/alsa/audio_driver_alsa.cpp +++ b/drivers/alsa/audio_driver_alsa.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/alsa/audio_driver_alsa.h b/drivers/alsa/audio_driver_alsa.h index b62d7188dd..c9a8d2c63d 100644 --- a/drivers/alsa/audio_driver_alsa.h +++ b/drivers/alsa/audio_driver_alsa.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/alsamidi/midi_driver_alsamidi.cpp b/drivers/alsamidi/midi_driver_alsamidi.cpp index 445fc4a993..577de5f086 100644 --- a/drivers/alsamidi/midi_driver_alsamidi.cpp +++ b/drivers/alsamidi/midi_driver_alsamidi.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/alsamidi/midi_driver_alsamidi.h b/drivers/alsamidi/midi_driver_alsamidi.h index 45811bec47..3d1a253603 100644 --- a/drivers/alsamidi/midi_driver_alsamidi.h +++ b/drivers/alsamidi/midi_driver_alsamidi.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/backtrace/SCsub b/drivers/backtrace/SCsub index cc2cf0a6d8..3d5fb0a5c4 100644 --- a/drivers/backtrace/SCsub +++ b/drivers/backtrace/SCsub @@ -34,7 +34,7 @@ env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) env.drivers_sources += thirdparty_obj -# Godot source files +# Redot source files driver_obj = [] diff --git a/drivers/coreaudio/audio_driver_coreaudio.cpp b/drivers/coreaudio/audio_driver_coreaudio.cpp index 433bbfb3f5..dc945395ec 100644 --- a/drivers/coreaudio/audio_driver_coreaudio.cpp +++ b/drivers/coreaudio/audio_driver_coreaudio.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/coreaudio/audio_driver_coreaudio.h b/drivers/coreaudio/audio_driver_coreaudio.h index 67ff3f3efc..4a34ba086e 100644 --- a/drivers/coreaudio/audio_driver_coreaudio.h +++ b/drivers/coreaudio/audio_driver_coreaudio.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/coremidi/midi_driver_coremidi.cpp b/drivers/coremidi/midi_driver_coremidi.cpp index f6cc59471e..ebe04603b8 100644 --- a/drivers/coremidi/midi_driver_coremidi.cpp +++ b/drivers/coremidi/midi_driver_coremidi.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -61,7 +63,7 @@ Error MIDIDriverCoreMidi::open() { ERR_FAIL_COND_V_MSG(client || core_midi_closed, FAILED, "MIDIDriverCoreMidi cannot be reopened."); - CFStringRef name = CFStringCreateWithCString(nullptr, "Godot", kCFStringEncodingASCII); + CFStringRef name = CFStringCreateWithCString(nullptr, "Redot", kCFStringEncodingASCII); OSStatus result = MIDIClientCreate(name, nullptr, nullptr, &client); CFRelease(name); if (result != noErr) { @@ -69,7 +71,7 @@ Error MIDIDriverCoreMidi::open() { return ERR_CANT_OPEN; } - result = MIDIInputPortCreate(client, CFSTR("Godot Input"), MIDIDriverCoreMidi::read, (void *)this, &port_in); + result = MIDIInputPortCreate(client, CFSTR("Redot Input"), MIDIDriverCoreMidi::read, (void *)this, &port_in); if (result != noErr) { ERR_PRINT("MIDIInputPortCreate failed, code: " + itos(result)); return ERR_CANT_OPEN; diff --git a/drivers/coremidi/midi_driver_coremidi.h b/drivers/coremidi/midi_driver_coremidi.h index 02cbc6234c..a87dd7b1ac 100644 --- a/drivers/coremidi/midi_driver_coremidi.h +++ b/drivers/coremidi/midi_driver_coremidi.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/d3d12/SCsub b/drivers/d3d12/SCsub index beeb13398e..1c9675e4ad 100644 --- a/drivers/d3d12/SCsub +++ b/drivers/d3d12/SCsub @@ -157,7 +157,7 @@ env_d3d12_rdd.Append(CPPDEFINES=extra_defines) env.drivers_sources += thirdparty_obj -# Godot source files. +# Redot source files. driver_obj = [] env_d3d12_rdd.add_source_files(driver_obj, "*.cpp") diff --git a/drivers/d3d12/d3d12_godot_nir_bridge.h b/drivers/d3d12/d3d12_godot_nir_bridge.h index f66c4edf89..384aad8ac2 100644 --- a/drivers/d3d12/d3d12_godot_nir_bridge.h +++ b/drivers/d3d12/d3d12_godot_nir_bridge.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/d3d12/d3d12ma.cpp b/drivers/d3d12/d3d12ma.cpp index b7c9eb7ec0..9aa688621f 100644 --- a/drivers/d3d12/d3d12ma.cpp +++ b/drivers/d3d12/d3d12ma.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/d3d12/dxil_hash.cpp b/drivers/d3d12/dxil_hash.cpp index e08492c9ea..51c8ee71fa 100644 --- a/drivers/d3d12/dxil_hash.cpp +++ b/drivers/d3d12/dxil_hash.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/d3d12/dxil_hash.h b/drivers/d3d12/dxil_hash.h index db8ee85a0d..987a398c9f 100644 --- a/drivers/d3d12/dxil_hash.h +++ b/drivers/d3d12/dxil_hash.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/d3d12/rendering_context_driver_d3d12.cpp b/drivers/d3d12/rendering_context_driver_d3d12.cpp index 8fa495f5c4..4a7aaf5b76 100644 --- a/drivers/d3d12/rendering_context_driver_d3d12.cpp +++ b/drivers/d3d12/rendering_context_driver_d3d12.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/d3d12/rendering_context_driver_d3d12.h b/drivers/d3d12/rendering_context_driver_d3d12.h index a2d828ded1..988364604f 100644 --- a/drivers/d3d12/rendering_context_driver_d3d12.h +++ b/drivers/d3d12/rendering_context_driver_d3d12.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/d3d12/rendering_device_driver_d3d12.cpp b/drivers/d3d12/rendering_device_driver_d3d12.cpp index 479afbba93..cbe4d8b1ef 100644 --- a/drivers/d3d12/rendering_device_driver_d3d12.cpp +++ b/drivers/d3d12/rendering_device_driver_d3d12.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -3534,7 +3536,7 @@ Vector<uint8_t> RenderingDeviceDriverD3D12::shader_compile_binary_from_spirv(Vec binptr[0] = 'G'; binptr[1] = 'S'; binptr[2] = 'B'; - binptr[3] = 'D'; // Godot shader binary data. + binptr[3] = 'D'; // Redot shader binary data. offset += 4; encode_uint32(ShaderBinary::VERSION, binptr + offset); offset += sizeof(uint32_t); diff --git a/drivers/d3d12/rendering_device_driver_d3d12.h b/drivers/d3d12/rendering_device_driver_d3d12.h index b449a90876..d4fd749fdf 100644 --- a/drivers/d3d12/rendering_device_driver_d3d12.h +++ b/drivers/d3d12/rendering_device_driver_d3d12.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/egl/SCsub b/drivers/egl/SCsub index 3a9b484b83..4b865ca34f 100644 --- a/drivers/egl/SCsub +++ b/drivers/egl/SCsub @@ -3,5 +3,5 @@ from misc.utility.scons_hints import * Import("env") -# Godot source files +# Redot source files env.add_source_files(env.drivers_sources, "*.cpp") diff --git a/drivers/egl/egl_manager.cpp b/drivers/egl/egl_manager.cpp index 8ca0aa5943..c53628e9af 100644 --- a/drivers/egl/egl_manager.cpp +++ b/drivers/egl/egl_manager.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/egl/egl_manager.h b/drivers/egl/egl_manager.h index 2e1ae6ec53..4f6523b7e2 100644 --- a/drivers/egl/egl_manager.h +++ b/drivers/egl/egl_manager.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gl_context/SCsub b/drivers/gl_context/SCsub index a2ba425990..72e7444c6a 100644 --- a/drivers/gl_context/SCsub +++ b/drivers/gl_context/SCsub @@ -26,5 +26,5 @@ if env["platform"] in ["macos", "windows", "linuxbsd"]: env_thirdparty.disable_warnings() env_thirdparty.add_source_files(env.drivers_sources, thirdparty_sources) -# Godot source files +# Redot source files env.add_source_files(env.drivers_sources, "*.cpp") diff --git a/drivers/gles3/effects/copy_effects.cpp b/drivers/gles3/effects/copy_effects.cpp index 47ca832bd7..3cd561c2e8 100644 --- a/drivers/gles3/effects/copy_effects.cpp +++ b/drivers/gles3/effects/copy_effects.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/effects/copy_effects.h b/drivers/gles3/effects/copy_effects.h index 1f7b3ee689..0743dcc5b4 100644 --- a/drivers/gles3/effects/copy_effects.h +++ b/drivers/gles3/effects/copy_effects.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/effects/cubemap_filter.cpp b/drivers/gles3/effects/cubemap_filter.cpp index 685fee6d1b..314d8a6a3c 100644 --- a/drivers/gles3/effects/cubemap_filter.cpp +++ b/drivers/gles3/effects/cubemap_filter.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/effects/cubemap_filter.h b/drivers/gles3/effects/cubemap_filter.h index eaaa6f4075..989c193d0b 100644 --- a/drivers/gles3/effects/cubemap_filter.h +++ b/drivers/gles3/effects/cubemap_filter.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/effects/glow.cpp b/drivers/gles3/effects/glow.cpp index 9728b089aa..3c6b78e068 100644 --- a/drivers/gles3/effects/glow.cpp +++ b/drivers/gles3/effects/glow.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/effects/glow.h b/drivers/gles3/effects/glow.h index a1be6e1f4c..a5d58663ce 100644 --- a/drivers/gles3/effects/glow.h +++ b/drivers/gles3/effects/glow.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/effects/post_effects.cpp b/drivers/gles3/effects/post_effects.cpp index 105c8f6b71..fe8643b69b 100644 --- a/drivers/gles3/effects/post_effects.cpp +++ b/drivers/gles3/effects/post_effects.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/effects/post_effects.h b/drivers/gles3/effects/post_effects.h index 916d29a052..c03c43d653 100644 --- a/drivers/gles3/effects/post_effects.h +++ b/drivers/gles3/effects/post_effects.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/environment/fog.cpp b/drivers/gles3/environment/fog.cpp index 6083c4da46..18d505f4ad 100644 --- a/drivers/gles3/environment/fog.cpp +++ b/drivers/gles3/environment/fog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/environment/fog.h b/drivers/gles3/environment/fog.h index 7dc0265917..12f8832f18 100644 --- a/drivers/gles3/environment/fog.h +++ b/drivers/gles3/environment/fog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/environment/gi.cpp b/drivers/gles3/environment/gi.cpp index 6b33e0aa22..cee7b70081 100644 --- a/drivers/gles3/environment/gi.cpp +++ b/drivers/gles3/environment/gi.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/environment/gi.h b/drivers/gles3/environment/gi.h index 3eaa687f4f..8d3f76a628 100644 --- a/drivers/gles3/environment/gi.h +++ b/drivers/gles3/environment/gi.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 3c959f0143..f8b443afb0 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h index a82e2713e0..18b9267105 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.h +++ b/drivers/gles3/rasterizer_canvas_gles3.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index 843b6eac05..bd69069696 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -314,7 +316,7 @@ RasterizerGLES3::RasterizerGLES3() { } if (callback) { - print_line("godot: ENABLING GL DEBUG"); + print_line("redot: ENABLING GL DEBUG"); glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB); callback((DEBUGPROCARB)_gl_debug_print, nullptr); glEnable(_EXT_DEBUG_OUTPUT); @@ -371,7 +373,7 @@ RasterizerGLES3::RasterizerGLES3() { canvas = memnew(RasterizerCanvasGLES3()); scene = memnew(RasterizerSceneGLES3()); - // Disable OpenGL linear to sRGB conversion, because Godot will always do this conversion itself. + // Disable OpenGL linear to sRGB conversion, because Redot will always do this conversion itself. if (config->srgb_framebuffer_supported) { glDisable(GL_FRAMEBUFFER_SRGB); } diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h index 6765d8b4d5..feb70c31da 100644 --- a/drivers/gles3/rasterizer_gles3.h +++ b/drivers/gles3/rasterizer_gles3.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index a73f14c796..3af9ecfeca 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 06371b2b7f..44859bd424 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index b73debf04a..ae68ca7adc 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h index 9ee939e343..89fa65b02a 100644 --- a/drivers/gles3/shader_gles3.h +++ b/drivers/gles3/shader_gles3.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp index 209b7dd7d2..ee32e3614a 100644 --- a/drivers/gles3/storage/config.cpp +++ b/drivers/gles3/storage/config.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h index d60f295d66..f7c2b7c635 100644 --- a/drivers/gles3/storage/config.h +++ b/drivers/gles3/storage/config.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/storage/light_storage.cpp b/drivers/gles3/storage/light_storage.cpp index 9b81430d45..2b060014d8 100644 --- a/drivers/gles3/storage/light_storage.cpp +++ b/drivers/gles3/storage/light_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/storage/light_storage.h b/drivers/gles3/storage/light_storage.h index 5391e607c3..e5241914e7 100644 --- a/drivers/gles3/storage/light_storage.h +++ b/drivers/gles3/storage/light_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index 04cbf7f2cd..0a3d08a18b 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/storage/material_storage.h b/drivers/gles3/storage/material_storage.h index 392ebcc570..fb204bb644 100644 --- a/drivers/gles3/storage/material_storage.h +++ b/drivers/gles3/storage/material_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp index 73d95d75ba..9699020a71 100644 --- a/drivers/gles3/storage/mesh_storage.cpp +++ b/drivers/gles3/storage/mesh_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/storage/mesh_storage.h b/drivers/gles3/storage/mesh_storage.h index 8615b89a30..2f1617a884 100644 --- a/drivers/gles3/storage/mesh_storage.h +++ b/drivers/gles3/storage/mesh_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/storage/particles_storage.cpp b/drivers/gles3/storage/particles_storage.cpp index b600681280..e2c45e8e78 100644 --- a/drivers/gles3/storage/particles_storage.cpp +++ b/drivers/gles3/storage/particles_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/storage/particles_storage.h b/drivers/gles3/storage/particles_storage.h index 086f5f7936..a18261fa29 100644 --- a/drivers/gles3/storage/particles_storage.h +++ b/drivers/gles3/storage/particles_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/storage/render_scene_buffers_gles3.cpp b/drivers/gles3/storage/render_scene_buffers_gles3.cpp index c91547d2b1..08deb1ee24 100644 --- a/drivers/gles3/storage/render_scene_buffers_gles3.cpp +++ b/drivers/gles3/storage/render_scene_buffers_gles3.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/storage/render_scene_buffers_gles3.h b/drivers/gles3/storage/render_scene_buffers_gles3.h index 9a2912f978..14ae16d864 100644 --- a/drivers/gles3/storage/render_scene_buffers_gles3.h +++ b/drivers/gles3/storage/render_scene_buffers_gles3.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp index 5f49a84fe8..4113367e6b 100644 --- a/drivers/gles3/storage/texture_storage.cpp +++ b/drivers/gles3/storage/texture_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h index d85d10e235..2d755f41fd 100644 --- a/drivers/gles3/storage/texture_storage.h +++ b/drivers/gles3/storage/texture_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/storage/utilities.cpp b/drivers/gles3/storage/utilities.cpp index 7f0be36466..bef83863a1 100644 --- a/drivers/gles3/storage/utilities.cpp +++ b/drivers/gles3/storage/utilities.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/gles3/storage/utilities.h b/drivers/gles3/storage/utilities.h index 7c3b08717e..0f481accbc 100644 --- a/drivers/gles3/storage/utilities.h +++ b/drivers/gles3/storage/utilities.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/metal/README.md b/drivers/metal/README.md index 30cfa52360..beaf1ddd4a 100644 --- a/drivers/metal/README.md +++ b/drivers/metal/README.md @@ -1,6 +1,6 @@ # Metal Rendering Device -This document aims to describe the Metal rendering device implementation in Godot. +This document aims to describe the Metal rendering device implementation in Redot. ## Future work / ideas diff --git a/drivers/metal/metal_device_properties.h b/drivers/metal/metal_device_properties.h index 7467e8ceb4..55cae00ede 100644 --- a/drivers/metal/metal_device_properties.h +++ b/drivers/metal/metal_device_properties.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/metal/metal_device_properties.mm b/drivers/metal/metal_device_properties.mm index 857fa8c66e..7e6c86eb89 100644 --- a/drivers/metal/metal_device_properties.mm +++ b/drivers/metal/metal_device_properties.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/metal/metal_objects.h b/drivers/metal/metal_objects.h index 38d5b53ffa..f72fc9c391 100644 --- a/drivers/metal/metal_objects.h +++ b/drivers/metal/metal_objects.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -903,7 +905,7 @@ public: }; // These functions are used to convert between Objective-C objects and -// the RIDs used by Godot, respecting automatic reference counting. +// the RIDs used by Redot, respecting automatic reference counting. namespace rid { // Converts an Objective-C object to a pointer, and incrementing the diff --git a/drivers/metal/metal_objects.mm b/drivers/metal/metal_objects.mm index c3906af159..a68812f86b 100644 --- a/drivers/metal/metal_objects.mm +++ b/drivers/metal/metal_objects.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/metal/metal_utils.h b/drivers/metal/metal_utils.h index f3ee395d04..04ab8ade8a 100644 --- a/drivers/metal/metal_utils.h +++ b/drivers/metal/metal_utils.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/metal/pixel_formats.h b/drivers/metal/pixel_formats.h index 167c3d5600..3c1bf3399b 100644 --- a/drivers/metal/pixel_formats.h +++ b/drivers/metal/pixel_formats.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -270,14 +272,14 @@ public: /** Returns whether the specified Metal MTLPixelFormat is a PVRTC format. */ bool isPVRTCFormat(MTLPixelFormat p_format); - /** Returns the format type corresponding to the specified Godot pixel format, */ + /** Returns the format type corresponding to the specified Redot pixel format, */ MTLFormatType getFormatType(DataFormat p_format); /** Returns the format type corresponding to the specified Metal MTLPixelFormat, */ MTLFormatType getFormatType(MTLPixelFormat p_formt); /** - * Returns the Metal MTLPixelFormat corresponding to the specified Godot pixel + * Returns the Metal MTLPixelFormat corresponding to the specified Redot pixel * or returns MTLPixelFormatInvalid if no corresponding MTLPixelFormat exists. */ MTLPixelFormat getMTLPixelFormat(DataFormat p_format); @@ -289,7 +291,7 @@ public: DataFormat getDataFormat(MTLPixelFormat p_format); /** - * Returns the size, in bytes, of a texel block of the specified Godot pixel. + * Returns the size, in bytes, of a texel block of the specified Redot pixel. * For uncompressed formats, the returned value corresponds to the size in bytes of a single texel. */ uint32_t getBytesPerBlock(DataFormat p_format); @@ -307,7 +309,7 @@ public: uint8_t getChromaSubsamplingComponentBits(DataFormat p_format); /** - * Returns the size, in bytes, of a texel of the specified Godot format. + * Returns the size, in bytes, of a texel of the specified Redot format. * The returned value may be fractional for certain compressed formats. */ float getBytesPerTexel(DataFormat p_format); @@ -319,7 +321,7 @@ public: float getBytesPerTexel(MTLPixelFormat p_format); /** - * Returns the size, in bytes, of a row of texels of the specified Godot pixel format. + * Returns the size, in bytes, of a row of texels of the specified Redot pixel format. * * For compressed formats, this takes into consideration the compression block size, * and p_texels_per_row should specify the width in texels, not blocks. The result is rounded @@ -337,7 +339,7 @@ public: size_t getBytesPerRow(MTLPixelFormat p_format, uint32_t p_texels_per_row); /** - * Returns the size, in bytes, of a texture layer of the specified Godot pixel format. + * Returns the size, in bytes, of a texture layer of the specified Redot pixel format. * * For compressed formats, this takes into consideration the compression block size, * and p_texel_rows_per_layer should specify the height in texels, not blocks. The result is @@ -353,7 +355,7 @@ public: */ size_t getBytesPerLayer(MTLPixelFormat p_format, size_t p_bytes_per_row, uint32_t p_texel_rows_per_layer); - /** Returns the Metal format capabilities supported by the specified Godot format, without substitution. */ + /** Returns the Metal format capabilities supported by the specified Redot format, without substitution. */ MTLFmtCaps getCapabilities(DataFormat p_format, bool p_extended = false); /** Returns the Metal format capabilities supported by the specified Metal format. */ diff --git a/drivers/metal/pixel_formats.mm b/drivers/metal/pixel_formats.mm index 36edbab99a..1060bae9b8 100644 --- a/drivers/metal/pixel_formats.mm +++ b/drivers/metal/pixel_formats.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -1009,7 +1011,7 @@ void PixelFormats::modifyMTLFormatCapabilities(id<MTLDevice> p_device) { addGPUMTLPixFmtCaps(Apple5, BGRA8Unorm_sRGB, All); // Blending is actually supported for this format, but format channels cannot be individually write-enabled during blending. - // Disabling blending is the least-intrusive way to handle this in a Godot-friendly way. + // Disabling blending is the least-intrusive way to handle this in a Redot-friendly way. addGPUMTLPixFmtCaps(Apple5, RGB9E5Float, All); disableMTLPixFmtCaps(RGB9E5Float, Blend); @@ -1252,7 +1254,7 @@ void PixelFormats::modifyMTLFormatCapabilities(id<MTLDevice> p_device) { #undef disableAllMTLPixFmtCaps #undef addFeatSetMTLVtxFmtCaps -// Populates the DataFormat lookup maps and connects Godot and Metal pixel formats to one-another. +// Populates the DataFormat lookup maps and connects Redot and Metal pixel formats to one-another. void PixelFormats::buildDFFormatMaps() { // Iterate through the DataFormat descriptions, populate the lookup maps and back pointers, // and validate the Metal formats for the platform and OS. @@ -1260,9 +1262,9 @@ void PixelFormats::buildDFFormatMaps() { DataFormatDesc &dfDesc = _dataFormatDescriptions[fmtIdx]; DataFormat dfFmt = dfDesc.dataFormat; if (dfFmt != RD::DATA_FORMAT_MAX) { - // Populate the back reference from the Metal formats to the Godot format. + // Populate the back reference from the Metal formats to the Redot format. // Validate the corresponding Metal formats for the platform, and clear them - // in the Godot format if not supported. + // in the Redot format if not supported. if (dfDesc.mtlPixelFormat) { MTLFormatDesc &mtlDesc = getMTLPixelFormatDesc(dfDesc.mtlPixelFormat); if (mtlDesc.dataFormat == RD::DATA_FORMAT_MAX) { diff --git a/drivers/metal/rendering_context_driver_metal.h b/drivers/metal/rendering_context_driver_metal.h index 7e0b09186d..580aae26d4 100644 --- a/drivers/metal/rendering_context_driver_metal.h +++ b/drivers/metal/rendering_context_driver_metal.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/metal/rendering_context_driver_metal.mm b/drivers/metal/rendering_context_driver_metal.mm index b97b586352..8e0789d9dd 100644 --- a/drivers/metal/rendering_context_driver_metal.mm +++ b/drivers/metal/rendering_context_driver_metal.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/metal/rendering_device_driver_metal.h b/drivers/metal/rendering_device_driver_metal.h index 7c23624e43..07a9a9bbd5 100644 --- a/drivers/metal/rendering_device_driver_metal.h +++ b/drivers/metal/rendering_device_driver_metal.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/metal/rendering_device_driver_metal.mm b/drivers/metal/rendering_device_driver_metal.mm index 4da11ecd21..f49c406afc 100644 --- a/drivers/metal/rendering_device_driver_metal.mm +++ b/drivers/metal/rendering_device_driver_metal.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -568,7 +570,7 @@ uint8_t *RenderingDeviceDriverMetal::texture_map(TextureID p_texture, const Text offset += bytes_per_layer * mipExtent.depth * (p_subresource.layer - 1); } - // TODO: Confirm with rendering team that there is no other way Godot may attempt to map a texture with multiple mipmaps or array layers. + // TODO: Confirm with rendering team that there is no other way Redot may attempt to map a texture with multiple mipmaps or array layers. // NOTE: It is not possible to create a buffer-backed texture with mipmaps or array layers, // as noted in the is_valid_linear function, so the offset calculation SHOULD always be zero. @@ -802,7 +804,7 @@ void RenderingDeviceDriverMetal::fence_free(FenceID p_fence) { #pragma mark - Semaphores RDD::SemaphoreID RenderingDeviceDriverMetal::semaphore_create() { - // Metal doesn't use semaphores, as their purpose within Godot is to ensure ordering of command buffer execution. + // Metal doesn't use semaphores, as their purpose within Redot is to ensure ordering of command buffer execution. return SemaphoreID(1); } @@ -3918,7 +3920,7 @@ Error RenderingDeviceDriverMetal::_create_device() { ERR_FAIL_NULL_V(device_queue, ERR_CANT_CREATE); device_scope = [MTLCaptureManager.sharedCaptureManager newCaptureScopeWithCommandQueue:device_queue]; - device_scope.label = @"Godot Frame"; + device_scope.label = @"Redot Frame"; [device_scope beginScope]; // Allow Xcode to capture the first frame, if desired. resource_cache = std::make_unique<MDResourceCache>(this); @@ -3955,7 +3957,7 @@ Error RenderingDeviceDriverMetal::initialize(uint32_t p_device_index, uint32_t p // Check required features and abort if any of them is missing. if (!metal_device_properties->features.imageCubeArray) { // NOTE: Apple A11 (Apple4) GPUs support image cube arrays, which are devices from 2017 and newer. - String error_string = vformat("Your Apple GPU does not support the following features which are required to use Metal-based renderers in Godot:\n\n"); + String error_string = vformat("Your Apple GPU does not support the following features which are required to use Metal-based renderers in Redot:\n\n"); if (!metal_device_properties->features.imageCubeArray) { error_string += "- No support for image cube arrays.\n"; } diff --git a/drivers/png/SCsub b/drivers/png/SCsub index fce37257b1..c9fe84b221 100644 --- a/drivers/png/SCsub +++ b/drivers/png/SCsub @@ -62,7 +62,7 @@ if env["builtin_libpng"]: env.drivers_sources += thirdparty_obj -# Godot source files +# Redot source files driver_obj = [] diff --git a/drivers/png/image_loader_png.cpp b/drivers/png/image_loader_png.cpp index 6f98f072dd..edeadccecb 100644 --- a/drivers/png/image_loader_png.cpp +++ b/drivers/png/image_loader_png.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -79,7 +81,7 @@ Ref<Image> ImageLoaderPNG::lossless_unpack_png(const Vector<uint8_t> &p_data) { Vector<uint8_t> ImageLoaderPNG::lossless_pack_png(const Ref<Image> &p_image) { Vector<uint8_t> out_buffer; - // add Godot's own "PNG " prefix + // add Redot's own "PNG " prefix if (out_buffer.resize(4) != OK) { ERR_FAIL_V(Vector<uint8_t>()); } diff --git a/drivers/png/image_loader_png.h b/drivers/png/image_loader_png.h index ecce9a405b..4a5572fe31 100644 --- a/drivers/png/image_loader_png.h +++ b/drivers/png/image_loader_png.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/png/png_driver_common.cpp b/drivers/png/png_driver_common.cpp index a789d5c5b3..a133c8b394 100644 --- a/drivers/png/png_driver_common.cpp +++ b/drivers/png/png_driver_common.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/png/png_driver_common.h b/drivers/png/png_driver_common.h index 423a3b5b02..66b840349a 100644 --- a/drivers/png/png_driver_common.h +++ b/drivers/png/png_driver_common.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/png/resource_saver_png.cpp b/drivers/png/resource_saver_png.cpp index 0df6b2ba21..110d6fae35 100644 --- a/drivers/png/resource_saver_png.cpp +++ b/drivers/png/resource_saver_png.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/png/resource_saver_png.h b/drivers/png/resource_saver_png.h index 2c24008074..d80d75834f 100644 --- a/drivers/png/resource_saver_png.h +++ b/drivers/png/resource_saver_png.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/pulseaudio/audio_driver_pulseaudio.cpp b/drivers/pulseaudio/audio_driver_pulseaudio.cpp index 669e6c2aa9..f91fecc7f6 100644 --- a/drivers/pulseaudio/audio_driver_pulseaudio.cpp +++ b/drivers/pulseaudio/audio_driver_pulseaudio.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -192,7 +194,7 @@ Error AudioDriverPulseAudio::init_output_device() { // Detect the amount of channels PulseAudio is using // Note: If using an even amount of channels (2, 4, etc) channels and pa_map.channels will be equal, // if not then pa_map.channels will have the real amount of channels PulseAudio is using and channels - // will have the amount of channels Godot is using (in this case it's pa_map.channels + 1) + // will have the amount of channels Redot is using (in this case it's pa_map.channels + 1) Error err = detect_channels(); if (err != OK) { // This most likely means there are no sinks. diff --git a/drivers/pulseaudio/audio_driver_pulseaudio.h b/drivers/pulseaudio/audio_driver_pulseaudio.h index 585e882059..bc40ffaeb0 100644 --- a/drivers/pulseaudio/audio_driver_pulseaudio.h +++ b/drivers/pulseaudio/audio_driver_pulseaudio.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/register_driver_types.cpp b/drivers/register_driver_types.cpp index d5524fcc2f..4175176850 100644 --- a/drivers/register_driver_types.cpp +++ b/drivers/register_driver_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/register_driver_types.h b/drivers/register_driver_types.h index 32c020df22..84ef7f0c3b 100644 --- a/drivers/register_driver_types.h +++ b/drivers/register_driver_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/unix/dir_access_unix.cpp b/drivers/unix/dir_access_unix.cpp index 816ffd7a32..4ad23405e1 100644 --- a/drivers/unix/dir_access_unix.cpp +++ b/drivers/unix/dir_access_unix.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/unix/dir_access_unix.h b/drivers/unix/dir_access_unix.h index 8d13ff1fa8..0d8615559e 100644 --- a/drivers/unix/dir_access_unix.h +++ b/drivers/unix/dir_access_unix.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/unix/file_access_unix.cpp b/drivers/unix/file_access_unix.cpp index 3d584341ed..9e444f530c 100644 --- a/drivers/unix/file_access_unix.cpp +++ b/drivers/unix/file_access_unix.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/unix/file_access_unix.h b/drivers/unix/file_access_unix.h index 76f629f7c2..c46be864f9 100644 --- a/drivers/unix/file_access_unix.h +++ b/drivers/unix/file_access_unix.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/unix/file_access_unix_pipe.cpp b/drivers/unix/file_access_unix_pipe.cpp index 0a78429dec..7753e38646 100644 --- a/drivers/unix/file_access_unix_pipe.cpp +++ b/drivers/unix/file_access_unix_pipe.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/unix/file_access_unix_pipe.h b/drivers/unix/file_access_unix_pipe.h index 1a4199f239..d1e1d1add5 100644 --- a/drivers/unix/file_access_unix_pipe.h +++ b/drivers/unix/file_access_unix_pipe.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/unix/ip_unix.cpp b/drivers/unix/ip_unix.cpp index 5987c1675d..aed85b0eac 100644 --- a/drivers/unix/ip_unix.cpp +++ b/drivers/unix/ip_unix.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/unix/ip_unix.h b/drivers/unix/ip_unix.h index 274b7c561e..c6c4a0a121 100644 --- a/drivers/unix/ip_unix.h +++ b/drivers/unix/ip_unix.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/unix/net_socket_posix.cpp b/drivers/unix/net_socket_posix.cpp index 5caa33100e..3917bf843a 100644 --- a/drivers/unix/net_socket_posix.cpp +++ b/drivers/unix/net_socket_posix.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/unix/net_socket_posix.h b/drivers/unix/net_socket_posix.h index aa59ff36ee..766dc82c03 100644 --- a/drivers/unix/net_socket_posix.h +++ b/drivers/unix/net_socket_posix.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp index 8a9b130068..bc3df48011 100644 --- a/drivers/unix/os_unix.cpp +++ b/drivers/unix/os_unix.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -971,7 +973,7 @@ void UnixTerminalLogger::log_error(const char *p_function, const char *p_file, i } // Disable color codes if stdout is not a TTY. - // This prevents Godot from writing ANSI escape codes when redirecting + // This prevents Redot from writing ANSI escape codes when redirecting // stdout and stderr to a file. const bool tty = isatty(fileno(stdout)); const char *gray = tty ? "\E[0;90m" : ""; diff --git a/drivers/unix/os_unix.h b/drivers/unix/os_unix.h index 3add5df055..cd72132877 100644 --- a/drivers/unix/os_unix.h +++ b/drivers/unix/os_unix.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/unix/syslog_logger.cpp b/drivers/unix/syslog_logger.cpp index 60ade043e0..18b499e712 100644 --- a/drivers/unix/syslog_logger.cpp +++ b/drivers/unix/syslog_logger.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/unix/syslog_logger.h b/drivers/unix/syslog_logger.h index f91d539ae7..5fe6900815 100644 --- a/drivers/unix/syslog_logger.h +++ b/drivers/unix/syslog_logger.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/unix/thread_posix.cpp b/drivers/unix/thread_posix.cpp index 7f3b9e9761..9b3204f00c 100644 --- a/drivers/unix/thread_posix.cpp +++ b/drivers/unix/thread_posix.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/unix/thread_posix.h b/drivers/unix/thread_posix.h index acd9a0e965..4e2415cb39 100644 --- a/drivers/unix/thread_posix.h +++ b/drivers/unix/thread_posix.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/vulkan/SCsub b/drivers/vulkan/SCsub index 6ea7cc9a3b..6f733db55d 100644 --- a/drivers/vulkan/SCsub +++ b/drivers/vulkan/SCsub @@ -54,7 +54,7 @@ env_thirdparty_vma.add_source_files(thirdparty_obj, thirdparty_sources_vma) env.drivers_sources += thirdparty_obj -# Godot source files +# Redot source files driver_obj = [] diff --git a/drivers/vulkan/godot_vulkan.h b/drivers/vulkan/godot_vulkan.h index f911c5520a..081f7ec2ac 100644 --- a/drivers/vulkan/godot_vulkan.h +++ b/drivers/vulkan/godot_vulkan.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/vulkan/rendering_context_driver_vulkan.cpp b/drivers/vulkan/rendering_context_driver_vulkan.cpp index df9bd98624..8edbdc987a 100644 --- a/drivers/vulkan/rendering_context_driver_vulkan.cpp +++ b/drivers/vulkan/rendering_context_driver_vulkan.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/vulkan/rendering_context_driver_vulkan.h b/drivers/vulkan/rendering_context_driver_vulkan.h index 26de386206..e77f073628 100644 --- a/drivers/vulkan/rendering_context_driver_vulkan.h +++ b/drivers/vulkan/rendering_context_driver_vulkan.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/vulkan/rendering_device_driver_vulkan.cpp b/drivers/vulkan/rendering_device_driver_vulkan.cpp index f438e07751..c05bb049fc 100644 --- a/drivers/vulkan/rendering_device_driver_vulkan.cpp +++ b/drivers/vulkan/rendering_device_driver_vulkan.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -571,7 +573,7 @@ Error RenderingDeviceDriverVulkan::_check_device_features() { // Check for required features. if (!physical_device_features.imageCubeArray || !physical_device_features.independentBlend) { - String error_string = vformat("Your GPU (%s) does not support the following features which are required to use Vulkan-based renderers in Godot:\n\n", context_device.name); + String error_string = vformat("Your GPU (%s) does not support the following features which are required to use Vulkan-based renderers in Redot:\n\n", context_device.name); if (!physical_device_features.imageCubeArray) { error_string += "- No support for image cube arrays.\n"; } @@ -736,7 +738,7 @@ Error RenderingDeviceDriverVulkan::_check_device_capabilities() { if (use_1_2_features) { #ifdef MACOS_ENABLED - ERR_FAIL_COND_V_MSG(!device_features_vk_1_2.shaderSampledImageArrayNonUniformIndexing, ERR_CANT_CREATE, "Your GPU doesn't support shaderSampledImageArrayNonUniformIndexing which is required to use the Vulkan-based renderers in Godot."); + ERR_FAIL_COND_V_MSG(!device_features_vk_1_2.shaderSampledImageArrayNonUniformIndexing, ERR_CANT_CREATE, "Your GPU doesn't support shaderSampledImageArrayNonUniformIndexing which is required to use the Vulkan-based renderers in Redot."); #endif if (enabled_device_extension_names.has(VK_KHR_SHADER_FLOAT16_INT8_EXTENSION_NAME)) { shader_capabilities.shader_float16_is_supported = device_features_vk_1_2.shaderFloat16; @@ -2531,7 +2533,7 @@ Error RenderingDeviceDriverVulkan::command_queue_execute_and_present(CommandQueu // Handling VK_SUBOPTIMAL_KHR the same as VK_SUCCESS is completely intentional. // - // Godot does not currently support native rotation in Android when creating the swap chain. It intentionally uses + // Redot does not currently support native rotation in Android when creating the swap chain. It intentionally uses // VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR instead of the current transform bits available in the surface capabilities. // Choosing the transform that leads to optimal presentation leads to distortion that makes the application unusable, // as the rotation of all the content is not handled at the moment. @@ -2874,7 +2876,7 @@ Error RenderingDeviceDriverVulkan::swap_chain_resize(CommandQueueID p_cmd_queue, } // Prefer identity transform if it's supported, use the current transform otherwise. - // This behavior is intended as Godot does not supported native rotation in platforms that use these bits. + // This behavior is intended as Redot does not supported native rotation in platforms that use these bits. // Refer to the comment in command_queue_present() for more details. VkSurfaceTransformFlagBitsKHR surface_transform_bits; if (surface_capabilities.supportedTransforms & VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR) { @@ -3257,7 +3259,7 @@ Vector<uint8_t> RenderingDeviceDriverVulkan::shader_compile_binary_from_spirv(Ve binptr[0] = 'G'; binptr[1] = 'S'; binptr[2] = 'B'; - binptr[3] = 'D'; // Godot Shader Binary Data. + binptr[3] = 'D'; // Redot Shader Binary Data. offset += 4; encode_uint32(ShaderBinary::VERSION, binptr + offset); offset += sizeof(uint32_t); diff --git a/drivers/vulkan/rendering_device_driver_vulkan.h b/drivers/vulkan/rendering_device_driver_vulkan.h index a7ec22e37b..7b0c061461 100644 --- a/drivers/vulkan/rendering_device_driver_vulkan.h +++ b/drivers/vulkan/rendering_device_driver_vulkan.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/vulkan/vulkan_hooks.cpp b/drivers/vulkan/vulkan_hooks.cpp index 416efcae80..71f5f9442b 100644 --- a/drivers/vulkan/vulkan_hooks.cpp +++ b/drivers/vulkan/vulkan_hooks.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/vulkan/vulkan_hooks.h b/drivers/vulkan/vulkan_hooks.h index 82bcc9a064..7b7062d915 100644 --- a/drivers/vulkan/vulkan_hooks.h +++ b/drivers/vulkan/vulkan_hooks.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/wasapi/audio_driver_wasapi.cpp b/drivers/wasapi/audio_driver_wasapi.cpp index 4e7c9695a5..e1e9e90f92 100644 --- a/drivers/wasapi/audio_driver_wasapi.cpp +++ b/drivers/wasapi/audio_driver_wasapi.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/wasapi/audio_driver_wasapi.h b/drivers/wasapi/audio_driver_wasapi.h index 367c30607a..158ced6fa3 100644 --- a/drivers/wasapi/audio_driver_wasapi.h +++ b/drivers/wasapi/audio_driver_wasapi.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/windows/dir_access_windows.cpp b/drivers/windows/dir_access_windows.cpp index f7632842ed..45f0e99635 100644 --- a/drivers/windows/dir_access_windows.cpp +++ b/drivers/windows/dir_access_windows.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/windows/dir_access_windows.h b/drivers/windows/dir_access_windows.h index 46755cbf33..2d26d6dd14 100644 --- a/drivers/windows/dir_access_windows.h +++ b/drivers/windows/dir_access_windows.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/windows/file_access_windows.cpp b/drivers/windows/file_access_windows.cpp index a8a2ea6b5e..4bdb7605b8 100644 --- a/drivers/windows/file_access_windows.cpp +++ b/drivers/windows/file_access_windows.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/windows/file_access_windows.h b/drivers/windows/file_access_windows.h index f458ff9c6c..178596d644 100644 --- a/drivers/windows/file_access_windows.h +++ b/drivers/windows/file_access_windows.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/windows/file_access_windows_pipe.cpp b/drivers/windows/file_access_windows_pipe.cpp index 9bf0f4d852..8fbdcae73f 100644 --- a/drivers/windows/file_access_windows_pipe.cpp +++ b/drivers/windows/file_access_windows_pipe.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/windows/file_access_windows_pipe.h b/drivers/windows/file_access_windows_pipe.h index 1eb3c6ef2f..a35250defd 100644 --- a/drivers/windows/file_access_windows_pipe.h +++ b/drivers/windows/file_access_windows_pipe.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/winmidi/midi_driver_winmidi.cpp b/drivers/winmidi/midi_driver_winmidi.cpp index 0f37f63ccd..2c48c1646b 100644 --- a/drivers/winmidi/midi_driver_winmidi.cpp +++ b/drivers/winmidi/midi_driver_winmidi.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/winmidi/midi_driver_winmidi.h b/drivers/winmidi/midi_driver_winmidi.h index 7a75252233..c7dd356fa9 100644 --- a/drivers/winmidi/midi_driver_winmidi.h +++ b/drivers/winmidi/midi_driver_winmidi.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/xaudio2/audio_driver_xaudio2.cpp b/drivers/xaudio2/audio_driver_xaudio2.cpp index 0c2fdb64df..355798eecd 100644 --- a/drivers/xaudio2/audio_driver_xaudio2.cpp +++ b/drivers/xaudio2/audio_driver_xaudio2.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/drivers/xaudio2/audio_driver_xaudio2.h b/drivers/xaudio2/audio_driver_xaudio2.h index c659b6ffdc..1d1cdd5dd7 100644 --- a/drivers/xaudio2/audio_driver_xaudio2.h +++ b/drivers/xaudio2/audio_driver_xaudio2.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/action_map_editor.cpp b/editor/action_map_editor.cpp index 0d89f37dd2..cba70cb4fe 100644 --- a/editor/action_map_editor.cpp +++ b/editor/action_map_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/action_map_editor.h b/editor/action_map_editor.h index 017296bfaa..c8f1826e76 100644 --- a/editor/action_map_editor.h +++ b/editor/action_map_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/add_metadata_dialog.cpp b/editor/add_metadata_dialog.cpp index 66a7b820f5..0f4e8f6022 100644 --- a/editor/add_metadata_dialog.cpp +++ b/editor/add_metadata_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/add_metadata_dialog.h b/editor/add_metadata_dialog.h index b1a244ddc6..1f2e27dd28 100644 --- a/editor/add_metadata_dialog.h +++ b/editor/add_metadata_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/animation_bezier_editor.cpp b/editor/animation_bezier_editor.cpp index 8d7c6a1f16..d5c06e0f51 100644 --- a/editor/animation_bezier_editor.cpp +++ b/editor/animation_bezier_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/animation_bezier_editor.h b/editor/animation_bezier_editor.h index dd7e8758f3..75738af0f5 100644 --- a/editor/animation_bezier_editor.h +++ b/editor/animation_bezier_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/animation_track_editor.cpp b/editor/animation_track_editor.cpp index 741d127ea2..61306411c9 100644 --- a/editor/animation_track_editor.cpp +++ b/editor/animation_track_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/animation_track_editor.h b/editor/animation_track_editor.h index 0da474afd4..4d0b895448 100644 --- a/editor/animation_track_editor.h +++ b/editor/animation_track_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/animation_track_editor_plugins.cpp b/editor/animation_track_editor_plugins.cpp index d36e152ed9..ddbe050c02 100644 --- a/editor/animation_track_editor_plugins.cpp +++ b/editor/animation_track_editor_plugins.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/animation_track_editor_plugins.h b/editor/animation_track_editor_plugins.h index 7ddbae1bbc..1e5bd4887d 100644 --- a/editor/animation_track_editor_plugins.h +++ b/editor/animation_track_editor_plugins.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/audio_stream_preview.cpp b/editor/audio_stream_preview.cpp index 8dd4820c4e..e750f9adcc 100644 --- a/editor/audio_stream_preview.cpp +++ b/editor/audio_stream_preview.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/audio_stream_preview.h b/editor/audio_stream_preview.h index 2b9416ea82..05eb84f799 100644 --- a/editor/audio_stream_preview.h +++ b/editor/audio_stream_preview.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/code_editor.cpp b/editor/code_editor.cpp index 88a32b1a6d..7d75b9f639 100644 --- a/editor/code_editor.cpp +++ b/editor/code_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/code_editor.h b/editor/code_editor.h index c1c65a2a4a..cb67ea6079 100644 --- a/editor/code_editor.h +++ b/editor/code_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/connections_dialog.cpp b/editor/connections_dialog.cpp index 1c269a62c5..dcf9594e98 100644 --- a/editor/connections_dialog.cpp +++ b/editor/connections_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/connections_dialog.h b/editor/connections_dialog.h index 78f1b76e23..df22f04998 100644 --- a/editor/connections_dialog.h +++ b/editor/connections_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/create_dialog.cpp b/editor/create_dialog.cpp index 330ac3b437..9d638e1ce3 100644 --- a/editor/create_dialog.cpp +++ b/editor/create_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/create_dialog.h b/editor/create_dialog.h index e2b1b7b34b..64c7ac5ee0 100644 --- a/editor/create_dialog.h +++ b/editor/create_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/debug_adapter/debug_adapter_parser.cpp b/editor/debugger/debug_adapter/debug_adapter_parser.cpp index 2af629676a..4aa9bd1526 100644 --- a/editor/debugger/debug_adapter/debug_adapter_parser.cpp +++ b/editor/debugger/debug_adapter/debug_adapter_parser.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -304,7 +306,7 @@ Dictionary DebugAdapterParser::req_threads(const Dictionary &p_params) const { Array arr; DAP::Thread thread; - thread.id = 1; // Hardcoded because Godot only supports debugging one thread at the moment + thread.id = 1; // Hardcoded because Redot only supports debugging one thread at the moment thread.name = "Main"; arr.push_back(thread.to_json()); body["threads"] = arr; diff --git a/editor/debugger/debug_adapter/debug_adapter_parser.h b/editor/debugger/debug_adapter/debug_adapter_parser.h index 8fd2c2b3e2..ab546da27e 100644 --- a/editor/debugger/debug_adapter/debug_adapter_parser.h +++ b/editor/debugger/debug_adapter/debug_adapter_parser.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/debug_adapter/debug_adapter_protocol.cpp b/editor/debugger/debug_adapter/debug_adapter_protocol.cpp index 066cf63301..17dbbe8d68 100644 --- a/editor/debugger/debug_adapter/debug_adapter_protocol.cpp +++ b/editor/debugger/debug_adapter/debug_adapter_protocol.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/debug_adapter/debug_adapter_protocol.h b/editor/debugger/debug_adapter/debug_adapter_protocol.h index 1d1e183850..71388e1c38 100644 --- a/editor/debugger/debug_adapter/debug_adapter_protocol.h +++ b/editor/debugger/debug_adapter/debug_adapter_protocol.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/debug_adapter/debug_adapter_server.cpp b/editor/debugger/debug_adapter/debug_adapter_server.cpp index 0f4be147cf..7e49c97fce 100644 --- a/editor/debugger/debug_adapter/debug_adapter_server.cpp +++ b/editor/debugger/debug_adapter/debug_adapter_server.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/debug_adapter/debug_adapter_server.h b/editor/debugger/debug_adapter/debug_adapter_server.h index 52271b1666..cefdfacee9 100644 --- a/editor/debugger/debug_adapter/debug_adapter_server.h +++ b/editor/debugger/debug_adapter/debug_adapter_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/debug_adapter/debug_adapter_types.h b/editor/debugger/debug_adapter/debug_adapter_types.h index c8de831993..e2eb209dd8 100644 --- a/editor/debugger/debug_adapter/debug_adapter_types.h +++ b/editor/debugger/debug_adapter/debug_adapter_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_debugger_inspector.cpp b/editor/debugger/editor_debugger_inspector.cpp index e085e2e448..6153fc7185 100644 --- a/editor/debugger/editor_debugger_inspector.cpp +++ b/editor/debugger/editor_debugger_inspector.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_debugger_inspector.h b/editor/debugger/editor_debugger_inspector.h index fac9525943..b8b8e9fe5b 100644 --- a/editor/debugger/editor_debugger_inspector.h +++ b/editor/debugger/editor_debugger_inspector.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_debugger_node.cpp b/editor/debugger/editor_debugger_node.cpp index b4265f9fc0..82ebf4dae7 100644 --- a/editor/debugger/editor_debugger_node.cpp +++ b/editor/debugger/editor_debugger_node.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_debugger_node.h b/editor/debugger/editor_debugger_node.h index 12e097f652..03ffa432aa 100644 --- a/editor/debugger/editor_debugger_node.h +++ b/editor/debugger/editor_debugger_node.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_debugger_server.cpp b/editor/debugger/editor_debugger_server.cpp index 9ec6058132..15b35b4e75 100644 --- a/editor/debugger/editor_debugger_server.cpp +++ b/editor/debugger/editor_debugger_server.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_debugger_server.h b/editor/debugger/editor_debugger_server.h index e171f0fdaf..d83a82bb0c 100644 --- a/editor/debugger/editor_debugger_server.h +++ b/editor/debugger/editor_debugger_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_debugger_tree.cpp b/editor/debugger/editor_debugger_tree.cpp index a900842651..6c03931c40 100644 --- a/editor/debugger/editor_debugger_tree.cpp +++ b/editor/debugger/editor_debugger_tree.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_debugger_tree.h b/editor/debugger/editor_debugger_tree.h index 705df17baf..b016eb246a 100644 --- a/editor/debugger/editor_debugger_tree.h +++ b/editor/debugger/editor_debugger_tree.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_expression_evaluator.cpp b/editor/debugger/editor_expression_evaluator.cpp index 25e9c9eac3..464a47ea25 100644 --- a/editor/debugger/editor_expression_evaluator.cpp +++ b/editor/debugger/editor_expression_evaluator.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_expression_evaluator.h b/editor/debugger/editor_expression_evaluator.h index 0548784695..dfdc62d0e7 100644 --- a/editor/debugger/editor_expression_evaluator.h +++ b/editor/debugger/editor_expression_evaluator.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_file_server.cpp b/editor/debugger/editor_file_server.cpp index 116e6681ae..5090ca1588 100644 --- a/editor/debugger/editor_file_server.cpp +++ b/editor/debugger/editor_file_server.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_file_server.h b/editor/debugger/editor_file_server.h index 4374f508ee..899e7a74b8 100644 --- a/editor/debugger/editor_file_server.h +++ b/editor/debugger/editor_file_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_performance_profiler.cpp b/editor/debugger/editor_performance_profiler.cpp index 1ea9a66534..8293a665e3 100644 --- a/editor/debugger/editor_performance_profiler.cpp +++ b/editor/debugger/editor_performance_profiler.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_performance_profiler.h b/editor/debugger/editor_performance_profiler.h index 4afe82b4bd..8b822ee4b1 100644 --- a/editor/debugger/editor_performance_profiler.h +++ b/editor/debugger/editor_performance_profiler.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_profiler.cpp b/editor/debugger/editor_profiler.cpp index 8b253f36e4..9885c50d86 100644 --- a/editor/debugger/editor_profiler.cpp +++ b/editor/debugger/editor_profiler.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_profiler.h b/editor/debugger/editor_profiler.h index 8de276be43..6bbc209a82 100644 --- a/editor/debugger/editor_profiler.h +++ b/editor/debugger/editor_profiler.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_visual_profiler.cpp b/editor/debugger/editor_visual_profiler.cpp index b949df4518..618ed3347b 100644 --- a/editor/debugger/editor_visual_profiler.cpp +++ b/editor/debugger/editor_visual_profiler.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/editor_visual_profiler.h b/editor/debugger/editor_visual_profiler.h index a8ed58132e..257cf19b75 100644 --- a/editor/debugger/editor_visual_profiler.h +++ b/editor/debugger/editor_visual_profiler.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/debugger/script_editor_debugger.cpp b/editor/debugger/script_editor_debugger.cpp index 73c59707d2..6e1b69b829 100644 --- a/editor/debugger/script_editor_debugger.cpp +++ b/editor/debugger/script_editor_debugger.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -1716,7 +1718,7 @@ void ScriptEditorDebugger::_item_menu_id_pressed(int p_option) { // Construct a GitHub repository URL and open it in the user's default web browser. // If the commit hash is available, use it for greater accuracy. Otherwise fall back to tagged release. String git_ref = String(VERSION_HASH).is_empty() ? String(VERSION_NUMBER) + "-stable" : String(VERSION_HASH); - OS::get_singleton()->shell_open(vformat("https://github.com/godotengine/godot/blob/%s/%s#L%d", + OS::get_singleton()->shell_open(vformat("https://github.com/Redot-Engine/redot-engine/blob/%s/%s#L%d", git_ref, file, line_number)); } break; case ACTION_DELETE_BREAKPOINT: { diff --git a/editor/debugger/script_editor_debugger.h b/editor/debugger/script_editor_debugger.h index 1908b1e5a7..dd64b5625e 100644 --- a/editor/debugger/script_editor_debugger.h +++ b/editor/debugger/script_editor_debugger.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/dependency_editor.cpp b/editor/dependency_editor.cpp index 8ba5811ffa..73c1f9a3ac 100644 --- a/editor/dependency_editor.cpp +++ b/editor/dependency_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/dependency_editor.h b/editor/dependency_editor.h index 0256f39979..7fdb0aa71a 100644 --- a/editor/dependency_editor.h +++ b/editor/dependency_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/directory_create_dialog.cpp b/editor/directory_create_dialog.cpp index ee03d5a7f6..cc93d9d974 100644 --- a/editor/directory_create_dialog.cpp +++ b/editor/directory_create_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/directory_create_dialog.h b/editor/directory_create_dialog.h index 2292a6e5c9..c0b25ac3e8 100644 --- a/editor/directory_create_dialog.h +++ b/editor/directory_create_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/doc_tools.cpp b/editor/doc_tools.cpp index 79e0c7ebd1..26ee2b7d4a 100644 --- a/editor/doc_tools.cpp +++ b/editor/doc_tools.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/doc_tools.h b/editor/doc_tools.h index 3be59bf233..45871d3ff0 100644 --- a/editor/doc_tools.h +++ b/editor/doc_tools.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_about.cpp b/editor/editor_about.cpp index 34f432aa7e..25c40abce6 100644 --- a/editor/editor_about.cpp +++ b/editor/editor_about.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -33,6 +35,7 @@ #include "core/authors.gen.h" #include "core/donors.gen.h" #include "core/license.gen.h" +#include "core/redot_authors.gen.h" #include "editor/editor_string_names.h" #include "editor/gui/editor_version_button.h" #include "editor/themes/editor_scale.h" @@ -168,7 +171,7 @@ ScrollContainer *EditorAbout::_populate_list(const String &p_name, const List<St } EditorAbout::EditorAbout() { - set_title(TTR("Thanks from the Godot community!")); + set_title(TTR("Thanks from the Redot community!")); set_hide_on_ok(true); VBoxContainer *vbc = memnew(VBoxContainer); @@ -195,7 +198,8 @@ EditorAbout::EditorAbout() { Label *about_text = memnew(Label); about_text->set_v_size_flags(Control::SIZE_SHRINK_CENTER); about_text->set_text( - String::utf8("\xc2\xa9 2014-present ") + TTR("Godot Engine contributors") + "." + + String::utf8("\xc2\xa9 2024-present ") + TTR("Redot Engine contributors") + "." + + String::utf8("\n\xc2\xa9 2014-present ") + TTR("Godot Engine contributors") + "." + String::utf8("\n\xc2\xa9 2007-2014 Juan Linietsky, Ariel Manzur.\n")); version_info_vbc->add_child(about_text); @@ -217,14 +221,30 @@ EditorAbout::EditorAbout() { dev_sections.push_back(TTR("Project Manager", "Job Title")); dev_sections.push_back(TTR("Developers")); const char *const *dev_src[] = { + REDOT_AUTHORS_FOUNDERS, + REDOT_AUTHORS_LEAD_DEVELOPERS, + REDOT_AUTHORS_PROJECT_MANAGERS, + REDOT_AUTHORS_DEVELOPERS, + }; + tc->add_child(_populate_list(TTR("Authors"), dev_sections, dev_src, 0b1)); // First section (Project Founders) is always one column. + + // Godot Authors. + + List<String> godot_dev_sections; + godot_dev_sections.push_back(TTR("Project Founders")); + godot_dev_sections.push_back(TTR("Lead Developer")); + // TRANSLATORS: This refers to a job title. + godot_dev_sections.push_back(TTR("Project Manager", "Job Title")); + godot_dev_sections.push_back(TTR("Developers")); + const char *const *godot_dev_src[] = { AUTHORS_FOUNDERS, AUTHORS_LEAD_DEVELOPERS, AUTHORS_PROJECT_MANAGERS, AUTHORS_DEVELOPERS, }; - tc->add_child(_populate_list(TTR("Authors"), dev_sections, dev_src, 0b1)); // First section (Project Founders) is always one column. + tc->add_child(_populate_list(TTR("Godot Authors"), godot_dev_sections, godot_dev_src, 0b1)); // First section (Project Founders) is always one column. - // Donors. + // Godot Donors. List<String> donor_sections; donor_sections.push_back(TTR("Patrons")); @@ -245,7 +265,7 @@ EditorAbout::EditorAbout() { DONORS_MEMBERS_PLATINUM, DONORS_MEMBERS_GOLD, }; - tc->add_child(_populate_list(TTR("Donors"), donor_sections, donor_src, 0b1, true)); // First section (Patron) is one column. + tc->add_child(_populate_list(TTR("Godot Donors"), donor_sections, donor_src, 0b1, true)); // First section (Patron) is one column. // License. @@ -267,7 +287,7 @@ EditorAbout::EditorAbout() { Label *tpl_label = memnew(Label); tpl_label->set_h_size_flags(Control::SIZE_EXPAND_FILL); tpl_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART); - tpl_label->set_text(TTR("Godot Engine relies on a number of third-party free and open source libraries, all compatible with the terms of its MIT license. The following is an exhaustive list of all such third-party components with their respective copyright statements and license terms.")); + tpl_label->set_text(TTR("Redot Engine relies on a number of third-party free and open source libraries, all compatible with the terms of its MIT license. The following is an exhaustive list of all such third-party components with their respective copyright statements and license terms.")); tpl_label->set_size(Size2(630, 1) * EDSCALE); license_thirdparty->add_child(tpl_label); diff --git a/editor/editor_about.h b/editor/editor_about.h index 6f33d502d7..6f004cacb7 100644 --- a/editor/editor_about.h +++ b/editor/editor_about.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_asset_installer.cpp b/editor/editor_asset_installer.cpp index 1e44a9bdc9..7a38b9839d 100644 --- a/editor/editor_asset_installer.cpp +++ b/editor/editor_asset_installer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_asset_installer.h b/editor/editor_asset_installer.h index 41f092f304..3872c7e2bd 100644 --- a/editor/editor_asset_installer.h +++ b/editor/editor_asset_installer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_atlas_packer.cpp b/editor/editor_atlas_packer.cpp index a0f5f1bf11..b29dfb17fe 100644 --- a/editor/editor_atlas_packer.cpp +++ b/editor/editor_atlas_packer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_atlas_packer.h b/editor/editor_atlas_packer.h index 0611677aae..62814c822c 100644 --- a/editor/editor_atlas_packer.h +++ b/editor/editor_atlas_packer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_audio_buses.cpp b/editor/editor_audio_buses.cpp index 24fc7a9c2b..f8b66feefc 100644 --- a/editor/editor_audio_buses.cpp +++ b/editor/editor_audio_buses.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_audio_buses.h b/editor/editor_audio_buses.h index b1f811fbf6..4c00ae4324 100644 --- a/editor/editor_audio_buses.h +++ b/editor/editor_audio_buses.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_autoload_settings.cpp b/editor/editor_autoload_settings.cpp index 1613d1d62f..a2753d98e6 100644 --- a/editor/editor_autoload_settings.cpp +++ b/editor/editor_autoload_settings.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_autoload_settings.h b/editor/editor_autoload_settings.h index 2ab969eb59..3852277ebc 100644 --- a/editor/editor_autoload_settings.h +++ b/editor/editor_autoload_settings.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_build_profile.cpp b/editor/editor_build_profile.cpp index 9c38d55337..d3faba31d9 100644 --- a/editor/editor_build_profile.cpp +++ b/editor/editor_build_profile.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_build_profile.h b/editor/editor_build_profile.h index f34ab040d4..11743dfb63 100644 --- a/editor/editor_build_profile.h +++ b/editor/editor_build_profile.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_command_palette.cpp b/editor/editor_command_palette.cpp index f40307712d..c622f13953 100644 --- a/editor/editor_command_palette.cpp +++ b/editor/editor_command_palette.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_command_palette.h b/editor/editor_command_palette.h index f7a5d495c4..2d23ecd1e7 100644 --- a/editor/editor_command_palette.h +++ b/editor/editor_command_palette.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_data.cpp b/editor/editor_data.cpp index bb02172b1a..542db48f79 100644 --- a/editor/editor_data.cpp +++ b/editor/editor_data.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_data.h b/editor/editor_data.h index 5b49304c73..d191ed51fa 100644 --- a/editor/editor_data.h +++ b/editor/editor_data.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_dock_manager.cpp b/editor/editor_dock_manager.cpp index 0bdda41f26..c480a8cff8 100644 --- a/editor/editor_dock_manager.cpp +++ b/editor/editor_dock_manager.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -238,7 +240,7 @@ void EditorDockManager::_open_dock_in_window(Control *p_dock, bool p_show_window Point2 dock_screen_pos = p_dock->get_screen_position(); WindowWrapper *wrapper = memnew(WindowWrapper); - wrapper->set_window_title(vformat(TTR("%s - Godot Engine"), all_docks[p_dock].title)); + wrapper->set_window_title(vformat(TTR("%s - Redot Engine"), all_docks[p_dock].title)); wrapper->set_margins_enabled(true); EditorNode::get_singleton()->get_gui_base()->add_child(wrapper); diff --git a/editor/editor_dock_manager.h b/editor/editor_dock_manager.h index 1e6b413d14..6487836349 100644 --- a/editor/editor_dock_manager.h +++ b/editor/editor_dock_manager.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_feature_profile.cpp b/editor/editor_feature_profile.cpp index 44fc9e3702..2ad7c83d3b 100644 --- a/editor/editor_feature_profile.cpp +++ b/editor/editor_feature_profile.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_feature_profile.h b/editor/editor_feature_profile.h index 7458a04e19..a95fe71560 100644 --- a/editor/editor_feature_profile.h +++ b/editor/editor_feature_profile.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_file_system.cpp b/editor/editor_file_system.cpp index 50595ec7a6..3047affdfb 100644 --- a/editor/editor_file_system.cpp +++ b/editor/editor_file_system.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -48,7 +50,7 @@ #include "scene/resources/packed_scene.h" EditorFileSystem *EditorFileSystem::singleton = nullptr; -//the name is the version, to keep compatibility with different versions of Godot +//the name is the version, to keep compatibility with different versions of Redot #define CACHE_FILE_NAME "filesystem_cache8" int EditorFileSystemDirectory::find_file_index(const String &p_file) const { @@ -1449,7 +1451,7 @@ void EditorFileSystem::_scan_fs_changes(EditorFileSystemDirectory *p_dir, ScanPr // Check here if file must be imported or not. // Same logic as in _process_file_system, the last modifications dates // needs to be trusted to prevent reading all the .import files and the md5 - // each time the user switch back to Godot. + // each time the user switch back to Redot. uint64_t mt = FileAccess::get_modified_time(path); uint64_t import_mt = FileAccess::get_modified_time(path + ".import"); if (_is_test_for_reimport_needed(path, p_dir->files[i]->modified_time, mt, p_dir->files[i]->import_modified_time, import_mt, p_dir->files[i]->import_dest_paths)) { diff --git a/editor/editor_file_system.h b/editor/editor_file_system.h index 1479c0e49e..0b119f7936 100644 --- a/editor/editor_file_system.h +++ b/editor/editor_file_system.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_folding.cpp b/editor/editor_folding.cpp index 18f5610655..0aac019469 100644 --- a/editor/editor_folding.cpp +++ b/editor/editor_folding.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_folding.h b/editor/editor_folding.h index f3c2743bff..84b1e531dc 100644 --- a/editor/editor_folding.h +++ b/editor/editor_folding.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_help.cpp b/editor/editor_help.cpp index cfe257fcfc..3abbcf282d 100644 --- a/editor/editor_help.cpp +++ b/editor/editor_help.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_help.h b/editor/editor_help.h index 93f74cb2c1..0e8ea13649 100644 --- a/editor/editor_help.h +++ b/editor/editor_help.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_help_search.cpp b/editor/editor_help_search.cpp index 47f16f219f..60a4e96bd9 100644 --- a/editor/editor_help_search.cpp +++ b/editor/editor_help_search.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_help_search.h b/editor/editor_help_search.h index f4d0c6c89e..4a6b527073 100644 --- a/editor/editor_help_search.h +++ b/editor/editor_help_search.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_inspector.compat.inc b/editor/editor_inspector.compat.inc index 53c410ba26..c1a7fdc7dd 100644 --- a/editor/editor_inspector.compat.inc +++ b/editor/editor_inspector.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_inspector.cpp b/editor/editor_inspector.cpp index 21f67772ea..9596c37ed3 100644 --- a/editor/editor_inspector.cpp +++ b/editor/editor_inspector.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_inspector.h b/editor/editor_inspector.h index 0309213b76..da120a9af4 100644 --- a/editor/editor_inspector.h +++ b/editor/editor_inspector.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_interface.compat.inc b/editor/editor_interface.compat.inc index f5b35931fe..cbae0bb494 100644 --- a/editor/editor_interface.compat.inc +++ b/editor/editor_interface.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_interface.cpp b/editor/editor_interface.cpp index 264c80dcbf..431024ae28 100644 --- a/editor/editor_interface.cpp +++ b/editor/editor_interface.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_interface.h b/editor/editor_interface.h index 4877444dac..e5d0bf831a 100644 --- a/editor/editor_interface.h +++ b/editor/editor_interface.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_layouts_dialog.cpp b/editor/editor_layouts_dialog.cpp index 6032605684..9c875b9390 100644 --- a/editor/editor_layouts_dialog.cpp +++ b/editor/editor_layouts_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_layouts_dialog.h b/editor/editor_layouts_dialog.h index e3557fbe71..1264250c20 100644 --- a/editor/editor_layouts_dialog.h +++ b/editor/editor_layouts_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_locale_dialog.cpp b/editor/editor_locale_dialog.cpp index c36792c9e3..4f345d56ef 100644 --- a/editor/editor_locale_dialog.cpp +++ b/editor/editor_locale_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_locale_dialog.h b/editor/editor_locale_dialog.h index bc75e1df59..9f148677f6 100644 --- a/editor/editor_locale_dialog.h +++ b/editor/editor_locale_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_log.cpp b/editor/editor_log.cpp index aec374929e..ffadd96b1e 100644 --- a/editor/editor_log.cpp +++ b/editor/editor_log.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -548,7 +550,7 @@ EditorLog::EditorLog() { vb_right->add_child(editor_filter->toggle_button); type_filter_map.insert(MSG_TYPE_EDITOR, editor_filter); - add_message(VERSION_FULL_NAME " (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors."); + add_message(VERSION_FULL_NAME " (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors & Redot Contributors."); eh.errfunc = _error_handler; eh.userdata = this; diff --git a/editor/editor_log.h b/editor/editor_log.h index 899b4a9ac4..50f43f37e6 100644 --- a/editor/editor_log.h +++ b/editor/editor_log.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_main_screen.cpp b/editor/editor_main_screen.cpp index 77bbee5a7f..29f6dc4cd8 100644 --- a/editor/editor_main_screen.cpp +++ b/editor/editor_main_screen.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_main_screen.h b/editor/editor_main_screen.h index 153a182bc2..5340c66646 100644 --- a/editor/editor_main_screen.h +++ b/editor/editor_main_screen.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_native_shader_source_visualizer.cpp b/editor/editor_native_shader_source_visualizer.cpp index 9ebf7d680e..476e92de80 100644 --- a/editor/editor_native_shader_source_visualizer.cpp +++ b/editor/editor_native_shader_source_visualizer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_native_shader_source_visualizer.h b/editor/editor_native_shader_source_visualizer.h index 8ae942da7c..3732f6b4dc 100644 --- a/editor/editor_native_shader_source_visualizer.h +++ b/editor/editor_native_shader_source_visualizer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp index c69f443a22..4d6eb95d9e 100644 --- a/editor/editor_node.cpp +++ b/editor/editor_node.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -1495,7 +1497,7 @@ void EditorNode::_dialog_display_load_error(String p_file, Error p_error) { show_accept(vformat(TTR("Missing file '%s' or one of its dependencies."), p_file.get_file()), TTR("OK")); } break; case ERR_FILE_UNRECOGNIZED: { - show_accept(vformat(TTR("File '%s' is saved in a format that is newer than the formats supported by this version of Godot, so it can't be opened."), p_file.get_file()), TTR("OK")); + show_accept(vformat(TTR("File '%s' is saved in a format that is newer than the formats supported by this version of Redot, so it can't be opened."), p_file.get_file()), TTR("OK")); } break; default: { show_accept(vformat(TTR("Error while loading file '%s'."), p_file.get_file()), TTR("OK")); @@ -3141,17 +3143,17 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) { OS::get_singleton()->shell_open("https://forum.godotengine.org/"); } break; case HELP_REPORT_A_BUG: { - OS::get_singleton()->shell_open("https://github.com/godotengine/godot/issues"); + OS::get_singleton()->shell_open("https://github.com/Redot-Engine/redot-engine/issues"); } break; case HELP_COPY_SYSTEM_INFO: { String info = _get_system_info(); DisplayServer::get_singleton()->clipboard_set(info); } break; case HELP_SUGGEST_A_FEATURE: { - OS::get_singleton()->shell_open("https://github.com/godotengine/godot-proposals#readme"); + OS::get_singleton()->shell_open("https://github.com/Redot-Engine/redot-proposals#readme"); } break; case HELP_SEND_DOCS_FEEDBACK: { - OS::get_singleton()->shell_open("https://github.com/godotengine/godot-docs/issues"); + OS::get_singleton()->shell_open("https://github.com/Redot-Engine/redot-docs/issues"); } break; case HELP_COMMUNITY: { OS::get_singleton()->shell_open("https://godotengine.org/community"); @@ -4947,7 +4949,7 @@ String EditorNode::_get_system_info() const { } const String distribution_version = OS::get_singleton()->get_version(); - String godot_version = "Godot v" + String(VERSION_FULL_CONFIG); + String godot_version = "Redot v" + String(VERSION_FULL_CONFIG); if (String(VERSION_BUILD) != "official") { String hash = String(VERSION_HASH); hash = hash.is_empty() ? String("unknown") : vformat("(%s)", hash.left(9)); @@ -6426,7 +6428,7 @@ bool EditorNode::call_build() { for (int i = 0; i < build_callback_count && builds_successful; i++) { if (!build_callbacks[i]()) { - ERR_PRINT("A Godot Engine build callback failed."); + ERR_PRINT("A Redot Engine build callback failed."); builds_successful = false; } } @@ -7415,9 +7417,13 @@ EditorNode::EditorNode() { help_menu->add_separator(); if (!global_menu || !OS::get_singleton()->has_feature("macos")) { // On macOS "Quit" and "About" options are in the "app" menu. - help_menu->add_icon_shortcut(theme->get_icon(SNAME("Godot"), EditorStringName(EditorIcons)), ED_SHORTCUT_AND_COMMAND("editor/about", TTR("About Godot...")), HELP_ABOUT); + help_menu->add_icon_shortcut(theme->get_icon(SNAME("Godot"), EditorStringName(EditorIcons)), ED_SHORTCUT_AND_COMMAND("editor/about", TTR("About Engine...")), HELP_ABOUT); } - help_menu->add_icon_shortcut(theme->get_icon(SNAME("Heart"), EditorStringName(EditorIcons)), ED_SHORTCUT_AND_COMMAND("editor/support_development", TTR("Support Godot Development")), HELP_SUPPORT_GODOT_DEVELOPMENT); + + /* + TODO: Change to be NOT DONATION focused. Removing for now. + help_menu->add_icon_shortcut(theme->get_icon(SNAME("Heart"), EditorStringName(EditorIcons)), ED_SHORTCUT_AND_COMMAND("editor/support_development", TTR("Support Engine Development")), HELP_SUPPORT_GODOT_DEVELOPMENT); + */ // Spacer to center 2D / 3D / Script buttons. Control *right_spacer = memnew(Control); diff --git a/editor/editor_node.h b/editor/editor_node.h index 696caf857c..79803bf4e2 100644 --- a/editor/editor_node.h +++ b/editor/editor_node.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_paths.cpp b/editor/editor_paths.cpp index 883116bab6..b3ca9039be 100644 --- a/editor/editor_paths.cpp +++ b/editor/editor_paths.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_paths.h b/editor/editor_paths.h index a396c43301..1b2d0fdf26 100644 --- a/editor/editor_paths.h +++ b/editor/editor_paths.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_properties.cpp b/editor/editor_properties.cpp index 158ea4b8a7..8ccb9cf352 100644 --- a/editor/editor_properties.cpp +++ b/editor/editor_properties.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_properties.h b/editor/editor_properties.h index 9cc72cd5c5..f413aaa379 100644 --- a/editor/editor_properties.h +++ b/editor/editor_properties.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_properties_array_dict.cpp b/editor/editor_properties_array_dict.cpp index f03eef4d4d..b007ada63a 100644 --- a/editor/editor_properties_array_dict.cpp +++ b/editor/editor_properties_array_dict.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_properties_array_dict.h b/editor/editor_properties_array_dict.h index 84c3f975be..1e570fdb7b 100644 --- a/editor/editor_properties_array_dict.h +++ b/editor/editor_properties_array_dict.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_properties_vector.cpp b/editor/editor_properties_vector.cpp index 9ff8bf674d..7e0b9d24f1 100644 --- a/editor/editor_properties_vector.cpp +++ b/editor/editor_properties_vector.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_properties_vector.h b/editor/editor_properties_vector.h index 009735ae3e..e78cab2c48 100644 --- a/editor/editor_properties_vector.h +++ b/editor/editor_properties_vector.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_property_name_processor.cpp b/editor/editor_property_name_processor.cpp index e38ab456cb..f2ed3497e2 100644 --- a/editor/editor_property_name_processor.cpp +++ b/editor/editor_property_name_processor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_property_name_processor.h b/editor/editor_property_name_processor.h index 8d93e78ada..8c6cbbc72b 100644 --- a/editor/editor_property_name_processor.h +++ b/editor/editor_property_name_processor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_resource_picker.cpp b/editor/editor_resource_picker.cpp index 025d019f45..c543dc56a4 100644 --- a/editor/editor_resource_picker.cpp +++ b/editor/editor_resource_picker.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_resource_picker.h b/editor/editor_resource_picker.h index 8fb774a2cb..442f2f4bbc 100644 --- a/editor/editor_resource_picker.h +++ b/editor/editor_resource_picker.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_resource_preview.cpp b/editor/editor_resource_preview.cpp index 4dca3b33af..984fbb7f14 100644 --- a/editor/editor_resource_preview.cpp +++ b/editor/editor_resource_preview.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_resource_preview.h b/editor/editor_resource_preview.h index 88cd753a58..da5a2c01a3 100644 --- a/editor/editor_resource_preview.h +++ b/editor/editor_resource_preview.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_run.cpp b/editor/editor_run.cpp index d5135f4198..9ce6ab2030 100644 --- a/editor/editor_run.cpp +++ b/editor/editor_run.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_run.h b/editor/editor_run.h index bd6770ae3d..ea2bd91dd5 100644 --- a/editor/editor_run.h +++ b/editor/editor_run.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_run_native.cpp b/editor/editor_run_native.cpp index e0e1ef6d19..5da6c8a372 100644 --- a/editor/editor_run_native.cpp +++ b/editor/editor_run_native.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_run_native.h b/editor/editor_run_native.h index b7638f235e..d1065d0408 100644 --- a/editor/editor_run_native.h +++ b/editor/editor_run_native.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_script.cpp b/editor/editor_script.cpp index 6968c7f25a..c96501e70b 100644 --- a/editor/editor_script.cpp +++ b/editor/editor_script.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_script.h b/editor/editor_script.h index b0724c31c0..8ff3f05bb1 100644 --- a/editor/editor_script.h +++ b/editor/editor_script.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_sectioned_inspector.cpp b/editor/editor_sectioned_inspector.cpp index 27cbb9810c..a92f7bfaae 100644 --- a/editor/editor_sectioned_inspector.cpp +++ b/editor/editor_sectioned_inspector.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_sectioned_inspector.h b/editor/editor_sectioned_inspector.h index 75f1569d36..fcaebb7f58 100644 --- a/editor/editor_sectioned_inspector.h +++ b/editor/editor_sectioned_inspector.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_settings.cpp b/editor/editor_settings.cpp index 12a7c3a2ff..3bfd66a821 100644 --- a/editor/editor_settings.cpp +++ b/editor/editor_settings.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -530,7 +532,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) { // Theme EDITOR_SETTING_BASIC(Variant::BOOL, PROPERTY_HINT_ENUM, "interface/theme/follow_system_theme", false, "") - EDITOR_SETTING_BASIC(Variant::STRING, PROPERTY_HINT_ENUM, "interface/theme/preset", "Default", "Default,Breeze Dark,Godot 2,Gray,Light,Solarized (Dark),Solarized (Light),Black (OLED),Custom") + EDITOR_SETTING_BASIC(Variant::STRING, PROPERTY_HINT_ENUM, "interface/theme/preset", "Default", "Default,Breeze Dark,Godot,Godot 2,Gray,Light,Solarized (Dark),Solarized (Light),Black (OLED),Indigo,Custom") EDITOR_SETTING_BASIC(Variant::STRING, PROPERTY_HINT_ENUM, "interface/theme/spacing_preset", "Default", "Compact,Default,Spacious,Custom") EDITOR_SETTING(Variant::INT, PROPERTY_HINT_ENUM, "interface/theme/icon_and_font_color", 0, "Auto,Dark,Light") EDITOR_SETTING_BASIC(Variant::COLOR, PROPERTY_HINT_NONE, "interface/theme/base_color", Color(0.2, 0.23, 0.31), "") @@ -636,7 +638,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) { // Theme _initial_set("text_editor/theme/line_spacing", 6); - EDITOR_SETTING_BASIC(Variant::STRING, PROPERTY_HINT_ENUM, "text_editor/theme/color_theme", "Default", "Default,Godot 2,Custom") + EDITOR_SETTING_BASIC(Variant::STRING, PROPERTY_HINT_ENUM, "text_editor/theme/color_theme", "Default", "Default,Godot,Godot 2,Custom") // Theme: Highlighting _load_godot2_text_editor_theme(); @@ -982,7 +984,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) { EDITOR_SETTING_USAGE(Variant::BOOL, PROPERTY_HINT_NONE, "input/buffering/agile_event_flushing", false, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED | PROPERTY_USAGE_EDITOR_BASIC_SETTING) EDITOR_SETTING_USAGE(Variant::BOOL, PROPERTY_HINT_NONE, "input/buffering/use_accumulated_input", true, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED | PROPERTY_USAGE_EDITOR_BASIC_SETTING) - // TRANSLATORS: Project Manager here refers to the tool used to create/manage Godot projects. + // TRANSLATORS: Project Manager here refers to the tool used to create/manage Redot projects. EDITOR_SETTING(Variant::INT, PROPERTY_HINT_ENUM, "project_manager/sorting_order", 0, "Last Edited,Name,Path") EDITOR_SETTING_BASIC(Variant::INT, PROPERTY_HINT_ENUM, "project_manager/directory_naming_convention", 1, "No convention,kebab-case,snake_case,camelCase,PascalCase,Title Case") @@ -1112,7 +1114,7 @@ bool EditorSettings::_save_text_editor_theme(const String &p_file) { } bool EditorSettings::_is_default_text_editor_theme(const String &p_theme_name) { - return p_theme_name == "default" || p_theme_name == "godot 2" || p_theme_name == "custom"; + return p_theme_name == "default" || p_theme_name == "godot" || p_theme_name == "godot 2" || p_theme_name == "custom"; } const String EditorSettings::_get_project_metadata_path() const { @@ -1546,7 +1548,7 @@ void EditorSettings::load_favorites_and_recent_dirs() { } void EditorSettings::list_text_editor_themes() { - String themes = "Default,Godot 2,Custom"; + String themes = "Default,Godot,Godot 2,Custom"; Ref<DirAccess> d = DirAccess::open(EditorPaths::get_singleton()->get_text_editor_themes_dir()); if (d.is_valid()) { diff --git a/editor/editor_settings.h b/editor/editor_settings.h index d1ccedfe6c..b627733abb 100644 --- a/editor/editor_settings.h +++ b/editor/editor_settings.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_settings_dialog.cpp b/editor/editor_settings_dialog.cpp index d07608d852..497d101180 100644 --- a/editor/editor_settings_dialog.cpp +++ b/editor/editor_settings_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_settings_dialog.h b/editor/editor_settings_dialog.h index edc7595107..4246df6167 100644 --- a/editor/editor_settings_dialog.h +++ b/editor/editor_settings_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_string_names.cpp b/editor/editor_string_names.cpp index bd31d32b2d..ed58340313 100644 --- a/editor/editor_string_names.cpp +++ b/editor/editor_string_names.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_string_names.h b/editor/editor_string_names.h index 55d8a9c1ec..06baedd022 100644 --- a/editor/editor_string_names.h +++ b/editor/editor_string_names.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_translation.cpp b/editor/editor_translation.cpp index 6ccde3b696..96aec81067 100644 --- a/editor/editor_translation.cpp +++ b/editor/editor_translation.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_translation.h b/editor/editor_translation.h index eee9e533c4..1a375cd4e7 100644 --- a/editor/editor_translation.h +++ b/editor/editor_translation.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_translation_parser.cpp b/editor/editor_translation_parser.cpp index 8a77ce4a82..8cdd188efc 100644 --- a/editor/editor_translation_parser.cpp +++ b/editor/editor_translation_parser.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_translation_parser.h b/editor/editor_translation_parser.h index 78dc726c52..f9129c9a10 100644 --- a/editor/editor_translation_parser.h +++ b/editor/editor_translation_parser.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_undo_redo_manager.cpp b/editor/editor_undo_redo_manager.cpp index 57e55e7bac..27b5c5a67d 100644 --- a/editor/editor_undo_redo_manager.cpp +++ b/editor/editor_undo_redo_manager.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_undo_redo_manager.h b/editor/editor_undo_redo_manager.h index 54475c3c6c..7cb910160f 100644 --- a/editor/editor_undo_redo_manager.h +++ b/editor/editor_undo_redo_manager.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/editor_vcs_interface.cpp b/editor/editor_vcs_interface.cpp index 6a5d49e41a..d250506288 100644 --- a/editor/editor_vcs_interface.cpp +++ b/editor/editor_vcs_interface.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -365,7 +367,7 @@ void EditorVCSInterface::create_vcs_metadata_files(VCSMetadata p_vcs_metadata_ty if (f.is_null()) { ERR_FAIL_MSG("Couldn't create .gitignore in project path."); } else { - f->store_line("# Godot 4+ specific ignores"); + f->store_line("# Redot 4+ specific ignores"); f->store_line(".godot/"); f->store_line("/android/"); } diff --git a/editor/editor_vcs_interface.h b/editor/editor_vcs_interface.h index a425682bed..3fdcdcc98f 100644 --- a/editor/editor_vcs_interface.h +++ b/editor/editor_vcs_interface.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/engine_update_label.cpp b/editor/engine_update_label.cpp index facbfc7c6b..7e16c6b86e 100644 --- a/editor/engine_update_label.cpp +++ b/editor/engine_update_label.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -47,7 +49,7 @@ bool EngineUpdateLabel::_can_check_updates() const { void EngineUpdateLabel::_check_update() { checked_update = true; _set_status(UpdateStatus::BUSY); - http->request("https://godotengine.org/versions.json"); + http->request("https://redotengine.org/versions.json"); } void EngineUpdateLabel::_http_request_completed(int p_result, int p_response_code, const PackedStringArray &p_headers, const PackedByteArray &p_body) { @@ -233,7 +235,7 @@ EngineUpdateLabel::VersionType EngineUpdateLabel::_get_version_type(const String if (index_string.is_empty()) { *r_index = DEV_VERSION; } else { - *r_index = index_string.to_int(); + *r_index = index_string.trim_prefix(".").to_int(); } } return type; diff --git a/editor/engine_update_label.h b/editor/engine_update_label.h index 5ebe271c8c..7dd10b7cd2 100644 --- a/editor/engine_update_label.h +++ b/editor/engine_update_label.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/event_listener_line_edit.cpp b/editor/event_listener_line_edit.cpp index 8fde728027..e00aa8ab34 100644 --- a/editor/event_listener_line_edit.cpp +++ b/editor/event_listener_line_edit.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/event_listener_line_edit.h b/editor/event_listener_line_edit.h index aa0cc91d47..4f2e695546 100644 --- a/editor/event_listener_line_edit.h +++ b/editor/event_listener_line_edit.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/codesign.cpp b/editor/export/codesign.cpp index 72d496b04d..40718bcdd1 100644 --- a/editor/export/codesign.cpp +++ b/editor/export/codesign.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/codesign.h b/editor/export/codesign.h index 9a858c49ac..e1cdc709ee 100644 --- a/editor/export/codesign.h +++ b/editor/export/codesign.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/editor_export.cpp b/editor/export/editor_export.cpp index 6ca83c5e25..868c519e0e 100644 --- a/editor/export/editor_export.cpp +++ b/editor/export/editor_export.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/editor_export.h b/editor/export/editor_export.h index ebb2038f53..ff6901a539 100644 --- a/editor/export/editor_export.h +++ b/editor/export/editor_export.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/editor_export_platform.cpp b/editor/export/editor_export_platform.cpp index 50fa49dc52..2fdbb39a4b 100644 --- a/editor/export/editor_export_platform.cpp +++ b/editor/export/editor_export_platform.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -1510,7 +1512,7 @@ void EditorExportPlatform::zip_folder_recursive(zipFile &p_zip, const String &p_ zip_fileinfo zipfi; zipfi.tmz_date.tm_year = dt.year; - zipfi.tmz_date.tm_mon = dt.month - 1; // Note: "tm" month range - 0..11, Godot month range - 1..12, https://www.cplusplus.com/reference/ctime/tm/ + zipfi.tmz_date.tm_mon = dt.month - 1; // Note: "tm" month range - 0..11, Redot month range - 1..12, https://www.cplusplus.com/reference/ctime/tm/ zipfi.tmz_date.tm_mday = dt.day; zipfi.tmz_date.tm_hour = dt.hour; zipfi.tmz_date.tm_min = dt.minute; @@ -1554,7 +1556,7 @@ void EditorExportPlatform::zip_folder_recursive(zipFile &p_zip, const String &p_ zip_fileinfo zipfi; zipfi.tmz_date.tm_year = dt.year; - zipfi.tmz_date.tm_mon = dt.month - 1; // Note: "tm" month range - 0..11, Godot month range - 1..12, https://www.cplusplus.com/reference/ctime/tm/ + zipfi.tmz_date.tm_mon = dt.month - 1; // Note: "tm" month range - 0..11, Redot month range - 1..12, https://www.cplusplus.com/reference/ctime/tm/ zipfi.tmz_date.tm_mday = dt.day; zipfi.tmz_date.tm_hour = dt.hour; zipfi.tmz_date.tm_min = dt.minute; diff --git a/editor/export/editor_export_platform.h b/editor/export/editor_export_platform.h index ef3274c5e4..53762414cd 100644 --- a/editor/export/editor_export_platform.h +++ b/editor/export/editor_export_platform.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/editor_export_platform_extension.cpp b/editor/export/editor_export_platform_extension.cpp index b4f338437f..be7f119fc8 100644 --- a/editor/export/editor_export_platform_extension.cpp +++ b/editor/export/editor_export_platform_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/editor_export_platform_extension.h b/editor/export/editor_export_platform_extension.h index 390aaf4590..c0d835617e 100644 --- a/editor/export/editor_export_platform_extension.h +++ b/editor/export/editor_export_platform_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/editor_export_platform_pc.cpp b/editor/export/editor_export_platform_pc.cpp index 52f7a0cee8..1116eb3e10 100644 --- a/editor/export/editor_export_platform_pc.cpp +++ b/editor/export/editor_export_platform_pc.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/editor_export_platform_pc.h b/editor/export/editor_export_platform_pc.h index 668ddaf47e..b1cadb9abb 100644 --- a/editor/export/editor_export_platform_pc.h +++ b/editor/export/editor_export_platform_pc.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/editor_export_plugin.cpp b/editor/export/editor_export_plugin.cpp index bd9c3503f7..bbce8999ca 100644 --- a/editor/export/editor_export_plugin.cpp +++ b/editor/export/editor_export_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/editor_export_plugin.h b/editor/export/editor_export_plugin.h index 79d3d0954d..cb54033e37 100644 --- a/editor/export/editor_export_plugin.h +++ b/editor/export/editor_export_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/editor_export_preset.cpp b/editor/export/editor_export_preset.cpp index da7059b777..ab6daa1bd0 100644 --- a/editor/export/editor_export_preset.cpp +++ b/editor/export/editor_export_preset.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/editor_export_preset.h b/editor/export/editor_export_preset.h index af3a23fc50..283ef93e6c 100644 --- a/editor/export/editor_export_preset.h +++ b/editor/export/editor_export_preset.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/export_template_manager.cpp b/editor/export/export_template_manager.cpp index 2309319376..2430c6fc80 100644 --- a/editor/export/export_template_manager.cpp +++ b/editor/export/export_template_manager.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -265,7 +267,7 @@ void ExportTemplateManager::_refresh_mirrors() { is_refreshing_mirrors = true; String current_version = VERSION_FULL_CONFIG; - const String mirrors_metadata_url = "https://godotengine.org/mirrorlist/" + current_version + ".json"; + const String mirrors_metadata_url = "https://redotengine.org/mirrorlist/" + current_version + ".json"; request_mirrors->request(mirrors_metadata_url); } @@ -756,7 +758,7 @@ String ExportTemplateManager::get_android_source_zip(const Ref<EditorExportPrese } String ExportTemplateManager::get_android_template_identifier(const Ref<EditorExportPreset> &p_preset) { - // The template identifier is the Godot version for the default template, and the full path plus md5 hash for custom templates. + // The template identifier is the Redot version for the default template, and the full path plus md5 hash for custom templates. if (p_preset.is_valid()) { String android_source_zip = p_preset->get("gradle_build/android_source_template"); if (!android_source_zip.is_empty()) { @@ -1104,7 +1106,7 @@ ExportTemplateManager::ExportTemplateManager() { install_file_dialog->set_access(FileDialog::ACCESS_FILESYSTEM); install_file_dialog->set_file_mode(FileDialog::FILE_MODE_OPEN_FILE); install_file_dialog->set_current_dir(EDITOR_DEF("_export_template_download_directory", "")); - install_file_dialog->add_filter("*.tpz", TTR("Godot Export Templates")); + install_file_dialog->add_filter("*.tpz", TTR("Redot Export Templates")); install_file_dialog->connect("file_selected", callable_mp(this, &ExportTemplateManager::_install_file_selected).bind(false)); add_child(install_file_dialog); diff --git a/editor/export/export_template_manager.h b/editor/export/export_template_manager.h index ccfe568d32..cc33804304 100644 --- a/editor/export/export_template_manager.h +++ b/editor/export/export_template_manager.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/lipo.cpp b/editor/export/lipo.cpp index 9038994b06..fd8d77c00e 100644 --- a/editor/export/lipo.cpp +++ b/editor/export/lipo.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/lipo.h b/editor/export/lipo.h index 0b65959bc5..32f9e041f0 100644 --- a/editor/export/lipo.h +++ b/editor/export/lipo.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/macho.cpp b/editor/export/macho.cpp index a829774a88..a0cef54e82 100644 --- a/editor/export/macho.cpp +++ b/editor/export/macho.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/macho.h b/editor/export/macho.h index e7393a2fee..8d013a6368 100644 --- a/editor/export/macho.h +++ b/editor/export/macho.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/export/project_export.cpp b/editor/export/project_export.cpp index f9137082d7..4da0cc6acc 100644 --- a/editor/export/project_export.cpp +++ b/editor/export/project_export.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -1551,7 +1553,7 @@ ProjectExportDialog::ProjectExportDialog() { patch_vb->add_margin_child(TTR("Base Packs:"), patches, true); patch_dialog = memnew(EditorFileDialog); - patch_dialog->add_filter("*.pck", TTR("Godot Project Pack")); + patch_dialog->add_filter("*.pck", TTR("Redot Project Pack")); patch_dialog->set_access(EditorFileDialog::ACCESS_FILESYSTEM); patch_dialog->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE); patch_dialog->connect("file_selected", callable_mp(this, &ProjectExportDialog::_patch_file_selected)); @@ -1670,11 +1672,11 @@ ProjectExportDialog::ProjectExportDialog() { set_cancel_button_text(TTR("Close")); set_ok_button_text(TTR("Export PCK/ZIP...")); - get_ok_button()->set_tooltip_text(TTR("Export the project resources as a PCK or ZIP package. This is not a playable build, only the project data without a Godot executable.")); + get_ok_button()->set_tooltip_text(TTR("Export the project resources as a PCK or ZIP package. This is not a playable build, only the project data without a Redot executable.")); get_ok_button()->set_disabled(true); export_button = add_button(TTR("Export Project..."), !DisplayServer::get_singleton()->get_swap_cancel_ok(), "export"); - export_button->set_tooltip_text(TTR("Export the project as a playable build (Godot executable and project data) for the selected preset.")); + export_button->set_tooltip_text(TTR("Export the project as a playable build (Redot executable and project data) for the selected preset.")); export_button->connect(SceneStringName(pressed), callable_mp(this, &ProjectExportDialog::_export_project)); // Disable initially before we select a valid preset export_button->set_disabled(true); @@ -1694,7 +1696,7 @@ ProjectExportDialog::ProjectExportDialog() { export_pck_zip = memnew(EditorFileDialog); export_pck_zip->add_filter("*.zip", TTR("ZIP File")); - export_pck_zip->add_filter("*.pck", TTR("Godot Project Pack")); + export_pck_zip->add_filter("*.pck", TTR("Redot Project Pack")); export_pck_zip->set_access(EditorFileDialog::ACCESS_FILESYSTEM); export_pck_zip->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE); add_child(export_pck_zip); diff --git a/editor/export/project_export.h b/editor/export/project_export.h index e360596be6..edffabb1f6 100644 --- a/editor/export/project_export.h +++ b/editor/export/project_export.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/fbx_importer_manager.cpp b/editor/fbx_importer_manager.cpp index 2650b642fa..e473ac0fc3 100644 --- a/editor/fbx_importer_manager.cpp +++ b/editor/fbx_importer_manager.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/fbx_importer_manager.h b/editor/fbx_importer_manager.h index 55061c041a..0133082201 100644 --- a/editor/fbx_importer_manager.h +++ b/editor/fbx_importer_manager.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/file_info.cpp b/editor/file_info.cpp index 04d82547ab..b843bfa657 100644 --- a/editor/file_info.cpp +++ b/editor/file_info.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/file_info.h b/editor/file_info.h index 2ce521992c..254ca872bd 100644 --- a/editor/file_info.h +++ b/editor/file_info.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/filesystem_dock.cpp b/editor/filesystem_dock.cpp index 2df0b2edaa..3f229a34fa 100644 --- a/editor/filesystem_dock.cpp +++ b/editor/filesystem_dock.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -2134,7 +2136,7 @@ void FileSystemDock::_file_option(int p_option, const Vector<String> &p_selected if (ClassDB::is_parent_class(resource_type, "Script") || extension == "tres" || extension == "tscn") { external_program = EDITOR_GET("text_editor/external/exec_path"); } else if (extension == "res" || extension == "scn") { - // Binary resources have no meaningful editor outside Godot, so just fallback to something default. + // Binary resources have no meaningful editor outside Redot, so just fallback to something default. } else if (resource_type == "CompressedTexture2D" || resource_type == "Image") { if (extension == "svg" || extension == "svgz") { external_program = EDITOR_GET("filesystem/external_programs/vector_image_editor"); diff --git a/editor/filesystem_dock.h b/editor/filesystem_dock.h index 819abbd389..63cb7bbdf6 100644 --- a/editor/filesystem_dock.h +++ b/editor/filesystem_dock.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/find_in_files.cpp b/editor/find_in_files.cpp index 719fa25dad..09efdafd33 100644 --- a/editor/find_in_files.cpp +++ b/editor/find_in_files.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/find_in_files.h b/editor/find_in_files.h index ac336b4e35..96d6c6a94c 100644 --- a/editor/find_in_files.h +++ b/editor/find_in_files.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/group_settings_editor.cpp b/editor/group_settings_editor.cpp index bb899af582..52ad18607c 100644 --- a/editor/group_settings_editor.cpp +++ b/editor/group_settings_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/group_settings_editor.h b/editor/group_settings_editor.h index 5be0013e96..eea8c4a2cb 100644 --- a/editor/group_settings_editor.h +++ b/editor/group_settings_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/groups_editor.cpp b/editor/groups_editor.cpp index e0de6bbcb1..70b2a8a7b4 100644 --- a/editor/groups_editor.cpp +++ b/editor/groups_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/groups_editor.h b/editor/groups_editor.h index 8a0ca067de..4fd26b6d73 100644 --- a/editor/groups_editor.h +++ b/editor/groups_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_bottom_panel.cpp b/editor/gui/editor_bottom_panel.cpp index f6ba74fe95..c444e3a9d8 100644 --- a/editor/gui/editor_bottom_panel.cpp +++ b/editor/gui/editor_bottom_panel.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_bottom_panel.h b/editor/gui/editor_bottom_panel.h index 3d44b3750a..f5dd7e6740 100644 --- a/editor/gui/editor_bottom_panel.h +++ b/editor/gui/editor_bottom_panel.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_dir_dialog.cpp b/editor/gui/editor_dir_dialog.cpp index 481c8ed016..324e9ce7b6 100644 --- a/editor/gui/editor_dir_dialog.cpp +++ b/editor/gui/editor_dir_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_dir_dialog.h b/editor/gui/editor_dir_dialog.h index 491eb61749..26a8a3bd28 100644 --- a/editor/gui/editor_dir_dialog.h +++ b/editor/gui/editor_dir_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_file_dialog.cpp b/editor/gui/editor_file_dialog.cpp index 7600748685..61acb14cb5 100644 --- a/editor/gui/editor_file_dialog.cpp +++ b/editor/gui/editor_file_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -752,7 +754,7 @@ void EditorFileDialog::_item_list_item_rmb_clicked(int p_item, const Vector2 &p_ // Allow specific actions only on one item. bool single_item_selected = item_list->get_selected_items().size() == 1; - // Disallow deleting the .import folder, Godot kills a cat if you do and it is possibly a senseless novice action. + // Disallow deleting the .import folder bool allow_delete = true; for (int i = 0; i < item_list->get_item_count(); i++) { if (!item_list->is_selected(i)) { diff --git a/editor/gui/editor_file_dialog.h b/editor/gui/editor_file_dialog.h index 1922155133..4fcb986c6d 100644 --- a/editor/gui/editor_file_dialog.h +++ b/editor/gui/editor_file_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_object_selector.cpp b/editor/gui/editor_object_selector.cpp index ec5caa8c2a..bdb46ec6c2 100644 --- a/editor/gui/editor_object_selector.cpp +++ b/editor/gui/editor_object_selector.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_object_selector.h b/editor/gui/editor_object_selector.h index 60d6df488b..f66c5d00cb 100644 --- a/editor/gui/editor_object_selector.h +++ b/editor/gui/editor_object_selector.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_quick_open_dialog.cpp b/editor/gui/editor_quick_open_dialog.cpp index 94a5ff94a3..202991e339 100644 --- a/editor/gui/editor_quick_open_dialog.cpp +++ b/editor/gui/editor_quick_open_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_quick_open_dialog.h b/editor/gui/editor_quick_open_dialog.h index 49257aed6b..c9e5b97faa 100644 --- a/editor/gui/editor_quick_open_dialog.h +++ b/editor/gui/editor_quick_open_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_run_bar.cpp b/editor/gui/editor_run_bar.cpp index 908b1e6719..f36a89e7e6 100644 --- a/editor/gui/editor_run_bar.cpp +++ b/editor/gui/editor_run_bar.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_run_bar.h b/editor/gui/editor_run_bar.h index d8238aa2c5..147cf7691c 100644 --- a/editor/gui/editor_run_bar.h +++ b/editor/gui/editor_run_bar.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_scene_tabs.cpp b/editor/gui/editor_scene_tabs.cpp index 4862b3436e..c59fb6e79b 100644 --- a/editor/gui/editor_scene_tabs.cpp +++ b/editor/gui/editor_scene_tabs.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_scene_tabs.h b/editor/gui/editor_scene_tabs.h index ac9e6b8c43..422843c689 100644 --- a/editor/gui/editor_scene_tabs.h +++ b/editor/gui/editor_scene_tabs.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_spin_slider.cpp b/editor/gui/editor_spin_slider.cpp index 27b6bbafb7..d39447fd49 100644 --- a/editor/gui/editor_spin_slider.cpp +++ b/editor/gui/editor_spin_slider.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_spin_slider.h b/editor/gui/editor_spin_slider.h index dfc50878dd..0e7625e67a 100644 --- a/editor/gui/editor_spin_slider.h +++ b/editor/gui/editor_spin_slider.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_title_bar.cpp b/editor/gui/editor_title_bar.cpp index c251c70c6d..2be56c22a2 100644 --- a/editor/gui/editor_title_bar.cpp +++ b/editor/gui/editor_title_bar.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_title_bar.h b/editor/gui/editor_title_bar.h index 13fd5d6cdb..f85ae59606 100644 --- a/editor/gui/editor_title_bar.h +++ b/editor/gui/editor_title_bar.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_toaster.cpp b/editor/gui/editor_toaster.cpp index 24f19db578..e4ffb9e9c1 100644 --- a/editor/gui/editor_toaster.cpp +++ b/editor/gui/editor_toaster.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_toaster.h b/editor/gui/editor_toaster.h index 4bf32d94ba..2761fb37e0 100644 --- a/editor/gui/editor_toaster.h +++ b/editor/gui/editor_toaster.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_validation_panel.cpp b/editor/gui/editor_validation_panel.cpp index a4ca743bd7..42aae323e2 100644 --- a/editor/gui/editor_validation_panel.cpp +++ b/editor/gui/editor_validation_panel.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_validation_panel.h b/editor/gui/editor_validation_panel.h index c371795e15..d7ae8caa6f 100644 --- a/editor/gui/editor_validation_panel.h +++ b/editor/gui/editor_validation_panel.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_version_button.cpp b/editor/gui/editor_version_button.cpp index 635d66f42a..97582ff387 100644 --- a/editor/gui/editor_version_button.cpp +++ b/editor/gui/editor_version_button.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_version_button.h b/editor/gui/editor_version_button.h index 591c3d483e..27bb385e70 100644 --- a/editor/gui/editor_version_button.h +++ b/editor/gui/editor_version_button.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_zoom_widget.cpp b/editor/gui/editor_zoom_widget.cpp index 50a4f020ab..8b2e903c1c 100644 --- a/editor/gui/editor_zoom_widget.cpp +++ b/editor/gui/editor_zoom_widget.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/editor_zoom_widget.h b/editor/gui/editor_zoom_widget.h index 6b2fe4d3e9..d5ac9a16a4 100644 --- a/editor/gui/editor_zoom_widget.h +++ b/editor/gui/editor_zoom_widget.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/scene_tree_editor.cpp b/editor/gui/scene_tree_editor.cpp index 2e36b66025..08cba26b45 100644 --- a/editor/gui/scene_tree_editor.cpp +++ b/editor/gui/scene_tree_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/gui/scene_tree_editor.h b/editor/gui/scene_tree_editor.h index e623c8405d..e52ded6e0c 100644 --- a/editor/gui/scene_tree_editor.h +++ b/editor/gui/scene_tree_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/history_dock.cpp b/editor/history_dock.cpp index 1a0971a15c..cdedd15167 100644 --- a/editor/history_dock.cpp +++ b/editor/history_dock.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/history_dock.h b/editor/history_dock.h index 0a023bdd05..c7f96a1566 100644 --- a/editor/history_dock.h +++ b/editor/history_dock.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/icons/DefaultProjectIcon.svg b/editor/icons/DefaultProjectIcon.svg index 9d8b7fa14f..f7e519ce42 100644 --- a/editor/icons/DefaultProjectIcon.svg +++ b/editor/icons/DefaultProjectIcon.svg @@ -1 +1 @@ -<svg xmlns="http://www.w3.org/2000/svg" width="128" 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\ No newline at end of file diff --git a/editor/icons/README.md b/editor/icons/README.md index d191000985..00db48241c 100644 --- a/editor/icons/README.md +++ b/editor/icons/README.md @@ -1,7 +1,7 @@ # Editor icons -This folder contains all the icons used by Godot editor (except for platform +This folder contains all the icons used by Redot editor (except for platform icons which are located in their respective platform folder). See [Editor icons](https://docs.godotengine.org/en/latest/contributing/development/editor/creating_icons.html) -in the documentation for details on creating icons for the Godot editor. +in the documentation for details on creating icons for the Redot editor. diff --git a/editor/icons/Snap.svg b/editor/icons/SnapHalf.svg index 3c2f76e7a0..3c2f76e7a0 100644 --- a/editor/icons/Snap.svg +++ b/editor/icons/SnapHalf.svg diff --git a/editor/icons/SnapOne.svg b/editor/icons/SnapOne.svg new file mode 100644 index 0000000000..8e74e2e4b8 --- /dev/null +++ b/editor/icons/SnapOne.svg @@ -0,0 +1 @@ +<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#fff" fill-opacity=".8" d="M7,13h2v-2c0-1.1.9-2,2-2s2,.9,2,2v2h2v-2c0-2.2-1.8-4-4-4s-4,1.8-4,4v2Z"/><path fill="#e0e0e0" d="M8,2v3.9h3.9v-3.9h-3.9ZM2,2v3.9h3.9v-3.9h-3.9ZM2,8v3.9h3.9v-3.9h-3.9ZM7,13v2h2v-2h-2ZM13,13v2h2v-2h-2Z"/></svg>
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\ No newline at end of file diff --git a/editor/import/3d/collada.cpp b/editor/import/3d/collada.cpp index 29c373be96..26aafdb42c 100644 --- a/editor/import/3d/collada.cpp +++ b/editor/import/3d/collada.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/3d/collada.h b/editor/import/3d/collada.h index 416b917a46..18aa531aac 100644 --- a/editor/import/3d/collada.h +++ b/editor/import/3d/collada.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/3d/editor_import_collada.cpp b/editor/import/3d/editor_import_collada.cpp index 04a3f23154..3e912cc4de 100644 --- a/editor/import/3d/editor_import_collada.cpp +++ b/editor/import/3d/editor_import_collada.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/3d/editor_import_collada.h b/editor/import/3d/editor_import_collada.h index e0214c2fd0..3dfff37f02 100644 --- a/editor/import/3d/editor_import_collada.h +++ b/editor/import/3d/editor_import_collada.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/3d/post_import_plugin_skeleton_renamer.cpp b/editor/import/3d/post_import_plugin_skeleton_renamer.cpp index 3f6bfdcf05..757124a91b 100644 --- a/editor/import/3d/post_import_plugin_skeleton_renamer.cpp +++ b/editor/import/3d/post_import_plugin_skeleton_renamer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/3d/post_import_plugin_skeleton_renamer.h b/editor/import/3d/post_import_plugin_skeleton_renamer.h index a977117374..aa9618f2d3 100644 --- a/editor/import/3d/post_import_plugin_skeleton_renamer.h +++ b/editor/import/3d/post_import_plugin_skeleton_renamer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp b/editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp index 64bec0532b..0b3300ce11 100644 --- a/editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +++ b/editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/3d/post_import_plugin_skeleton_rest_fixer.h b/editor/import/3d/post_import_plugin_skeleton_rest_fixer.h index 9fec76be48..4c192d39f3 100644 --- a/editor/import/3d/post_import_plugin_skeleton_rest_fixer.h +++ b/editor/import/3d/post_import_plugin_skeleton_rest_fixer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/3d/post_import_plugin_skeleton_track_organizer.cpp b/editor/import/3d/post_import_plugin_skeleton_track_organizer.cpp index 53bcc59fcb..30943b2f93 100644 --- a/editor/import/3d/post_import_plugin_skeleton_track_organizer.cpp +++ b/editor/import/3d/post_import_plugin_skeleton_track_organizer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/3d/post_import_plugin_skeleton_track_organizer.h b/editor/import/3d/post_import_plugin_skeleton_track_organizer.h index 24a4f70aa9..7e284a5025 100644 --- a/editor/import/3d/post_import_plugin_skeleton_track_organizer.h +++ b/editor/import/3d/post_import_plugin_skeleton_track_organizer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/3d/resource_importer_obj.cpp b/editor/import/3d/resource_importer_obj.cpp index 5cec366d69..bf36afc21c 100644 --- a/editor/import/3d/resource_importer_obj.cpp +++ b/editor/import/3d/resource_importer_obj.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/3d/resource_importer_obj.h b/editor/import/3d/resource_importer_obj.h index faf0f336c0..6af3f042d3 100644 --- a/editor/import/3d/resource_importer_obj.h +++ b/editor/import/3d/resource_importer_obj.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/3d/resource_importer_scene.cpp b/editor/import/3d/resource_importer_scene.cpp index cb348f713c..632c8c3c62 100644 --- a/editor/import/3d/resource_importer_scene.cpp +++ b/editor/import/3d/resource_importer_scene.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -3025,7 +3027,7 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p root_type = ScriptServer::get_global_class_base(root_type); } if (scene->get_class_name() != root_type) { - // If the user specified a Godot node type that does not match + // If the user specified a Redot node type that does not match // what the scene import gave us, replace the root node. Node *base_node = Object::cast_to<Node>(ClassDB::instantiate(root_type)); if (base_node) { @@ -3042,7 +3044,7 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p String root_name = p_options["nodes/root_name"]; if (!root_name.is_empty() && root_name != "Scene Root") { - // TODO: Remove `&& root_name != "Scene Root"` for Godot 5.0. + // TODO: Remove `&& root_name != "Scene Root"` for Redot 5.0. // For backwards compatibility with existing .import files, // treat "Scene Root" as having no root name override. scene->set_name(root_name); diff --git a/editor/import/3d/resource_importer_scene.h b/editor/import/3d/resource_importer_scene.h index fe757dc2a3..1d848e2a35 100644 --- a/editor/import/3d/resource_importer_scene.h +++ b/editor/import/3d/resource_importer_scene.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/3d/scene_import_settings.cpp b/editor/import/3d/scene_import_settings.cpp index 011d0135b4..f0bf0ebe28 100644 --- a/editor/import/3d/scene_import_settings.cpp +++ b/editor/import/3d/scene_import_settings.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/3d/scene_import_settings.h b/editor/import/3d/scene_import_settings.h index 1088acf772..9383510f1e 100644 --- a/editor/import/3d/scene_import_settings.h +++ b/editor/import/3d/scene_import_settings.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/audio_stream_import_settings.cpp b/editor/import/audio_stream_import_settings.cpp index 9a0c62193c..4ca4e4d266 100644 --- a/editor/import/audio_stream_import_settings.cpp +++ b/editor/import/audio_stream_import_settings.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/audio_stream_import_settings.h b/editor/import/audio_stream_import_settings.h index 931faf45af..93bfb8d0a2 100644 --- a/editor/import/audio_stream_import_settings.h +++ b/editor/import/audio_stream_import_settings.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/dynamic_font_import_settings.cpp b/editor/import/dynamic_font_import_settings.cpp index e124697b20..410bc2e95c 100644 --- a/editor/import/dynamic_font_import_settings.cpp +++ b/editor/import/dynamic_font_import_settings.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/dynamic_font_import_settings.h b/editor/import/dynamic_font_import_settings.h index 61d52b737a..152b9da82a 100644 --- a/editor/import/dynamic_font_import_settings.h +++ b/editor/import/dynamic_font_import_settings.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/editor_import_plugin.cpp b/editor/import/editor_import_plugin.cpp index 3243dcf256..fe91a82651 100644 --- a/editor/import/editor_import_plugin.cpp +++ b/editor/import/editor_import_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/editor_import_plugin.h b/editor/import/editor_import_plugin.h index ea5cfc2682..97966277d6 100644 --- a/editor/import/editor_import_plugin.h +++ b/editor/import/editor_import_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_bitmask.cpp b/editor/import/resource_importer_bitmask.cpp index e7b7850b02..6930f82458 100644 --- a/editor/import/resource_importer_bitmask.cpp +++ b/editor/import/resource_importer_bitmask.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_bitmask.h b/editor/import/resource_importer_bitmask.h index 8963c8d918..b3a71c261e 100644 --- a/editor/import/resource_importer_bitmask.h +++ b/editor/import/resource_importer_bitmask.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_bmfont.cpp b/editor/import/resource_importer_bmfont.cpp index 085ca1362d..fce49bd0f6 100644 --- a/editor/import/resource_importer_bmfont.cpp +++ b/editor/import/resource_importer_bmfont.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_bmfont.h b/editor/import/resource_importer_bmfont.h index d31cd03736..eb1efacbc3 100644 --- a/editor/import/resource_importer_bmfont.h +++ b/editor/import/resource_importer_bmfont.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_csv_translation.cpp b/editor/import/resource_importer_csv_translation.cpp index c181011402..cb091c3854 100644 --- a/editor/import/resource_importer_csv_translation.cpp +++ b/editor/import/resource_importer_csv_translation.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_csv_translation.h b/editor/import/resource_importer_csv_translation.h index c6b05eb043..e4db317ca8 100644 --- a/editor/import/resource_importer_csv_translation.h +++ b/editor/import/resource_importer_csv_translation.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_dynamic_font.cpp b/editor/import/resource_importer_dynamic_font.cpp index fa222b2790..c4e22f82f5 100644 --- a/editor/import/resource_importer_dynamic_font.cpp +++ b/editor/import/resource_importer_dynamic_font.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_dynamic_font.h b/editor/import/resource_importer_dynamic_font.h index de89e6b76f..cd3e3dc43f 100644 --- a/editor/import/resource_importer_dynamic_font.h +++ b/editor/import/resource_importer_dynamic_font.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_image.cpp b/editor/import/resource_importer_image.cpp index 4f6dd4e4ef..3add238535 100644 --- a/editor/import/resource_importer_image.cpp +++ b/editor/import/resource_importer_image.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_image.h b/editor/import/resource_importer_image.h index 1490ab30d5..4816bbab2b 100644 --- a/editor/import/resource_importer_image.h +++ b/editor/import/resource_importer_image.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_imagefont.cpp b/editor/import/resource_importer_imagefont.cpp index f01381904d..4156a827ad 100644 --- a/editor/import/resource_importer_imagefont.cpp +++ b/editor/import/resource_importer_imagefont.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_imagefont.h b/editor/import/resource_importer_imagefont.h index 065351c361..6d76375561 100644 --- a/editor/import/resource_importer_imagefont.h +++ b/editor/import/resource_importer_imagefont.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_layered_texture.cpp b/editor/import/resource_importer_layered_texture.cpp index 312195fcd7..403ff503e8 100644 --- a/editor/import/resource_importer_layered_texture.cpp +++ b/editor/import/resource_importer_layered_texture.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_layered_texture.h b/editor/import/resource_importer_layered_texture.h index 26495eed8d..d245a08ba3 100644 --- a/editor/import/resource_importer_layered_texture.h +++ b/editor/import/resource_importer_layered_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_shader_file.cpp b/editor/import/resource_importer_shader_file.cpp index b7508e7644..1d71eb0b2b 100644 --- a/editor/import/resource_importer_shader_file.cpp +++ b/editor/import/resource_importer_shader_file.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_shader_file.h b/editor/import/resource_importer_shader_file.h index aefc967989..62e8ed4631 100644 --- a/editor/import/resource_importer_shader_file.h +++ b/editor/import/resource_importer_shader_file.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_texture.cpp b/editor/import/resource_importer_texture.cpp index 24a14c60ad..04bdb727f8 100644 --- a/editor/import/resource_importer_texture.cpp +++ b/editor/import/resource_importer_texture.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_texture.h b/editor/import/resource_importer_texture.h index 6d74c4e2f9..f29d3f4e91 100644 --- a/editor/import/resource_importer_texture.h +++ b/editor/import/resource_importer_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_texture_atlas.cpp b/editor/import/resource_importer_texture_atlas.cpp index d6ce39f6a6..431f8e2750 100644 --- a/editor/import/resource_importer_texture_atlas.cpp +++ b/editor/import/resource_importer_texture_atlas.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_texture_atlas.h b/editor/import/resource_importer_texture_atlas.h index 0f2b10424c..34da182de4 100644 --- a/editor/import/resource_importer_texture_atlas.h +++ b/editor/import/resource_importer_texture_atlas.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_texture_settings.cpp b/editor/import/resource_importer_texture_settings.cpp index 0033441d12..f203d7d44b 100644 --- a/editor/import/resource_importer_texture_settings.cpp +++ b/editor/import/resource_importer_texture_settings.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_texture_settings.h b/editor/import/resource_importer_texture_settings.h index 47a7e160a8..7ca78f633e 100644 --- a/editor/import/resource_importer_texture_settings.h +++ b/editor/import/resource_importer_texture_settings.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_wav.cpp b/editor/import/resource_importer_wav.cpp index 339e7921b3..bb779e81b4 100644 --- a/editor/import/resource_importer_wav.cpp +++ b/editor/import/resource_importer_wav.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import/resource_importer_wav.h b/editor/import/resource_importer_wav.h index 47af37ba41..9571f64b20 100644 --- a/editor/import/resource_importer_wav.h +++ b/editor/import/resource_importer_wav.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import_defaults_editor.cpp b/editor/import_defaults_editor.cpp index 23e803f722..a7dd948222 100644 --- a/editor/import_defaults_editor.cpp +++ b/editor/import_defaults_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import_defaults_editor.h b/editor/import_defaults_editor.h index ccc74f39a5..69f6932f12 100644 --- a/editor/import_defaults_editor.h +++ b/editor/import_defaults_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import_dock.cpp b/editor/import_dock.cpp index 6c22a965ae..6ae373d000 100644 --- a/editor/import_dock.cpp +++ b/editor/import_dock.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/import_dock.h b/editor/import_dock.h index 6a6c54f1ce..7823374296 100644 --- a/editor/import_dock.h +++ b/editor/import_dock.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/input_event_configuration_dialog.cpp b/editor/input_event_configuration_dialog.cpp index a2aeeb11bd..9965f36201 100644 --- a/editor/input_event_configuration_dialog.cpp +++ b/editor/input_event_configuration_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/input_event_configuration_dialog.h b/editor/input_event_configuration_dialog.h index b27f25a5b7..0231b2d7fc 100644 --- a/editor/input_event_configuration_dialog.h +++ b/editor/input_event_configuration_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/inspector_dock.cpp b/editor/inspector_dock.cpp index d13a022d52..d7e7140a56 100644 --- a/editor/inspector_dock.cpp +++ b/editor/inspector_dock.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/inspector_dock.h b/editor/inspector_dock.h index 60ce8100aa..74b8d028eb 100644 --- a/editor/inspector_dock.h +++ b/editor/inspector_dock.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/localization_editor.cpp b/editor/localization_editor.cpp index 921467ccbc..5f5c2c2368 100644 --- a/editor/localization_editor.cpp +++ b/editor/localization_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/localization_editor.h b/editor/localization_editor.h index eb6e5b93c7..86b7cfc8af 100644 --- a/editor/localization_editor.h +++ b/editor/localization_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/multi_node_edit.cpp b/editor/multi_node_edit.cpp index ef6a9c9a88..55ac861488 100644 --- a/editor/multi_node_edit.cpp +++ b/editor/multi_node_edit.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/multi_node_edit.h b/editor/multi_node_edit.h index 32fe7402fd..4721d7ffa7 100644 --- a/editor/multi_node_edit.h +++ b/editor/multi_node_edit.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/node_dock.cpp b/editor/node_dock.cpp index 0da8d8291f..16ed8cf85e 100644 --- a/editor/node_dock.cpp +++ b/editor/node_dock.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/node_dock.h b/editor/node_dock.h index adf378bd06..f403af85e4 100644 --- a/editor/node_dock.h +++ b/editor/node_dock.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/abstract_polygon_2d_editor.cpp b/editor/plugins/abstract_polygon_2d_editor.cpp index 804f9c607e..93a39ce8e4 100644 --- a/editor/plugins/abstract_polygon_2d_editor.cpp +++ b/editor/plugins/abstract_polygon_2d_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/abstract_polygon_2d_editor.h b/editor/plugins/abstract_polygon_2d_editor.h index 66d4e1b7ef..e58a164a55 100644 --- a/editor/plugins/abstract_polygon_2d_editor.h +++ b/editor/plugins/abstract_polygon_2d_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/animation_blend_space_1d_editor.cpp b/editor/plugins/animation_blend_space_1d_editor.cpp index cbf8b27b32..b6b3725dcc 100644 --- a/editor/plugins/animation_blend_space_1d_editor.cpp +++ b/editor/plugins/animation_blend_space_1d_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/animation_blend_space_1d_editor.h b/editor/plugins/animation_blend_space_1d_editor.h index 00bd3c767d..a08c43e06c 100644 --- a/editor/plugins/animation_blend_space_1d_editor.h +++ b/editor/plugins/animation_blend_space_1d_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/animation_blend_space_2d_editor.cpp b/editor/plugins/animation_blend_space_2d_editor.cpp index 934f26415a..78770c9aaf 100644 --- a/editor/plugins/animation_blend_space_2d_editor.cpp +++ b/editor/plugins/animation_blend_space_2d_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/animation_blend_space_2d_editor.h b/editor/plugins/animation_blend_space_2d_editor.h index 15d81c0707..76be47f0e1 100644 --- a/editor/plugins/animation_blend_space_2d_editor.h +++ b/editor/plugins/animation_blend_space_2d_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/animation_blend_tree_editor_plugin.cpp b/editor/plugins/animation_blend_tree_editor_plugin.cpp index 9e282cb3fa..985b4ab181 100644 --- a/editor/plugins/animation_blend_tree_editor_plugin.cpp +++ b/editor/plugins/animation_blend_tree_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/animation_blend_tree_editor_plugin.h b/editor/plugins/animation_blend_tree_editor_plugin.h index 9e7793977b..9c37673a30 100644 --- a/editor/plugins/animation_blend_tree_editor_plugin.h +++ b/editor/plugins/animation_blend_tree_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/animation_library_editor.cpp b/editor/plugins/animation_library_editor.cpp index 147b92c094..31c13229b1 100644 --- a/editor/plugins/animation_library_editor.cpp +++ b/editor/plugins/animation_library_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/animation_library_editor.h b/editor/plugins/animation_library_editor.h index beb34c6343..35efe2770a 100644 --- a/editor/plugins/animation_library_editor.h +++ b/editor/plugins/animation_library_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/animation_player_editor_plugin.cpp b/editor/plugins/animation_player_editor_plugin.cpp index 1581e7cc66..460752b254 100644 --- a/editor/plugins/animation_player_editor_plugin.cpp +++ b/editor/plugins/animation_player_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/animation_player_editor_plugin.h b/editor/plugins/animation_player_editor_plugin.h index 349ed7b5cd..3f0d09ce75 100644 --- a/editor/plugins/animation_player_editor_plugin.h +++ b/editor/plugins/animation_player_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/animation_state_machine_editor.cpp b/editor/plugins/animation_state_machine_editor.cpp index e9dd54f73b..38826b1041 100644 --- a/editor/plugins/animation_state_machine_editor.cpp +++ b/editor/plugins/animation_state_machine_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/animation_state_machine_editor.h b/editor/plugins/animation_state_machine_editor.h index eb623a147d..b5d377e995 100644 --- a/editor/plugins/animation_state_machine_editor.h +++ b/editor/plugins/animation_state_machine_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/animation_tree_editor_plugin.cpp b/editor/plugins/animation_tree_editor_plugin.cpp index 7906b50c2c..24ef8c2fdb 100644 --- a/editor/plugins/animation_tree_editor_plugin.cpp +++ b/editor/plugins/animation_tree_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/animation_tree_editor_plugin.h b/editor/plugins/animation_tree_editor_plugin.h index a234af6874..d90bcb162e 100644 --- a/editor/plugins/animation_tree_editor_plugin.h +++ b/editor/plugins/animation_tree_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/asset_library_editor_plugin.cpp b/editor/plugins/asset_library_editor_plugin.cpp index fec8d4b897..c605a68bf0 100644 --- a/editor/plugins/asset_library_editor_plugin.cpp +++ b/editor/plugins/asset_library_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -705,7 +707,7 @@ void EditorAssetLibrary::_notification(int p_what) { void EditorAssetLibrary::_update_repository_options() { // TODO: Move to editor_settings.cpp Dictionary default_urls; - default_urls["godotengine.org (Official)"] = "https://godotengine.org/asset-library/api"; + default_urls["godotengine.org"] = "https://godotengine.org/asset-library/api"; Dictionary available_urls = _EDITOR_DEF("asset_library/available_urls", default_urls, true); repository->clear(); Array keys = available_urls.keys(); @@ -763,8 +765,8 @@ const char *EditorAssetLibrary::sort_text[SORT_MAX] = { TTRC("Least Recently Updated"), TTRC("Name (A-Z)"), TTRC("Name (Z-A)"), - TTRC("License (A-Z)"), // "cost" stores the SPDX license name in the Godot Asset Library. - TTRC("License (Z-A)"), // "cost" stores the SPDX license name in the Godot Asset Library. + TTRC("License (A-Z)"), // "cost" stores the SPDX license name in the Redot Asset Library. + TTRC("License (Z-A)"), // "cost" stores the SPDX license name in the Redot Asset Library. }; const char *EditorAssetLibrary::support_key[SUPPORT_MAX] = { diff --git a/editor/plugins/asset_library_editor_plugin.h b/editor/plugins/asset_library_editor_plugin.h index a80e7c8f96..e585935806 100644 --- a/editor/plugins/asset_library_editor_plugin.h +++ b/editor/plugins/asset_library_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/audio_stream_editor_plugin.cpp b/editor/plugins/audio_stream_editor_plugin.cpp index f691bad3c3..af47468c1a 100644 --- a/editor/plugins/audio_stream_editor_plugin.cpp +++ b/editor/plugins/audio_stream_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/audio_stream_editor_plugin.h b/editor/plugins/audio_stream_editor_plugin.h index 0501409c17..2880437686 100644 --- a/editor/plugins/audio_stream_editor_plugin.h +++ b/editor/plugins/audio_stream_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/audio_stream_randomizer_editor_plugin.cpp b/editor/plugins/audio_stream_randomizer_editor_plugin.cpp index 9c76b86d6a..3b853ec0d1 100644 --- a/editor/plugins/audio_stream_randomizer_editor_plugin.cpp +++ b/editor/plugins/audio_stream_randomizer_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/audio_stream_randomizer_editor_plugin.h b/editor/plugins/audio_stream_randomizer_editor_plugin.h index 9d2fc76e9e..99a22c0337 100644 --- a/editor/plugins/audio_stream_randomizer_editor_plugin.h +++ b/editor/plugins/audio_stream_randomizer_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/bit_map_editor_plugin.cpp b/editor/plugins/bit_map_editor_plugin.cpp index 668ea04d69..577608bfe3 100644 --- a/editor/plugins/bit_map_editor_plugin.cpp +++ b/editor/plugins/bit_map_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/bit_map_editor_plugin.h b/editor/plugins/bit_map_editor_plugin.h index 030536ab6b..6d8ee3050b 100644 --- a/editor/plugins/bit_map_editor_plugin.h +++ b/editor/plugins/bit_map_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/bone_map_editor_plugin.cpp b/editor/plugins/bone_map_editor_plugin.cpp index d81ec21705..a5054f6c8d 100644 --- a/editor/plugins/bone_map_editor_plugin.cpp +++ b/editor/plugins/bone_map_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/bone_map_editor_plugin.h b/editor/plugins/bone_map_editor_plugin.h index 988ad40ec4..46cef88602 100644 --- a/editor/plugins/bone_map_editor_plugin.h +++ b/editor/plugins/bone_map_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/camera_3d_editor_plugin.cpp b/editor/plugins/camera_3d_editor_plugin.cpp index f4116ed364..9dce2ebace 100644 --- a/editor/plugins/camera_3d_editor_plugin.cpp +++ b/editor/plugins/camera_3d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/camera_3d_editor_plugin.h b/editor/plugins/camera_3d_editor_plugin.h index 1c6838aa02..82c3171eff 100644 --- a/editor/plugins/camera_3d_editor_plugin.h +++ b/editor/plugins/camera_3d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp index e9a796dae7..4bfc6fd615 100644 --- a/editor/plugins/canvas_item_editor_plugin.cpp +++ b/editor/plugins/canvas_item_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/canvas_item_editor_plugin.h b/editor/plugins/canvas_item_editor_plugin.h index bae9efebc9..9c6ae3ac05 100644 --- a/editor/plugins/canvas_item_editor_plugin.h +++ b/editor/plugins/canvas_item_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/cast_2d_editor_plugin.cpp b/editor/plugins/cast_2d_editor_plugin.cpp index 3da7d4a7dc..340ff560fe 100644 --- a/editor/plugins/cast_2d_editor_plugin.cpp +++ b/editor/plugins/cast_2d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/cast_2d_editor_plugin.h b/editor/plugins/cast_2d_editor_plugin.h index cbe7e03008..751de8dfbf 100644 --- a/editor/plugins/cast_2d_editor_plugin.h +++ b/editor/plugins/cast_2d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/collision_polygon_2d_editor_plugin.cpp b/editor/plugins/collision_polygon_2d_editor_plugin.cpp index 7f4e0d3f27..b84963f042 100644 --- a/editor/plugins/collision_polygon_2d_editor_plugin.cpp +++ b/editor/plugins/collision_polygon_2d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/collision_polygon_2d_editor_plugin.h b/editor/plugins/collision_polygon_2d_editor_plugin.h index 61e6cc3dda..90636990fe 100644 --- a/editor/plugins/collision_polygon_2d_editor_plugin.h +++ b/editor/plugins/collision_polygon_2d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/collision_shape_2d_editor_plugin.cpp b/editor/plugins/collision_shape_2d_editor_plugin.cpp index d27036654e..a947b6afd6 100644 --- a/editor/plugins/collision_shape_2d_editor_plugin.cpp +++ b/editor/plugins/collision_shape_2d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/collision_shape_2d_editor_plugin.h b/editor/plugins/collision_shape_2d_editor_plugin.h index 672e1d9ce0..e4d6bea953 100644 --- a/editor/plugins/collision_shape_2d_editor_plugin.h +++ b/editor/plugins/collision_shape_2d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/control_editor_plugin.cpp b/editor/plugins/control_editor_plugin.cpp index 24943af60f..0eb2acfa23 100644 --- a/editor/plugins/control_editor_plugin.cpp +++ b/editor/plugins/control_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/control_editor_plugin.h b/editor/plugins/control_editor_plugin.h index 2672e8ef97..14be3aae56 100644 --- a/editor/plugins/control_editor_plugin.h +++ b/editor/plugins/control_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/curve_editor_plugin.cpp b/editor/plugins/curve_editor_plugin.cpp index e518cf7815..dbef4a7401 100644 --- a/editor/plugins/curve_editor_plugin.cpp +++ b/editor/plugins/curve_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/curve_editor_plugin.h b/editor/plugins/curve_editor_plugin.h index c844f42029..387a09c2ca 100644 --- a/editor/plugins/curve_editor_plugin.h +++ b/editor/plugins/curve_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/debugger_editor_plugin.cpp b/editor/plugins/debugger_editor_plugin.cpp index 55416ab4eb..1c037e8105 100644 --- a/editor/plugins/debugger_editor_plugin.cpp +++ b/editor/plugins/debugger_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/debugger_editor_plugin.h b/editor/plugins/debugger_editor_plugin.h index c7ad31ebad..9135f90041 100644 --- a/editor/plugins/debugger_editor_plugin.h +++ b/editor/plugins/debugger_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/dedicated_server_export_plugin.cpp b/editor/plugins/dedicated_server_export_plugin.cpp index 013706034e..3d288a11f8 100644 --- a/editor/plugins/dedicated_server_export_plugin.cpp +++ b/editor/plugins/dedicated_server_export_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/dedicated_server_export_plugin.h b/editor/plugins/dedicated_server_export_plugin.h index 8991c052b3..10f331e5da 100644 --- a/editor/plugins/dedicated_server_export_plugin.h +++ b/editor/plugins/dedicated_server_export_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/editor_context_menu_plugin.cpp b/editor/plugins/editor_context_menu_plugin.cpp index b635816bd9..66d7e2348d 100644 --- a/editor/plugins/editor_context_menu_plugin.cpp +++ b/editor/plugins/editor_context_menu_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/editor_context_menu_plugin.h b/editor/plugins/editor_context_menu_plugin.h index 86c67dedda..de007be88f 100644 --- a/editor/plugins/editor_context_menu_plugin.h +++ b/editor/plugins/editor_context_menu_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/editor_debugger_plugin.cpp b/editor/plugins/editor_debugger_plugin.cpp index fbb389ccb4..9cb83d9850 100644 --- a/editor/plugins/editor_debugger_plugin.cpp +++ b/editor/plugins/editor_debugger_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/editor_debugger_plugin.h b/editor/plugins/editor_debugger_plugin.h index 4f09824d03..fc7ae59879 100644 --- a/editor/plugins/editor_debugger_plugin.h +++ b/editor/plugins/editor_debugger_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/editor_plugin.compat.inc b/editor/plugins/editor_plugin.compat.inc index 7edf938604..2804a0caff 100644 --- a/editor/plugins/editor_plugin.compat.inc +++ b/editor/plugins/editor_plugin.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/editor_plugin.cpp b/editor/plugins/editor_plugin.cpp index 29e4adb45a..6006e26354 100644 --- a/editor/plugins/editor_plugin.cpp +++ b/editor/plugins/editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/editor_plugin.h b/editor/plugins/editor_plugin.h index b43cbca661..636aaccede 100644 --- a/editor/plugins/editor_plugin.h +++ b/editor/plugins/editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/editor_plugin_settings.cpp b/editor/plugins/editor_plugin_settings.cpp index 5949bc141f..e8d0b34061 100644 --- a/editor/plugins/editor_plugin_settings.cpp +++ b/editor/plugins/editor_plugin_settings.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/editor_plugin_settings.h b/editor/plugins/editor_plugin_settings.h index ea7d0ea8b3..99908cacaa 100644 --- a/editor/plugins/editor_plugin_settings.h +++ b/editor/plugins/editor_plugin_settings.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/editor_preview_plugins.cpp b/editor/plugins/editor_preview_plugins.cpp index 3618c0e6d3..9f49724dc2 100644 --- a/editor/plugins/editor_preview_plugins.cpp +++ b/editor/plugins/editor_preview_plugins.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/editor_preview_plugins.h b/editor/plugins/editor_preview_plugins.h index 2b3da76a9d..fba568a468 100644 --- a/editor/plugins/editor_preview_plugins.h +++ b/editor/plugins/editor_preview_plugins.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/editor_resource_conversion_plugin.cpp b/editor/plugins/editor_resource_conversion_plugin.cpp index 3209b576b2..76e8e64c31 100644 --- a/editor/plugins/editor_resource_conversion_plugin.cpp +++ b/editor/plugins/editor_resource_conversion_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/editor_resource_conversion_plugin.h b/editor/plugins/editor_resource_conversion_plugin.h index 1f8aad51ff..79b8431b5a 100644 --- a/editor/plugins/editor_resource_conversion_plugin.h +++ b/editor/plugins/editor_resource_conversion_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/editor_resource_tooltip_plugins.cpp b/editor/plugins/editor_resource_tooltip_plugins.cpp index dfeb59214c..c9b755f81b 100644 --- a/editor/plugins/editor_resource_tooltip_plugins.cpp +++ b/editor/plugins/editor_resource_tooltip_plugins.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/editor_resource_tooltip_plugins.h b/editor/plugins/editor_resource_tooltip_plugins.h index 43be8fd8e8..2de53b42fd 100644 --- a/editor/plugins/editor_resource_tooltip_plugins.h +++ b/editor/plugins/editor_resource_tooltip_plugins.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/font_config_plugin.cpp b/editor/plugins/font_config_plugin.cpp index 6366d20539..e78ae89293 100644 --- a/editor/plugins/font_config_plugin.cpp +++ b/editor/plugins/font_config_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/font_config_plugin.h b/editor/plugins/font_config_plugin.h index 87fd3861dc..b945090e23 100644 --- a/editor/plugins/font_config_plugin.h +++ b/editor/plugins/font_config_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gdextension_export_plugin.h b/editor/plugins/gdextension_export_plugin.h index ad6b534235..715445148f 100644 --- a/editor/plugins/gdextension_export_plugin.h +++ b/editor/plugins/gdextension_export_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/audio_listener_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/audio_listener_3d_gizmo_plugin.cpp index 56a3cb488b..b219e25f9b 100644 --- a/editor/plugins/gizmos/audio_listener_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/audio_listener_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/audio_listener_3d_gizmo_plugin.h b/editor/plugins/gizmos/audio_listener_3d_gizmo_plugin.h index e9c0e29ee3..f54d0b4ab2 100644 --- a/editor/plugins/gizmos/audio_listener_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/audio_listener_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/audio_stream_player_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/audio_stream_player_3d_gizmo_plugin.cpp index 577f2b6b8e..55be755bca 100644 --- a/editor/plugins/gizmos/audio_stream_player_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/audio_stream_player_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/audio_stream_player_3d_gizmo_plugin.h b/editor/plugins/gizmos/audio_stream_player_3d_gizmo_plugin.h index c818886b66..6af6c6d379 100644 --- a/editor/plugins/gizmos/audio_stream_player_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/audio_stream_player_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/camera_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/camera_3d_gizmo_plugin.cpp index 63a48d4165..8645ffe195 100644 --- a/editor/plugins/gizmos/camera_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/camera_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/camera_3d_gizmo_plugin.h b/editor/plugins/gizmos/camera_3d_gizmo_plugin.h index ba65ebb8de..ee192fe6bf 100644 --- a/editor/plugins/gizmos/camera_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/camera_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/collision_object_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/collision_object_3d_gizmo_plugin.cpp index 9a0cf36c4c..2fc617a6ef 100644 --- a/editor/plugins/gizmos/collision_object_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/collision_object_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/collision_object_3d_gizmo_plugin.h b/editor/plugins/gizmos/collision_object_3d_gizmo_plugin.h index 759b8c3fa9..c14612e081 100644 --- a/editor/plugins/gizmos/collision_object_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/collision_object_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/collision_polygon_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/collision_polygon_3d_gizmo_plugin.cpp index 44814fd2ba..f3917a6dac 100644 --- a/editor/plugins/gizmos/collision_polygon_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/collision_polygon_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/collision_polygon_3d_gizmo_plugin.h b/editor/plugins/gizmos/collision_polygon_3d_gizmo_plugin.h index b8342a25ca..821dac7d73 100644 --- a/editor/plugins/gizmos/collision_polygon_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/collision_polygon_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.cpp index 4a784be064..6e6f94dda5 100644 --- a/editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.h b/editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.h index 464012acf9..839a972322 100644 --- a/editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/cpu_particles_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/cpu_particles_3d_gizmo_plugin.cpp index 2a5d8cb2a9..1c320a8623 100644 --- a/editor/plugins/gizmos/cpu_particles_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/cpu_particles_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/cpu_particles_3d_gizmo_plugin.h b/editor/plugins/gizmos/cpu_particles_3d_gizmo_plugin.h index 5765d613aa..27c3381222 100644 --- a/editor/plugins/gizmos/cpu_particles_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/cpu_particles_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/decal_gizmo_plugin.cpp b/editor/plugins/gizmos/decal_gizmo_plugin.cpp index b619c3a1dd..f6deb71d56 100644 --- a/editor/plugins/gizmos/decal_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/decal_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/decal_gizmo_plugin.h b/editor/plugins/gizmos/decal_gizmo_plugin.h index c7809dc556..3011bb6f6f 100644 --- a/editor/plugins/gizmos/decal_gizmo_plugin.h +++ b/editor/plugins/gizmos/decal_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/fog_volume_gizmo_plugin.cpp b/editor/plugins/gizmos/fog_volume_gizmo_plugin.cpp index 5c2f942519..1b2d291304 100644 --- a/editor/plugins/gizmos/fog_volume_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/fog_volume_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/fog_volume_gizmo_plugin.h b/editor/plugins/gizmos/fog_volume_gizmo_plugin.h index dd84075ca1..dc79f49b4f 100644 --- a/editor/plugins/gizmos/fog_volume_gizmo_plugin.h +++ b/editor/plugins/gizmos/fog_volume_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/geometry_instance_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/geometry_instance_3d_gizmo_plugin.cpp index 16be707d08..7abcab68dd 100644 --- a/editor/plugins/gizmos/geometry_instance_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/geometry_instance_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/geometry_instance_3d_gizmo_plugin.h b/editor/plugins/gizmos/geometry_instance_3d_gizmo_plugin.h index 2482e277ea..ba52059ac5 100644 --- a/editor/plugins/gizmos/geometry_instance_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/geometry_instance_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/gizmo_3d_helper.cpp b/editor/plugins/gizmos/gizmo_3d_helper.cpp index ff1b67aa4a..1c6a905e0c 100644 --- a/editor/plugins/gizmos/gizmo_3d_helper.cpp +++ b/editor/plugins/gizmos/gizmo_3d_helper.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/gizmo_3d_helper.h b/editor/plugins/gizmos/gizmo_3d_helper.h index 6d27e54770..39721ede3d 100644 --- a/editor/plugins/gizmos/gizmo_3d_helper.h +++ b/editor/plugins/gizmos/gizmo_3d_helper.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/gpu_particles_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/gpu_particles_3d_gizmo_plugin.cpp index d2a90ae57c..843977b704 100644 --- a/editor/plugins/gizmos/gpu_particles_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/gpu_particles_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/gpu_particles_3d_gizmo_plugin.h b/editor/plugins/gizmos/gpu_particles_3d_gizmo_plugin.h index b463e60a5f..5b0f06f0cc 100644 --- a/editor/plugins/gizmos/gpu_particles_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/gpu_particles_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/gpu_particles_collision_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/gpu_particles_collision_3d_gizmo_plugin.cpp index 78acbc4d23..0721b6f17b 100644 --- a/editor/plugins/gizmos/gpu_particles_collision_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/gpu_particles_collision_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/gpu_particles_collision_3d_gizmo_plugin.h b/editor/plugins/gizmos/gpu_particles_collision_3d_gizmo_plugin.h index 98572ff837..3c03999c5c 100644 --- a/editor/plugins/gizmos/gpu_particles_collision_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/gpu_particles_collision_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/joint_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/joint_3d_gizmo_plugin.cpp index 8c0192a961..bf04b57d48 100644 --- a/editor/plugins/gizmos/joint_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/joint_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/joint_3d_gizmo_plugin.h b/editor/plugins/gizmos/joint_3d_gizmo_plugin.h index 25b08d71c6..882a315d2f 100644 --- a/editor/plugins/gizmos/joint_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/joint_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/label_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/label_3d_gizmo_plugin.cpp index 5bd45cb0c8..193edc1cd8 100644 --- a/editor/plugins/gizmos/label_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/label_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/label_3d_gizmo_plugin.h b/editor/plugins/gizmos/label_3d_gizmo_plugin.h index 979a4b86b2..1a652be286 100644 --- a/editor/plugins/gizmos/label_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/label_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/light_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/light_3d_gizmo_plugin.cpp index 967f8a65ce..e31033c575 100644 --- a/editor/plugins/gizmos/light_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/light_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/light_3d_gizmo_plugin.h b/editor/plugins/gizmos/light_3d_gizmo_plugin.h index b7eec7fb38..4067e6de4a 100644 --- a/editor/plugins/gizmos/light_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/light_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/lightmap_gi_gizmo_plugin.cpp b/editor/plugins/gizmos/lightmap_gi_gizmo_plugin.cpp index 007cc0636a..e70358cf3f 100644 --- a/editor/plugins/gizmos/lightmap_gi_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/lightmap_gi_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/lightmap_gi_gizmo_plugin.h b/editor/plugins/gizmos/lightmap_gi_gizmo_plugin.h index 50ce0425c3..8d20d2f366 100644 --- a/editor/plugins/gizmos/lightmap_gi_gizmo_plugin.h +++ b/editor/plugins/gizmos/lightmap_gi_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.cpp b/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.cpp index cc8649d2d1..5dc1183f5c 100644 --- a/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.h b/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.h index d14195235f..72bfcfa574 100644 --- a/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.h +++ b/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/marker_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/marker_3d_gizmo_plugin.cpp index 39ae020d53..1b7113b0cd 100644 --- a/editor/plugins/gizmos/marker_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/marker_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/marker_3d_gizmo_plugin.h b/editor/plugins/gizmos/marker_3d_gizmo_plugin.h index 912166f85e..ea7e46b1ef 100644 --- a/editor/plugins/gizmos/marker_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/marker_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/mesh_instance_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/mesh_instance_3d_gizmo_plugin.cpp index 251fb6892e..ad41cdd6d3 100644 --- a/editor/plugins/gizmos/mesh_instance_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/mesh_instance_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/mesh_instance_3d_gizmo_plugin.h b/editor/plugins/gizmos/mesh_instance_3d_gizmo_plugin.h index dfc889b386..b6916f90ce 100644 --- a/editor/plugins/gizmos/mesh_instance_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/mesh_instance_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/navigation_link_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/navigation_link_3d_gizmo_plugin.cpp index 51d15a0a70..8bb94fa6e1 100644 --- a/editor/plugins/gizmos/navigation_link_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/navigation_link_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/navigation_link_3d_gizmo_plugin.h b/editor/plugins/gizmos/navigation_link_3d_gizmo_plugin.h index a58301fe8a..4436dcd896 100644 --- a/editor/plugins/gizmos/navigation_link_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/navigation_link_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/navigation_region_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/navigation_region_3d_gizmo_plugin.cpp index 14105f0b3b..189291114a 100644 --- a/editor/plugins/gizmos/navigation_region_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/navigation_region_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/navigation_region_3d_gizmo_plugin.h b/editor/plugins/gizmos/navigation_region_3d_gizmo_plugin.h index 93d0849ed4..e348bb237f 100644 --- a/editor/plugins/gizmos/navigation_region_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/navigation_region_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/occluder_instance_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/occluder_instance_3d_gizmo_plugin.cpp index 29f060d795..842132db45 100644 --- a/editor/plugins/gizmos/occluder_instance_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/occluder_instance_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/occluder_instance_3d_gizmo_plugin.h b/editor/plugins/gizmos/occluder_instance_3d_gizmo_plugin.h index 1555ffd40f..eaaa8840b6 100644 --- a/editor/plugins/gizmos/occluder_instance_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/occluder_instance_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/physics_bone_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/physics_bone_3d_gizmo_plugin.cpp index 94d6be22f4..8f230d53c8 100644 --- a/editor/plugins/gizmos/physics_bone_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/physics_bone_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/physics_bone_3d_gizmo_plugin.h b/editor/plugins/gizmos/physics_bone_3d_gizmo_plugin.h index bd551c98ef..e1edb57a65 100644 --- a/editor/plugins/gizmos/physics_bone_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/physics_bone_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/ray_cast_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/ray_cast_3d_gizmo_plugin.cpp index 2731a76f52..c59da5376d 100644 --- a/editor/plugins/gizmos/ray_cast_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/ray_cast_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/ray_cast_3d_gizmo_plugin.h b/editor/plugins/gizmos/ray_cast_3d_gizmo_plugin.h index 133476a388..e357d2e921 100644 --- a/editor/plugins/gizmos/ray_cast_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/ray_cast_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/reflection_probe_gizmo_plugin.cpp b/editor/plugins/gizmos/reflection_probe_gizmo_plugin.cpp index 7b91dac2eb..fb45cd7500 100644 --- a/editor/plugins/gizmos/reflection_probe_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/reflection_probe_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/reflection_probe_gizmo_plugin.h b/editor/plugins/gizmos/reflection_probe_gizmo_plugin.h index b980f5a944..e0140f75cc 100644 --- a/editor/plugins/gizmos/reflection_probe_gizmo_plugin.h +++ b/editor/plugins/gizmos/reflection_probe_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.cpp index 3bf8adb80a..8ddf0aa29f 100644 --- a/editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.h b/editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.h index 9e4a802bc6..07fc426a63 100644 --- a/editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/soft_body_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/soft_body_3d_gizmo_plugin.cpp index f5c8858a9c..96938c59e3 100644 --- a/editor/plugins/gizmos/soft_body_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/soft_body_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/soft_body_3d_gizmo_plugin.h b/editor/plugins/gizmos/soft_body_3d_gizmo_plugin.h index f56e15287e..6099b423a1 100644 --- a/editor/plugins/gizmos/soft_body_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/soft_body_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/spring_arm_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/spring_arm_3d_gizmo_plugin.cpp index 74c55bf3dd..8a10b8ac1a 100644 --- a/editor/plugins/gizmos/spring_arm_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/spring_arm_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/spring_arm_3d_gizmo_plugin.h b/editor/plugins/gizmos/spring_arm_3d_gizmo_plugin.h index cbb7c16370..ae5733a740 100644 --- a/editor/plugins/gizmos/spring_arm_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/spring_arm_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/sprite_base_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/sprite_base_3d_gizmo_plugin.cpp index 96d3cf7714..b1f2030100 100644 --- a/editor/plugins/gizmos/sprite_base_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/sprite_base_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/sprite_base_3d_gizmo_plugin.h b/editor/plugins/gizmos/sprite_base_3d_gizmo_plugin.h index 8323957002..8410e234e9 100644 --- a/editor/plugins/gizmos/sprite_base_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/sprite_base_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/vehicle_body_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/vehicle_body_3d_gizmo_plugin.cpp index 1015e46965..34e0bcc96d 100644 --- a/editor/plugins/gizmos/vehicle_body_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/vehicle_body_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/vehicle_body_3d_gizmo_plugin.h b/editor/plugins/gizmos/vehicle_body_3d_gizmo_plugin.h index 8c5f8bd415..a5e5febb05 100644 --- a/editor/plugins/gizmos/vehicle_body_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/vehicle_body_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/visible_on_screen_notifier_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/visible_on_screen_notifier_3d_gizmo_plugin.cpp index 2d40e66811..cfc2a9e578 100644 --- a/editor/plugins/gizmos/visible_on_screen_notifier_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/visible_on_screen_notifier_3d_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/visible_on_screen_notifier_3d_gizmo_plugin.h b/editor/plugins/gizmos/visible_on_screen_notifier_3d_gizmo_plugin.h index bf3d9909c8..407c4385c3 100644 --- a/editor/plugins/gizmos/visible_on_screen_notifier_3d_gizmo_plugin.h +++ b/editor/plugins/gizmos/visible_on_screen_notifier_3d_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/voxel_gi_gizmo_plugin.cpp b/editor/plugins/gizmos/voxel_gi_gizmo_plugin.cpp index 0123b9d84a..5483f18a1b 100644 --- a/editor/plugins/gizmos/voxel_gi_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/voxel_gi_gizmo_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gizmos/voxel_gi_gizmo_plugin.h b/editor/plugins/gizmos/voxel_gi_gizmo_plugin.h index a5447c8b5c..89fea936eb 100644 --- a/editor/plugins/gizmos/voxel_gi_gizmo_plugin.h +++ b/editor/plugins/gizmos/voxel_gi_gizmo_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp b/editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp index c21a1b5dd6..17408b89c1 100644 --- a/editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp +++ b/editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gpu_particles_collision_sdf_editor_plugin.h b/editor/plugins/gpu_particles_collision_sdf_editor_plugin.h index 3e1dae77ea..46ade68807 100644 --- a/editor/plugins/gpu_particles_collision_sdf_editor_plugin.h +++ b/editor/plugins/gpu_particles_collision_sdf_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gradient_editor_plugin.cpp b/editor/plugins/gradient_editor_plugin.cpp index 1300394ca3..5cafca2483 100644 --- a/editor/plugins/gradient_editor_plugin.cpp +++ b/editor/plugins/gradient_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gradient_editor_plugin.h b/editor/plugins/gradient_editor_plugin.h index f211e4ef30..6e349d5f04 100644 --- a/editor/plugins/gradient_editor_plugin.h +++ b/editor/plugins/gradient_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gradient_texture_2d_editor_plugin.cpp b/editor/plugins/gradient_texture_2d_editor_plugin.cpp index 5bf1422780..f985ed66ab 100644 --- a/editor/plugins/gradient_texture_2d_editor_plugin.cpp +++ b/editor/plugins/gradient_texture_2d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/gradient_texture_2d_editor_plugin.h b/editor/plugins/gradient_texture_2d_editor_plugin.h index a9f247c3cc..f7984af6ca 100644 --- a/editor/plugins/gradient_texture_2d_editor_plugin.h +++ b/editor/plugins/gradient_texture_2d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/input_event_editor_plugin.cpp b/editor/plugins/input_event_editor_plugin.cpp index 30debfc14f..fac472d100 100644 --- a/editor/plugins/input_event_editor_plugin.cpp +++ b/editor/plugins/input_event_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/input_event_editor_plugin.h b/editor/plugins/input_event_editor_plugin.h index 276bb74f6b..921f3ba864 100644 --- a/editor/plugins/input_event_editor_plugin.h +++ b/editor/plugins/input_event_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/light_occluder_2d_editor_plugin.cpp b/editor/plugins/light_occluder_2d_editor_plugin.cpp index 429add4540..2c4d5344ad 100644 --- a/editor/plugins/light_occluder_2d_editor_plugin.cpp +++ b/editor/plugins/light_occluder_2d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/light_occluder_2d_editor_plugin.h b/editor/plugins/light_occluder_2d_editor_plugin.h index 01c8a185b6..47d45fcaf1 100644 --- a/editor/plugins/light_occluder_2d_editor_plugin.h +++ b/editor/plugins/light_occluder_2d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/lightmap_gi_editor_plugin.cpp b/editor/plugins/lightmap_gi_editor_plugin.cpp index 854ab7de8f..0a996a9610 100644 --- a/editor/plugins/lightmap_gi_editor_plugin.cpp +++ b/editor/plugins/lightmap_gi_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/lightmap_gi_editor_plugin.h b/editor/plugins/lightmap_gi_editor_plugin.h index 3e739adf9e..d45ea5bfef 100644 --- a/editor/plugins/lightmap_gi_editor_plugin.h +++ b/editor/plugins/lightmap_gi_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/line_2d_editor_plugin.cpp b/editor/plugins/line_2d_editor_plugin.cpp index 0185617c36..4cdb0b3602 100644 --- a/editor/plugins/line_2d_editor_plugin.cpp +++ b/editor/plugins/line_2d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/line_2d_editor_plugin.h b/editor/plugins/line_2d_editor_plugin.h index f91fec80dd..9be16c0bc8 100644 --- a/editor/plugins/line_2d_editor_plugin.h +++ b/editor/plugins/line_2d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/material_editor_plugin.cpp b/editor/plugins/material_editor_plugin.cpp index 2702b6c909..8db10eb962 100644 --- a/editor/plugins/material_editor_plugin.cpp +++ b/editor/plugins/material_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/material_editor_plugin.h b/editor/plugins/material_editor_plugin.h index 28c59d27db..55b41bf24d 100644 --- a/editor/plugins/material_editor_plugin.h +++ b/editor/plugins/material_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/mesh_editor_plugin.cpp b/editor/plugins/mesh_editor_plugin.cpp index c8eda600b8..43c57630e6 100644 --- a/editor/plugins/mesh_editor_plugin.cpp +++ b/editor/plugins/mesh_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/mesh_editor_plugin.h b/editor/plugins/mesh_editor_plugin.h index 85d92e7800..9450404fa6 100644 --- a/editor/plugins/mesh_editor_plugin.h +++ b/editor/plugins/mesh_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/mesh_instance_3d_editor_plugin.cpp b/editor/plugins/mesh_instance_3d_editor_plugin.cpp index eda6cdffb1..7a43cc1749 100644 --- a/editor/plugins/mesh_instance_3d_editor_plugin.cpp +++ b/editor/plugins/mesh_instance_3d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/mesh_instance_3d_editor_plugin.h b/editor/plugins/mesh_instance_3d_editor_plugin.h index c982df9c5f..0bc7695751 100644 --- a/editor/plugins/mesh_instance_3d_editor_plugin.h +++ b/editor/plugins/mesh_instance_3d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/mesh_library_editor_plugin.cpp b/editor/plugins/mesh_library_editor_plugin.cpp index d6650bd08f..2fe5ce9630 100644 --- a/editor/plugins/mesh_library_editor_plugin.cpp +++ b/editor/plugins/mesh_library_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/mesh_library_editor_plugin.h b/editor/plugins/mesh_library_editor_plugin.h index 5a9e32178d..062ec96647 100644 --- a/editor/plugins/mesh_library_editor_plugin.h +++ b/editor/plugins/mesh_library_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/multimesh_editor_plugin.cpp b/editor/plugins/multimesh_editor_plugin.cpp index 729ceccd25..af981f38be 100644 --- a/editor/plugins/multimesh_editor_plugin.cpp +++ b/editor/plugins/multimesh_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/multimesh_editor_plugin.h b/editor/plugins/multimesh_editor_plugin.h index 3fe63bfa92..b0f3712bb2 100644 --- a/editor/plugins/multimesh_editor_plugin.h +++ b/editor/plugins/multimesh_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/navigation_link_2d_editor_plugin.cpp b/editor/plugins/navigation_link_2d_editor_plugin.cpp index 5419e487bf..293a4b814a 100644 --- a/editor/plugins/navigation_link_2d_editor_plugin.cpp +++ b/editor/plugins/navigation_link_2d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/navigation_link_2d_editor_plugin.h b/editor/plugins/navigation_link_2d_editor_plugin.h index 7a4be18c31..f274a69f2b 100644 --- a/editor/plugins/navigation_link_2d_editor_plugin.h +++ b/editor/plugins/navigation_link_2d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/navigation_obstacle_2d_editor_plugin.cpp b/editor/plugins/navigation_obstacle_2d_editor_plugin.cpp index a0ef3f9a20..1a3a24ad79 100644 --- a/editor/plugins/navigation_obstacle_2d_editor_plugin.cpp +++ b/editor/plugins/navigation_obstacle_2d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/navigation_obstacle_2d_editor_plugin.h b/editor/plugins/navigation_obstacle_2d_editor_plugin.h index ae5b3a056a..4e183e8576 100644 --- a/editor/plugins/navigation_obstacle_2d_editor_plugin.h +++ b/editor/plugins/navigation_obstacle_2d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/navigation_obstacle_3d_editor_plugin.cpp b/editor/plugins/navigation_obstacle_3d_editor_plugin.cpp index 9629a673e9..5af893c0d0 100644 --- a/editor/plugins/navigation_obstacle_3d_editor_plugin.cpp +++ b/editor/plugins/navigation_obstacle_3d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/navigation_obstacle_3d_editor_plugin.h b/editor/plugins/navigation_obstacle_3d_editor_plugin.h index c62a5a281b..f52008d5a0 100644 --- a/editor/plugins/navigation_obstacle_3d_editor_plugin.h +++ b/editor/plugins/navigation_obstacle_3d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/navigation_polygon_editor_plugin.cpp b/editor/plugins/navigation_polygon_editor_plugin.cpp index ec59bbb543..21c4e48f96 100644 --- a/editor/plugins/navigation_polygon_editor_plugin.cpp +++ b/editor/plugins/navigation_polygon_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/navigation_polygon_editor_plugin.h b/editor/plugins/navigation_polygon_editor_plugin.h index 4d6d245cc5..f2c2ddaeaa 100644 --- a/editor/plugins/navigation_polygon_editor_plugin.h +++ b/editor/plugins/navigation_polygon_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/node_3d_editor_gizmos.cpp b/editor/plugins/node_3d_editor_gizmos.cpp index 8aff3c9aec..945525ea8c 100644 --- a/editor/plugins/node_3d_editor_gizmos.cpp +++ b/editor/plugins/node_3d_editor_gizmos.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/node_3d_editor_gizmos.h b/editor/plugins/node_3d_editor_gizmos.h index 1916bc2058..ad0e1fa7ae 100644 --- a/editor/plugins/node_3d_editor_gizmos.h +++ b/editor/plugins/node_3d_editor_gizmos.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index 0df0274495..3abc3a8610 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -5314,7 +5316,7 @@ void Node3DEditorViewport::update_transform_numeric() { break; case TRANSFORM_SCALE: // To halve the size of an object in Blender, you scale it by 0.5. - // Doing the same in Godot is considered scaling it by -0.5. + // Doing the same in Redot is considered scaling it by -0.5. motion *= (value - 1.0); set_message(vformat(TTR("Scaling %s."), motion)); break; @@ -6295,6 +6297,7 @@ Dictionary Node3DEditor::get_state() const { pd["sun_rotation"] = sun_rotation; pd["environ_sky_color"] = environ_sky_color->get_pick_color(); + pd["environ_hz_color"] = environ_hz_color->get_pick_color(); pd["environ_ground_color"] = environ_ground_color->get_pick_color(); pd["environ_energy"] = environ_energy->get_value(); pd["environ_glow_enabled"] = environ_glow_button->is_pressed(); @@ -6427,6 +6430,7 @@ void Node3DEditor::set_state(const Dictionary &p_state) { sun_rotation = pd["sun_rotation"]; environ_sky_color->set_pick_color(pd["environ_sky_color"]); + environ_hz_color->set_pick_color(pd["environ_hz_color"]); environ_ground_color->set_pick_color(pd["environ_ground_color"]); environ_energy->set_value(pd["environ_energy"]); environ_glow_button->set_pressed(pd["environ_glow_enabled"]); @@ -8051,6 +8055,7 @@ void Node3DEditor::_update_theme() { sun_color->set_custom_minimum_size(Size2(0, get_theme_constant(SNAME("color_picker_button_height"), EditorStringName(Editor)))); environ_sky_color->set_custom_minimum_size(Size2(0, get_theme_constant(SNAME("color_picker_button_height"), EditorStringName(Editor)))); + environ_hz_color->set_custom_minimum_size(Size2(0, get_theme_constant(SNAME("color_picker_button_height"), EditorStringName(Editor)))); environ_ground_color->set_custom_minimum_size(Size2(0, get_theme_constant(SNAME("color_picker_button_height"), EditorStringName(Editor)))); context_toolbar_panel->add_theme_style_override(SceneStringName(panel), get_theme_stylebox(SNAME("ContextualToolbar"), EditorStringName(EditorStyles))); @@ -8547,7 +8552,7 @@ void Node3DEditor::_preview_settings_changed() { { //preview env sky_material->set_sky_energy_multiplier(environ_energy->get_value()); - Color hz_color = environ_sky_color->get_pick_color().lerp(environ_ground_color->get_pick_color(), 0.5).lerp(Color(1, 1, 1), 0.5); + Color hz_color = environ_sky_color->get_pick_color().lerp(environ_ground_color->get_pick_color(), 0.5).lerp(environ_hz_color->get_pick_color(), 0.5); sky_material->set_sky_top_color(environ_sky_color->get_pick_color()); sky_material->set_sky_horizon_color(hz_color); sky_material->set_ground_bottom_color(environ_ground_color->get_pick_color()); @@ -8574,8 +8579,9 @@ void Node3DEditor::_load_default_preview_settings() { sun_angle_altitude->set_value(-Math::rad_to_deg(sun_rotation.x)); sun_angle_azimuth->set_value(180.0 - Math::rad_to_deg(sun_rotation.y)); sun_direction->queue_redraw(); - environ_sky_color->set_pick_color(Color(0.385, 0.454, 0.55)); - environ_ground_color->set_pick_color(Color(0.2, 0.169, 0.133)); + environ_sky_color->set_pick_color(Color(0.129, 0.129, 0.129)); + environ_hz_color->set_pick_color(Color(0.129, 0.129, 0.129)); + environ_ground_color->set_pick_color(Color(0.129, 0.129, 0.129)); environ_energy->set_value(1.0); if (OS::get_singleton()->get_current_rendering_method() != "gl_compatibility") { environ_glow_button->set_pressed(true); @@ -9231,6 +9237,11 @@ void fragment() { environ_sky_color->connect("color_changed", callable_mp(this, &Node3DEditor::_preview_settings_changed).unbind(1)); environ_sky_color->get_popup()->connect("about_to_popup", callable_mp(EditorNode::get_singleton(), &EditorNode::setup_color_picker).bind(environ_sky_color->get_picker())); environ_vb->add_margin_child(TTR("Sky Color"), environ_sky_color); + environ_hz_color = memnew(ColorPickerButton); + environ_hz_color->set_edit_alpha(false); + environ_hz_color->connect("color_changed", callable_mp(this, &Node3DEditor::_preview_settings_changed).unbind(1)); + environ_hz_color->get_popup()->connect("about_to_popup", callable_mp(EditorNode::get_singleton(), &EditorNode::setup_color_picker).bind(environ_hz_color->get_picker())); + environ_vb->add_margin_child(TTR("Horizon Color"), environ_hz_color); environ_ground_color = memnew(ColorPickerButton); environ_ground_color->connect("color_changed", callable_mp(this, &Node3DEditor::_preview_settings_changed).unbind(1)); environ_ground_color->set_edit_alpha(false); diff --git a/editor/plugins/node_3d_editor_plugin.h b/editor/plugins/node_3d_editor_plugin.h index 1b03362606..a46f054878 100644 --- a/editor/plugins/node_3d_editor_plugin.h +++ b/editor/plugins/node_3d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -842,6 +844,7 @@ private: Label *environ_title = nullptr; VBoxContainer *environ_vb = nullptr; ColorPickerButton *environ_sky_color = nullptr; + ColorPickerButton *environ_hz_color = nullptr; ColorPickerButton *environ_ground_color = nullptr; EditorSpinSlider *environ_energy = nullptr; Button *environ_ao_button = nullptr; diff --git a/editor/plugins/occluder_instance_3d_editor_plugin.cpp b/editor/plugins/occluder_instance_3d_editor_plugin.cpp index c14d9e02aa..002b9522e0 100644 --- a/editor/plugins/occluder_instance_3d_editor_plugin.cpp +++ b/editor/plugins/occluder_instance_3d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/occluder_instance_3d_editor_plugin.h b/editor/plugins/occluder_instance_3d_editor_plugin.h index 7920ff59c9..fe8d80fcfb 100644 --- a/editor/plugins/occluder_instance_3d_editor_plugin.h +++ b/editor/plugins/occluder_instance_3d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/packed_scene_editor_plugin.cpp b/editor/plugins/packed_scene_editor_plugin.cpp index c2d9851c17..0d3737a440 100644 --- a/editor/plugins/packed_scene_editor_plugin.cpp +++ b/editor/plugins/packed_scene_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/packed_scene_editor_plugin.h b/editor/plugins/packed_scene_editor_plugin.h index 0e18d98978..cd7fa57e98 100644 --- a/editor/plugins/packed_scene_editor_plugin.h +++ b/editor/plugins/packed_scene_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/packed_scene_translation_parser_plugin.cpp b/editor/plugins/packed_scene_translation_parser_plugin.cpp index b38965753e..a91d5561f0 100644 --- a/editor/plugins/packed_scene_translation_parser_plugin.cpp +++ b/editor/plugins/packed_scene_translation_parser_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/packed_scene_translation_parser_plugin.h b/editor/plugins/packed_scene_translation_parser_plugin.h index 0a5cc1c2a6..97039e2150 100644 --- a/editor/plugins/packed_scene_translation_parser_plugin.h +++ b/editor/plugins/packed_scene_translation_parser_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/parallax_background_editor_plugin.cpp b/editor/plugins/parallax_background_editor_plugin.cpp index 6c55fd2753..0a1725ba41 100644 --- a/editor/plugins/parallax_background_editor_plugin.cpp +++ b/editor/plugins/parallax_background_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/parallax_background_editor_plugin.h b/editor/plugins/parallax_background_editor_plugin.h index 07a562edac..8c337a17a9 100644 --- a/editor/plugins/parallax_background_editor_plugin.h +++ b/editor/plugins/parallax_background_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/particle_process_material_editor_plugin.cpp b/editor/plugins/particle_process_material_editor_plugin.cpp index 67c9403aaf..6dab4d7629 100644 --- a/editor/plugins/particle_process_material_editor_plugin.cpp +++ b/editor/plugins/particle_process_material_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/particle_process_material_editor_plugin.h b/editor/plugins/particle_process_material_editor_plugin.h index 623d3d4ba3..7d0434eabc 100644 --- a/editor/plugins/particle_process_material_editor_plugin.h +++ b/editor/plugins/particle_process_material_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/particles_editor_plugin.cpp b/editor/plugins/particles_editor_plugin.cpp index 34f5dcf963..fa75cb476b 100644 --- a/editor/plugins/particles_editor_plugin.cpp +++ b/editor/plugins/particles_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/particles_editor_plugin.h b/editor/plugins/particles_editor_plugin.h index d4459765c4..0dd0f8afd1 100644 --- a/editor/plugins/particles_editor_plugin.h +++ b/editor/plugins/particles_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/path_2d_editor_plugin.cpp b/editor/plugins/path_2d_editor_plugin.cpp index c96f23869e..1081be0f49 100644 --- a/editor/plugins/path_2d_editor_plugin.cpp +++ b/editor/plugins/path_2d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/path_2d_editor_plugin.h b/editor/plugins/path_2d_editor_plugin.h index f2f03f12f1..95ad2f5d2c 100644 --- a/editor/plugins/path_2d_editor_plugin.h +++ b/editor/plugins/path_2d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/path_3d_editor_plugin.cpp b/editor/plugins/path_3d_editor_plugin.cpp index 4fdcb79696..db72f90bde 100644 --- a/editor/plugins/path_3d_editor_plugin.cpp +++ b/editor/plugins/path_3d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/path_3d_editor_plugin.h b/editor/plugins/path_3d_editor_plugin.h index 60cb7f940f..1db1ccd5b7 100644 --- a/editor/plugins/path_3d_editor_plugin.h +++ b/editor/plugins/path_3d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/physical_bone_3d_editor_plugin.cpp b/editor/plugins/physical_bone_3d_editor_plugin.cpp index c858fa8606..56f8115ca9 100644 --- a/editor/plugins/physical_bone_3d_editor_plugin.cpp +++ b/editor/plugins/physical_bone_3d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/physical_bone_3d_editor_plugin.h b/editor/plugins/physical_bone_3d_editor_plugin.h index b057644bb1..d1389d7eaa 100644 --- a/editor/plugins/physical_bone_3d_editor_plugin.h +++ b/editor/plugins/physical_bone_3d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/plugin_config_dialog.cpp b/editor/plugins/plugin_config_dialog.cpp index af9efda939..7fac104bb5 100644 --- a/editor/plugins/plugin_config_dialog.cpp +++ b/editor/plugins/plugin_config_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/plugin_config_dialog.h b/editor/plugins/plugin_config_dialog.h index 7d6eab5e18..8d881f200c 100644 --- a/editor/plugins/plugin_config_dialog.h +++ b/editor/plugins/plugin_config_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/polygon_2d_editor_plugin.cpp b/editor/plugins/polygon_2d_editor_plugin.cpp index 842142db79..f17db6ab81 100644 --- a/editor/plugins/polygon_2d_editor_plugin.cpp +++ b/editor/plugins/polygon_2d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/polygon_2d_editor_plugin.h b/editor/plugins/polygon_2d_editor_plugin.h index 164aa3eccc..1e4cc6b39b 100644 --- a/editor/plugins/polygon_2d_editor_plugin.h +++ b/editor/plugins/polygon_2d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/polygon_3d_editor_plugin.cpp b/editor/plugins/polygon_3d_editor_plugin.cpp index 56baa4a839..da6b985c13 100644 --- a/editor/plugins/polygon_3d_editor_plugin.cpp +++ b/editor/plugins/polygon_3d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/polygon_3d_editor_plugin.h b/editor/plugins/polygon_3d_editor_plugin.h index f496638515..21e4db2d39 100644 --- a/editor/plugins/polygon_3d_editor_plugin.h +++ b/editor/plugins/polygon_3d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/resource_preloader_editor_plugin.cpp b/editor/plugins/resource_preloader_editor_plugin.cpp index ba6699fcc4..c955c1bb26 100644 --- a/editor/plugins/resource_preloader_editor_plugin.cpp +++ b/editor/plugins/resource_preloader_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/resource_preloader_editor_plugin.h b/editor/plugins/resource_preloader_editor_plugin.h index 76ef2fe9a4..93bbc2464f 100644 --- a/editor/plugins/resource_preloader_editor_plugin.h +++ b/editor/plugins/resource_preloader_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/root_motion_editor_plugin.cpp b/editor/plugins/root_motion_editor_plugin.cpp index cd422fc291..36c0fd6e04 100644 --- a/editor/plugins/root_motion_editor_plugin.cpp +++ b/editor/plugins/root_motion_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/root_motion_editor_plugin.h b/editor/plugins/root_motion_editor_plugin.h index a3e90360ae..d32938ea4f 100644 --- a/editor/plugins/root_motion_editor_plugin.h +++ b/editor/plugins/root_motion_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/script_editor_plugin.cpp b/editor/plugins/script_editor_plugin.cpp index 96a9dd7a80..1bbe070851 100644 --- a/editor/plugins/script_editor_plugin.cpp +++ b/editor/plugins/script_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -2161,12 +2163,12 @@ void ScriptEditor::_update_online_doc() { } if (native_class_doc) { String name = eh->get_class(); - String tooltip = vformat(TTR("Open '%s' in Godot online documentation."), name); + String tooltip = vformat(TTR("Open '%s' in Redot online documentation."), name); site_search->set_text(TTR("Open in Online Docs")); site_search->set_tooltip_text(tooltip); } else { site_search->set_text(TTR("Online Docs")); - site_search->set_tooltip_text(TTR("Open Godot online documentation.")); + site_search->set_tooltip_text(TTR("Open Redot online documentation.")); } } @@ -4663,7 +4665,7 @@ ScriptEditorPlugin::ScriptEditorPlugin() { ED_SHORTCUT("script_text_editor/capitalize", TTR("Capitalize"), KeyModifierMask::SHIFT | Key::F6); window_wrapper = memnew(WindowWrapper); - window_wrapper->set_window_title(vformat(TTR("%s - Godot Engine"), TTR("Script Editor"))); + window_wrapper->set_window_title(vformat(TTR("%s - Redot Engine"), TTR("Script Editor"))); window_wrapper->set_margins_enabled(true); script_editor = memnew(ScriptEditor(window_wrapper)); diff --git a/editor/plugins/script_editor_plugin.h b/editor/plugins/script_editor_plugin.h index 5de0aaa1e9..84e8bfb498 100644 --- a/editor/plugins/script_editor_plugin.h +++ b/editor/plugins/script_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/script_text_editor.cpp b/editor/plugins/script_text_editor.cpp index b45b30b52e..e3c7e87936 100644 --- a/editor/plugins/script_text_editor.cpp +++ b/editor/plugins/script_text_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/script_text_editor.h b/editor/plugins/script_text_editor.h index 7aa0726479..57c0e1a040 100644 --- a/editor/plugins/script_text_editor.h +++ b/editor/plugins/script_text_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/shader/shader_editor.h b/editor/plugins/shader/shader_editor.h index 32e690015b..3b32652d8e 100644 --- a/editor/plugins/shader/shader_editor.h +++ b/editor/plugins/shader/shader_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/shader_editor_plugin.cpp b/editor/plugins/shader_editor_plugin.cpp index 5166619f90..466dabfed7 100644 --- a/editor/plugins/shader_editor_plugin.cpp +++ b/editor/plugins/shader_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -778,7 +780,7 @@ void ShaderEditorPlugin::_notification(int p_what) { ShaderEditorPlugin::ShaderEditorPlugin() { window_wrapper = memnew(WindowWrapper); - window_wrapper->set_window_title(vformat(TTR("%s - Godot Engine"), TTR("Shader Editor"))); + window_wrapper->set_window_title(vformat(TTR("%s - Redot Engine"), TTR("Shader Editor"))); window_wrapper->set_margins_enabled(true); main_split = memnew(HSplitContainer); diff --git a/editor/plugins/shader_editor_plugin.h b/editor/plugins/shader_editor_plugin.h index 19e43921c3..d7faf698eb 100644 --- a/editor/plugins/shader_editor_plugin.h +++ b/editor/plugins/shader_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/shader_file_editor_plugin.cpp b/editor/plugins/shader_file_editor_plugin.cpp index d732d51f69..d9860bfd43 100644 --- a/editor/plugins/shader_file_editor_plugin.cpp +++ b/editor/plugins/shader_file_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/shader_file_editor_plugin.h b/editor/plugins/shader_file_editor_plugin.h index fea770b7e0..116945709f 100644 --- a/editor/plugins/shader_file_editor_plugin.h +++ b/editor/plugins/shader_file_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/skeleton_2d_editor_plugin.cpp b/editor/plugins/skeleton_2d_editor_plugin.cpp index 8f54641dcb..edc4187a8b 100644 --- a/editor/plugins/skeleton_2d_editor_plugin.cpp +++ b/editor/plugins/skeleton_2d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/skeleton_2d_editor_plugin.h b/editor/plugins/skeleton_2d_editor_plugin.h index 89e2e5d0f2..65f126a4d7 100644 --- a/editor/plugins/skeleton_2d_editor_plugin.h +++ b/editor/plugins/skeleton_2d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/skeleton_3d_editor_plugin.cpp b/editor/plugins/skeleton_3d_editor_plugin.cpp index 81beaf6f91..97a2c8a720 100644 --- a/editor/plugins/skeleton_3d_editor_plugin.cpp +++ b/editor/plugins/skeleton_3d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/skeleton_3d_editor_plugin.h b/editor/plugins/skeleton_3d_editor_plugin.h index 0265183dfa..c9bf6b3830 100644 --- a/editor/plugins/skeleton_3d_editor_plugin.h +++ b/editor/plugins/skeleton_3d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/skeleton_ik_3d_editor_plugin.cpp b/editor/plugins/skeleton_ik_3d_editor_plugin.cpp index 9b98b6ffa2..759d3bb73c 100644 --- a/editor/plugins/skeleton_ik_3d_editor_plugin.cpp +++ b/editor/plugins/skeleton_ik_3d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/skeleton_ik_3d_editor_plugin.h b/editor/plugins/skeleton_ik_3d_editor_plugin.h index 95ab3696be..1a94974f76 100644 --- a/editor/plugins/skeleton_ik_3d_editor_plugin.h +++ b/editor/plugins/skeleton_ik_3d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/sprite_2d_editor_plugin.cpp b/editor/plugins/sprite_2d_editor_plugin.cpp index 5333e10b56..bb8c3427f4 100644 --- a/editor/plugins/sprite_2d_editor_plugin.cpp +++ b/editor/plugins/sprite_2d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/sprite_2d_editor_plugin.h b/editor/plugins/sprite_2d_editor_plugin.h index 7cbde77081..9d8863c594 100644 --- a/editor/plugins/sprite_2d_editor_plugin.h +++ b/editor/plugins/sprite_2d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/sprite_frames_editor_plugin.cpp b/editor/plugins/sprite_frames_editor_plugin.cpp index 168a3b3ac2..149dcbdfd1 100644 --- a/editor/plugins/sprite_frames_editor_plugin.cpp +++ b/editor/plugins/sprite_frames_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/sprite_frames_editor_plugin.h b/editor/plugins/sprite_frames_editor_plugin.h index a85a6b2453..a6cdc14eef 100644 --- a/editor/plugins/sprite_frames_editor_plugin.h +++ b/editor/plugins/sprite_frames_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/style_box_editor_plugin.cpp b/editor/plugins/style_box_editor_plugin.cpp index 0b53c10fab..f668ae7e46 100644 --- a/editor/plugins/style_box_editor_plugin.cpp +++ b/editor/plugins/style_box_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/style_box_editor_plugin.h b/editor/plugins/style_box_editor_plugin.h index e793c2c2f3..f207292198 100644 --- a/editor/plugins/style_box_editor_plugin.h +++ b/editor/plugins/style_box_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/sub_viewport_preview_editor_plugin.cpp b/editor/plugins/sub_viewport_preview_editor_plugin.cpp index abf4ababe9..5efe54b517 100644 --- a/editor/plugins/sub_viewport_preview_editor_plugin.cpp +++ b/editor/plugins/sub_viewport_preview_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/sub_viewport_preview_editor_plugin.h b/editor/plugins/sub_viewport_preview_editor_plugin.h index d05e90b61e..f70524ee72 100644 --- a/editor/plugins/sub_viewport_preview_editor_plugin.h +++ b/editor/plugins/sub_viewport_preview_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/text_editor.cpp b/editor/plugins/text_editor.cpp index 1262fe1ce8..74c41ff8b0 100644 --- a/editor/plugins/text_editor.cpp +++ b/editor/plugins/text_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/text_editor.h b/editor/plugins/text_editor.h index b6c203f2a2..a3449d0116 100644 --- a/editor/plugins/text_editor.h +++ b/editor/plugins/text_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/text_shader_editor.cpp b/editor/plugins/text_shader_editor.cpp index 0ff7aaa3fe..f33cd6564f 100644 --- a/editor/plugins/text_shader_editor.cpp +++ b/editor/plugins/text_shader_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/text_shader_editor.h b/editor/plugins/text_shader_editor.h index 55efb4e30e..2bb67f2576 100644 --- a/editor/plugins/text_shader_editor.h +++ b/editor/plugins/text_shader_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/texture_3d_editor_plugin.cpp b/editor/plugins/texture_3d_editor_plugin.cpp index 9fce79622a..a7bd5b3018 100644 --- a/editor/plugins/texture_3d_editor_plugin.cpp +++ b/editor/plugins/texture_3d_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/texture_3d_editor_plugin.h b/editor/plugins/texture_3d_editor_plugin.h index 0712ff423a..78382a7333 100644 --- a/editor/plugins/texture_3d_editor_plugin.h +++ b/editor/plugins/texture_3d_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/texture_editor_plugin.cpp b/editor/plugins/texture_editor_plugin.cpp index d93466b5ba..841d2c8f4a 100644 --- a/editor/plugins/texture_editor_plugin.cpp +++ b/editor/plugins/texture_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/texture_editor_plugin.h b/editor/plugins/texture_editor_plugin.h index ea31429238..255365e3aa 100644 --- a/editor/plugins/texture_editor_plugin.h +++ b/editor/plugins/texture_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/texture_layered_editor_plugin.cpp b/editor/plugins/texture_layered_editor_plugin.cpp index a8aa89a8c4..2cfc178112 100644 --- a/editor/plugins/texture_layered_editor_plugin.cpp +++ b/editor/plugins/texture_layered_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/texture_layered_editor_plugin.h b/editor/plugins/texture_layered_editor_plugin.h index 900ba94c6d..77a733c20c 100644 --- a/editor/plugins/texture_layered_editor_plugin.h +++ b/editor/plugins/texture_layered_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/texture_region_editor_plugin.cpp b/editor/plugins/texture_region_editor_plugin.cpp index a812633480..a320bd963a 100644 --- a/editor/plugins/texture_region_editor_plugin.cpp +++ b/editor/plugins/texture_region_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/texture_region_editor_plugin.h b/editor/plugins/texture_region_editor_plugin.h index 0e71ec16e0..44dd75f4d8 100644 --- a/editor/plugins/texture_region_editor_plugin.h +++ b/editor/plugins/texture_region_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/theme_editor_plugin.cpp b/editor/plugins/theme_editor_plugin.cpp index cc488ff340..0b6b195072 100644 --- a/editor/plugins/theme_editor_plugin.cpp +++ b/editor/plugins/theme_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/theme_editor_plugin.h b/editor/plugins/theme_editor_plugin.h index 39dc8d154b..596fec17ab 100644 --- a/editor/plugins/theme_editor_plugin.h +++ b/editor/plugins/theme_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/theme_editor_preview.cpp b/editor/plugins/theme_editor_preview.cpp index 2426cec521..5f71d900e9 100644 --- a/editor/plugins/theme_editor_preview.cpp +++ b/editor/plugins/theme_editor_preview.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/theme_editor_preview.h b/editor/plugins/theme_editor_preview.h index ed888e6c14..6055e83954 100644 --- a/editor/plugins/theme_editor_preview.h +++ b/editor/plugins/theme_editor_preview.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tiles/atlas_merging_dialog.cpp b/editor/plugins/tiles/atlas_merging_dialog.cpp index e25005f996..4001529ebd 100644 --- a/editor/plugins/tiles/atlas_merging_dialog.cpp +++ b/editor/plugins/tiles/atlas_merging_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tiles/atlas_merging_dialog.h b/editor/plugins/tiles/atlas_merging_dialog.h index 83389c2e29..37608c7171 100644 --- a/editor/plugins/tiles/atlas_merging_dialog.h +++ b/editor/plugins/tiles/atlas_merging_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tiles/tile_atlas_view.cpp b/editor/plugins/tiles/tile_atlas_view.cpp index b806d1e042..3357306b6f 100644 --- a/editor/plugins/tiles/tile_atlas_view.cpp +++ b/editor/plugins/tiles/tile_atlas_view.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tiles/tile_atlas_view.h b/editor/plugins/tiles/tile_atlas_view.h index 8fcf942056..b67916d8cd 100644 --- a/editor/plugins/tiles/tile_atlas_view.h +++ b/editor/plugins/tiles/tile_atlas_view.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tiles/tile_data_editors.cpp b/editor/plugins/tiles/tile_data_editors.cpp index c6921699a4..6d08b8ca80 100644 --- a/editor/plugins/tiles/tile_data_editors.cpp +++ b/editor/plugins/tiles/tile_data_editors.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -496,6 +498,10 @@ void GenericTilePolygonEditor::_snap_point(Point2 &r_point) { r_point = r_point.snappedf(0.5); break; + case SNAP_ONE_PIXEL: + r_point = r_point.snappedf(1.0); + break; + case SNAP_GRID: { const Vector2 tile_size = tile_set->get_tile_size(); r_point = (r_point + tile_size / 2).snapped(tile_size / snap_subdivision->get_value()) - tile_size / 2; @@ -887,8 +893,9 @@ void GenericTilePolygonEditor::_notification(int p_what) { button_center_view->set_icon(get_editor_theme_icon(SNAME("CenterView"))); button_advanced_menu->set_icon(get_editor_theme_icon(SNAME("GuiTabMenuHl"))); button_pixel_snap->get_popup()->set_item_icon(0, get_editor_theme_icon(SNAME("SnapDisable"))); - button_pixel_snap->get_popup()->set_item_icon(1, get_editor_theme_icon(SNAME("Snap"))); - button_pixel_snap->get_popup()->set_item_icon(2, get_editor_theme_icon(SNAME("SnapGrid"))); + button_pixel_snap->get_popup()->set_item_icon(1, get_editor_theme_icon(SNAME("SnapHalf"))); + button_pixel_snap->get_popup()->set_item_icon(2, get_editor_theme_icon(SNAME("SnapOne"))); + button_pixel_snap->get_popup()->set_item_icon(3, get_editor_theme_icon(SNAME("SnapGrid"))); button_pixel_snap->set_icon(button_pixel_snap->get_popup()->get_item_icon(current_snap_option)); PopupMenu *p = button_advanced_menu->get_popup(); @@ -973,6 +980,7 @@ GenericTilePolygonEditor::GenericTilePolygonEditor() { button_pixel_snap->set_tooltip_text(TTR("Toggle Grid Snap")); button_pixel_snap->get_popup()->add_item(TTR("Disable Snap"), SNAP_NONE); button_pixel_snap->get_popup()->add_item(TTR("Half-Pixel Snap"), SNAP_HALF_PIXEL); + button_pixel_snap->get_popup()->add_item(TTR("Pixel Snap"), SNAP_ONE_PIXEL); button_pixel_snap->get_popup()->add_item(TTR("Grid Snap"), SNAP_GRID); button_pixel_snap->get_popup()->connect("index_pressed", callable_mp(this, &GenericTilePolygonEditor::_set_snap_option)); diff --git a/editor/plugins/tiles/tile_data_editors.h b/editor/plugins/tiles/tile_data_editors.h index 1426bb4c2f..0dc8160178 100644 --- a/editor/plugins/tiles/tile_data_editors.h +++ b/editor/plugins/tiles/tile_data_editors.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -127,6 +129,7 @@ private: enum Snap { SNAP_NONE, SNAP_HALF_PIXEL, + SNAP_ONE_PIXEL, SNAP_GRID, }; int current_snap_option = SNAP_HALF_PIXEL; diff --git a/editor/plugins/tiles/tile_map_layer_editor.cpp b/editor/plugins/tiles/tile_map_layer_editor.cpp index dcfd92f6f9..dfebf70e35 100644 --- a/editor/plugins/tiles/tile_map_layer_editor.cpp +++ b/editor/plugins/tiles/tile_map_layer_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tiles/tile_map_layer_editor.h b/editor/plugins/tiles/tile_map_layer_editor.h index 805af7b58e..3305921893 100644 --- a/editor/plugins/tiles/tile_map_layer_editor.h +++ b/editor/plugins/tiles/tile_map_layer_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tiles/tile_proxies_manager_dialog.cpp b/editor/plugins/tiles/tile_proxies_manager_dialog.cpp index 35e64899fb..a4f878de03 100644 --- a/editor/plugins/tiles/tile_proxies_manager_dialog.cpp +++ b/editor/plugins/tiles/tile_proxies_manager_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tiles/tile_proxies_manager_dialog.h b/editor/plugins/tiles/tile_proxies_manager_dialog.h index 357eefcb15..bb403a524f 100644 --- a/editor/plugins/tiles/tile_proxies_manager_dialog.h +++ b/editor/plugins/tiles/tile_proxies_manager_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tiles/tile_set_atlas_source_editor.cpp b/editor/plugins/tiles/tile_set_atlas_source_editor.cpp index b1417b2878..d8bb8519b8 100644 --- a/editor/plugins/tiles/tile_set_atlas_source_editor.cpp +++ b/editor/plugins/tiles/tile_set_atlas_source_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tiles/tile_set_atlas_source_editor.h b/editor/plugins/tiles/tile_set_atlas_source_editor.h index c1a8338f81..0564b8858f 100644 --- a/editor/plugins/tiles/tile_set_atlas_source_editor.h +++ b/editor/plugins/tiles/tile_set_atlas_source_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tiles/tile_set_editor.cpp b/editor/plugins/tiles/tile_set_editor.cpp index 7e5336ce06..8848daaf01 100644 --- a/editor/plugins/tiles/tile_set_editor.cpp +++ b/editor/plugins/tiles/tile_set_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tiles/tile_set_editor.h b/editor/plugins/tiles/tile_set_editor.h index 106be5acbd..1d70509b1a 100644 --- a/editor/plugins/tiles/tile_set_editor.h +++ b/editor/plugins/tiles/tile_set_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp b/editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp index 305407efdb..4e862906da 100644 --- a/editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp +++ b/editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tiles/tile_set_scenes_collection_source_editor.h b/editor/plugins/tiles/tile_set_scenes_collection_source_editor.h index b969421b29..15439dcade 100644 --- a/editor/plugins/tiles/tile_set_scenes_collection_source_editor.h +++ b/editor/plugins/tiles/tile_set_scenes_collection_source_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tiles/tiles_editor_plugin.cpp b/editor/plugins/tiles/tiles_editor_plugin.cpp index 3213c290fd..95e31184a5 100644 --- a/editor/plugins/tiles/tiles_editor_plugin.cpp +++ b/editor/plugins/tiles/tiles_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tiles/tiles_editor_plugin.h b/editor/plugins/tiles/tiles_editor_plugin.h index f1da9e31fa..e044c94d9c 100644 --- a/editor/plugins/tiles/tiles_editor_plugin.h +++ b/editor/plugins/tiles/tiles_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tool_button_editor_plugin.cpp b/editor/plugins/tool_button_editor_plugin.cpp index d9852c8694..bf1e98c63d 100644 --- a/editor/plugins/tool_button_editor_plugin.cpp +++ b/editor/plugins/tool_button_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/tool_button_editor_plugin.h b/editor/plugins/tool_button_editor_plugin.h index 2d185c3a8f..c20ac0a6cc 100644 --- a/editor/plugins/tool_button_editor_plugin.h +++ b/editor/plugins/tool_button_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/version_control_editor_plugin.cpp b/editor/plugins/version_control_editor_plugin.cpp index 4f0df1d5fc..48327f578c 100644 --- a/editor/plugins/version_control_editor_plugin.cpp +++ b/editor/plugins/version_control_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/version_control_editor_plugin.h b/editor/plugins/version_control_editor_plugin.h index 4e60cb0a84..2558d981d4 100644 --- a/editor/plugins/version_control_editor_plugin.h +++ b/editor/plugins/version_control_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index a5df9edcf0..a941315556 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -6825,7 +6827,7 @@ VisualShaderEditor::VisualShaderEditor() { // INPUT - const String translation_gdsl = "\n\n" + TTR("Translated to '%s' in Godot Shading Language."); + const String translation_gdsl = "\n\n" + TTR("Translated to '%s' in Redot Shading Language."); const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.") + translation_gdsl; // NODE3D-FOR-ALL @@ -7426,8 +7428,8 @@ VisualShaderEditor::VisualShaderEditor() { // SPECIAL add_options.push_back(AddOption("Frame", "Special", "VisualShaderNodeFrame", TTR("A rectangular area with a description string for better graph organization."))); - add_options.push_back(AddOption("Expression", "Special", "VisualShaderNodeExpression", TTR("Custom Godot Shader Language expression, with custom amount of input and output ports. This is a direct injection of code into the vertex/fragment/light function, do not use it to write the function declarations inside."))); - add_options.push_back(AddOption("GlobalExpression", "Special", "VisualShaderNodeGlobalExpression", TTR("Custom Godot Shader Language expression, which is placed on top of the resulted shader. You can place various function definitions inside and call it later in the Expressions. You can also declare varyings, parameters and constants."))); + add_options.push_back(AddOption("Expression", "Special", "VisualShaderNodeExpression", TTR("Custom Redot Shader Language expression, with custom amount of input and output ports. This is a direct injection of code into the vertex/fragment/light function, do not use it to write the function declarations inside."))); + add_options.push_back(AddOption("GlobalExpression", "Special", "VisualShaderNodeGlobalExpression", TTR("Custom Redot Shader Language expression, which is placed on top of the resulted shader. You can place various function definitions inside and call it later in the Expressions. You can also declare varyings, parameters and constants."))); add_options.push_back(AddOption("ParameterRef", "Special", "VisualShaderNodeParameterRef", TTR("A reference to an existing parameter."))); add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); diff --git a/editor/plugins/visual_shader_editor_plugin.h b/editor/plugins/visual_shader_editor_plugin.h index 3b2ad33304..426f197f94 100644 --- a/editor/plugins/visual_shader_editor_plugin.h +++ b/editor/plugins/visual_shader_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/voxel_gi_editor_plugin.cpp b/editor/plugins/voxel_gi_editor_plugin.cpp index 3e835d5cb6..cc49f17bf0 100644 --- a/editor/plugins/voxel_gi_editor_plugin.cpp +++ b/editor/plugins/voxel_gi_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/plugins/voxel_gi_editor_plugin.h b/editor/plugins/voxel_gi_editor_plugin.h index d09822dda6..1d9c624d9e 100644 --- a/editor/plugins/voxel_gi_editor_plugin.h +++ b/editor/plugins/voxel_gi_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/pot_generator.cpp b/editor/pot_generator.cpp index 76b6593f1d..485eb24361 100644 --- a/editor/pot_generator.cpp +++ b/editor/pot_generator.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/pot_generator.h b/editor/pot_generator.h index 8bcb2e5cac..bd3a1e1de3 100644 --- a/editor/pot_generator.h +++ b/editor/pot_generator.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/progress_dialog.cpp b/editor/progress_dialog.cpp index 2f345e5161..6767b9b89c 100644 --- a/editor/progress_dialog.cpp +++ b/editor/progress_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/progress_dialog.h b/editor/progress_dialog.h index 355812b0b7..afad113f4f 100644 --- a/editor/progress_dialog.h +++ b/editor/progress_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/project_converter_3_to_4.cpp b/editor/project_converter_3_to_4.cpp index b295e5733e..001ed823d5 100644 --- a/editor/project_converter_3_to_4.cpp +++ b/editor/project_converter_3_to_4.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -157,7 +159,7 @@ public: // Index represents Godot 3's value, entry represents Godot 4 value equivalency. // i.e: Button4(L1 - Godot3) -> joypad_button_mappings[4]=9 -> Button9(L1 - Godot4). int joypad_button_mappings[23] = { 0, 1, 2, 3, 9, 10, -1 /*L2*/, -1 /*R2*/, 7, 8, 4, 6, 11, 12, 13, 14, 5, 15, 16, 17, 18, 19, 20 }; - // Entries for L2 and R2 are -1 since they match to joypad axes and no longer to joypad buttons in Godot 4. + // Entries for L2 and R2 are -1 since they match to joypad axes and no longer to joypad buttons in Redot 4. LocalVector<RegEx *> class_regexes; @@ -339,9 +341,9 @@ bool ProjectConverter3To4::convert() { // Checking if folder contains valid Godot 3 project. // Project should not be converted more than once. { - String converter_text = "; Project was converted by built-in tool to Godot 4"; + String converter_text = "; Project was converted by built-in tool to Redot 4"; - ERR_FAIL_COND_V_MSG(!FileAccess::exists("project.godot"), false, "Current working directory doesn't contain a \"project.godot\" file for a Godot 3 project."); + ERR_FAIL_COND_V_MSG(!FileAccess::exists("project.godot"), false, "Current working directory doesn't contain a \"project.godot\" file for a Redot 3 project."); Error err = OK; String project_godot_content = FileAccess::get_file_as_string("project.godot", &err); @@ -541,12 +543,12 @@ bool ProjectConverter3To4::validate_conversion() { maximum_line_length = cached_maximum_line_length; - // Checking if folder contains valid Godot 3 project. + // Checking if folder contains valid Redot 3 project. // Project should not be converted more than once. { - String conventer_text = "; Project was converted by built-in tool to Godot 4"; + String conventer_text = "; Project was converted by built-in tool to Redot 4"; - ERR_FAIL_COND_V_MSG(!FileAccess::exists("project.godot"), false, "Current directory doesn't contain any Godot 3 project"); + ERR_FAIL_COND_V_MSG(!FileAccess::exists("project.godot"), false, "Current directory doesn't contain any Redot 3 project"); Error err = OK; String project_godot_content = FileAccess::get_file_as_string("project.godot", &err); @@ -865,10 +867,10 @@ bool ProjectConverter3To4::test_conversion(RegExContainer ®_container) { valid = valid && test_conversion_gdscript_builtin("\tif OS.get_borderless_window(): pass", "\tif get_window().borderless: pass", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); valid = valid && test_conversion_gdscript_builtin("\tOS.set_borderless_window(Settings.borderless)", "\tget_window().borderless = (Settings.borderless)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); - valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide( a, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); - valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide( a, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); - valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide_with_snap( a, g, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\t# TODOConverter3To4 looks that snap in Godot 4 is float, not vector like in Godot 3 - previous value `g`\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); - valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide_with_snap( a, g, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\t# TODOConverter3To4 looks that snap in Godot 4 is float, not vector like in Godot 3 - previous value `g`\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); + valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide( a, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Redot 4 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); + valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide( a, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Redot 4 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); + valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide_with_snap( a, g, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\t# TODOConverter3To4 looks that snap in Redot 4 is float, not vector like in Redot 3 - previous value `g`\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Redot 4 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); + valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide_with_snap( a, g, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\t# TODOConverter3To4 looks that snap in Redot 4 is float, not vector like in Redot 3 - previous value `g`\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Redot 4 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); valid = valid && test_conversion_gdscript_builtin("remove_and_slide(a,b,c,d,e,f)", "remove_and_slide(a,b,c,d,e,f)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); @@ -1162,13 +1164,13 @@ bool ProjectConverter3To4::test_array_names() { // Light2D, Texture, Viewport are special classes(probably virtual ones). if (ClassDB::class_exists(StringName(old_class)) && old_class != "Light2D" && old_class != "Texture" && old_class != "Viewport") { - ERR_PRINT(vformat("Class \"%s\" exists in Godot 4, so it cannot be renamed to something else.", old_class)); + ERR_PRINT(vformat("Class \"%s\" exists in Redot 4, so it cannot be renamed to something else.", old_class)); valid = false; // This probably should be only a warning, but not 100% sure - this would need to be added to CI. } // Callable is special class, to which normal classes may be renamed. if (!ClassDB::class_exists(StringName(new_class)) && new_class != "Callable") { - ERR_PRINT(vformat("Class \"%s\" does not exist in Godot 4, so it cannot be used in the conversion.", new_class)); + ERR_PRINT(vformat("Class \"%s\" does not exist in Redot 4, so it cannot be used in the conversion.", new_class)); valid = false; // This probably should be only a warning, but not 100% sure - this would need to be added to CI. } } @@ -1178,7 +1180,7 @@ bool ProjectConverter3To4::test_array_names() { HashSet<String> all_functions; // List of excluded functions from builtin types and global namespace, because currently it is not possible to get list of functions from them. - // This will be available when https://github.com/godotengine/godot/pull/49053 or similar will be included into Godot. + // This will be available when https://github.com/godotengine/godot/pull/49053 or similar will be included into Redot. static const char *builtin_types_excluded_functions[] = { "dict_to_inst", "inst_to_dict", "bytes_to_var", "bytes_to_var_with_objects", "db_to_linear", "deg_to_rad", "linear_to_db", "rad_to_deg", "randf_range", "snapped", "str_to_var", "var_to_str", "var_to_bytes", "var_to_bytes_with_objects", "move_toward", "uri_encode", "uri_decode", "remove_at", "get_rotation_quaternion", "limit_length", "grow_side", "is_absolute_path", "is_valid_int", "lerp", "to_ascii_buffer", "to_utf8_buffer", "to_utf32_buffer", "to_wchar_buffer", "snapped", "remap", "rfind", nullptr }; for (int current_index = 0; builtin_types_excluded_functions[current_index]; current_index++) { all_functions.insert(builtin_types_excluded_functions[current_index]); @@ -1218,7 +1220,7 @@ bool ProjectConverter3To4::test_array_names() { } } if (!valid) { - ERR_PRINT("Found function which is used in the converter, but it cannot be found in Godot 4. Rename this element or remove its entry if it's obsolete."); + ERR_PRINT("Found function which is used in the converter, but it cannot be found in Redot 4. Rename this element or remove its entry if it's obsolete."); } valid = valid && test_single_array(RenamesMap3To4::enum_renames); @@ -1862,7 +1864,7 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai // infiinite_interia if (parts.size() >= 6) { - line_new += starting_space + "# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `" + parts[5] + "`\n"; + line_new += starting_space + "# TODOConverter3To4 infinite_inertia were removed in Redot 4 - previous value `" + parts[5] + "`\n"; } line_new += starting_space + base_obj + "move_and_slide()"; @@ -1893,7 +1895,7 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai // snap if (parts.size() >= 2) { - line_new += starting_space + "# TODOConverter3To4 looks that snap in Godot 4 is float, not vector like in Godot 3 - previous value `" + parts[1] + "`\n"; + line_new += starting_space + "# TODOConverter3To4 looks that snap in Redot 4 is float, not vector like in Redot 3 - previous value `" + parts[1] + "`\n"; } // up_direction @@ -1918,7 +1920,7 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai // infiinite_interia if (parts.size() >= 7) { - line_new += starting_space + "# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `" + parts[6] + "`\n"; + line_new += starting_space + "# TODOConverter3To4 infinite_inertia were removed in Redot 4 - previous value `" + parts[6] + "`\n"; } line_new += starting_space + base_obj + "move_and_slide()"; @@ -2736,7 +2738,7 @@ void ProjectConverter3To4::rename_joypad_buttons_and_axes(Vector<SourceLine> &so PackedStringArray strings = match->get_strings(); const String &button_index_entry = strings[0]; int button_index_value = strings[1].to_int(); - if (button_index_value == 6) { // L2 and R2 are mapped to joypad axes in Godot 4. + if (button_index_value == 6) { // L2 and R2 are mapped to joypad axes in Redot 4. line = line.replace("InputEventJoypadButton", "InputEventJoypadMotion"); line = line.replace(button_index_entry, ",\"axis\":4,\"axis_value\":1.0"); } else if (button_index_value == 7) { diff --git a/editor/project_converter_3_to_4.h b/editor/project_converter_3_to_4.h index 0f90028bc8..4160162a4f 100644 --- a/editor/project_converter_3_to_4.h +++ b/editor/project_converter_3_to_4.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -44,11 +46,11 @@ public: ProjectConverter3To4(int, int) {} bool validate_conversion() { - ERR_FAIL_V_MSG(false, "Can't validate conversion for Godot 3.x projects, because RegEx module is disabled."); + ERR_FAIL_V_MSG(false, "Can't validate conversion for Redot 3.x projects, because RegEx module is disabled."); } bool convert() { - ERR_FAIL_V_MSG(false, "Can't run converter for Godot 3.x projects, because RegEx module is disabled."); + ERR_FAIL_V_MSG(false, "Can't run converter for Redot 3.x projects, because RegEx module is disabled."); } }; diff --git a/editor/project_manager.cpp b/editor/project_manager.cpp index 30878a2488..b3da27d444 100644 --- a/editor/project_manager.cpp +++ b/editor/project_manager.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -547,7 +549,7 @@ void ProjectManager::_open_selected_projects_ask() { // Check if the config_version property was empty or 0. if (config_version == 0) { - ask_update_settings->set_text(vformat(TTR("The selected project \"%s\" does not specify its supported Godot version in its configuration file (\"project.godot\").\n\nProject path: %s\n\nIf you proceed with opening it, it will be converted to Godot's current configuration file format.\n\nWarning: You won't be able to open the project with previous versions of the engine anymore."), project.project_name, project.path)); + ask_update_settings->set_text(vformat(TTR("The selected project \"%s\" does not specify its supported Redot version in its configuration file (\"project.godot\").\n\nProject path: %s\n\nIf you proceed with opening it, it will be converted to Redot's current configuration file format.\n\nWarning: You won't be able to open the project with previous versions of the engine anymore."), project.project_name, project.path)); ask_update_settings->popup_centered(popup_min_size); return; } @@ -555,7 +557,7 @@ void ProjectManager::_open_selected_projects_ask() { if (config_version < ProjectSettings::CONFIG_VERSION) { if (config_version == GODOT4_CONFIG_VERSION - 1 && ProjectSettings::CONFIG_VERSION == GODOT4_CONFIG_VERSION) { // Conversion from Godot 3 to 4. full_convert_button->show(); - ask_update_settings->set_text(vformat(TTR("The selected project \"%s\" was generated by Godot 3.x, and needs to be converted for Godot 4.x.\n\nProject path: %s\n\nYou have three options:\n- Convert only the configuration file (\"project.godot\"). Use this to open the project without attempting to convert its scenes, resources and scripts.\n- Convert the entire project including its scenes, resources and scripts (recommended if you are upgrading).\n- Do nothing and go back.\n\nWarning: If you select a conversion option, you won't be able to open the project with previous versions of the engine anymore."), project.project_name, project.path)); + ask_update_settings->set_text(vformat(TTR("The selected project \"%s\" was generated by Redot 3.x, and needs to be converted for Redot 4.x.\n\nProject path: %s\n\nYou have three options:\n- Convert only the configuration file (\"project.godot\"). Use this to open the project without attempting to convert its scenes, resources and scripts.\n- Convert the entire project including its scenes, resources and scripts (recommended if you are upgrading).\n- Do nothing and go back.\n\nWarning: If you select a conversion option, you won't be able to open the project with previous versions of the engine anymore."), project.project_name, project.path)); ask_update_settings->get_ok_button()->set_text(TTR("Convert project.godot Only")); } else { ask_update_settings->set_text(vformat(TTR("The selected project \"%s\" was generated by an older engine version, and needs to be converted for this version.\n\nProject path: %s\n\nDo you want to convert it?\n\nWarning: You won't be able to open the project with previous versions of the engine anymore."), project.project_name, project.path)); @@ -570,29 +572,29 @@ void ProjectManager::_open_selected_projects_ask() { _show_error(vformat(TTR("Can't open project \"%s\" at the following path:\n\n%s\n\nThe project settings were created by a newer engine version, whose settings are not compatible with this version."), project.project_name, project.path), popup_min_size); return; } - // Check if the project is using features not supported by this build of Godot. + // Check if the project is using features not supported by this build of Redot. if (!unsupported_features.is_empty()) { String warning_message = ""; for (int i = 0; i < unsupported_features.size(); i++) { const String &feature = unsupported_features[i]; if (feature == "Double Precision") { - warning_message += TTR("Warning: This project uses double precision floats, but this version of\nGodot uses single precision floats. Opening this project may cause data loss.\n\n"); + warning_message += TTR("Warning: This project uses double precision floats, but this version of\nRedot uses single precision floats. Opening this project may cause data loss.\n\n"); unsupported_features.remove_at(i); i--; } else if (feature == "C#") { - warning_message += TTR("Warning: This project uses C#, but this build of Godot does not have\nthe Mono module. If you proceed you will not be able to use any C# scripts.\n\n"); + warning_message += TTR("Warning: This project uses C#, but this build of Redot does not have\nthe Mono module. If you proceed you will not be able to use any C# scripts.\n\n"); unsupported_features.remove_at(i); i--; } else if (ProjectList::project_feature_looks_like_version(feature)) { version_convert_feature = feature; - warning_message += vformat(TTR("Warning: This project was last edited in Godot %s. Opening will change it to Godot %s.\n\n"), Variant(feature), Variant(VERSION_BRANCH)); + warning_message += vformat(TTR("Warning: This project was last edited in Redot %s. Opening will change it to Redot %s.\n\n"), Variant(feature), Variant(VERSION_BRANCH)); unsupported_features.remove_at(i); i--; } } if (!unsupported_features.is_empty()) { String unsupported_features_str = String(", ").join(unsupported_features); - warning_message += vformat(TTR("Warning: This project uses the following features not supported by this build of Godot:\n\n%s\n\n"), unsupported_features_str); + warning_message += vformat(TTR("Warning: This project uses the following features not supported by this build of Redot:\n\n%s\n\n"), unsupported_features_str); } warning_message += TTR("Open anyway? Project will be modified."); ask_update_label->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER); @@ -1141,7 +1143,7 @@ ProjectManager::ProjectManager() { OS::get_singleton()->set_low_processor_usage_mode(true); } - // TRANSLATORS: This refers to the application where users manage their Godot projects. + // TRANSLATORS: This refers to the application where users manage their Redot projects. DisplayServer::get_singleton()->window_set_title(VERSION_NAME + String(" - ") + TTR("Project Manager", "Application")); SceneTree::get_singleton()->get_root()->connect("files_dropped", callable_mp(this, &ProjectManager::_files_dropped)); @@ -1515,7 +1517,7 @@ ProjectManager::ProjectManager() { ask_full_convert_dialog = memnew(ConfirmationDialog); ask_full_convert_dialog->set_autowrap(true); - ask_full_convert_dialog->set_text(TTR("This option will perform full project conversion, updating scenes, resources and scripts from Godot 3 to work in Godot 4.\n\nNote that this is a best-effort conversion, i.e. it makes upgrading the project easier, but it will not open out-of-the-box and will still require manual adjustments.\n\nIMPORTANT: Make sure to backup your project before converting, as this operation makes it impossible to open it in older versions of Godot.")); + ask_full_convert_dialog->set_text(TTR("This option will perform full project conversion, updating scenes, resources and scripts from Redot 3 to work in Redot 4.\n\nNote that this is a best-effort conversion, i.e. it makes upgrading the project easier, but it will not open out-of-the-box and will still require manual adjustments.\n\nIMPORTANT: Make sure to backup your project before converting, as this operation makes it impossible to open it in older versions of Redot.")); ask_full_convert_dialog->connect(SceneStringName(confirmed), callable_mp(this, &ProjectManager::_perform_full_project_conversion)); add_child(ask_full_convert_dialog); diff --git a/editor/project_manager.h b/editor/project_manager.h index 07da0059c0..ecbda5b9c4 100644 --- a/editor/project_manager.h +++ b/editor/project_manager.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/project_manager/project_dialog.cpp b/editor/project_manager/project_dialog.cpp index 7aadb9ac3c..3aa58803a2 100644 --- a/editor/project_manager/project_dialog.cpp +++ b/editor/project_manager/project_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -490,7 +492,7 @@ void ProjectDialog::ok_pressed() { if (!is_folder_empty) { ConfirmationDialog *cd = memnew(ConfirmationDialog); cd->set_title(TTR("Warning: This folder is not empty")); - cd->set_text(TTR("You are about to create a Godot project in a non-empty folder.\nThe entire contents of this folder will be imported as project resources!\n\nAre you sure you wish to continue?")); + cd->set_text(TTR("You are about to create a Redot project in a non-empty folder.\nThe entire contents of this folder will be imported as project resources!\n\nAre you sure you wish to continue?")); cd->get_ok_button()->connect(SceneStringName(pressed), callable_mp(this, &ProjectDialog::_nonempty_confirmation_ok_pressed)); get_parent()->add_child(cd); cd->popup_centered(); diff --git a/editor/project_manager/project_dialog.h b/editor/project_manager/project_dialog.h index 9cc1cd1576..3aca91d6a4 100644 --- a/editor/project_manager/project_dialog.h +++ b/editor/project_manager/project_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/project_manager/project_list.cpp b/editor/project_manager/project_list.cpp index 39c1a78c4a..e6a6ce6b5e 100644 --- a/editor/project_manager/project_list.cpp +++ b/editor/project_manager/project_list.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -153,7 +155,7 @@ void ProjectListItemControl::set_unsupported_features(PackedStringArray p_featur } if (VERSION_MAJOR != project_version_major || VERSION_MINOR <= project_version_minor) { // Don't show a warning if the project was last edited in a previous minor version. - tooltip_text += TTR("This project was last edited in a different Godot version: ") + p_features[i] + "\n"; + tooltip_text += TTR("This project was last edited in a different Redot version: ") + p_features[i] + "\n"; } p_features.remove_at(i); i--; diff --git a/editor/project_manager/project_list.h b/editor/project_manager/project_list.h index 6e0f5830ac..6af0f661cf 100644 --- a/editor/project_manager/project_list.h +++ b/editor/project_manager/project_list.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/project_manager/project_tag.cpp b/editor/project_manager/project_tag.cpp index 618b6555d4..5f0aeaa31a 100644 --- a/editor/project_manager/project_tag.cpp +++ b/editor/project_manager/project_tag.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/project_manager/project_tag.h b/editor/project_manager/project_tag.h index 2cd15f64b9..74e6916d4e 100644 --- a/editor/project_manager/project_tag.h +++ b/editor/project_manager/project_tag.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/project_manager/quick_settings_dialog.cpp b/editor/project_manager/quick_settings_dialog.cpp index 4502b42fe6..e8b45e2dcd 100644 --- a/editor/project_manager/quick_settings_dialog.cpp +++ b/editor/project_manager/quick_settings_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/project_manager/quick_settings_dialog.h b/editor/project_manager/quick_settings_dialog.h index 938a6de16d..0314d545fb 100644 --- a/editor/project_manager/quick_settings_dialog.h +++ b/editor/project_manager/quick_settings_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/project_settings_editor.cpp b/editor/project_settings_editor.cpp index f973367bed..fd7fe1f677 100644 --- a/editor/project_settings_editor.cpp +++ b/editor/project_settings_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/project_settings_editor.h b/editor/project_settings_editor.h index 5890ed2c2d..1d58b8dbce 100644 --- a/editor/project_settings_editor.h +++ b/editor/project_settings_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/property_selector.cpp b/editor/property_selector.cpp index 67a72f746e..afb1e853e1 100644 --- a/editor/property_selector.cpp +++ b/editor/property_selector.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/property_selector.h b/editor/property_selector.h index 48bc8a0548..ced7c2b853 100644 --- a/editor/property_selector.h +++ b/editor/property_selector.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/register_editor_types.cpp b/editor/register_editor_types.cpp index c4ebca7308..64c5c92ea2 100644 --- a/editor/register_editor_types.cpp +++ b/editor/register_editor_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/register_editor_types.h b/editor/register_editor_types.h index 82d7483228..868a5e1365 100644 --- a/editor/register_editor_types.h +++ b/editor/register_editor_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/register_exporters.h b/editor/register_exporters.h index 5faed56525..dcf20148b9 100644 --- a/editor/register_exporters.h +++ b/editor/register_exporters.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/rename_dialog.cpp b/editor/rename_dialog.cpp index 2ef7de1538..ce6b2d3907 100644 --- a/editor/rename_dialog.cpp +++ b/editor/rename_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/rename_dialog.h b/editor/rename_dialog.h index 37d159b4e2..5a2258cce5 100644 --- a/editor/rename_dialog.h +++ b/editor/rename_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/renames_map_3_to_4.cpp b/editor/renames_map_3_to_4.cpp index ca5d3cbf2a..fddc8cdcc0 100644 --- a/editor/renames_map_3_to_4.cpp +++ b/editor/renames_map_3_to_4.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/renames_map_3_to_4.h b/editor/renames_map_3_to_4.h index 452a741ba2..3860d9af19 100644 --- a/editor/renames_map_3_to_4.h +++ b/editor/renames_map_3_to_4.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/reparent_dialog.cpp b/editor/reparent_dialog.cpp index a725508bc4..ef99f7c277 100644 --- a/editor/reparent_dialog.cpp +++ b/editor/reparent_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/reparent_dialog.h b/editor/reparent_dialog.h index 2ca26fcde3..650c324079 100644 --- a/editor/reparent_dialog.h +++ b/editor/reparent_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/run_instances_dialog.cpp b/editor/run_instances_dialog.cpp index bb32748653..e421c10c59 100644 --- a/editor/run_instances_dialog.cpp +++ b/editor/run_instances_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -186,7 +188,7 @@ void RunInstancesDialog::get_argument_list_for_instance(int p_idx, List<String> if (!raw_custom_args.is_empty()) { // Allow the user to specify a command to run, similar to Steam's launch options. - // In this case, Godot will no longer be run directly; it's up to the underlying command + // In this case, Redot will no longer be run directly; it's up to the underlying command // to run it. For instance, this can be used on Linux to force a running project // to use Optimus using `prime-run` or similar. // Example: `prime-run %command% --time-scale 0.5` @@ -202,7 +204,7 @@ void RunInstancesDialog::get_argument_list_for_instance(int p_idx, List<String> exec = exec_args[0]; exec_args.remove_at(0); - // Append the Godot executable name before we append executable arguments + // Append the Redot executable name before we append executable arguments // (since the order is reversed when using `push_front()`). r_list.push_front(OS::get_singleton()->get_executable_path()); } @@ -212,13 +214,13 @@ void RunInstancesDialog::get_argument_list_for_instance(int p_idx, List<String> r_list.push_front(exec_args[i].replace(" ", "%20")); } - // Append Godot-specific custom arguments. + // Append Redot-specific custom arguments. custom_args = _split_cmdline_args(raw_custom_args.substr(placeholder_pos + String("%command%").size())); for (int i = 0; i < custom_args.size(); i++) { r_list.push_back(custom_args[i].replace(" ", "%20")); } } else { - // Append Godot-specific custom arguments. + // Append Redot-specific custom arguments. custom_args = _split_cmdline_args(raw_custom_args); for (int i = 0; i < custom_args.size(); i++) { r_list.push_back(custom_args[i].replace(" ", "%20")); diff --git a/editor/run_instances_dialog.h b/editor/run_instances_dialog.h index 8e0007dc8e..6359f91167 100644 --- a/editor/run_instances_dialog.h +++ b/editor/run_instances_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/scene_create_dialog.cpp b/editor/scene_create_dialog.cpp index 90e4d74fcb..4949287897 100644 --- a/editor/scene_create_dialog.cpp +++ b/editor/scene_create_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/scene_create_dialog.h b/editor/scene_create_dialog.h index c7a4a09850..1abcfd8108 100644 --- a/editor/scene_create_dialog.h +++ b/editor/scene_create_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/scene_tree_dock.cpp b/editor/scene_tree_dock.cpp index 0f359a3af8..98aa0b8ee1 100644 --- a/editor/scene_tree_dock.cpp +++ b/editor/scene_tree_dock.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/scene_tree_dock.h b/editor/scene_tree_dock.h index 8cee2870f6..44b4e68172 100644 --- a/editor/scene_tree_dock.h +++ b/editor/scene_tree_dock.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/script_create_dialog.cpp b/editor/script_create_dialog.cpp index 0cb4952b04..e3e3063d7a 100644 --- a/editor/script_create_dialog.cpp +++ b/editor/script_create_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/script_create_dialog.h b/editor/script_create_dialog.h index c8f043b420..e755b29280 100644 --- a/editor/script_create_dialog.h +++ b/editor/script_create_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/shader_create_dialog.cpp b/editor/shader_create_dialog.cpp index 846e8867a1..3a7ab249d2 100644 --- a/editor/shader_create_dialog.cpp +++ b/editor/shader_create_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/shader_create_dialog.h b/editor/shader_create_dialog.h index 5240842110..eb999970dc 100644 --- a/editor/shader_create_dialog.h +++ b/editor/shader_create_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/shader_globals_editor.cpp b/editor/shader_globals_editor.cpp index 85e5cd6ea0..0a54b58e01 100644 --- a/editor/shader_globals_editor.cpp +++ b/editor/shader_globals_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/shader_globals_editor.h b/editor/shader_globals_editor.h index fd94e483ff..63c8f6e041 100644 --- a/editor/shader_globals_editor.h +++ b/editor/shader_globals_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/surface_upgrade_tool.cpp b/editor/surface_upgrade_tool.cpp index f532535034..bfef0c45d0 100644 --- a/editor/surface_upgrade_tool.cpp +++ b/editor/surface_upgrade_tool.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -87,7 +89,7 @@ void SurfaceUpgradeTool::_show_popup() { // These messages are supposed to be translated as they are critical to users migrating their projects. - const String confirmation_message = TTR("This project uses meshes with an outdated mesh format from previous Godot versions. The engine needs to update the format in order to use those meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. You can ignore this message and keep using outdated meshes, but keep in mind that this leads to increased load times every time you load the project."); + const String confirmation_message = TTR("This project uses meshes with an outdated mesh format from previous Redot versions. The engine needs to update the format in order to use those meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. You can ignore this message and keep using outdated meshes, but keep in mind that this leads to increased load times every time you load the project."); EditorNode::get_log()->add_message(confirmation_message, EditorLog::MSG_TYPE_WARNING); const String toast_message = TTR("This project uses meshes with an outdated mesh format. Check the output log."); @@ -179,7 +181,7 @@ SurfaceUpgradeTool::~SurfaceUpgradeTool() { } void SurfaceUpgradeDialog::popup_on_demand() { - const String confirmation_message = TTR("The mesh format has changed in Godot 4.2, which affects both imported meshes and meshes authored inside of Godot. The engine needs to update the format in order to use those meshes.\n\nIf your project predates Godot 4.2 and contains meshes, we recommend you run this one time conversion tool. This update will restart the editor and may take several minutes. Upgrading will make the meshes incompatible with previous versions of Godot.\n\nYou can still use your existing meshes as is. The engine will update each mesh in memory, but the update will not be saved. Choosing this option will lead to slower load times every time this project is loaded."); + const String confirmation_message = TTR("The mesh format has changed in Redot 4.2, which affects both imported meshes and meshes authored inside of Redot. The engine needs to update the format in order to use those meshes.\n\nIf your project predates Redot 4.2 and contains meshes, we recommend you run this one time conversion tool. This update will restart the editor and may take several minutes. Upgrading will make the meshes incompatible with previous versions of Redot.\n\nYou can still use your existing meshes as is. The engine will update each mesh in memory, but the update will not be saved. Choosing this option will lead to slower load times every time this project is loaded."); set_text(confirmation_message); get_ok_button()->set_text(TTR("Restart & Upgrade")); diff --git a/editor/surface_upgrade_tool.h b/editor/surface_upgrade_tool.h index 59745250e4..14d21afc36 100644 --- a/editor/surface_upgrade_tool.h +++ b/editor/surface_upgrade_tool.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/themes/editor_color_map.cpp b/editor/themes/editor_color_map.cpp index 9046a8b688..6a07d4f6e7 100644 --- a/editor/themes/editor_color_map.cpp +++ b/editor/themes/editor_color_map.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/themes/editor_color_map.h b/editor/themes/editor_color_map.h index c1176749f2..65a2cb2116 100644 --- a/editor/themes/editor_color_map.h +++ b/editor/themes/editor_color_map.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -39,7 +41,7 @@ // The default icon theme is designed to be used for a dark theme. This map stores // Color values to convert to other colors for better readability on a light theme. class EditorColorMap { - // Godot Color values are used to avoid the ambiguity of strings + // Redot Color values are used to avoid the ambiguity of strings // (where "#ffffff", "fff", and "white" are all equivalent). static HashMap<Color, Color> color_conversion_map; // The names of the icons to never convert, even if one of their colors diff --git a/editor/themes/editor_fonts.cpp b/editor/themes/editor_fonts.cpp index da35ed332e..dea94770a6 100644 --- a/editor/themes/editor_fonts.cpp +++ b/editor/themes/editor_fonts.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/themes/editor_fonts.h b/editor/themes/editor_fonts.h index b612797df1..7dd11777b8 100644 --- a/editor/themes/editor_fonts.h +++ b/editor/themes/editor_fonts.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/themes/editor_icons.cpp b/editor/themes/editor_icons.cpp index f318b640d0..bf91eb8591 100644 --- a/editor/themes/editor_icons.cpp +++ b/editor/themes/editor_icons.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -71,7 +73,7 @@ Ref<ImageTexture> editor_generate_icon(int p_index, float p_scale, float p_satur } #else // If the SVG module is disabled, we can't really display the UI well, but at least we won't crash. - // 16 pixels is used as it's the most common base size for Godot icons. + // 16 pixels is used as it's the most common base size for Redot icons. img = Image::create_empty(16 * p_scale, 16 * p_scale, false, Image::FORMAT_RGBA8); #endif diff --git a/editor/themes/editor_icons.h b/editor/themes/editor_icons.h index 447057b5e4..90a28f1743 100644 --- a/editor/themes/editor_icons.h +++ b/editor/themes/editor_icons.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/themes/editor_scale.cpp b/editor/themes/editor_scale.cpp index 0670e98e2c..c005cae1a6 100644 --- a/editor/themes/editor_scale.cpp +++ b/editor/themes/editor_scale.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/themes/editor_scale.h b/editor/themes/editor_scale.h index b3583fdcee..45555cc55a 100644 --- a/editor/themes/editor_scale.h +++ b/editor/themes/editor_scale.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/themes/editor_theme.cpp b/editor/themes/editor_theme.cpp index ab7c808303..3132846e1a 100644 --- a/editor/themes/editor_theme.cpp +++ b/editor/themes/editor_theme.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/themes/editor_theme.h b/editor/themes/editor_theme.h index 2cc7ad287e..b62a9906f0 100644 --- a/editor/themes/editor_theme.h +++ b/editor/themes/editor_theme.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/themes/editor_theme_manager.cpp b/editor/themes/editor_theme_manager.cpp index 4db43f0703..85b850b7f5 100644 --- a/editor/themes/editor_theme_manager.cpp +++ b/editor/themes/editor_theme_manager.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -288,6 +290,10 @@ EditorThemeManager::ThemeConfiguration EditorThemeManager::_create_theme_config( preset_accent_color = Color(0.26, 0.76, 1.00); preset_base_color = Color(0.24, 0.26, 0.28); preset_contrast = config.default_contrast; + } else if (config.preset == "Godot") { + preset_accent_color = Color(0.44, 0.73, 0.98); + preset_base_color = Color(0.21, 0.24, 0.29); + preset_contrast = config.default_contrast; } else if (config.preset == "Godot 2") { preset_accent_color = Color(0.53, 0.67, 0.89); preset_base_color = Color(0.24, 0.23, 0.27); @@ -297,7 +303,7 @@ EditorThemeManager::ThemeConfiguration EditorThemeManager::_create_theme_config( preset_base_color = Color(0.24, 0.24, 0.24); preset_contrast = config.default_contrast; } else if (config.preset == "Light") { - preset_accent_color = Color(0.18, 0.50, 1.00); + preset_accent_color = Color(0.87, 0.22, 0.29); preset_base_color = Color(0.9, 0.9, 0.9); // A negative contrast rate looks better for light themes, since it better follows the natural order of UI "elevation". preset_contrast = -0.06; @@ -316,9 +322,13 @@ EditorThemeManager::ThemeConfiguration EditorThemeManager::_create_theme_config( // The contrast rate value is irrelevant on a fully black theme. preset_contrast = 0.0; preset_draw_extra_borders = true; + } else if (config.preset == "Indigo") { + preset_accent_color = Color(0.37, 0.54, 0.91); + preset_base_color = Color(0.17, 0.17, 0.20); + preset_contrast = 0.4; } else { // Default - preset_accent_color = Color(0.44, 0.73, 0.98); - preset_base_color = Color(0.21, 0.24, 0.29); + preset_accent_color = Color(0.87, 0.22, 0.29); + preset_base_color = Color(0.14, 0.12, 0.12); preset_contrast = config.default_contrast; } diff --git a/editor/themes/editor_theme_manager.h b/editor/themes/editor_theme_manager.h index ca5e1a4e2d..630dc4c9c4 100644 --- a/editor/themes/editor_theme_manager.h +++ b/editor/themes/editor_theme_manager.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/translations/editor/ar.po b/editor/translations/editor/ar.po index 1aaa6fe706..d27da078d1 100644 --- a/editor/translations/editor/ar.po +++ b/editor/translations/editor/ar.po @@ -1,4 +1,5 @@ -# Arabic translation of the Godot Engine editor interface. +# Arabic translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -97,8 +98,8 @@ # Spirit <spirit@programmer.net>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-02 12:09+0000\n" "Last-Translator: Spirit <spirit@programmer.net>\n" @@ -2013,7 +2014,7 @@ msgstr "اسم المجلد صالح." msgid "Double-click to open in browser." msgstr "ضغطة مضاعفة لفتح متصفح الانترنت." -msgid "Thanks from the Godot community!" +msgid "Thanks from the Redot community!" msgstr "شكراً من مجتمع جوْدَتْ!" msgid "" @@ -2023,7 +2024,7 @@ msgstr "" "تاريخ المصادقة في Git ل : %s\n" "اضغط لنسخ رقم الاصدار." -msgid "Godot Engine contributors" +msgid "Redot Engine contributors" msgstr "المساهمون في محرك جوْدَتْ" msgid "Project Founders" @@ -2076,7 +2077,7 @@ msgid "Third-party Licenses" msgstr "تراخيص الجهات الخارجية" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." @@ -2557,7 +2558,7 @@ msgstr "[فارغ]" msgid "[unsaved]" msgstr "[غير محفوظ]" -msgid "%s - Godot Engine" +msgid "%s - Redot Engine" msgstr "%s - محرك جَوْدَتْ" msgid "Move this dock right one tab." @@ -2713,7 +2714,7 @@ msgstr "أنشئ أو استورد تعريفة لتعديل الأصناف وا msgid "New profile name:" msgstr "اسم التعريفة الجديد:" -msgid "Godot Feature Profile" +msgid "Redot Feature Profile" msgstr "تعريفة مزايا جَوْدَتْ" msgid "Import Profile(s)" @@ -3339,7 +3340,7 @@ msgstr "يبدو أن ملف المشهد '%s' غير صالح/تالف." msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" "الملف '%s' تم حفظه بصيغة أحدث من الصيغ المدعومة بواسطة هذا الإصدار من جودوت، " "لذا لا يمكن فتحه." @@ -3911,10 +3912,10 @@ msgstr "اقترح ميزة" msgid "Send Docs Feedback" msgstr "إرسال الاستدراكات على \"التوثيقات\"" -msgid "About Godot..." -msgstr "حول Godot..." +msgid "About Redot..." +msgstr "حول Redot..." -msgid "Support Godot Development" +msgid "Support Redot Development" msgstr "ادعم تطوير جَوْدَتْ" msgid "Update Continuously" @@ -4610,7 +4611,7 @@ msgstr "إلغاء تثبيت القالب" msgid "Select Template File" msgstr "حدد ملف القالب" -msgid "Godot Export Templates" +msgid "Redot Export Templates" msgstr "إدارة قوالب التصدير لجَوْدتْ" msgid "" @@ -4802,7 +4803,7 @@ msgstr "تصدير الكُل..." msgid "ZIP File" msgstr "الملف المضغوط ZIP File" -msgid "Godot Project Pack" +msgid "Redot Project Pack" msgstr "حزمة مشروع جوْدَتْ" msgid "Export templates for this platform are missing:" @@ -9299,7 +9300,7 @@ msgstr "حفظ الموضوع Theme ك..." msgid "Online Docs" msgstr "مستندات الإنترنت" -msgid "Open Godot online documentation." +msgid "Open Redot online documentation." msgstr "افتح وثائق جوْدَتْ على الشبكة." msgid "Unsaved file." @@ -11644,7 +11645,7 @@ msgstr "ثابت المنطق (صحيح/خاطئ)." msgid "Boolean parameter." msgstr "المعلمة المنطقية." -msgid "Translated to '%s' in Godot Shading Language." +msgid "Translated to '%s' in Redot Shading Language." msgstr "تمت ترجمته إلى '%s' بلغة جوْدَتْ للتظليل." msgid "'%s' input parameter for all shader modes." @@ -12360,7 +12361,7 @@ msgid "4D vector parameter." msgstr "مَعلم مُتجه رباعي الأبعاد." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" @@ -12370,7 +12371,7 @@ msgstr "" "البرمجية داخلها." msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." @@ -12420,12 +12421,12 @@ msgstr "" "لاحظ أنه سيتم تجاوز عمليات التحقق المعتادة من توافق إصدار المحرك." msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " @@ -12441,8 +12442,8 @@ msgstr "" "تحذير: لن تتمكن من فتح المشروع باستخدام الإصدارات السابقة من المحرك بعد الآن." msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -12513,7 +12514,7 @@ msgstr "" msgid "" "Warning: This project uses double precision floats, but this version of\n" -"Godot uses single precision floats. Opening this project may cause data " +"Redot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" @@ -12523,7 +12524,7 @@ msgstr "" "\n" msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" @@ -12532,8 +12533,8 @@ msgstr "" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" "تحذير: هذا المشروع كان قد بُنِيَ بإصدار جوْدَتْ %s.فتح المشروع سوف يُرقيه أو ينزله " @@ -12542,7 +12543,7 @@ msgstr "" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" @@ -12657,14 +12658,14 @@ msgstr "تحويل المشروع كامل" msgid "" "This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3 to work in Godot 4.\n" +"and scripts from Redot 3 to work in Redot 4.\n" "\n" "Note that this is a best-effort conversion, i.e. it makes upgrading the " "project easier, but it will not open out-of-the-box and will still require " "manual adjustments.\n" "\n" "IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." +"operation makes it impossible to open it in older versions of Redot." msgstr "" "سيؤدي هذا الخيار إلى تحويل المشروع بالكامل وتحديث المشاهد والموارد والبرامج " "النصية من جوْدَتْ 3 للعمل في جوْدَتْ 4.\n" @@ -12760,7 +12761,7 @@ msgid "Warning: This folder is not empty" msgstr "تحذير: هذا المجلد ليس فارغا" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" @@ -12819,7 +12820,7 @@ msgstr "البيانات الوصفية للتحكم في الإصدار:" msgid "Git" msgstr "جت (Git)" -msgid "This project was last edited in a different Godot version: " +msgid "This project was last edited in a different Redot version: " msgstr "تم تحرير هذا المشروع آخر مرة في إصدار جوْدَتْ مختلف: " msgid "This project uses features unsupported by the current build:" @@ -13574,7 +13575,7 @@ msgid "Add Shader Global Parameter" msgstr "إضافة معلمة تظليل العالمية" msgid "" -"This project uses meshes with an outdated mesh format from previous Godot " +"This project uses meshes with an outdated mesh format from previous Redot " "versions. The engine needs to update the format in order to use those meshes. " "Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " "You can ignore this message and keep using outdated meshes, but keep in mind " @@ -14052,7 +14053,7 @@ msgstr "" "يجب أن يكون \"Min SDK\" عددًا صحيحًا صالحًا، ولكنه يحتوي على \"%s\" وهو غير صالح." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." msgstr "" "لا يمكن أن يكون \"Min SDK\" أقل من %d، وهو الإصدار الذي تحتاجه مكتبة جوْدَتْ." @@ -14711,8 +14712,8 @@ msgid "Could not read file: \"%s\"." msgstr "لا يمكن قراءة الملف: \"%s\"." msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" "التصدير إلى الويب غير مدعوم حاليًا في جوْدَتْ 4 عند استخدام C#/.NET. استخدم جوْدَتْ " "3 لاستهداف الويب باستخدام C#/Mono بدلاً من ذلك." @@ -15487,11 +15488,11 @@ msgstr "" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "تم وضع علامة على هذه العقدة على أنها مهملة وستتم إزالتها في الإصدارات " "المستقبلية.\n" -"يرجى مراجعة وثائق Godot للحصول على معلومات حول الهجرة." +"يرجى مراجعة وثائق Redot للحصول على معلومات حول الهجرة." msgid "" "This node is marked as experimental and may be subject to removal or major " diff --git a/editor/translations/editor/bg.po b/editor/translations/editor/bg.po index 6c3825c01d..d470f75878 100644 --- a/editor/translations/editor/bg.po +++ b/editor/translations/editor/bg.po @@ -1,4 +1,5 @@ -# Bulgarian translation of the Godot Engine editor interface. +# Bulgarian translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -22,8 +23,8 @@ # Филип Узунов <filkata@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-06-30 18:47+0000\n" "Last-Translator: 100daysummer <bobbydochev@gmail.com>\n" @@ -1054,8 +1055,8 @@ msgstr "Папката не може да бъде създадена." msgid "Create Folder" msgstr "Създаване на папка" -msgid "Thanks from the Godot community!" -msgstr "Благодарности от общността на Godot!" +msgid "Thanks from the Redot community!" +msgstr "Благодарности от общността на Redot!" msgid "Project Founders" msgstr "Основатели на проекта" @@ -1919,8 +1920,8 @@ msgstr "Деинсталиране на шаблона" msgid "Select Template File" msgstr "Избор на шаблонен файл" -msgid "Godot Export Templates" -msgstr "Шаблони за изнасяне на Godot" +msgid "Redot Export Templates" +msgstr "Шаблони за изнасяне на Redot" msgid "Resources to export:" msgstr "Ресурси за изнасяне:" @@ -2015,8 +2016,8 @@ msgstr "Изнасяне на всичко…" msgid "ZIP File" msgstr "Файл ZIP" -msgid "Godot Project Pack" -msgstr "Проектен пакет на Godot" +msgid "Redot Project Pack" +msgstr "Проектен пакет на Redot" msgid "Export templates for this platform are missing:" msgstr "Шаблоните за изнасяне за тази система липсват:" @@ -3787,8 +3788,8 @@ msgstr "Грешка при запазването" msgid "Save Theme As..." msgstr "Запазване на темата като..." -msgid "Open Godot online documentation." -msgstr "Отваряне на документацията на Godot в Интернет." +msgid "Open Redot online documentation." +msgstr "Отваряне на документацията на Redot в Интернет." msgid "Find Next" msgstr "Търсене напред" diff --git a/editor/translations/editor/bn.po b/editor/translations/editor/bn.po index 22c51d9e30..873a46f431 100644 --- a/editor/translations/editor/bn.po +++ b/editor/translations/editor/bn.po @@ -1,4 +1,5 @@ -# Bengali translation of the Godot Engine editor interface. +# Bengali translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -19,8 +20,8 @@ # shahriarlabib000 <shahriarlabib000@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-24 11:09+0000\n" "Last-Translator: shahriarlabib000 <shahriarlabib000@gmail.com>\n" @@ -1481,11 +1482,11 @@ msgstr "ফোল্ডার তৈরি করুন" msgid "Folder name is valid." msgstr "ফোল্ডার নামটি গ্রহণযোগ্য।" -msgid "Thanks from the Godot community!" -msgstr "Godot কমিউনিটি হতে আপনাকে ধন্যবাদ!" +msgid "Thanks from the Redot community!" +msgstr "Redot কমিউনিটি হতে আপনাকে ধন্যবাদ!" -msgid "Godot Engine contributors" -msgstr "Godot Engine কন্ট্রিবিউটরস" +msgid "Redot Engine contributors" +msgstr "Redot Engine কন্ট্রিবিউটরস" msgid "Project Founders" msgstr "প্রজেক্ট ফাউন্ডার" @@ -2299,8 +2300,8 @@ msgstr "সাহায্য অনুসন্ধান করুন…" msgid "Online Documentation" msgstr "অনলাইন ডকুমেন্টেশন" -msgid "About Godot..." -msgstr "Godot সম্পর্কে…" +msgid "About Redot..." +msgstr "Redot সম্পর্কে…" msgid "Inspector" msgstr "পরিদর্শক/পরীক্ষক" @@ -4509,8 +4510,8 @@ msgstr "সংরক্ষণে সমস্যা হয়েছে" msgid "Save Theme As..." msgstr "থিম এইরূপে সংরক্ষণ করুন..." -msgid "Open '%s' in Godot online documentation." -msgstr "Godot অনলাইন ডকুমেন্টেশনে '%s' খুলুন।" +msgid "Open '%s' in Redot online documentation." +msgstr "Redot অনলাইন ডকুমেন্টেশনে '%s' খুলুন।" msgid "%s Class Reference" msgstr "%s ক্লাস রেফারেন্স" diff --git a/editor/translations/editor/ca.po b/editor/translations/editor/ca.po index c98122b07b..572bbb96f8 100644 --- a/editor/translations/editor/ca.po +++ b/editor/translations/editor/ca.po @@ -1,4 +1,5 @@ -# Catalan translation of the Godot Engine editor interface. +# Catalan translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -29,8 +30,8 @@ # Luna Moreno <akaluna99@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-03 22:09+0000\n" "Last-Translator: Luna Moreno <akaluna99@gmail.com>\n" @@ -1612,11 +1613,11 @@ msgstr "No s'ha pogut crear el directori." msgid "Create Folder" msgstr "Crea un Directori" -msgid "Thanks from the Godot community!" -msgstr "Gràcies de la part de la Comunitat del Godot!" +msgid "Thanks from the Redot community!" +msgstr "Gràcies de la part de la Comunitat del Redot!" -msgid "Godot Engine contributors" -msgstr "Col·laboradors de Godot Engine" +msgid "Redot Engine contributors" +msgstr "Col·laboradors de Redot Engine" msgid "Project Founders" msgstr "Fundadors del Projecte" @@ -1653,12 +1654,12 @@ msgid "Third-party Licenses" msgstr "Llicències de Tercers" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine compta amb diverses biblioteques gratuïtes i de codi obert de " +"Redot Engine compta amb diverses biblioteques gratuïtes i de codi obert de " "tercers, totes compatibles amb els termes de la seva llicència MIT. A " "continuació, es mostra una llista exhaustiva de tots aquests components de " "tercers amb les seves respectives declaracions de copyright i termes de " @@ -2007,8 +2008,8 @@ msgstr "" msgid "New profile name:" msgstr "Nom del nou perfil:" -msgid "Godot Feature Profile" -msgstr "Perfil de les funcionalitats del Godot" +msgid "Redot Feature Profile" +msgstr "Perfil de les funcionalitats del Redot" msgid "Import Profile(s)" msgstr "Importar Perfil(s)" @@ -2530,8 +2531,8 @@ msgstr "Suggerir una Característica" msgid "Send Docs Feedback" msgstr "Enviar suggeriments sobre la Documentació" -msgid "Support Godot Development" -msgstr "Contribueix al Desenvolupament de Godot" +msgid "Support Redot Development" +msgstr "Contribueix al Desenvolupament de Redot" msgid "Update Continuously" msgstr "Actualitzar contínuament" @@ -4949,8 +4950,8 @@ msgstr "Desa el Tema com a..." msgid "Online Docs" msgstr "Documentació en línia" -msgid "Open Godot online documentation." -msgstr "Obrir la documentació en línia de Godot." +msgid "Open Redot online documentation." +msgstr "Obrir la documentació en línia de Redot." msgid "%s Class Reference" msgstr "Referència de Classe %s" @@ -5716,11 +5717,11 @@ msgstr "" "Retorna 0,0 si 'x' és menor que'edge0 ' o 1.0 en cas contrari." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Expressió personalitzada del llenguatge de Shader de Godot, amb una quantitat " +"Expressió personalitzada del llenguatge de Shader de Redot, amb una quantitat " "de ports d'entrada i sortida personalitzats. Això es una injecció de codi " "directa en la funció vertex/fragment/light, no lo utilitzau per a escriure " "les declaracions de la funció dins seu." diff --git a/editor/translations/editor/cs.po b/editor/translations/editor/cs.po index e73efa923b..6fcd895959 100644 --- a/editor/translations/editor/cs.po +++ b/editor/translations/editor/cs.po @@ -1,4 +1,5 @@ -# Czech translation of the Godot Engine editor interface. +# Czech translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -51,8 +52,8 @@ # freezerbox <freezerbox.site@proton.me>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-02 12:09+0000\n" "Last-Translator: freezerbox <freezerbox.site@proton.me>\n" @@ -1703,8 +1704,8 @@ msgstr "Název složky je platný." msgid "Double-click to open in browser." msgstr "Dvakrát klikněte pro otevření v prohlížeči." -msgid "Thanks from the Godot community!" -msgstr "Děkujeme za komunitu Godotu!" +msgid "Thanks from the Redot community!" +msgstr "Děkujeme za komunitu Redotu!" msgid "(unknown)" msgstr "(neznámý)" @@ -1716,8 +1717,8 @@ msgstr "" "Datum Git commitu: %s\n" "Klikněte pro zkopírování čísla verze." -msgid "Godot Engine contributors" -msgstr "Přispěvatelé do Godot Enginu" +msgid "Redot Engine contributors" +msgstr "Přispěvatelé do Redot Enginu" msgid "Project Founders" msgstr "Zakladatelé projektu" @@ -1769,12 +1770,12 @@ msgid "Third-party Licenses" msgstr "Licence třetích stran" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine závisí na volně dostupných a open source knihovnách od třetích " +"Redot Engine závisí na volně dostupných a open source knihovnách od třetích " "stran; všechny jsou kompatibilní s podmínkami jeho MIT licence. Následuje " "plný výčet těchto komponent třetích stran s jejich příslušnými popisy " "autorských práv a licenčními podmínkami." @@ -2209,8 +2210,8 @@ msgstr "[prázdné]" msgid "[unsaved]" msgstr "[neuloženo]" -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" +msgid "%s - Redot Engine" +msgstr "%s - Redot Engine" msgid "Dock Position" msgstr "Pozice doku" @@ -2354,8 +2355,8 @@ msgstr "Vytvořte nebo importujte profil a upravte dostupné třídy a vlastnost msgid "New profile name:" msgstr "Název nového profilu:" -msgid "Godot Feature Profile" -msgstr "Godot feature profil" +msgid "Redot Feature Profile" +msgstr "Redot feature profil" msgid "Import Profile(s)" msgstr "Importovat profil(y)" @@ -2859,10 +2860,10 @@ msgstr "Vypadá, že soubor scény '%s' je chybný nebo poškozený." msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" "Soubor '%s' je uložen ve formátu novějším než formáty podporované touto verzí " -"Godot, a proto není možné ho otevřít." +"Redot, a proto není možné ho otevřít." msgid "Saving Scene" msgstr "Ukládám scénu" @@ -3346,8 +3347,8 @@ msgstr "Navrhnout funkci" msgid "Send Docs Feedback" msgstr "Odeslat zpětnou vazbu dokumentace" -msgid "Support Godot Development" -msgstr "Podpořte projekt Godot" +msgid "Support Redot Development" +msgstr "Podpořte projekt Redot" msgid "" "Choose a rendering method.\n" @@ -3908,8 +3909,8 @@ msgstr "Odinstalovat šablonu" msgid "Select Template File" msgstr "Vybrat soubor šablony" -msgid "Godot Export Templates" -msgstr "Šablony exportu Godotu" +msgid "Redot Export Templates" +msgstr "Šablony exportu Redotu" msgid "" "The templates will continue to download.\n" @@ -6719,8 +6720,8 @@ msgstr "Uložit motiv jako..." msgid "Online Docs" msgstr "Online dokumentace" -msgid "Open Godot online documentation." -msgstr "Otevřít online dokumentaci Godotu." +msgid "Open Redot online documentation." +msgstr "Otevřít online dokumentaci Redotu." msgid "%s Class Reference" msgstr "Reference třídy %s" @@ -7979,11 +7980,11 @@ msgstr "" "\"x\" a \"y\"." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Vlastní výraz v jazyce shaderu Godot s vlastním počtem vstupních a výstupních " +"Vlastní výraz v jazyce shaderu Redot s vlastním počtem vstupních a výstupních " "portů. Toto je přímé vkládání kódu do funkcí vrcholů/fragmentů/osvětlení, " "nepoužívat k deklaraci funkcí." @@ -8004,24 +8005,24 @@ msgstr "" "Nepodařilo se spustit editor." msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"Zvolený projekt \"%s\" nespecifikuje podporovanou verzi enginu Godot ve svém " +"Zvolený projekt \"%s\" nespecifikuje podporovanou verzi enginu Redot ve svém " "konfiguračním souboru (\"project.godot\").\n" "\n" "Cesta projektu: %s\n" "\n" "Pokud se rozhodnete ho otevřít, tak bude převeden do aktuálního formátu " -"konfiguračního souboru Godot.\n" +"konfiguračního souboru Redot.\n" "\n" "Varování: Nebude možné otevřít projekt v dřívějších verzích enginu." diff --git a/editor/translations/editor/de.po b/editor/translations/editor/de.po index 7558e3b220..2fc099c612 100644 --- a/editor/translations/editor/de.po +++ b/editor/translations/editor/de.po @@ -1,4 +1,5 @@ -# German translation of the Godot Engine editor interface. +# German translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -114,8 +115,8 @@ # tct123 <tct1234@protonmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-16 17:39+0000\n" "Last-Translator: tct123 <tct1234@protonmail.com>\n" @@ -2049,8 +2050,8 @@ msgstr "Ordnername ist gültig." msgid "Double-click to open in browser." msgstr "Doppelklicken zum Öffnen im Browser." -msgid "Thanks from the Godot community!" -msgstr "Die Godot-Community bedankt sich!" +msgid "Thanks from the Redot community!" +msgstr "Die Redot-Community bedankt sich!" msgid "(unknown)" msgstr "(unbekannt)" @@ -2062,8 +2063,8 @@ msgstr "" "Git-Commit-Datum: %s\n" "Klicken, um die Versionsnummer zu kopieren." -msgid "Godot Engine contributors" -msgstr "Mitwirkende der Godot Engine" +msgid "Redot Engine contributors" +msgstr "Mitwirkende der Redot Engine" msgid "Project Founders" msgstr "Projektgründer" @@ -2115,12 +2116,12 @@ msgid "Third-party Licenses" msgstr "Drittpartei-Lizenzen" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Die Godot-Engine baut auf vielen freien und quelloffenen Bibliotheken von " +"Die Redot-Engine baut auf vielen freien und quelloffenen Bibliotheken von " "Drittanbietern auf, welche alle mit der MIT-Lizenz konform sind. Es folgt " "eine vollständige Liste aller verwendeten Bibliotheken von Drittanbietern mit " "den jeweiligen zugehörigen Urheberrechtserklärungen und Lizenzbedingungen." @@ -2623,8 +2624,8 @@ msgstr "[leer]" msgid "[unsaved]" msgstr "[ungespeichert]" -msgid "%s - Godot Engine" -msgstr "%s – Godot-Engine" +msgid "%s - Redot Engine" +msgstr "%s – Redot-Engine" msgid "Move this dock right one tab." msgstr "Dieses Dock einen Tab nach rechts bewegen." @@ -2793,8 +2794,8 @@ msgstr "" msgid "New profile name:" msgstr "Neuer Profilname:" -msgid "Godot Feature Profile" -msgstr "Godot-Feature-Profil" +msgid "Redot Feature Profile" +msgstr "Redot-Feature-Profil" msgid "Import Profile(s)" msgstr "Profil(e) importieren" @@ -3488,10 +3489,10 @@ msgstr "Fehlende Datei ‚%s‘ oder eine ihrer Abhängigkeiten." msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" "Datei ‚%s‘ ist in einem Format gespeichert, das neuer ist als die von dieser " -"Godot-Version unterstützten Formate, daher kann sie nicht geöffnet werden." +"Redot-Version unterstützten Formate, daher kann sie nicht geöffnet werden." msgid "Error while loading file '%s'." msgstr "Fehler beim Laden der Datei ‚%s‘." @@ -4143,11 +4144,11 @@ msgstr "Neues Feature vorschlagen" msgid "Send Docs Feedback" msgstr "Dokumentationsvorschläge senden" -msgid "About Godot..." -msgstr "Über Godot..." +msgid "About Redot..." +msgstr "Über Redot..." -msgid "Support Godot Development" -msgstr "Unterstützung der Godot-Entwicklung" +msgid "Support Redot Development" +msgstr "Unterstützung der Redot-Entwicklung" msgid "" "Choose a rendering method.\n" @@ -4996,8 +4997,8 @@ msgstr "Exportvorlage deinstallieren" msgid "Select Template File" msgstr "Vorlagendatei auswählen" -msgid "Godot Export Templates" -msgstr "Godot Exportvorlagen" +msgid "Redot Export Templates" +msgstr "Redot Exportvorlagen" msgid "" "The templates will continue to download.\n" @@ -5197,20 +5198,20 @@ msgstr "PCK/ZIP exportieren …" msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "Projektressourcen als PCK- oder ZIP-Paket exportieren. Dabei handelt es sich " "nicht um einen spielbaren Build, sondern nur um die Projektdaten ohne eine " -"ausführbare Godot-Datei." +"ausführbare Redot-Datei." msgid "Export Project..." msgstr "Projekt exportieren …" msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"Projekt als spielbaren Build (ausführbare Godot-Datei und Projektdaten) für " +"Projekt als spielbaren Build (ausführbare Redot-Datei und Projektdaten) für " "die ausgewählte Vorgabe exportieren." msgid "Export All" @@ -5225,8 +5226,8 @@ msgstr "Alle exportieren …" msgid "ZIP File" msgstr "ZIP-Datei" -msgid "Godot Project Pack" -msgstr "Godot-Projekt-Pack" +msgid "Redot Project Pack" +msgstr "Redot-Projekt-Pack" msgid "Export templates for this platform are missing:" msgstr "Export-Vorlagen für diese Systeme fehlen:" @@ -10392,8 +10393,8 @@ msgstr "Fehler beim Speichern" msgid "Save Theme As..." msgstr "Theme speichern als …" -msgid "Open '%s' in Godot online documentation." -msgstr "‚%s‘ in der Godot-Online-Dokumentation öffnen." +msgid "Open '%s' in Redot online documentation." +msgstr "‚%s‘ in der Redot-Online-Dokumentation öffnen." msgid "Open in Online Docs" msgstr "In der Online-Doku öffnen" @@ -10401,8 +10402,8 @@ msgstr "In der Online-Doku öffnen" msgid "Online Docs" msgstr "Online-Dokumentation" -msgid "Open Godot online documentation." -msgstr "Godot-Onlinedokumentation öffnen." +msgid "Open Redot online documentation." +msgstr "Redot-Onlinedokumentation öffnen." msgid "Unsaved file." msgstr "Ungespeicherte Datei." @@ -13210,8 +13211,8 @@ msgstr "Boolean-Konstante." msgid "Boolean parameter." msgstr "Boolean-Parameter." -msgid "Translated to '%s' in Godot Shading Language." -msgstr "Zu ‚%s‘ übersetzt in Godots Shadersprache." +msgid "Translated to '%s' in Redot Shading Language." +msgstr "Zu ‚%s‘ übersetzt in Redots Shadersprache." msgid "'%s' input parameter for all shader modes." msgstr "‚%s‘-Eingabeparameter für alle Shadermodi." @@ -13969,7 +13970,7 @@ msgstr "" "organization des Graphen." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" @@ -13979,12 +13980,12 @@ msgstr "" "werden." msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." msgstr "" -"Benutzerdefinierter Ausdruck in der Godot-Shader-Sprache, welcher auf dem " +"Benutzerdefinierter Ausdruck in der Redot-Shader-Sprache, welcher auf dem " "resultierten Shader platziert wird. Hier können beliebige " "Funktionsdefinitionen eingefügt werden, die dann in späteren Ausdrücken " "verwendet werden können. Das gleiche gilt für Varyings, Parameter und " @@ -14074,31 +14075,31 @@ msgstr "" "umgangen werden." msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" "Das ausgewählte Projekt „%s“ hat in seiner Konfigurationsdatei („project." -"godot“) nicht angegeben, welche Godot-Version es unterstützt.\n" +"godot“) nicht angegeben, welche Redot-Version es unterstützt.\n" "\n" "Projektpfad: %s\n" "\n" "Sollte das Öffnen fortgesetzt werden, wird die Datei in das " -"Konfigurationsdateiformat der aktuellen Godot-Version umgewandelt.\n" +"Konfigurationsdateiformat der aktuellen Redot-Version umgewandelt.\n" "\n" "Achtung: Das Projekt kann nach der Konvertierung nicht mehr mit einer älteren " -"Godot-Version geöffnet werden." +"Redot-Version geöffnet werden." msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -14112,7 +14113,7 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"Das ausgewählte Projekt „%s“ wurde mit Godot 3.x erstellt und muss zu Godot 4." +"Das ausgewählte Projekt „%s“ wurde mit Redot 3.x erstellt und muss zu Redot 4." "x konvertiert werden.\n" "\n" "Projektpfad: %s\n" @@ -14122,12 +14123,12 @@ msgstr "" "hilfreich, um das Projekt lediglich zu öffnen, ohne Szenen, Ressourcen oder " "Skripte zu konvertieren.\n" "- Das gesamte Projekt inklusive Szenen, Ressourcen und Skripten konvertieren. " -"Dies wird empfohlen, wenn mit der neuen Godot-Version weitergearbeitet werden " +"Dies wird empfohlen, wenn mit der neuen Redot-Version weitergearbeitet werden " "soll.\n" "- Nichts unternehmen und zurückkehren.\n" "\n" "Achtung: Sollte eine der Konvertierungsmöglichkeiten ausgewählt werden, kann " -"das Projekt nicht mehr mit älteren Godot-Versionen geöffnet werden." +"das Projekt nicht mehr mit älteren Redot-Versionen geöffnet werden." msgid "Convert project.godot Only" msgstr "Nur project.godot konvertieren" @@ -14143,7 +14144,7 @@ msgid "" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"Das ausgewählte Projekt „%s“ ist mit einer älteren Godot-Version erstellt " +"Das ausgewählte Projekt „%s“ ist mit einer älteren Redot-Version erstellt " "worden und muss für die aktuelle Version konvertiert werden.\n" "\n" "Projektpfad: %s\n" @@ -14168,49 +14169,49 @@ msgstr "" "\n" "%s\n" "\n" -"Die Projekteinstellungen wurden mit einer neueren Godot-Version erstellt und " +"Die Projekteinstellungen wurden mit einer neueren Redot-Version erstellt und " "sind nicht kompatibel mit der aktuell genutzten Version." msgid "" "Warning: This project uses double precision floats, but this version of\n" -"Godot uses single precision floats. Opening this project may cause data " +"Redot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" "Achtung: Dieses Projekt verwendet Double-Precision Floats, aber diese Version " -"von Godot\n" +"von Redot\n" "verwendet nur Single-Precision Floats. Öffnen des Projekts kann zu " "Datenverlust führen.\n" "\n" msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"Achtung: Dieses Projekt verwendet C#, aber diese Version von Godot beinhaltet " +"Achtung: Dieses Projekt verwendet C#, aber diese Version von Redot beinhaltet " "kein\n" "Mono-Modul. Beim Fortfahren können keine C#-Skripte ausgeführt werden.\n" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"Achtung: Dieses Projekt wurde zuletzt mit Godot %s bearbeitet. Öffnen des " -"Projekts wird es zu Godot %s ändern.\n" +"Achtung: Dieses Projekt wurde zuletzt mit Redot %s bearbeitet. Öffnen des " +"Projekts wird es zu Redot %s ändern.\n" "\n" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" msgstr "" "Achtung: Dieses Projekt verwendet die folgenden Features, die von dieser " -"Godot-Version nicht unterstützt werden:\n" +"Redot-Version nicht unterstützt werden:\n" "\n" "%s\n" "\n" @@ -14353,18 +14354,18 @@ msgstr "Gesamtes Projekt konvertieren" msgid "" "This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3 to work in Godot 4.\n" +"and scripts from Redot 3 to work in Redot 4.\n" "\n" "Note that this is a best-effort conversion, i.e. it makes upgrading the " "project easier, but it will not open out-of-the-box and will still require " "manual adjustments.\n" "\n" "IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." +"operation makes it impossible to open it in older versions of Redot." msgstr "" "Mit dieser Option wird eine vollständige Projektkonvertierung durchgeführt, " -"bei der Szenen, Ressourcen und Skripte aus Godot 3 aktualisiert werden, um " -"mit Godot 4 funktionieren.\n" +"bei der Szenen, Ressourcen und Skripte aus Redot 3 aktualisiert werden, um " +"mit Redot 4 funktionieren.\n" "\n" "Es handelt sich hierbei lediglich um eine automatische Konvertierung, welche " "die Aktualisierung des Projekts erleichtert. Es kann weiterhin vorkommen, " @@ -14372,7 +14373,7 @@ msgstr "" "Anpassungen erforderlich sind.\n" "\n" "WICHTIG: Bitte Projekt vor der Konvertierung unbedingt sichern, da dieser " -"Vorgang eine Rückkehr in frühere Godot-Versionen unmöglich macht." +"Vorgang eine Rückkehr in frühere Redot-Versionen unmöglich macht." msgid "Manage Project Tags" msgstr "Projekt-Tags verwalten" @@ -14508,12 +14509,12 @@ msgid "Warning: This folder is not empty" msgstr "Achtung: Dieser Ordner ist nicht leer" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" -"Die aktuelle Konfiguration legt ein neues Godot-Projekt in einem nicht-leeren " +"Die aktuelle Konfiguration legt ein neues Redot-Projekt in einem nicht-leeren " "Ordner an.\n" "Dabei werden alle Inhalte des Ordners als Projekt-Ressourcen importiert!\n" "\n" @@ -14577,13 +14578,13 @@ msgstr "Metadaten der Versionsverwaltung:" msgid "Git" msgstr "Git" -msgid "This project was last edited in a different Godot version: " +msgid "This project was last edited in a different Redot version: " msgstr "" -"Dieses Projekt wurde zuletzt mit einer anderen Godot-Version bearbeitet: " +"Dieses Projekt wurde zuletzt mit einer anderen Redot-Version bearbeitet: " msgid "This project uses features unsupported by the current build:" msgstr "" -"Dieses Projekt verwendet Features, die von dieser Godot-Version nicht " +"Dieses Projekt verwendet Features, die von dieser Redot-Version nicht " "unterstützt werden:" msgid "Error: Project is missing on the filesystem." @@ -15470,14 +15471,14 @@ msgid "Add Shader Global Parameter" msgstr "Globalen Parameter für Shader hinzufügen" msgid "" -"This project uses meshes with an outdated mesh format from previous Godot " +"This project uses meshes with an outdated mesh format from previous Redot " "versions. The engine needs to update the format in order to use those meshes. " "Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " "You can ignore this message and keep using outdated meshes, but keep in mind " "that this leads to increased load times every time you load the project." msgstr "" "Dieses Projekt verwendet Meshes mit einem veralteten Mesh-Format aus vorigen " -"Godot-Versionen. Die Engine muss das Format aktualisieren, um diese Meshes zu " +"Redot-Versionen. Die Engine muss das Format aktualisieren, um diese Meshes zu " "verwenden. Bitte verwenden Sie das 'Mesh-Oberflächen aktualisieren'-Tool aus " "dem 'Projekt > Tools'-Menü. Sie können diese Nachricht ignorieren und weiter " "die veralteten Meshes verwenden, aber beachten Sie, dass dies bei jedem Laden " @@ -15499,28 +15500,28 @@ msgid "Attempting to remove " msgstr "Versuche, folgendes zu entfernen: " msgid "" -"The mesh format has changed in Godot 4.2, which affects both imported meshes " -"and meshes authored inside of Godot. The engine needs to update the format in " +"The mesh format has changed in Redot 4.2, which affects both imported meshes " +"and meshes authored inside of Redot. The engine needs to update the format in " "order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"If your project predates Redot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" +"previous versions of Redot.\n" "\n" "You can still use your existing meshes as is. The engine will update each " "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"Das Mesh-Format hat sich in Godot 4.2 geändert, was sich sowohl auf " -"importierte Meshes als auch auf innerhalb von Godot erstellte Meshes " +"Das Mesh-Format hat sich in Redot 4.2 geändert, was sich sowohl auf " +"importierte Meshes als auch auf innerhalb von Redot erstellte Meshes " "auswirkt. Die Engine muss das Format aktualisieren, um diese Meshes verwenden " "zu können.\n" "\n" -"Wenn Ihr Projekt älter als Godot 4.2 ist und Meshes enthält, empfehlen wir " +"Wenn Ihr Projekt älter als Redot 4.2 ist und Meshes enthält, empfehlen wir " "Ihnen, dieses einmalige Konvertierungstool auszuführen. Diese Aktualisierung " "wird den Editor neu starten und kann einige Minuten dauern. Durch die " -"Aktualisierung werden die Meshes mit früheren Godot-Versionen inkompatibel.\n" +"Aktualisierung werden die Meshes mit früheren Redot-Versionen inkompatibel.\n" "\n" "Sie können Ihre bestehenden Meshes aber weiterhin verwenden. Die Engine wird " "jedes Mesh im Speicher aktualisieren, aber die Aktualisierung wird nicht " @@ -15928,14 +15929,14 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" ".NET-Laufzeitumgebung kann nicht geladen werden, es wurde keine kompatible " "Version gefunden.\n" "Der Versuch, ein Projekt zu erstellen/bearbeiten, führt zu einem Absturz.\n" "\n" "Bitte installieren Sie das .NET SDK 6.0 oder höher von https://dotnet." -"microsoft.com/en-us/download und starten Sie Godot neu." +"microsoft.com/en-us/download und starten Sie Redot neu." msgid "Failed to load .NET runtime" msgstr ".NET-Laufzeitumgebung konnte nicht geladen werden" @@ -15956,13 +15957,13 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "NET-Laufzeitumgebung, insbesondere hostfxr, kann nicht geladen werden.\n" "Der Versuch, ein Projekt zu erstellen/bearbeiten, führt zu einem Absturz.\n" "\n" "Bitte installieren Sie das .NET SDK 6.0 oder höher von https://dotnet." -"microsoft.com/en-us/download und starten Sie Godot neu." +"microsoft.com/en-us/download und starten Sie Redot neu." msgid "%d (%s)" msgstr "%d (%s)" @@ -16339,10 +16340,10 @@ msgstr "" "„Min SDK“ sollte ein gültiger Integer sein, war aber „%s“, was ungültig ist." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." msgstr "" -"„Min SDK“ kann nicht niedriger als %d sein (die Version, welche die Godot-" +"„Min SDK“ kann nicht niedriger als %d sein (die Version, welche die Redot-" "Bibliothek benötigt)." msgid "" @@ -17222,11 +17223,11 @@ msgid "PWA" msgstr "PWA" msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" -"Web-Export wird zur Zeit nicht von Godot 4 mit C#/.Net unterstützt. Um die " -"Webplattform mit C#/Mono zu unterstützen muss zur Zeit Godot 3 verwendet " +"Web-Export wird zur Zeit nicht von Redot 4 mit C#/.Net unterstützt. Um die " +"Webplattform mit C#/Mono zu unterstützen muss zur Zeit Redot 3 verwendet " "werden." msgid "" @@ -17794,7 +17795,7 @@ msgid "" "yet. Support will be added in a future release." msgstr "" "Projektor-Texturen werden vom GL-Kompatibilitäts-Backend noch nicht " -"unterstützt. Unterstützung wird mit einer zukünftigen Godot-Version " +"unterstützt. Unterstützung wird mit einer zukünftigen Redot-Version " "erscheinen." msgid "A SpotLight3D with an angle wider than 90 degrees cannot cast shadows." @@ -18139,7 +18140,7 @@ msgid "" "Support will be added in a future release." msgstr "" "VoxelGI-Nodes werden vom GL-Kompatibilitäts-Backend noch nicht unterstützt. " -"Unterstützung wird mit einer zukünftigen Godot-Version erscheinen." +"Unterstützung wird mit einer zukünftigen Redot-Version erscheinen." msgid "" "No VoxelGI data set, so this node is disabled. Bake static objects to enable " @@ -18333,11 +18334,11 @@ msgstr "" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "Dieses Node ist als überholt markiert und wird in zukünftigen Versionen " "entfernt.\n" -"Bitte prüfen Sie die Godot Dokumentation auf Migrationshinweise." +"Bitte prüfen Sie die Redot Dokumentation auf Migrationshinweise." msgid "" "This node is marked as experimental and may be subject to removal or major " diff --git a/editor/translations/editor/el.po b/editor/translations/editor/el.po index db1a20929f..290b5e6889 100644 --- a/editor/translations/editor/el.po +++ b/editor/translations/editor/el.po @@ -1,4 +1,5 @@ -# Greek translation of the Godot Engine editor interface. +# Greek translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -32,8 +33,8 @@ # "Anthony V." <anthonyv156@outlook.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-09 10:11+0000\n" "Last-Translator: \"Anthony V.\" <anthonyv156@outlook.com>\n" @@ -1467,11 +1468,11 @@ msgstr "Δημιουργία νέου φακέλου στο %s:" msgid "Create Folder" msgstr "Δημιουργία φακέλου" -msgid "Thanks from the Godot community!" -msgstr "Ευχαριστίες από την κοινότητα της Godot!" +msgid "Thanks from the Redot community!" +msgstr "Ευχαριστίες από την κοινότητα της Redot!" -msgid "Godot Engine contributors" -msgstr "Συνεισφέροντες στην Godot Engine" +msgid "Redot Engine contributors" +msgstr "Συνεισφέροντες στην Redot Engine" msgid "Project Founders" msgstr "Ιδρυτές του έργου" @@ -1504,12 +1505,12 @@ msgid "Third-party Licenses" msgstr "Άδειες τρίτων κατασκευαστών" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Η μηχανή Godot βασίζεται σε μια σειρά από δωρεάν και ανοιχτού κώδικα " +"Η μηχανή Redot βασίζεται σε μια σειρά από δωρεάν και ανοιχτού κώδικα " "βιβλιοθήκες τρίτων κατασκευαστών, όλες συμβατές με τους όρους της άδειας MIT. " "Ακολουθεί μία εκτενής λίστα με όλα τα σχετικά συστατικά της μηχανής μαζί με " "όλες τις αντοίστοιχες δηλώσεις προστασίας πνευματικών δικαιωμάτων και τους " @@ -1843,8 +1844,8 @@ msgstr "Επιπλέον Επιλογές:" msgid "New profile name:" msgstr "Νέο όνομα προφίλ:" -msgid "Godot Feature Profile" -msgstr "Προφίλ Χαρακτηριστικών του Godot" +msgid "Redot Feature Profile" +msgstr "Προφίλ Χαρακτηριστικών του Redot" msgid "Import Profile(s)" msgstr "Εισαγωγή Προφίλ" @@ -2461,8 +2462,8 @@ msgstr "Αναφορά Σφάλματος" msgid "Send Docs Feedback" msgstr "Αποστολή Σχολίων Τεκμηρίωσης" -msgid "Support Godot Development" -msgstr "Υποστηρίξτε την ανάπτυξη του Godot" +msgid "Support Redot Development" +msgstr "Υποστηρίξτε την ανάπτυξη του Redot" msgid "Update Continuously" msgstr "Συνεχόμενη Ανανέωση" @@ -2785,8 +2786,8 @@ msgstr "Τα επίσημα πρότυπα εξαγωγής δεν είναι δ msgid "Select Template File" msgstr "Επιλογή Αρχείου Προτύπων" -msgid "Godot Export Templates" -msgstr "Προτύπων Εξαγωγής Godot" +msgid "Redot Export Templates" +msgstr "Προτύπων Εξαγωγής Redot" msgid "Runnable" msgstr "Εκτελέσιμο" @@ -5032,8 +5033,8 @@ msgstr "Αποθήκευση θέματος ως..." msgid "Online Docs" msgstr "Ηλεκτρονική τεκμηρίωση" -msgid "Open Godot online documentation." -msgstr "Άνοιγμα ηλεκτρονικής τεκμηρίωσης της Godot." +msgid "Open Redot online documentation." +msgstr "Άνοιγμα ηλεκτρονικής τεκμηρίωσης της Redot." msgid "%s Class Reference" msgstr "Αναφορά Κλάσης %s" @@ -6135,11 +6136,11 @@ msgstr "" "«x» και «y»." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Προσαρμοσμένη έκφραση γλώσσας σκίασης της Godot, με προσαρμοσμένο αριθμό " +"Προσαρμοσμένη έκφραση γλώσσας σκίασης της Redot, με προσαρμοσμένο αριθμό " "εισόδων και εξόδων. Αυτό είναι μία άμεση παρεμβολή κώδικα στην συνάρτηση " "κορυφής/τμήματος/φωτός, μην γράψετε μέσα ορισμούς συναρτήσεων." diff --git a/editor/translations/editor/eo.po b/editor/translations/editor/eo.po index 2d21e0ba1e..1497a20c18 100644 --- a/editor/translations/editor/eo.po +++ b/editor/translations/editor/eo.po @@ -1,4 +1,5 @@ -# Esperanto translation of the Godot Engine editor interface. +# Esperanto translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -24,8 +25,8 @@ # casuallyblue <sierra@casuallyblue.dev>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "PO-Revision-Date: 2024-02-26 06:02+0000\n" "Last-Translator: casuallyblue <sierra@casuallyblue.dev>\n" "Language-Team: Esperanto <https://hosted.weblate.org/projects/godot-engine/" @@ -919,11 +920,11 @@ msgstr "Ne povis krei dosierujon." msgid "Create Folder" msgstr "Krei dosierujon" -msgid "Thanks from the Godot community!" -msgstr "Dankon de la komunumo de Godot!" +msgid "Thanks from the Redot community!" +msgstr "Dankon de la komunumo de Redot!" -msgid "Godot Engine contributors" -msgstr "Kontribuantoj de Godot Engine" +msgid "Redot Engine contributors" +msgstr "Kontribuantoj de Redot Engine" msgid "Project Founders" msgstr "Fondintoj de la Projekto" @@ -956,12 +957,12 @@ msgid "Third-party Licenses" msgstr "Permesiloj de eksteraj liverantoj" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine fidas al multe liberaj kaj malfermitkodaj bibliotekoj de ekstera " +"Redot Engine fidas al multe liberaj kaj malfermitkodaj bibliotekoj de ekstera " "liveranto, ĉio kongruas kun la kondiĉoj de ĝia MIT-permesilo. La jenoj estas " "elĉerpa listo de ĉiom tiaj komponantoj de ekstera liveranto kun iliaj " "kopirajtaj atentigoj kaj permesilaj kondiĉoj respektive." @@ -1320,8 +1321,8 @@ msgstr "" msgid "New profile name:" msgstr "Nomo de nova profilo:" -msgid "Godot Feature Profile" -msgstr "Profilo de funkciaro de Godot" +msgid "Redot Feature Profile" +msgstr "Profilo de funkciaro de Redot" msgid "Import Profile(s)" msgstr "Enporti profilo(j)n" @@ -1816,8 +1817,8 @@ msgstr "Raporti cimon" msgid "Send Docs Feedback" msgstr "Sendi rimarkojn pri la dokumentaro" -msgid "Support Godot Development" -msgstr "Subteni Godot ellaboradon" +msgid "Support Redot Development" +msgstr "Subteni Redot ellaboradon" msgid "Update Continuously" msgstr "Ĝisdatigi kontinue" @@ -2090,8 +2091,8 @@ msgstr "Oficaj eksportaj ŝablonoj estas ne haveblaj por programistaj muntoj." msgid "Select Template File" msgstr "Elekti ŝablonan dosieron" -msgid "Godot Export Templates" -msgstr "Eksportajn ŝablonojn de Godot" +msgid "Redot Export Templates" +msgstr "Eksportajn ŝablonojn de Redot" msgid "Duplicate" msgstr "Duobligi" @@ -3540,8 +3541,8 @@ msgstr "Konservi etoson kiel..." msgid "Online Docs" msgstr "Enreta Dokumentaro" -msgid "Open Godot online documentation." -msgstr "Malfermi enretan dokumentaron de Godot." +msgid "Open Redot online documentation." +msgstr "Malfermi enretan dokumentaron de Redot." msgid "Find Next" msgstr "Trovu Sekva" diff --git a/editor/translations/editor/es.po b/editor/translations/editor/es.po index 754ccf8317..f94a333947 100644 --- a/editor/translations/editor/es.po +++ b/editor/translations/editor/es.po @@ -1,4 +1,5 @@ -# Spanish translation of the Godot Engine editor interface. +# Spanish translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -144,8 +145,8 @@ # Juan Matias Olmos <ma7as@protonmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-23 10:34+0000\n" "Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n" @@ -2076,8 +2077,8 @@ msgstr "El nombre de la carpeta es válido." msgid "Double-click to open in browser." msgstr "Doble clic para abrir en el navegador." -msgid "Thanks from the Godot community!" -msgstr "¡Muchas gracias de parte de la comunidad de Godot!" +msgid "Thanks from the Redot community!" +msgstr "¡Muchas gracias de parte de la comunidad de Redot!" msgid "(unknown)" msgstr "(desconocido)" @@ -2089,8 +2090,8 @@ msgstr "" "Fecha de confirmación de Git: %s\n" "Clic para copiar el número de versión." -msgid "Godot Engine contributors" -msgstr "Contribuidores de Godot" +msgid "Redot Engine contributors" +msgstr "Contribuidores de Redot" msgid "Project Founders" msgstr "Fundadores del Proyecto" @@ -2142,12 +2143,12 @@ msgid "Third-party Licenses" msgstr "Licencia de Terceros" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine se basa en una serie de librerías libres y de código abierto de " +"Redot Engine se basa en una serie de librerías libres y de código abierto de " "terceros, todas ellas compatibles con los términos de su licencia MIT. La " "siguiente es una lista exhaustiva de todos estos componentes de terceros con " "sus respectivas declaraciones de derechos de autor y términos de licencia." @@ -2650,8 +2651,8 @@ msgstr "[vacío]" msgid "[unsaved]" msgstr "[sin guardar]" -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" +msgid "%s - Redot Engine" +msgstr "%s - Redot Engine" msgid "Move this dock right one tab." msgstr "Mover este panel a una pestaña hacia la derecha." @@ -2815,8 +2816,8 @@ msgstr "" msgid "New profile name:" msgstr "Nuevo nombre de perfil:" -msgid "Godot Feature Profile" -msgstr "Perfil de Características de Godot" +msgid "Redot Feature Profile" +msgstr "Perfil de Características de Redot" msgid "Import Profile(s)" msgstr "Importar Perfil(es)" @@ -3500,10 +3501,10 @@ msgstr "No se encuentra el archivo '%s' o alguna de sus dependencias." msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" "El archivo '%s' está guardado en un formato más nuevo que los formatos " -"soportados por esta versión de Godot, por lo que no se puede abrir." +"soportados por esta versión de Redot, por lo que no se puede abrir." msgid "Error while loading file '%s'." msgstr "Error al cargar el archivo '%s '." @@ -4155,11 +4156,11 @@ msgstr "Sugerir una característica" msgid "Send Docs Feedback" msgstr "Enviar Feedback de la Documentación" -msgid "About Godot..." -msgstr "Sobre Godot..." +msgid "About Redot..." +msgstr "Sobre Redot..." -msgid "Support Godot Development" -msgstr "Apoyar el desarrollo de Godot" +msgid "Support Redot Development" +msgstr "Apoyar el desarrollo de Redot" msgid "" "Choose a rendering method.\n" @@ -5012,8 +5013,8 @@ msgstr "Desinstalar plantilla" msgid "Select Template File" msgstr "Seleccionar el archivo de la plantilla" -msgid "Godot Export Templates" -msgstr "Plantillas de Exportación de Godot" +msgid "Redot Export Templates" +msgstr "Plantillas de Exportación de Redot" msgid "" "The templates will continue to download.\n" @@ -5214,19 +5215,19 @@ msgstr "Exportar PCK/ZIP..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "Exportar los recursos del proyecto como un paquete PCK o ZIP. Esto no es una " -"compilación jugable, solo los datos del proyecto sin un ejecutable de Godot." +"compilación jugable, solo los datos del proyecto sin un ejecutable de Redot." msgid "Export Project..." msgstr "Exportar Proyecto..." msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"Exportar el proyecto como una compilación jugable (ejecutable de Godot y " +"Exportar el proyecto como una compilación jugable (ejecutable de Redot y " "datos del proyecto) para el preset seleccionado." msgid "Export All" @@ -5241,8 +5242,8 @@ msgstr "Exportar Todo..." msgid "ZIP File" msgstr "Archivo ZIP" -msgid "Godot Project Pack" -msgstr "Paquete de Proyectos de Godot" +msgid "Redot Project Pack" +msgstr "Paquete de Proyectos de Redot" msgid "Export templates for this platform are missing:" msgstr "Faltan plantillas de exportación para esta plataforma:" @@ -10403,8 +10404,8 @@ msgstr "Error al guardar" msgid "Save Theme As..." msgstr "Guardar Theme Como..." -msgid "Open '%s' in Godot online documentation." -msgstr "Abrir '%s' en la documentación en línea de Godot." +msgid "Open '%s' in Redot online documentation." +msgstr "Abrir '%s' en la documentación en línea de Redot." msgid "Open in Online Docs" msgstr "Abrir en Documentación en Línea" @@ -10412,8 +10413,8 @@ msgstr "Abrir en Documentación en Línea" msgid "Online Docs" msgstr "Documentación Online" -msgid "Open Godot online documentation." -msgstr "Abrir la documentación en línea de Godot." +msgid "Open Redot online documentation." +msgstr "Abrir la documentación en línea de Redot." msgid "Unsaved file." msgstr "Fichero sin guardar." @@ -13202,8 +13203,8 @@ msgstr "Constante booleana." msgid "Boolean parameter." msgstr "Parámetro booleano." -msgid "Translated to '%s' in Godot Shading Language." -msgstr "Traducido a '%s' en Godot Shading Language." +msgid "Translated to '%s' in Redot Shading Language." +msgstr "Traducido a '%s' en Redot Shading Language." msgid "'%s' input parameter for all shader modes." msgstr "Parámetro de entrada '%s' para todos los modos de sombreado." @@ -13963,22 +13964,22 @@ msgstr "" "organización del diagrama." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Expresión personalizada del Lenguaje Godot Shader, con cantidad personalizada " +"Expresión personalizada del Lenguaje Redot Shader, con cantidad personalizada " "de puertos de entrada y salida. Esta es una inyección directa de código en la " "función de vértice/fragmento/luz, no la uses para escribir las declaraciones " "de función en su interior." msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." msgstr "" -"Expresión personalizada del lenguaje de sombreador de Godot, que se coloca " +"Expresión personalizada del lenguaje de sombreador de Redot, que se coloca " "encima del sombreador resultante. Puedes colocar varias definiciones de " "funciones dentro y llamarlas más tarde en las Expresiones. También puedes " "declarar variaciones, uniformes y constantes." @@ -14066,31 +14067,31 @@ msgstr "" "de la versión de motor." msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"El proyecto seleccionado \"%s\" no especifica la versión de Godot soportada " +"El proyecto seleccionado \"%s\" no especifica la versión de Redot soportada " "en su archivo de configuración (\"project.godot\").\n" "\n" "Ruta del proyecto: %s\n" "\n" "Si procedes a abrirlo, se convertirá al formato de fichero de configuración " -"actual de Godot.\n" +"actual de Redot.\n" "\n" "Advertencia: Ya no podrás abrir el proyecto con versiones anteriores del " "motor." msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -14104,8 +14105,8 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"El proyecto seleccionado \"%s\" fue generado por Godot 3.x y debe convertirse " -"para Godot 4.x.\n" +"El proyecto seleccionado \"%s\" fue generado por Redot 3.x y debe convertirse " +"para Redot 4.x.\n" "\n" "Ruta del proyecto: %s\n" "\n" @@ -14164,43 +14165,43 @@ msgstr "" msgid "" "Warning: This project uses double precision floats, but this version of\n" -"Godot uses single precision floats. Opening this project may cause data " +"Redot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" "Advertencia: este proyecto utiliza flotantes de doble precisión, pero esta " "versión de\n" -"Godot usa flotantes de precisión simple. Abrir este proyecto puede provocar " +"Redot usa flotantes de precisión simple. Abrir este proyecto puede provocar " "la pérdida de datos.\n" "\n" msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"Advertencia: este proyecto usa C#, pero esta compilación de Godot no tiene\n" +"Advertencia: este proyecto usa C#, pero esta compilación de Redot no tiene\n" "el módulo Mono. Si continúas, no podrás utilizar ningún script de C#.\n" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"Advertencia: Este proyecto fue editado por última vez en Godot %s. Al abrirlo " -"se actualizará a Godot %s.\n" +"Advertencia: Este proyecto fue editado por última vez en Redot %s. Al abrirlo " +"se actualizará a Redot %s.\n" "\n" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" msgstr "" "Advertencia: este proyecto utiliza las siguientes características no " -"soportadas por esta compilación de Godot:\n" +"soportadas por esta compilación de Redot:\n" "\n" "%s\n" "\n" @@ -14341,17 +14342,17 @@ msgstr "Convertir Proyecto Completo" msgid "" "This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3 to work in Godot 4.\n" +"and scripts from Redot 3 to work in Redot 4.\n" "\n" "Note that this is a best-effort conversion, i.e. it makes upgrading the " "project easier, but it will not open out-of-the-box and will still require " "manual adjustments.\n" "\n" "IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." +"operation makes it impossible to open it in older versions of Redot." msgstr "" "Esta opción realizará la conversión completa del proyecto, actualizando " -"escenas, recursos y scripts de Godot 3.x para trabajar en Godot 4.0.\n" +"escenas, recursos y scripts de Redot 3.x para trabajar en Redot 4.0.\n" "\n" "Ten en cuenta que esta es la conversión mejor posible, es decir, facilita la " "actualización del proyecto, pero no se abrirá listo y aún requerirá ajustes " @@ -14359,7 +14360,7 @@ msgstr "" "\n" "IMPORTANTE: asegúrate de hacer una copia de seguridad de tu proyecto antes de " "la conversión ya que esta operación hace que sea imposible abrirlo en " -"versiones anteriores de Godot." +"versiones anteriores de Redot." msgid "Manage Project Tags" msgstr "Administrar Etiquetas de Proyectos" @@ -14499,12 +14500,12 @@ msgid "Warning: This folder is not empty" msgstr "Advertencia: Esta carpeta no está vacía" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" -"Estás a punto de crear un proyecto de Godot en una carpeta que no está " +"Estás a punto de crear un proyecto de Redot en una carpeta que no está " "vacía.\n" "¡Todo el contenido de esta carpeta será importado como recursos del " "proyecto!\n" @@ -14567,9 +14568,9 @@ msgstr "Metadatos de Control de Versión:" msgid "Git" msgstr "Git" -msgid "This project was last edited in a different Godot version: " +msgid "This project was last edited in a different Redot version: " msgstr "" -"Este proyecto fue editado por última vez en una versión diferente de Godot: " +"Este proyecto fue editado por última vez en una versión diferente de Redot: " msgid "This project uses features unsupported by the current build:" msgstr "" @@ -15453,14 +15454,14 @@ msgid "Add Shader Global Parameter" msgstr "Añadir Parámetro Global en el Shader" msgid "" -"This project uses meshes with an outdated mesh format from previous Godot " +"This project uses meshes with an outdated mesh format from previous Redot " "versions. The engine needs to update the format in order to use those meshes. " "Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " "You can ignore this message and keep using outdated meshes, but keep in mind " "that this leads to increased load times every time you load the project." msgstr "" "Este proyecto utiliza mallas con un formato obsoleto de versiones anteriores " -"de Godot. El motor necesita actualizar el formato para poder usar esas " +"de Redot. El motor necesita actualizar el formato para poder usar esas " "mallas. Utiliza la herramienta ‘Actualizar Superficies de Malla’ del menú " "‘Proyecto > Herramientas’. Puedes ignorar este mensaje y seguir utilizando " "mallas obsoletas, pero ten en cuenta que esto conduce a tiempos de carga más " @@ -15482,27 +15483,27 @@ msgid "Attempting to remove " msgstr "Intentando eliminar " msgid "" -"The mesh format has changed in Godot 4.2, which affects both imported meshes " -"and meshes authored inside of Godot. The engine needs to update the format in " +"The mesh format has changed in Redot 4.2, which affects both imported meshes " +"and meshes authored inside of Redot. The engine needs to update the format in " "order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"If your project predates Redot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" +"previous versions of Redot.\n" "\n" "You can still use your existing meshes as is. The engine will update each " "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"El formato de malla ha cambiado en Godot 4.2, lo que afecta tanto a las " -"mallas importadas como a las mallas creadas dentro de Godot. El motor " +"El formato de malla ha cambiado en Redot 4.2, lo que afecta tanto a las " +"mallas importadas como a las mallas creadas dentro de Redot. El motor " "necesita actualizar el formato para poder usar esas mallas.\n" "\n" -"Si tu proyecto es anterior a Godot 4.2 y contiene mallas, te recomendamos que " +"Si tu proyecto es anterior a Redot 4.2 y contiene mallas, te recomendamos que " "ejecutes esta herramienta de conversión única. Esta actualización reiniciará " "el editor y puede tardar varios minutos. La actualización hará que las mallas " -"sean incompatibles con las versiones anteriores de Godot.\n" +"sean incompatibles con las versiones anteriores de Redot.\n" "\n" "Todavía puedes usar tus mallas existentes tal cual. El motor actualizará cada " "malla en memoria, pero la actualización no se guardará. Elegir esta opción " @@ -15913,14 +15914,14 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "No se pudo cargar el tiempo de ejecución de .NET, no se encontró una versión " "compatible.\n" "Intentar crear/editar un proyecto provocará un cierre inesperado.\n" "\n" "Por favor, instala el SDK de .NET 6.0 o posterior desde https://dotnet." -"microsoft.com/en-us/download y reinicia Godot." +"microsoft.com/en-us/download y reinicia Redot." msgid "Failed to load .NET runtime" msgstr "Error al cargar el tiempo de ejecución .NET" @@ -15940,13 +15941,13 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "No se pudo cargar el tiempo de ejecución de .NET, específicamente hostfxr.\n" "Intentar crear/editar un proyecto provocará un cierre inesperado.\n" "\n" "Por favor, instala el SDK de .NET 6.0 o posterior desde https://dotnet." -"microsoft.com/en-us/download y reinicia Godot." +"microsoft.com/en-us/download y reinicia Redot." msgid "%d (%s)" msgstr "%d (%s)" @@ -16319,11 +16320,11 @@ msgstr "" "\"Min SDK\" debería ser un entero válido, pero obtuvo \"%s\" que es inválido." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." msgstr "" "\"Min SDK\" no puede ser inferior a %d, que es la versión que necesita la " -"librería de Godot." +"librería de Redot." msgid "" "\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." @@ -17222,11 +17223,11 @@ msgid "PWA" msgstr "PWA" msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" -"La exportación a Web no está soportada actualmente en Godot 4 cuando se " -"utiliza C#/.NET. En su lugar, utilice Godot 3 para exportar a la Web con C#/" +"La exportación a Web no está soportada actualmente en Redot 4 cuando se " +"utiliza C#/.NET. En su lugar, utilice Redot 3 para exportar a la Web con C#/" "Mono." msgid "" @@ -18324,10 +18325,10 @@ msgstr "" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "Este nodo está marcado como obsoleto y será removido en futuras versiones.\n" -"Por favor consulta la documentación de Godot para obtener información sobre " +"Por favor consulta la documentación de Redot para obtener información sobre " "migración." msgid "" diff --git a/editor/translations/editor/es_AR.po b/editor/translations/editor/es_AR.po index dfebd50055..c5e0d1b43b 100644 --- a/editor/translations/editor/es_AR.po +++ b/editor/translations/editor/es_AR.po @@ -1,4 +1,5 @@ -# Spanish (Argentina) translation of the Godot Engine editor interface. +# Spanish (Argentina) translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -33,8 +34,8 @@ # Franco Ezequiel Ibañez <francoibanez.dev@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-03-18 13:37+0000\n" "Last-Translator: Franco Ezequiel Ibañez <francoibanez.dev@gmail.com>\n" @@ -1382,11 +1383,11 @@ msgstr "No se pudo crear la carpeta." msgid "Create Folder" msgstr "Crear Carpeta" -msgid "Thanks from the Godot community!" -msgstr "Gracias de parte de la comunidad Godot!" +msgid "Thanks from the Redot community!" +msgstr "Gracias de parte de la comunidad Redot!" -msgid "Godot Engine contributors" -msgstr "Colaboradores de Godot Engine" +msgid "Redot Engine contributors" +msgstr "Colaboradores de Redot Engine" msgid "Project Founders" msgstr "Fundadores del Proyecto" @@ -1419,12 +1420,12 @@ msgid "Third-party Licenses" msgstr "Licencia de Terceros" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine se basa en una serie de librerías libres y de código abierto de " +"Redot Engine se basa en una serie de librerías libres y de código abierto de " "terceros, todas ellas compatibles con los términos de su licencia MIT. La " "siguiente es una lista exhaustiva de todos estos componentes de terceros con " "sus respectivas declaraciones de derechos de autor y términos de licencia." @@ -1792,8 +1793,8 @@ msgstr "" msgid "New profile name:" msgstr "Nuevo nombre de perfil:" -msgid "Godot Feature Profile" -msgstr "Perfil de Características de Godot" +msgid "Redot Feature Profile" +msgstr "Perfil de Características de Redot" msgid "Import Profile(s)" msgstr "Importar Perfil(es)" @@ -2365,8 +2366,8 @@ msgstr "Sugerir una Feature" msgid "Send Docs Feedback" msgstr "Enviar comentarios sobre la documentación" -msgid "Support Godot Development" -msgstr "Apoyar el desarrollo de Godot" +msgid "Support Redot Development" +msgstr "Apoyar el desarrollo de Redot" msgid "Update Continuously" msgstr "Actualizar Continuamente" @@ -2815,8 +2816,8 @@ msgstr "Desinstalar Plantilla" msgid "Select Template File" msgstr "Elegir Archivo de Plantilla" -msgid "Godot Export Templates" -msgstr "Plantillas de Exportación de Godot" +msgid "Redot Export Templates" +msgstr "Plantillas de Exportación de Redot" msgid "" "The templates will continue to download.\n" @@ -5343,8 +5344,8 @@ msgstr "Guardar Tema Como..." msgid "Online Docs" msgstr "Documentación Online" -msgid "Open Godot online documentation." -msgstr "Abrir la documentación en línea de Godot." +msgid "Open Redot online documentation." +msgstr "Abrir la documentación en línea de Redot." msgid "%s Class Reference" msgstr "%s Referencia de Clase" @@ -6783,11 +6784,11 @@ msgstr "" "(Sólo modo Fragmento/Luz) (Vector) Suma de la derivada absoluta en 'x' e 'y'." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Expresión personalizada del lenguaje de shaders de Godot, con una cantidad " +"Expresión personalizada del lenguaje de shaders de Redot, con una cantidad " "determinada de puertos de entrada y salida. Esta es una inyección directa de " "código en la función vertex/fragment/light, no la uses para escribir " "declaraciones de funciones en su interior." diff --git a/editor/translations/editor/et.po b/editor/translations/editor/et.po index 9244aea773..2a5a62452a 100644 --- a/editor/translations/editor/et.po +++ b/editor/translations/editor/et.po @@ -1,4 +1,5 @@ -# Estonian translation of the Godot Engine editor interface. +# Estonian translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -13,8 +14,8 @@ # Andreas Kuuskaru <andrku@tlu.ee>, 2023. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "PO-Revision-Date: 2023-09-29 19:03+0000\n" "Last-Translator: Andreas Kuuskaru <andrku@tlu.ee>\n" "Language-Team: Estonian <https://hosted.weblate.org/projects/godot-engine/" @@ -1036,11 +1037,11 @@ msgstr "Loo kaust" msgid "Folder name is valid." msgstr "Kausta nimi on kehtiv." -msgid "Thanks from the Godot community!" -msgstr "Suur tänu Godot kogukonnalt!" +msgid "Thanks from the Redot community!" +msgstr "Suur tänu Redot kogukonnalt!" -msgid "Godot Engine contributors" -msgstr "Godot mängumootori panustajad" +msgid "Redot Engine contributors" +msgstr "Redot mängumootori panustajad" msgid "Project Founders" msgstr "Projekti asutajad" @@ -1077,12 +1078,12 @@ msgid "Third-party Licenses" msgstr "Kolmanda osapoole litsents" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot mängumootor tugineb mitmetele kolmandate osapoolte tasuta ja avatud " +"Redot mängumootor tugineb mitmetele kolmandate osapoolte tasuta ja avatud " "lähtekoodiga teekidele, mis kõik on kooskõlas MIT-litsentsi tingimustega. " "Järgnev on kõigi selliste kolmandate osapoolte komponentide täielik loetelu " "koos vastavate autoriõiguste avalduste ja litsentsitingimustega." @@ -1333,8 +1334,8 @@ msgstr "[tühi]" msgid "[unsaved]" msgstr "[salvestamata]" -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" +msgid "%s - Redot Engine" +msgstr "%s - Redot Engine" msgid "Dock Position" msgstr "Doki asukoht" @@ -1472,8 +1473,8 @@ msgstr "" msgid "New profile name:" msgstr "Uus profiilinimi:" -msgid "Godot Feature Profile" -msgstr "Godoti funktsiooniprofiil" +msgid "Redot Feature Profile" +msgstr "Redoti funktsiooniprofiil" msgid "Import Profile(s)" msgstr "Impordi profiil(id)" @@ -2344,8 +2345,8 @@ msgstr "Funktsionaalsuse Soovitamine" msgid "Send Docs Feedback" msgstr "Saada dokumentatsioonide tagasiside" -msgid "Support Godot Development" -msgstr "Toeta Godot'i Arendamist" +msgid "Support Redot Development" +msgstr "Toeta Redot'i Arendamist" msgid "Update Continuously" msgstr "Värskenda Pidevalt" @@ -2852,8 +2853,8 @@ msgstr "Desinstallige mall" msgid "Select Template File" msgstr "Valige Malli Fail" -msgid "Godot Export Templates" -msgstr "Godoti Ekspordi mallid" +msgid "Redot Export Templates" +msgstr "Redoti Ekspordi mallid" msgid "" "The templates will continue to download.\n" @@ -3011,8 +3012,8 @@ msgstr "Ekspordi Kõik..." msgid "ZIP File" msgstr "ZIP Fail" -msgid "Godot Project Pack" -msgstr "Godoti Projekti Pakk" +msgid "Redot Project Pack" +msgstr "Redoti Projekti Pakk" msgid "Export templates for this platform are missing:" msgstr "Selle platvormi ekspordimallid puuduvad:" @@ -6624,8 +6625,8 @@ msgstr "Salvesta teema kui..." msgid "Online Docs" msgstr "Veebidokumentatsioonid" -msgid "Open Godot online documentation." -msgstr "Ava Godot Interneti Dokumentatisoon." +msgid "Open Redot online documentation." +msgstr "Ava Redot Interneti Dokumentatisoon." msgid "Unsaved file." msgstr "Salvestamata fail." diff --git a/editor/translations/editor/fa.po b/editor/translations/editor/fa.po index e2efe3acdc..b8471956cd 100644 --- a/editor/translations/editor/fa.po +++ b/editor/translations/editor/fa.po @@ -1,4 +1,5 @@ -# Persian translation of the Godot Engine editor interface. +# Persian translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -48,8 +49,8 @@ # Armin <Armin-KF@users.noreply.hosted.weblate.org>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-16 00:22+0000\n" "Last-Translator: Armin <Armin-KF@users.noreply.hosted.weblate.org>\n" @@ -1889,7 +1890,7 @@ msgstr "نام پوشه معتبر است." msgid "Double-click to open in browser." msgstr "برای باز کردن در مرورگر دو بار کلیک کنید." -msgid "Thanks from the Godot community!" +msgid "Thanks from the Redot community!" msgstr "با تشکر از سوی جامعهٔ گودوت!" msgid "(unknown)" @@ -1902,7 +1903,7 @@ msgstr "" "تاریخ کامیت در گیت: %s\n" "برای کپی شماره نسخه، کلیک کنید." -msgid "Godot Engine contributors" +msgid "Redot Engine contributors" msgstr "مشارکتکنندگان موتور گودو" msgid "Project Founders" @@ -1955,7 +1956,7 @@ msgid "Third-party Licenses" msgstr "پروانههای شخص ثالث" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." @@ -2373,7 +2374,7 @@ msgstr "[پوچ]" msgid "[unsaved]" msgstr "[ذخیره نشده]" -msgid "%s - Godot Engine" +msgid "%s - Redot Engine" msgstr "%s - موتور گودو" msgid "Make Floating" @@ -2505,7 +2506,7 @@ msgstr "یک پروفایل برای ویرایش کلاسها و ویژگی� msgid "New profile name:" msgstr "نام نمایه جدید:" -msgid "Godot Feature Profile" +msgid "Redot Feature Profile" msgstr "نمایه ویژگی گودو" msgid "Import Profile(s)" @@ -3064,7 +3065,7 @@ msgstr "گزارش یک مشکل" msgid "Suggest a Feature" msgstr "پیشنهاد یک ویژگی" -msgid "Support Godot Development" +msgid "Support Redot Development" msgstr "از توسعه گودو حمایت کنید" msgid "Update Continuously" @@ -3287,7 +3288,7 @@ msgstr "نصب از فایل" msgid "Install templates from a local file." msgstr "قالبها را از یک فایل محلی نصب کن." -msgid "Godot Export Templates" +msgid "Redot Export Templates" msgstr "الگوهای خروجی گودو" msgid "Runnable" @@ -3372,7 +3373,7 @@ msgstr "صدور همه" msgid "Export All..." msgstr "صدور همه..." -msgid "Godot Project Pack" +msgid "Redot Project Pack" msgstr "بسته پروژه گودو" msgid "Project Export" @@ -4564,7 +4565,7 @@ msgstr "خطا در ذخیرهسازی" msgid "Save Theme As..." msgstr "ذخیره زمینه بعنوان..." -msgid "Open Godot online documentation." +msgid "Open Redot online documentation." msgstr "بازکردن مستندات آنلاین گودو." msgid "Filter Scripts" @@ -5310,7 +5311,7 @@ msgstr "" msgid "Boolean constant." msgstr "ثابت بولی." -msgid "Translated to '%s' in Godot Shading Language." +msgid "Translated to '%s' in Redot Shading Language." msgstr "به \"%s\" در زبان سایه گودو ترجمه شده است." msgid "Input parameter." @@ -5338,12 +5339,12 @@ msgid "Are you sure to run %d projects at once?" msgstr "آیا مطمئن هستید که %d پروژه را همزمان اجرا میکنید؟" msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " @@ -5359,8 +5360,8 @@ msgstr "" "هشدار: دیگر نمیتوانید پروژه را با نسخههای قبلی موتور باز کنید." msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -5431,7 +5432,7 @@ msgstr "" "نسخه سازگار نیست." msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" @@ -5440,8 +5441,8 @@ msgstr "" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" "هشدار: این پروژه آخرین بار در گودو %s ویراش شده است. گشودن پروژه را به گودو " @@ -5450,7 +5451,7 @@ msgstr "" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" @@ -5563,7 +5564,7 @@ msgid "Slower rendering of simple scenes." msgstr "رندر کندتر صحنههای ساده." msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" @@ -5609,7 +5610,7 @@ msgstr "فراداده کنترل نسخه:" msgid "Git" msgstr "گیت" -msgid "This project was last edited in a different Godot version: " +msgid "This project was last edited in a different Redot version: " msgstr "این پروژه آخرین بار در یک نسخه متفاوت از گودو ویرایش شده است. " msgid "Error: Project is missing on the filesystem." @@ -5871,7 +5872,7 @@ msgid "Invalid package name:" msgstr "نام پکیج نامعتبر:" msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." msgstr "" "\"Min SDK\" نمیتواند کمتر از %d باشد، که نسخهٔ مورد نیاز کتابخانه گودو است." @@ -5924,8 +5925,8 @@ msgid "Run exported project on remote macOS system" msgstr "اجرای پروژه خروجی گرفتهشده روی سیستم مکاواس از راه دور" msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" "هنگام استفاده از سیشارپ/داتنت، خروجی به وب در حال حاضر در گودو ۴ پشتیبانی " "نمیشود. در عوض از گودو ۳ برای هدف قرار دادن وب با سیشارپ/مونو استفاده کنید." @@ -6001,7 +6002,7 @@ msgstr "اگر \"Exp ویرایش\" فعال است, \"حداقل داده\" ب� msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "این گره به عنوان منسوخ علامت گذاری شدهاست و در نسخههای بعدی حذف خواهد شد.\n" "لطفاً اسناد گودو را برای اطلاعات در مورد مهاجرت بررسی کنید." diff --git a/editor/translations/editor/fi.po b/editor/translations/editor/fi.po index 7ce9c1bc50..c537433b8b 100644 --- a/editor/translations/editor/fi.po +++ b/editor/translations/editor/fi.po @@ -1,4 +1,5 @@ -# Finnish translation of the Godot Engine editor interface. +# Finnish translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -23,8 +24,8 @@ # Viljami Lokasaari <v.lokasaari13@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-06-10 12:09+0000\n" "Last-Translator: Viljami Lokasaari <v.lokasaari13@gmail.com>\n" @@ -1774,11 +1775,11 @@ msgstr "Luo kansio" msgid "Folder name is valid." msgstr "Kansion nimi on validi." -msgid "Thanks from the Godot community!" -msgstr "Kiitos Godot-yhteisöltä!" +msgid "Thanks from the Redot community!" +msgstr "Kiitos Redot-yhteisöltä!" -msgid "Godot Engine contributors" -msgstr "Godot moottorin kehittäjät" +msgid "Redot Engine contributors" +msgstr "Redot moottorin kehittäjät" msgid "Project Founders" msgstr "Projektin perustajat" @@ -1821,12 +1822,12 @@ msgid "Third-party Licenses" msgstr "Kolmannen osapuolen lisenssit" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot-pelimoottori käyttää useita kolmannen osapuolen ilmaisia ja avoimia " +"Redot-pelimoottori käyttää useita kolmannen osapuolen ilmaisia ja avoimia " "kirjastoja, jotka kaikki ovat yhteensopivia sen MIT lisenssin kanssa. " "Seuraava tyhjentävä listaus sisältää kaikki tällaiset kolmannen osapuolen " "komponentit ja niiden vastaavat tekijänoikeustiedot ja käyttöoikeusehdot." @@ -2186,8 +2187,8 @@ msgstr "[tyhjä]" msgid "[unsaved]" msgstr "[tallentamaton]" -msgid "%s - Godot Engine" -msgstr "%s - Godot Pelimoottori" +msgid "%s - Redot Engine" +msgstr "%s - Redot Pelimoottori" msgid "Dock Position" msgstr "Telakan sijainti" @@ -2322,8 +2323,8 @@ msgstr "" msgid "New profile name:" msgstr "Uusi profiilin nimi:" -msgid "Godot Feature Profile" -msgstr "Godotin ominaisuusprofiili" +msgid "Redot Feature Profile" +msgstr "Redotin ominaisuusprofiili" msgid "Import Profile(s)" msgstr "Tuo profiileja" @@ -3314,8 +3315,8 @@ msgstr "Ehdota ominaisuutta" msgid "Send Docs Feedback" msgstr "Lähetä palautetta ohjeesta" -msgid "Support Godot Development" -msgstr "Tue Godotin kehitystä" +msgid "Support Redot Development" +msgstr "Tue Redotin kehitystä" msgid "Update Continuously" msgstr "Päivitä jatkuvasti" @@ -3958,8 +3959,8 @@ msgstr "Poista malli" msgid "Select Template File" msgstr "Valitse mallitiedosto" -msgid "Godot Export Templates" -msgstr "Godotin vientimallit" +msgid "Redot Export Templates" +msgstr "Redotin vientimallit" msgid "" "The templates will continue to download.\n" @@ -7563,8 +7564,8 @@ msgstr "Tallenna teema nimellä..." msgid "Online Docs" msgstr "Dokumentaatio" -msgid "Open Godot online documentation." -msgstr "Avaa Godotin online-dokumentaatio." +msgid "Open Redot online documentation." +msgstr "Avaa Redotin online-dokumentaatio." msgid "Unsaved file." msgstr "Tallentamaton tiedosto." @@ -9292,11 +9293,11 @@ msgid "4D vector parameter." msgstr "4D vektori parametri." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Mukautettu Godot Shader Language lauseke, jolla on haluttu määrä tulo- ja " +"Mukautettu Redot Shader Language lauseke, jolla on haluttu määrä tulo- ja " "lähtöportteja. Tämä tarkoittaa koodin lisäämistä suoraan vertex/fragment/" "light funktioiden sisään, älä käytä sitä kirjoittaaksesi funktioesittelyitä." @@ -9310,23 +9311,23 @@ msgid "Are you sure to run %d projects at once?" msgstr "Haluatko varmasti suorittaa %d projektia yhdenaikaisesti?" msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"Valitutu projekti \"%s\" ei määrittele Godotin versiota konfiguraatio " +"Valitutu projekti \"%s\" ei määrittele Redotin versiota konfiguraatio " "tiedostossa (\"project.godot\").\n" "\n" "Projektin polku %s\n" "\n" -"Jos jatkat sen avaamista, se muunnetaan nykyiseen Godotin " +"Jos jatkat sen avaamista, se muunnetaan nykyiseen Redotin " "asetustiedostomuotoon.\n" "\n" "Varoitus: Et voi avata projektia tämän jälkeen enää moottorin vanhemmilla " @@ -10174,11 +10175,11 @@ msgstr "" "\"Min SDK\" tulisi olla validi kokonaisluku, annettu \"%s\" ei ole validi." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." msgstr "" "\"Min SDK\" ei voi olla pienempi kuin %d, koska vähintään tämä versio on " -"vaadittu Godotin kirjastolle." +"vaadittu Redotin kirjastolle." msgid "" "\"Target SDK\" should be a valid integer, but got \"%s\" which is invalid." diff --git a/editor/translations/editor/fr.po b/editor/translations/editor/fr.po index aae5222d9f..10334993e4 100644 --- a/editor/translations/editor/fr.po +++ b/editor/translations/editor/fr.po @@ -1,4 +1,5 @@ -# French translation of the Godot Engine editor interface. +# French translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -176,8 +177,8 @@ # didierGuieu <didier.guieu@hotmail.fr>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-13 23:09+0000\n" "Last-Translator: #Guigui <guillaume.grosjean@outlook.fr>\n" @@ -2114,8 +2115,8 @@ msgstr "Le nom du dossier est valide." msgid "Double-click to open in browser." msgstr "Double cliquer pour ouvrir le navigateur." -msgid "Thanks from the Godot community!" -msgstr "La communauté Godot vous dit merci !" +msgid "Thanks from the Redot community!" +msgstr "La communauté Redot vous dit merci !" msgid "(unknown)" msgstr "(Inconnu)" @@ -2127,8 +2128,8 @@ msgstr "" "Date de la validation : %s\n" "Cliquez pour copier le numéro de version." -msgid "Godot Engine contributors" -msgstr "Contributeurs de Godot Engine" +msgid "Redot Engine contributors" +msgstr "Contributeurs de Redot Engine" msgid "Project Founders" msgstr "Fondateurs du projet" @@ -2180,12 +2181,12 @@ msgid "Third-party Licenses" msgstr "Licences tierces" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Le moteur Godot s'appuie sur un certain nombre de bibliothèques tierces " +"Le moteur Redot s'appuie sur un certain nombre de bibliothèques tierces " "libres et open source , toutes compatibles avec les termes de sa licence MIT. " "Voici une liste exhaustive de ces composants tiers avec leurs énoncés de " "droits d'auteur respectifs ainsi que les termes de leurs licences." @@ -2688,8 +2689,8 @@ msgstr "[vide]" msgid "[unsaved]" msgstr "[non enregistré]" -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" +msgid "%s - Redot Engine" +msgstr "%s - Redot Engine" msgid "Move this dock right one tab." msgstr "Déplacer cette barre d'outils d'un onglet vers la droite." @@ -2856,8 +2857,8 @@ msgstr "" msgid "New profile name:" msgstr "Nouveau nom de profil :" -msgid "Godot Feature Profile" -msgstr "Profil des fonctionnalités de Godot" +msgid "Redot Feature Profile" +msgstr "Profil des fonctionnalités de Redot" msgid "Import Profile(s)" msgstr "Profil(s) d'importation" @@ -3551,10 +3552,10 @@ msgstr "Le fichier '%s' ou une de ses dépendances est manquant." msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" "Le fichier '%s' est enregistré dans un format plus récent que les formats " -"supportés par cette version de Godot, il ne peut donc pas être ouvert." +"supportés par cette version de Redot, il ne peut donc pas être ouvert." msgid "Error while loading file '%s'." msgstr "Erreur pendant le chargement du fichier '%s'." @@ -4209,11 +4210,11 @@ msgstr "Suggérer une fonctionnalité" msgid "Send Docs Feedback" msgstr "Envoyez vos retours sur la documentation" -msgid "About Godot..." -msgstr "À propos de Godot..." +msgid "About Redot..." +msgstr "À propos de Redot..." -msgid "Support Godot Development" -msgstr "Soutenir le développement de Godot" +msgid "Support Redot Development" +msgstr "Soutenir le développement de Redot" msgid "" "Choose a rendering method.\n" @@ -5066,8 +5067,8 @@ msgstr "Désinstaller le modèle" msgid "Select Template File" msgstr "Sélectionner le fichier de modèles" -msgid "Godot Export Templates" -msgstr "Modèles d'exportation Godot" +msgid "Redot Export Templates" +msgstr "Modèles d'exportation Redot" msgid "" "The templates will continue to download.\n" @@ -5269,20 +5270,20 @@ msgstr "Exporter le PCK/ZIP..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "Exporte les ressources du projet sous forme de package PCK ou ZIP. Ce n'est " "pas une version jouable, seulement les données du projet sans exécutable " -"Godot." +"Redot." msgid "Export Project..." msgstr "Exporter le projet..." msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"Exporte le projet en tant que version jouable (exécutable Godot et données du " +"Exporte le projet en tant que version jouable (exécutable Redot et données du " "projet) pour le préréglage sélectionné." msgid "Export All" @@ -5297,8 +5298,8 @@ msgstr "Tout exporter..." msgid "ZIP File" msgstr "Fichier ZIP" -msgid "Godot Project Pack" -msgstr "Pack de Projet Godot" +msgid "Redot Project Pack" +msgstr "Pack de Projet Redot" msgid "Export templates for this platform are missing:" msgstr "Modèles d'exportation manquants pour cette plateforme :" @@ -10471,8 +10472,8 @@ msgstr "Erreur d'enregistrement" msgid "Save Theme As..." msgstr "Enregistrer le thème sous…" -msgid "Open '%s' in Godot online documentation." -msgstr "Ouvrir '%s' dans la documentation en ligne de Godot." +msgid "Open '%s' in Redot online documentation." +msgstr "Ouvrir '%s' dans la documentation en ligne de Redot." msgid "Open in Online Docs" msgstr "Ouvrir dans la Documentation en ligne" @@ -10480,8 +10481,8 @@ msgstr "Ouvrir dans la Documentation en ligne" msgid "Online Docs" msgstr "Documentation en ligne" -msgid "Open Godot online documentation." -msgstr "Ouvrir la documentation de Godot en ligne." +msgid "Open Redot online documentation." +msgstr "Ouvrir la documentation de Redot en ligne." msgid "Unsaved file." msgstr "Fichier non sauvegardé." @@ -13297,8 +13298,8 @@ msgstr "Constante booléenne." msgid "Boolean parameter." msgstr "Paramètre booléen." -msgid "Translated to '%s' in Godot Shading Language." -msgstr "Traduit en '%s' par le langage de shading de Godot." +msgid "Translated to '%s' in Redot Shading Language." +msgstr "Traduit en '%s' par le langage de shading de Redot." msgid "'%s' input parameter for all shader modes." msgstr "'%s' paramètre d'entrée pour tous les modes de shader." @@ -14059,22 +14060,22 @@ msgstr "" "graphe." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Expression en langage Godot Shader personnalisé, avec un nombre personnalisé " +"Expression en langage Redot Shader personnalisé, avec un nombre personnalisé " "de ports d'entrée et de sortie. C'est une injection directe de code dans la " "fonction vertex/fragment/lumière, ne l'utilisez pas pour écrire les " "déclarations de fonction à l'intérieur." msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." msgstr "" -"Expression personnalisée du langage de shader Godot, qui est placée au-dessus " +"Expression personnalisée du langage de shader Redot, qui est placée au-dessus " "du shader obtenu. Vous pouvez insérer diverses définitions de fonctions à " "l'intérieur et les appeler ultérieurement dans les expressions. Vous pouvez " "également déclarer des variations, des paramètres et des constantes." @@ -14164,31 +14165,31 @@ msgstr "" "moteur de jeu seront ignorées." msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"Le projet sélectionné « %s » n'indique pas la version de Godot qu'il supporte " +"Le projet sélectionné « %s » n'indique pas la version de Redot qu'il supporte " "dans son fichier de configuration (« project.godot »).\n" "\n" "Chemin du projet : %s\n" "\n" "Si vous choisissez de l'ouvrir, il sera converti vers le format actuel de " -"fichier de configuration de Godot.\n" +"fichier de configuration de Redot.\n" "\n" "Attention : Il ne sera plus possible d'ouvrir ce projet avec les précédentes " "versions du moteur." msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -14202,8 +14203,8 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"Le projet sélectionné \"%s\" a été généré par Godot 3.x et a besoin d'être " -"converti pour Godot 4.x.\n" +"Le projet sélectionné \"%s\" a été généré par Redot 3.x et a besoin d'être " +"converti pour Redot 4.x.\n" "\n" "Chemin d'accès du projet : %s\n" "\n" @@ -14262,45 +14263,45 @@ msgstr "" msgid "" "Warning: This project uses double precision floats, but this version of\n" -"Godot uses single precision floats. Opening this project may cause data " +"Redot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" "Attention : Ce projet utilise des nombres à virgule flottante a double " "précision, mais cette version de\n" -"Godot utilise des nombres à virgule flottante à simple précision. L'ouverture " +"Redot utilise des nombres à virgule flottante à simple précision. L'ouverture " "de ce projet pourrait conduire a une perte de données.\n" "\n" msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"Avertissement : Ce projet utilise du C# alors que cette compilation de Godot " +"Avertissement : Ce projet utilise du C# alors que cette compilation de Redot " "ne contient pas\n" "le module Mono. Si vous continuez, vous ne pourrez utiliser aucun script en " "C#.\n" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"Attention : Ce projet a été édité pour la dernière fois avec Godot %s. " -"L'ouverture le convertira pour Godot %s.\n" +"Attention : Ce projet a été édité pour la dernière fois avec Redot %s. " +"L'ouverture le convertira pour Redot %s.\n" "\n" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" msgstr "" "Attention : Ce projet utilise les fonctionnalités suivantes, non supportées " -"par cette version de Godot :\n" +"par cette version de Redot :\n" "\n" "%s\n" "\n" @@ -14442,17 +14443,17 @@ msgstr "Convertir le projet entier" msgid "" "This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3 to work in Godot 4.\n" +"and scripts from Redot 3 to work in Redot 4.\n" "\n" "Note that this is a best-effort conversion, i.e. it makes upgrading the " "project easier, but it will not open out-of-the-box and will still require " "manual adjustments.\n" "\n" "IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." +"operation makes it impossible to open it in older versions of Redot." msgstr "" "Cette option effectuera une conversion complète du projet, mettant à jour les " -"scènes, ressources et scripts de Godot 3.x pour travailler avec Godot 4.x.\n" +"scènes, ressources et scripts de Redot 3.x pour travailler avec Redot 4.x.\n" "\n" "Veuillez noter que ceci est une conversion faite au mieux, c'est-à-dire que " "la mise à jour du projet est facilitée mais qu'il ne s'ouvrira pas en l'état " @@ -14460,7 +14461,7 @@ msgstr "" "\n" "IMPORTANT : Veuillez vous assurer de faire une copie de votre projet avant de " "le convertir puisque cette opération rend impossible son ouverture dans les " -"versions antérieures de Godot." +"versions antérieures de Redot." msgid "Manage Project Tags" msgstr "Gérer les étiquettes de projet" @@ -14600,12 +14601,12 @@ msgid "Warning: This folder is not empty" msgstr "Avertissement : Ce répertoire n'est pas vide" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" -"Vous êtes sur le point de créer un projet Godot dans un dossier non vide.\n" +"Vous êtes sur le point de créer un projet Redot dans un dossier non vide.\n" "L'entièreté du contenu du dossier sera importée en tant que ressources du " "projet !\n" "\n" @@ -14667,9 +14668,9 @@ msgstr "Métadonnées du contrôle de version :" msgid "Git" msgstr "Git" -msgid "This project was last edited in a different Godot version: " +msgid "This project was last edited in a different Redot version: " msgstr "" -"Ce projet a été édité pour la dernière fois dans une autre version de Godot : " +"Ce projet a été édité pour la dernière fois dans une autre version de Redot : " msgid "This project uses features unsupported by the current build:" msgstr "" @@ -15562,14 +15563,14 @@ msgid "Add Shader Global Parameter" msgstr "Ajouter un paramètre global au shader" msgid "" -"This project uses meshes with an outdated mesh format from previous Godot " +"This project uses meshes with an outdated mesh format from previous Redot " "versions. The engine needs to update the format in order to use those meshes. " "Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " "You can ignore this message and keep using outdated meshes, but keep in mind " "that this leads to increased load times every time you load the project." msgstr "" "Ce projet utilise des maillages (mesh) d'un format de maillage d'une version " -"précédente de Godot. Le moteur a besoin de mettre à jour le format pour " +"précédente de Redot. Le moteur a besoin de mettre à jour le format pour " "utiliser ces maillages. Veuillez utiliser l'outil \"Mise à jour des surfaces " "de maillage\" depuis le menu 'Projet > Outils'. Vous pouvez ignorer ce " "message et continuer d'utiliser des maillages dépassés, mais gardez à " @@ -15592,28 +15593,28 @@ msgid "Attempting to remove " msgstr "Essai de suppression " msgid "" -"The mesh format has changed in Godot 4.2, which affects both imported meshes " -"and meshes authored inside of Godot. The engine needs to update the format in " +"The mesh format has changed in Redot 4.2, which affects both imported meshes " +"and meshes authored inside of Redot. The engine needs to update the format in " "order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"If your project predates Redot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" +"previous versions of Redot.\n" "\n" "You can still use your existing meshes as is. The engine will update each " "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"Le format du maillage a changé dans Godot 4.2, ce qui affecte à la fois les " -"maillages importés et les maillages créés dans Godot. Le moteur doit mettre à " +"Le format du maillage a changé dans Redot 4.2, ce qui affecte à la fois les " +"maillages importés et les maillages créés dans Redot. Le moteur doit mettre à " "jour le format afin d'utiliser ces maillages.\n" "\n" -"Si votre projet est antérieur à Godot 4.2 et contient des maillages, nous " +"Si votre projet est antérieur à Redot 4.2 et contient des maillages, nous " "vous recommandons d'exécuter cet outil de conversion unique. Cette mise à " "jour redémarrera l'éditeur et peut prendre plusieurs minutes. La mise à " "niveau rendra les maillages incompatibles avec les versions précédentes de " -"Godot.\n" +"Redot.\n" "\n" "Vous pouvez toujours utiliser vos maillages existants tels quels. Le moteur " "mettra à jour chaque maillage en mémoire, mais la mise à jour ne sera pas " @@ -16022,14 +16023,14 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "Impossible de charger le runtime .NET, aucune version compatible n'a été " "trouvée.\n" "Tenter de créer/modifier un projet entraînera un plantage.\n" "\n" "Veuillez installer le SDK .NET 6.0 ou plus récent à partir de https://dotnet." -"microsoft.com/en-us/download et redémarrer Godot." +"microsoft.com/en-us/download et redémarrer Redot." msgid "Failed to load .NET runtime" msgstr "Impossible de charger l'environnement d'exécution .NET" @@ -16050,13 +16051,13 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "Impossible de charger le runtime .NET, en particulier hostfxr.\n" "Tenter de créer/modifier un projet entraînera un plantage.\n" "\n" "Veuillez installer le SDK .NET 6.0 ou plus récent à partir de https://dotnet." -"microsoft.com/en-us/download et redémarrer Godot." +"microsoft.com/en-us/download et redémarrer Redot." msgid "%d (%s)" msgstr "%d (%s)" @@ -16437,11 +16438,11 @@ msgstr "" "valide." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." msgstr "" "« Min SDK » ne peut être inférieur à %d, la version requise par la libraire " -"de Godot." +"de Redot." msgid "" "\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." @@ -17351,11 +17352,11 @@ msgid "PWA" msgstr "PWA" msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" -"L'exportation vers le Web n'est pas supportée dans Godot 4 lorsque l'on " -"utilise C#/.NET. Utilisez plutôt Godot 3 pour cibler le Web avec C#/Mono." +"L'exportation vers le Web n'est pas supportée dans Redot 4 lorsque l'on " +"utilise C#/.NET. Utilisez plutôt Redot 3 pour cibler le Web avec C#/Mono." msgid "" "If this project does not use C#, use a non-C# editor build to export the " @@ -18468,11 +18469,11 @@ msgstr "" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "Ce nœud est marqué comme déprécié et sera supprimé dans les versions " "futures.\n" -"Veuillez consulter la documentation de Godot pour des informations sur la " +"Veuillez consulter la documentation de Redot pour des informations sur la " "migration." msgid "" diff --git a/editor/translations/editor/ga.po b/editor/translations/editor/ga.po index 3088b8d8ef..116a24c688 100644 --- a/editor/translations/editor/ga.po +++ b/editor/translations/editor/ga.po @@ -1,4 +1,5 @@ -# Irish translation of the Godot Engine editor interface. +# Irish translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -6,8 +7,8 @@ # Aindriú Mac Giolla Eoin <aindriu80@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "PO-Revision-Date: 2024-08-14 12:59+0000\n" "Last-Translator: Aindriú Mac Giolla Eoin <aindriu80@gmail.com>\n" "Language-Team: Irish <https://hosted.weblate.org/projects/godot-engine/godot/" @@ -1941,8 +1942,8 @@ msgstr "Tá ainm an fhillteáin bailí." msgid "Double-click to open in browser." msgstr "Cliceáil faoi dhó le hoscailt sa bhrabhsálaí." -msgid "Thanks from the Godot community!" -msgstr "Go raibh maith agat ó phobal Godot!" +msgid "Thanks from the Redot community!" +msgstr "Go raibh maith agat ó phobal Redot!" msgid "(unknown)" msgstr "(anaithnid)" @@ -1954,8 +1955,8 @@ msgstr "" "Dáta tiomantais Git: %s\n" "Cliceáil chun uimhir an leagain a chóipeáil." -msgid "Godot Engine contributors" -msgstr "Ranníocóirí Inneall Godot" +msgid "Redot Engine contributors" +msgstr "Ranníocóirí Inneall Redot" msgid "Project Founders" msgstr "Bunaitheoirí an Tionscadail" @@ -2007,12 +2008,12 @@ msgid "Third-party Licenses" msgstr "Ceadúnais Tríú Páirtí" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Braitheann Godot Engine ar roinnt leabharlanna foinse oscailte agus saor in " +"Braitheann Redot Engine ar roinnt leabharlanna foinse oscailte agus saor in " "aisce tríú páirtí, iad go léir comhoiriúnach le téarmaí a cheadúnais MIT. Seo " "a leanas liosta uileghabhálach de na comhpháirteanna tríú páirtí sin go léir " "lena ráitis chóipchirt agus lena dtéarmaí ceadúnais faoi seach." @@ -2518,8 +2519,8 @@ msgstr "[folamh]" msgid "[unsaved]" msgstr "[gan sásamh]" -msgid "%s - Godot Engine" -msgstr "%s - Inneall Godot" +msgid "%s - Redot Engine" +msgstr "%s - Inneall Redot" msgid "Move this dock right one tab." msgstr "Bog an duga seo ar dheis cluaisín amháin." @@ -2686,8 +2687,8 @@ msgstr "" msgid "New profile name:" msgstr "Ainm próifíle nua:" -msgid "Godot Feature Profile" -msgstr "Próifíl Gné Godot" +msgid "Redot Feature Profile" +msgstr "Próifíl Gné Redot" msgid "Import Profile(s)" msgstr "Iompórtáil Próifíl(í)" @@ -3380,10 +3381,10 @@ msgstr "Comhad '%s' ar iarraidh nó ceann dá spleáchais." msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" "Sábháiltear an comhad '%s' i bhformáid atá níos nuaí ná na formáidí a " -"dtacaíonn an leagan seo de Godot leo, ionas nach féidir é a oscailt." +"dtacaíonn an leagan seo de Redot leo, ionas nach féidir é a oscailt." msgid "Error while loading file '%s'." msgstr "Earráid agus comhad '%s' á luchtú." @@ -4039,11 +4040,11 @@ msgstr "Mol Gné" msgid "Send Docs Feedback" msgstr "Seol Aiseolas Docs" -msgid "About Godot..." -msgstr "Maidir le Godot..." +msgid "About Redot..." +msgstr "Maidir le Redot..." -msgid "Support Godot Development" -msgstr "Tacú le Forbairt Godot" +msgid "Support Redot Development" +msgstr "Tacú le Forbairt Redot" msgid "" "Choose a rendering method.\n" @@ -4896,8 +4897,8 @@ msgstr "Díshuiteáil Teimpléad" msgid "Select Template File" msgstr "Roghnaigh Comhad Teimpléid" -msgid "Godot Export Templates" -msgstr "Teimpléid Easpórtála Godot" +msgid "Redot Export Templates" +msgstr "Teimpléid Easpórtála Redot" msgid "" "The templates will continue to download.\n" @@ -5102,19 +5103,19 @@ msgstr "Easpórtáil PCK / ZIP..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "Easpórtáil acmhainní an tionscadail mar phacáiste PCK nó ZIP. Ní tógáil " -"spraíúil é seo, ach sonraí an tionscadail gan inrite Godot." +"spraíúil é seo, ach sonraí an tionscadail gan inrite Redot." msgid "Export Project..." msgstr "Easpórtáil Tionscadal..." msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"Easpórtáil an tionscadal mar thógáil playable (sonraí inrite Godot agus " +"Easpórtáil an tionscadal mar thógáil playable (sonraí inrite Redot agus " "tionscadail) don réamhshocrú roghnaithe." msgid "Export All" @@ -5129,8 +5130,8 @@ msgstr "Easpórtáil Gach Rud..." msgid "ZIP File" msgstr "Comhad ZIP" -msgid "Godot Project Pack" -msgstr "Pacáiste Tionscadail Godot" +msgid "Redot Project Pack" +msgstr "Pacáiste Tionscadail Redot" msgid "Export templates for this platform are missing:" msgstr "Tá teimpléid easpórtála don ardán seo ar iarraidh:" @@ -10278,8 +10279,8 @@ msgstr "Earráid agus earráid á sábháil" msgid "Save Theme As..." msgstr "Sábháil Téama Mar..." -msgid "Open '%s' in Godot online documentation." -msgstr "Oscail '%s' i gcáipéisíocht ar líne Godot." +msgid "Open '%s' in Redot online documentation." +msgstr "Oscail '%s' i gcáipéisíocht ar líne Redot." msgid "Open in Online Docs" msgstr "Oscail i Docs Ar Líne" @@ -10287,8 +10288,8 @@ msgstr "Oscail i Docs Ar Líne" msgid "Online Docs" msgstr "Docs Ar Líne" -msgid "Open Godot online documentation." -msgstr "Oscail doiciméadú ar líne Godot." +msgid "Open Redot online documentation." +msgstr "Oscail doiciméadú ar líne Redot." msgid "Unsaved file." msgstr "Comhad gan sábháil." @@ -13101,8 +13102,8 @@ msgstr "Tairiseach Boole." msgid "Boolean parameter." msgstr "Paraiméadar Boole." -msgid "Translated to '%s' in Godot Shading Language." -msgstr "Aistrithe go '%s' i dteanga scáthaithe Godot." +msgid "Translated to '%s' in Redot Shading Language." +msgstr "Aistrithe go '%s' i dteanga scáthaithe Redot." msgid "'%s' input parameter for all shader modes." msgstr "Paraiméadar ionchurtha '%s' do gach modh scáthaithe." @@ -13859,22 +13860,22 @@ msgstr "" "Limistéar dronuilleogach le teaghrán cur síos d'eagraíocht graf níos fearr." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Saincheaptha Godot Shader Teanga léiriú, le méid saincheaptha ionchur agus " +"Saincheaptha Redot Shader Teanga léiriú, le méid saincheaptha ionchur agus " "calafoirt aschur. Is instealladh díreach cód é seo isteach sa fheidhm " "vertex / fragment / light, ná húsáid é chun na dearbhuithe feidhme a scríobh " "taobh istigh." msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." msgstr "" -"Custom Godot Shader Language expression, a chuirtear ar bharr an shader mar " +"Custom Redot Shader Language expression, a chuirtear ar bharr an shader mar " "thoradh air. Is féidir leat sainmhínithe feidhme éagsúla a chur taobh istigh " "agus é a ghlaoch níos déanaí sna Nathanna. Is féidir leat a dhearbhú freisin " "éagsúla, paraiméadair agus tairisigh." @@ -13962,31 +13963,31 @@ msgstr "" "innill a sheachbhóthar." msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"Ní shonraíonn an tionscadal roghnaithe \"%s\" a leagan Godot tacaithe ina " +"Ní shonraíonn an tionscadal roghnaithe \"%s\" a leagan Redot tacaithe ina " "chomhad cumraíochta (\"project.godot\").\n" "\n" "Conair tionscadail: %s\n" "\n" "Má théann tú ar aghaidh lena oscailt, déanfar é a thiontú go formáid comhaid " -"cumraíochta reatha Godot.\n" +"cumraíochta reatha Redot.\n" "\n" "Rabhadh: Ní bheidh tú in ann an tionscadal a oscailt le leaganacha roimhe seo " "den inneall níos mó." msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -14000,8 +14001,8 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"Gineadh an tionscadal roghnaithe \"%s\" ag Godot 3.x, agus ní mór é a thiontú " -"le haghaidh Godot 4.x.\n" +"Gineadh an tionscadal roghnaithe \"%s\" ag Redot 3.x, agus ní mór é a thiontú " +"le haghaidh Redot 4.x.\n" "\n" "Conair tionscadail: %s\n" "\n" @@ -14060,44 +14061,44 @@ msgstr "" msgid "" "Warning: This project uses double precision floats, but this version of\n" -"Godot uses single precision floats. Opening this project may cause data " +"Redot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" "Rabhadh: Úsáideann an tionscadal seo snámháin cruinneas dúbailte, ach an " "leagan seo de\n" -"Úsáideann Godot snámháin cruinneas amháin. D'fhéadfadh caillteanas sonraí a " +"Úsáideann Redot snámháin cruinneas amháin. D'fhéadfadh caillteanas sonraí a " "bheith mar thoradh ar an tionscadal seo a oscailt.\n" "\n" msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"Rabhadh: Úsáideann an tionscadal seo C #, ach níl an tógáil seo de Godot\n" +"Rabhadh: Úsáideann an tionscadal seo C #, ach níl an tógáil seo de Redot\n" "an modúl Mono. Má théann tú ar aghaidh ní bheidh tú in ann aon scripteanna C " "# a úsáid.\n" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"Rabhadh: Cuireadh an tionscadal seo in eagar go deireanach in Godot %s. " -"Athróidh an oscailt é go Godot %s.\n" +"Rabhadh: Cuireadh an tionscadal seo in eagar go deireanach in Redot %s. " +"Athróidh an oscailt é go Redot %s.\n" "\n" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" msgstr "" "Rabhadh: Úsáideann an tionscadal seo na gnéithe seo a leanas nach dtacaíonn " -"an tógáil seo de Godot leo:\n" +"an tógáil seo de Redot leo:\n" "\n" "%s\n" "\n" @@ -14240,17 +14241,17 @@ msgstr "Tiontaigh Tionscadal Iomlán" msgid "" "This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3 to work in Godot 4.\n" +"and scripts from Redot 3 to work in Redot 4.\n" "\n" "Note that this is a best-effort conversion, i.e. it makes upgrading the " "project easier, but it will not open out-of-the-box and will still require " "manual adjustments.\n" "\n" "IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." +"operation makes it impossible to open it in older versions of Redot." msgstr "" "Beidh an rogha seo a dhéanamh comhshó tionscadal iomlán, radhairc a " -"nuashonrú, acmhainní agus scripteanna ó Godot 3 a bheith ag obair i Godot 4.\n" +"nuashonrú, acmhainní agus scripteanna ó Redot 3 a bheith ag obair i Redot 4.\n" "\n" "Tabhair faoi deara gur tiontú sáriarrachta é seo, i.e. déanann sé uasghrádú " "ar an tionscadal níos éasca, ach ní osclóidh sé lasmuigh den bhosca agus " @@ -14258,7 +14259,7 @@ msgstr "" "\n" "TÁBHACHTACH: Déan cinnte cúltaca a dhéanamh ar do thionscadal sula n-" "athraíonn tú, mar go bhfágann an oibríocht seo nach féidir é a oscailt i " -"leaganacha níos sine de Godot." +"leaganacha níos sine de Redot." msgid "Manage Project Tags" msgstr "Bainistigh Clibeanna Tionscadail" @@ -14394,12 +14395,12 @@ msgid "Warning: This folder is not empty" msgstr "Rabhadh: Níl an fillteán seo folamh" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" -"Tá tú ar tí tionscadal Godot a chruthú i bhfillteán neamhfholamh.\n" +"Tá tú ar tí tionscadal Redot a chruthú i bhfillteán neamhfholamh.\n" "Déanfar inneachar iomlán an fhillteáin seo a iompórtáil mar acmhainní " "tionscadail!\n" "\n" @@ -14461,8 +14462,8 @@ msgstr "Meiteashonraí Rialaithe Leagain:" msgid "Git" msgstr "Git" -msgid "This project was last edited in a different Godot version: " -msgstr "Cuireadh an tionscadal seo in eagar go deireanach i leagan Godot eile: " +msgid "This project was last edited in a different Redot version: " +msgstr "Cuireadh an tionscadal seo in eagar go deireanach i leagan Redot eile: " msgid "This project uses features unsupported by the current build:" msgstr "" @@ -15354,14 +15355,14 @@ msgid "Add Shader Global Parameter" msgstr "Cuir Paraiméadar Domhanda Shader Leis" msgid "" -"This project uses meshes with an outdated mesh format from previous Godot " +"This project uses meshes with an outdated mesh format from previous Redot " "versions. The engine needs to update the format in order to use those meshes. " "Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " "You can ignore this message and keep using outdated meshes, but keep in mind " "that this leads to increased load times every time you load the project." msgstr "" "Úsáideann an tionscadal seo mogaill le formáid mogaill atá as dáta ó " -"leaganacha Godot roimhe seo. Ní mór don inneall an fhormáid a nuashonrú chun " +"leaganacha Redot roimhe seo. Ní mór don inneall an fhormáid a nuashonrú chun " "na mogaill sin a úsáid. Bain úsáid as an uirlis 'Uasghrádú Dromchlaí Mogall' " "ón roghchlár 'Project > Tools'. Is féidir leat neamhaird a dhéanamh den " "teachtaireacht seo agus leanúint ar aghaidh ag baint úsáide as mogaill atá as " @@ -15384,28 +15385,28 @@ msgid "Attempting to remove " msgstr "Ag iarraidh a bhaint " msgid "" -"The mesh format has changed in Godot 4.2, which affects both imported meshes " -"and meshes authored inside of Godot. The engine needs to update the format in " +"The mesh format has changed in Redot 4.2, which affects both imported meshes " +"and meshes authored inside of Redot. The engine needs to update the format in " "order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"If your project predates Redot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" +"previous versions of Redot.\n" "\n" "You can still use your existing meshes as is. The engine will update each " "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"Tá an fhormáid mogalra athrú i Godot 4.2, a théann i bhfeidhm ar an dá " -"mogalra allmhairithe agus mogalraí údaraithe taobh istigh de Godot. Ní mór " +"Tá an fhormáid mogalra athrú i Redot 4.2, a théann i bhfeidhm ar an dá " +"mogalra allmhairithe agus mogalraí údaraithe taobh istigh de Redot. Ní mór " "don inneall an fhormáid a nuashonrú chun na mogaill sin a úsáid.\n" "\n" -"Má predates do thionscadal Godot 4.2 agus tá mogalra, molaimid duit a " +"Má predates do thionscadal Redot 4.2 agus tá mogalra, molaimid duit a " "reáchtáil an uirlis comhshó am amháin. Atosóidh an nuashonrú seo an t-" "eagarthóir agus b'fhéidir go dtógfaidh sé roinnt nóiméad. Beidh uasghrádú a " "dhéanamh ar an mogalra neamh-chomhoiriúnach le leaganacha roimhe seo de " -"Godot.\n" +"Redot.\n" "\n" "Is féidir leat do mhogaill atá ann cheana féin a úsáid mar atá. Déanfaidh an " "t-inneall gach mogalra a nuashonrú sa chuimhne, ach ní shábhálfar an " @@ -15806,14 +15807,14 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "Ní féidir am rite .NET a luchtú, níor aimsíodh aon leagan comhoiriúnach.\n" "Má dhéantar iarracht tionscadal a chruthú / a chur in eagar, beidh timpiste " "ann.\n" "\n" "Suiteáil an .NET SDK 6.0 nó níos déanaí ó https://dotnet.microsoft.com/en-us/" -"download agus atosaigh Godot." +"download agus atosaigh Redot." msgid "Failed to load .NET runtime" msgstr "Níorbh fhéidir am rite .NET a luchtú" @@ -15833,14 +15834,14 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "Ní féidir am rite .NET a luchtú, go sonrach hostfxr.\n" "Má dhéantar iarracht tionscadal a chruthú / a chur in eagar, beidh timpiste " "ann.\n" "\n" "Suiteáil an .NET SDK 6.0 nó níos déanaí ó https://dotnet.microsoft.com/en-us/" -"download agus atosaigh Godot." +"download agus atosaigh Redot." msgid "%d (%s)" msgstr "%d (%s)" @@ -16216,11 +16217,11 @@ msgstr "" "neamhbhailí." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." msgstr "" "Ní féidir le \"Min SDK\" a bheith níos ísle ná %d, is é sin an leagan a " -"theastaíonn ó leabharlann Godot." +"theastaíonn ó leabharlann Redot." msgid "" "\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." @@ -17078,11 +17079,11 @@ msgid "PWA" msgstr "PWAName" msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" -"Ní thacaítear le heaspórtáil chuig an nGréasán faoi láthair i Godot 4 agus C " -"#/.NET á úsáid. Bain úsáid as Godot 3 chun díriú ar an nGréasán le C # / Mono " +"Ní thacaítear le heaspórtáil chuig an nGréasán faoi láthair i Redot 4 agus C " +"#/.NET á úsáid. Bain úsáid as Redot 3 chun díriú ar an nGréasán le C # / Mono " "ina ionad." msgid "" @@ -18175,11 +18176,11 @@ msgstr "" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "Tá an nód seo marcáilte mar dhímheas agus bainfear é i leaganacha amach " "anseo.\n" -"Seiceáil doiciméadú Godot le do thoil chun eolas a fháil faoin imirce." +"Seiceáil doiciméadú Redot le do thoil chun eolas a fháil faoin imirce." msgid "" "This node is marked as experimental and may be subject to removal or major " diff --git a/editor/translations/editor/gl.po b/editor/translations/editor/gl.po index 16082cfd0b..0bde16fe43 100644 --- a/editor/translations/editor/gl.po +++ b/editor/translations/editor/gl.po @@ -1,4 +1,5 @@ -# Galician translation of the Godot Engine editor interface. +# Galician translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -16,8 +17,8 @@ # "Aquiles T. M." <aquiles.sonido@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "PO-Revision-Date: 2024-09-05 14:09+0000\n" "Last-Translator: \"Aquiles T. M.\" <aquiles.sonido@gmail.com>\n" "Language-Team: Galician <https://hosted.weblate.org/projects/godot-engine/" @@ -1622,14 +1623,14 @@ msgstr "O nome do cartafol é válido." msgid "Double-click to open in browser." msgstr "Dobre-clic para abrir no navegador." -msgid "Thanks from the Godot community!" -msgstr "Moitas grazas de parte da comunidade de Godot!" +msgid "Thanks from the Redot community!" +msgstr "Moitas grazas de parte da comunidade de Redot!" msgid "(unknown)" msgstr "(descoñecido)" -msgid "Godot Engine contributors" -msgstr "Colaboradores de Godot Engine" +msgid "Redot Engine contributors" +msgstr "Colaboradores de Redot Engine" msgid "Project Founders" msgstr "Fundadores do Proxecto" @@ -1669,12 +1670,12 @@ msgid "Third-party Licenses" msgstr "Licenzas de Terceiros" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine depende dun número de bibliotecas de terceiros, gratis e open " +"Redot Engine depende dun número de bibliotecas de terceiros, gratis e open " "source; todas compatibles cos termos da licenza MIT. A seguinte e unha lista " "exhaustiva dos devanditos compoñentes de terceiros, coas suas respectivas " "declaracións de copyright e termos de licenza." @@ -2083,14 +2084,14 @@ msgstr "Opcions adicionais:" msgid "New profile name:" msgstr "Novo nome de perfil:" -msgid "Godot Feature Profile" -msgstr "Perfil de Características de Godot" +msgid "Redot Feature Profile" +msgstr "Perfil de Características de Redot" msgid "Import Profile(s)" msgstr "Importar Perf(il/ís)" msgid "Manage Editor Feature Profiles" -msgstr "Administrar Perfils de Características de Godot" +msgstr "Administrar Perfils de Características de Redot" msgid "Restart" msgstr "Reiniciar" @@ -4242,8 +4243,8 @@ msgstr "Erro ao gardar" msgid "Online Docs" msgstr "Documentación En Liña" -msgid "Open Godot online documentation." -msgstr "Abrir a documentación en liña de Godot." +msgid "Open Redot online documentation." +msgstr "Abrir a documentación en liña de Redot." msgid "Find Next" msgstr "Atopar Seguinte" @@ -4668,24 +4669,24 @@ msgid "Are you sure to run %d projects at once?" msgstr "Seguro que queres executar %d proxectos ao mesmo tempo?" msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"O proxecto seleccionado \"%s\" non especifica a súa versión de Godot " +"O proxecto seleccionado \"%s\" non especifica a súa versión de Redot " "compatible no seu ficheiro de configuración (\"project.godot\").\n" "\n" "Ruta do proxecto: %s\n" "\n" "Se continúa coa súa apertura, converterase ao formato de ficheiro de " -"configuración actual de Godot.\n" +"configuración actual de Redot.\n" "\n" "Aviso: xa non poderás abrir o proxecto con versións anteriores do motor." diff --git a/editor/translations/editor/he.po b/editor/translations/editor/he.po index d812b5c3c0..427ef4a74a 100644 --- a/editor/translations/editor/he.po +++ b/editor/translations/editor/he.po @@ -1,4 +1,5 @@ -# Hebrew translation of the Godot Engine editor interface. +# Hebrew translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -40,8 +41,8 @@ # yoval keshet <keshetyoval@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-28 12:59+0000\n" "Last-Translator: yoval keshet <keshetyoval@gmail.com>\n" @@ -1136,13 +1137,13 @@ msgstr "שם התיקייה תקין." msgid "Double-click to open in browser." msgstr "לחיצה כפולה לפתיחה בדפדפן." -msgid "Thanks from the Godot community!" -msgstr "תודות מקהילת Godot!" +msgid "Thanks from the Redot community!" +msgstr "תודות מקהילת Redot!" msgid "(unknown)" msgstr "(לא ידוע)" -msgid "Godot Engine contributors" +msgid "Redot Engine contributors" msgstr "מתנדבי מנוע גודו" msgid "Project Founders" @@ -1195,12 +1196,12 @@ msgid "Third-party Licenses" msgstr "רשיונות צד שלישי" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"מנוע Godot מסתמך על מספר ספריות צד־שלישי חופשיות ובקוד פתוח, כולן תואמות את " +"מנוע Redot מסתמך על מספר ספריות צד־שלישי חופשיות ובקוד פתוח, כולן תואמות את " "דרישות רישיון MIT של המנוע. לפניכם רשימה ממצה של כל רכיבי הצד־השלישי במנוע עם " "הצהרות זכויות היוצרים ותנאי הרישיון שלהם." @@ -1561,8 +1562,8 @@ msgstr "צור או ייבא פרופיל כדי לערוך מחלקות ומא� msgid "New profile name:" msgstr "שם פרופיל חדש:" -msgid "Godot Feature Profile" -msgstr "פרופיל התכונות של Godot" +msgid "Redot Feature Profile" +msgstr "פרופיל התכונות של Redot" msgid "Import Profile(s)" msgstr "ייבוא פרופיל(ים)" diff --git a/editor/translations/editor/hu.po b/editor/translations/editor/hu.po index 39afe7a3dd..64a02e6ab4 100644 --- a/editor/translations/editor/hu.po +++ b/editor/translations/editor/hu.po @@ -1,4 +1,5 @@ -# Hungarian translation of the Godot Engine editor interface. +# Hungarian translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -39,8 +40,8 @@ # TheFocusDev <thefocusdev@protonmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-07-30 16:40+0000\n" "Last-Translator: TheFocusDev <thefocusdev@protonmail.com>\n" @@ -1217,11 +1218,11 @@ msgstr "Nem sikerült létrehozni a mappát." msgid "Create Folder" msgstr "Mappa Létrehozása" -msgid "Thanks from the Godot community!" -msgstr "Köszönet a Godot közösségétől!" +msgid "Thanks from the Redot community!" +msgstr "Köszönet a Redot közösségétől!" -msgid "Godot Engine contributors" -msgstr "Godot Engine közreműködők" +msgid "Redot Engine contributors" +msgstr "Redot Engine közreműködők" msgid "Project Founders" msgstr "Projekt Alapítói" @@ -1254,12 +1255,12 @@ msgid "Third-party Licenses" msgstr "Harmadik féltől származó licencek" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"A Godot Engine több harmadik fél ingyenes és nyílt forráskódú könyvtáraira " +"A Redot Engine több harmadik fél ingyenes és nyílt forráskódú könyvtáraira " "támaszkodik, amelyek mindegyike kompatibilis az MIT licenc feltételeivel. Az " "alábbiakban felsoroljuk az összes ilyen harmadik fél összetevőjét, a " "vonatkozó szerzői jogi nyilatkozatokkal és licencfeltételekkel együtt." @@ -1569,8 +1570,8 @@ msgstr "Exportálás" msgid "New profile name:" msgstr "Új profilnév:" -msgid "Godot Feature Profile" -msgstr "Godot funkcióprofil" +msgid "Redot Feature Profile" +msgstr "Redot funkcióprofil" msgid "Import Profile(s)" msgstr "Profil(ok) importálása" @@ -2266,8 +2267,8 @@ msgstr "Eltávolítás" msgid "Select Template File" msgstr "Válasszon sablonfájlt" -msgid "Godot Export Templates" -msgstr "Godot export sablonok" +msgid "Redot Export Templates" +msgstr "Redot export sablonok" msgid "Exporting All" msgstr "Összes exportálása" @@ -3828,8 +3829,8 @@ msgstr "Téma Mentése Másként..." msgid "Online Docs" msgstr "Online Dokumentáció" -msgid "Open Godot online documentation." -msgstr "Godot online dokumentáció megnyitása." +msgid "Open Redot online documentation." +msgstr "Redot online dokumentáció megnyitása." msgid "Find Next" msgstr "Következő Keresése" diff --git a/editor/translations/editor/id.po b/editor/translations/editor/id.po index 2cc5475bfd..eafe0100a9 100644 --- a/editor/translations/editor/id.po +++ b/editor/translations/editor/id.po @@ -1,4 +1,5 @@ -# Indonesian translation of the Godot Engine editor interface. +# Indonesian translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -66,8 +67,8 @@ # "Achmad Izzuddin (Adin)" <achmadizzuddin999@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-28 12:59+0000\n" "Last-Translator: \"Achmad Izzuddin (Adin)\" <achmadizzuddin999@gmail.com>\n" @@ -1948,8 +1949,8 @@ msgstr "Nama berkas sudah valid." msgid "Double-click to open in browser." msgstr "Klik dua kali untuk membuka di browser." -msgid "Thanks from the Godot community!" -msgstr "Terimakasih dari komunitas Godot!" +msgid "Thanks from the Redot community!" +msgstr "Terimakasih dari komunitas Redot!" msgid "(unknown)" msgstr "(tidak diketahui)" @@ -1961,8 +1962,8 @@ msgstr "" "Tanggal commit Git: %s\n" "Klik untuk menyalin angka versi." -msgid "Godot Engine contributors" -msgstr "Kontributor Godot Engine" +msgid "Redot Engine contributors" +msgstr "Kontributor Redot Engine" msgid "Project Founders" msgstr "Penemu Proyek" @@ -2011,12 +2012,12 @@ msgid "Third-party Licenses" msgstr "Lisensi Pihak Ketiga" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine mengandalkan sejumlah pustaka bebas dan sumber terbuka pihak " +"Redot Engine mengandalkan sejumlah pustaka bebas dan sumber terbuka pihak " "ketiga, semuanya cocok dengan persyaratan lisensi MIT. Berikut adalah daftar " "lengkap semua komponen pihak ketiga dengan pernyataan hak cipta dan lisensi " "masing-masing." @@ -2453,8 +2454,8 @@ msgstr "[kosong]" msgid "[unsaved]" msgstr "[belum disimpan]" -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" +msgid "%s - Redot Engine" +msgstr "%s - Redot Engine" msgid "Dock Position" msgstr "Posisi Pengait" @@ -2596,8 +2597,8 @@ msgstr "Buat atau impor profil untuk mengedit kelas dan properti yang tersedia." msgid "New profile name:" msgstr "Nama profil baru:" -msgid "Godot Feature Profile" -msgstr "Profil Fitur Godot" +msgid "Redot Feature Profile" +msgstr "Profil Fitur Redot" msgid "Import Profile(s)" msgstr "Impor Profil" @@ -3641,8 +3642,8 @@ msgstr "Sarankan Fitur" msgid "Send Docs Feedback" msgstr "Kirim Tanggapan Dokumentasi" -msgid "Support Godot Development" -msgstr "Dukung pengembangan Godot" +msgid "Support Redot Development" +msgstr "Dukung pengembangan Redot" msgid "" "Choose a rendering method.\n" @@ -4338,8 +4339,8 @@ msgstr "Uninstal Template" msgid "Select Template File" msgstr "Pilih berkas templat" -msgid "Godot Export Templates" -msgstr "Templat Ekspor Godot" +msgid "Redot Export Templates" +msgstr "Templat Ekspor Redot" msgid "" "The templates will continue to download.\n" @@ -4523,19 +4524,19 @@ msgstr "Ekspor PCK/ZIP..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "Ekspor sumber daya proyek sebagai PCK atau ZIP. Ini bukan merupakan bangunan/" -"build yang dapat dimainkan, hanya data proyek tanpa aplikasi Godot." +"build yang dapat dimainkan, hanya data proyek tanpa aplikasi Redot." msgid "Export Project..." msgstr "Ekspor Proyek..." msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"Ekspor proyek sebagai build yang dapat dimainkan (aplikasi Godot dan data " +"Ekspor proyek sebagai build yang dapat dimainkan (aplikasi Redot dan data " "proyek) untuk prasetel yang dipilih." msgid "Export All" @@ -4550,8 +4551,8 @@ msgstr "Ekspor Semua..." msgid "ZIP File" msgstr "Berkas ZIP" -msgid "Godot Project Pack" -msgstr "Paket Proyek Godot" +msgid "Redot Project Pack" +msgstr "Paket Proyek Redot" msgid "Export templates for this platform are missing:" msgstr "Tidak ada templat ekspor untuk platform ini:" @@ -8778,8 +8779,8 @@ msgstr "Simpan Tema sebagai..." msgid "Online Docs" msgstr "Online Dokumentasi" -msgid "Open Godot online documentation." -msgstr "Buka dokumentasi daring Godot." +msgid "Open Redot online documentation." +msgstr "Buka dokumentasi daring Redot." msgid "Unsaved file." msgstr "File tidak disimpan." @@ -10683,11 +10684,11 @@ msgstr "" "dan 'y'." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Ekspresi Bahasa Godot Shader Kustom, dengan jumlah khusus port masukan dan " +"Ekspresi Bahasa Redot Shader Kustom, dengan jumlah khusus port masukan dan " "keluaran. Ini adalah injeksi langsung kode ke fungsi titik/fragmen/cahaya, " "jangan menggunakannya untuk menulis deklarasi fungsi di dalamnya." @@ -10701,24 +10702,24 @@ msgid "Are you sure to run %d projects at once?" msgstr "Apakah Anda yakin menjalankan %d proyek sekaligus?" msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"Proyek \"%s\" yang dipilih tidak menentukan versi Godot yang didukung dalam " +"Proyek \"%s\" yang dipilih tidak menentukan versi Redot yang didukung dalam " "file konfigurasinya (\"projek.godot\").\n" "\n" "Asal proyek: %s\n" "\n" "Jika Anda melanjutkan dengan membukanya, maka akan dikonversi ke format " -"berkas konfigurasi Godot saat ini.\n" +"berkas konfigurasi Redot saat ini.\n" "\n" "Peringatan: Anda tidak akan bisa membuka proyek dengan versi Engine " "sebelumnya lagi." diff --git a/editor/translations/editor/it.po b/editor/translations/editor/it.po index 66e5c2b6e9..bb1199a6a3 100644 --- a/editor/translations/editor/it.po +++ b/editor/translations/editor/it.po @@ -1,4 +1,5 @@ -# Italian translation of the Godot Engine editor interface. +# Italian translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -108,8 +109,8 @@ # Daniele Basso <d.bass05@proton.me>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-03 22:09+0000\n" "Last-Translator: Riteo Siuga <riteo@posteo.net>\n" @@ -2042,8 +2043,8 @@ msgstr "Il nome della cartella è valido." msgid "Double-click to open in browser." msgstr "Doppio clic per aprire nel browser." -msgid "Thanks from the Godot community!" -msgstr "Grazie dalla comunità di Godot!" +msgid "Thanks from the Redot community!" +msgstr "Grazie dalla comunità di Redot!" msgid "(unknown)" msgstr "(sconosciuto)" @@ -2055,8 +2056,8 @@ msgstr "" "Git commit date: %s\n" "Premi per copiare il numero di versione." -msgid "Godot Engine contributors" -msgstr "Contributori di Godot Engine" +msgid "Redot Engine contributors" +msgstr "Contributori di Redot Engine" msgid "Project Founders" msgstr "Fondatori del progetto" @@ -2108,12 +2109,12 @@ msgid "Third-party Licenses" msgstr "Licenze di terze parti" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine dipende da molte librerie di terze parti gratuite e aperte, " +"Redot Engine dipende da molte librerie di terze parti gratuite e aperte, " "tutte compatibili con i termini della sua licenza MIT. Qui di seguito una " "lista esaustiva di tutti i componenti di terze parti con le rispettive " "dichiarazioni sui loro diritti d'autore e termini di licenza." @@ -2611,8 +2612,8 @@ msgstr "[vuoto]" msgid "[unsaved]" msgstr "[non salvato]" -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" +msgid "%s - Redot Engine" +msgstr "%s - Redot Engine" msgid "Move this dock right one tab." msgstr "Sposta questo pannello a destra di una scheda." @@ -2778,8 +2779,8 @@ msgstr "" msgid "New profile name:" msgstr "Nome del nuovo profilo:" -msgid "Godot Feature Profile" -msgstr "Profilo di funzionalità di Godot" +msgid "Redot Feature Profile" +msgstr "Profilo di funzionalità di Redot" msgid "Import Profile(s)" msgstr "Importa i profili" @@ -3467,10 +3468,10 @@ msgstr "Manca il file '%s' o una delle sue dipendenze." msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" "Il file '%s' è salvato in un formato più recente rispetto ai formati " -"supportati da questa versione di Godot e pertanto non può essere aperto." +"supportati da questa versione di Redot e pertanto non può essere aperto." msgid "Error while loading file '%s'." msgstr "Errore caricando il file '%s'." @@ -4121,11 +4122,11 @@ msgstr "Suggerisci una funzionalità" msgid "Send Docs Feedback" msgstr "Manda un parere sulla documentazione" -msgid "About Godot..." -msgstr "Info su Godot..." +msgid "About Redot..." +msgstr "Info su Redot..." -msgid "Support Godot Development" -msgstr "Supporta lo sviluppo di Godot" +msgid "Support Redot Development" +msgstr "Supporta lo sviluppo di Redot" msgid "" "Choose a rendering method.\n" @@ -4981,8 +4982,8 @@ msgstr "Disinstalla il modello" msgid "Select Template File" msgstr "Seleziona il file del modello" -msgid "Godot Export Templates" -msgstr "Modelli di esportazione di Godot" +msgid "Redot Export Templates" +msgstr "Modelli di esportazione di Redot" msgid "" "The templates will continue to download.\n" @@ -5182,19 +5183,19 @@ msgstr "Esporta il PCK/ZIP..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "Esporta le risorse del progetto sotto forma di file PCK o ZIP. Questa non è " -"una versione giocabile, solo i dati del progetto senza un eseguibile Godot." +"una versione giocabile, solo i dati del progetto senza un eseguibile Redot." msgid "Export Project..." msgstr "Esporta il progetto..." msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"Esporta il progetto come una versione giocabile (eseguibile Godot e dati del " +"Esporta il progetto come una versione giocabile (eseguibile Redot e dati del " "progetto) per le preimpostazioni selezionate." msgid "Export All" @@ -5209,8 +5210,8 @@ msgstr "Esporta tutto..." msgid "ZIP File" msgstr "File ZIP" -msgid "Godot Project Pack" -msgstr "Pacchetto di progetto Godot" +msgid "Redot Project Pack" +msgstr "Pacchetto di progetto Redot" msgid "Export templates for this platform are missing:" msgstr "Modelli di esportazione mancanti per questa piattaforma:" @@ -10380,8 +10381,8 @@ msgstr "Errore di salvataggio" msgid "Save Theme As..." msgstr "Salva tema come..." -msgid "Open '%s' in Godot online documentation." -msgstr "Apri '%s' nella documentazione online di Godot." +msgid "Open '%s' in Redot online documentation." +msgstr "Apri '%s' nella documentazione online di Redot." msgid "Open in Online Docs" msgstr "Apri in documentazione online" @@ -10389,8 +10390,8 @@ msgstr "Apri in documentazione online" msgid "Online Docs" msgstr "Documentazione online" -msgid "Open Godot online documentation." -msgstr "Apri la documentazione online di Godot." +msgid "Open Redot online documentation." +msgstr "Apri la documentazione online di Redot." msgid "Unsaved file." msgstr "File non salvato." @@ -13191,8 +13192,8 @@ msgstr "Costante booleana." msgid "Boolean parameter." msgstr "Parametro booleano." -msgid "Translated to '%s' in Godot Shading Language." -msgstr "Tradotto in '%s' nel Godot Shading Language." +msgid "Translated to '%s' in Redot Shading Language." +msgstr "Tradotto in '%s' nel Redot Shading Language." msgid "'%s' input parameter for all shader modes." msgstr "Parametro d'ingresso '%s' per tutte le modalità di shader." @@ -13960,22 +13961,22 @@ msgstr "" "grafico." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Espressione personalizzata in Godot Shader Language, con un numero " +"Espressione personalizzata in Redot Shader Language, con un numero " "personalizzato di porte d'ingresso e di uscita. È una iniezione diretta di " "codice nella funzione vertex/fragment/light, non usarla per scrivere " "dichiarazioni di funzioni all'interno." msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." msgstr "" -"Espressione personalizzata per il Godot Shader Language, posta in cima allo " +"Espressione personalizzata per il Redot Shader Language, posta in cima allo " "shader risultante. È possibile inserire varie definizioni di funzioni " "all'interno e richiamarle in seguito nelle espressioni. È possibile anche " "dichiarare varying, uniformi e costanti." @@ -14063,31 +14064,31 @@ msgstr "" "verranno saltati." msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"Il progetto selezionato \"%s\" non indica la versione compatibile di Godot " +"Il progetto selezionato \"%s\" non indica la versione compatibile di Redot " "nel suo file di configurazione (\"project.godot\").\n" "\n" "Percorso del progetto: %s\n" "\n" "Se si procede con l'apertura, verrà convertito al formato attuale di " -"configurazione di Godot.\n" +"configurazione di Redot.\n" "\n" "Attenzione: Non sarà più possibile aprire questo progetto con una versione " "precedente del motore." msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -14101,8 +14102,8 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"Il progetto \"%s\" selezionato è stato generato da Godot 3.x e deve essere " -"convertito per Godot 4.x.\n" +"Il progetto \"%s\" selezionato è stato generato da Redot 3.x e deve essere " +"convertito per Redot 4.x.\n" "\n" "Percorso del progetto: %s\n" "\n" @@ -14161,45 +14162,45 @@ msgstr "" msgid "" "Warning: This project uses double precision floats, but this version of\n" -"Godot uses single precision floats. Opening this project may cause data " +"Redot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" "Attenzione: Questo progetto utilizza numeri in virgola mobile a doppia " "precisione, ma questa versione di\n" -"Godot utilizza numeri in virgola mobile a singola precisione. Aprire questo " +"Redot utilizza numeri in virgola mobile a singola precisione. Aprire questo " "progetto potrebbe causare la perdita di dati.\n" "\n" msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"Attenzione: Questo progetto utilizza C#, ma questa compilazione di Godot non " +"Attenzione: Questo progetto utilizza C#, ma questa compilazione di Redot non " "contiene\n" "il modulo Mono. Se si procede, non sarà possibile utilizzare alcuno script in " "C#.\n" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"Attenzione: Questo progetto è stato modificato l'ultima volta in Godot %s. " -"Aprirlo lo convertirà a Godot %s.\n" +"Attenzione: Questo progetto è stato modificato l'ultima volta in Redot %s. " +"Aprirlo lo convertirà a Redot %s.\n" "\n" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" msgstr "" "Attenzione: Questo progetto utilizza le seguenti funzionalità non supportate " -"da questa versione di Godot:\n" +"da questa versione di Redot:\n" "\n" "%s\n" "\n" @@ -14341,17 +14342,17 @@ msgstr "Converti intero progetto" msgid "" "This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3 to work in Godot 4.\n" +"and scripts from Redot 3 to work in Redot 4.\n" "\n" "Note that this is a best-effort conversion, i.e. it makes upgrading the " "project easier, but it will not open out-of-the-box and will still require " "manual adjustments.\n" "\n" "IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." +"operation makes it impossible to open it in older versions of Redot." msgstr "" "Quest'opzione eseguirà una conversione completa del progetto, aggiornando " -"scene, risorse e script da Godot 3 per funzionare con Godot 4.\n" +"scene, risorse e script da Redot 3 per funzionare con Redot 4.\n" "\n" "Nota che questa è una conversione fatta alla meglio, ovvero renderà " "l'aggiornamento del progetto più facile, ma non si aprirà così com'è e " @@ -14359,7 +14360,7 @@ msgstr "" "\n" "IMPORTANTE: Assicurarsi di creare una copia del progetto prima di " "convertirlo, poiché quest'operazione renderà impossibile aprirlo nelle " -"versioni precedenti di Godot." +"versioni precedenti di Redot." msgid "Manage Project Tags" msgstr "Gestisci le etichette del progetto" @@ -14496,12 +14497,12 @@ msgid "Warning: This folder is not empty" msgstr "Attenzione: Questa cartella non è vuota" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" -"Sta per essere creato un progetto di Godot in una cartella non vuota.\n" +"Sta per essere creato un progetto di Redot in una cartella non vuota.\n" "Tutto il contenuto della cartella verrà importato come risorse del progetto!\n" "\n" "Sei sicuro di voler continuare?" @@ -14563,10 +14564,10 @@ msgstr "Metadati di controllo di versione:" msgid "Git" msgstr "Git" -msgid "This project was last edited in a different Godot version: " +msgid "This project was last edited in a different Redot version: " msgstr "" "Questo progetto è stato modificato l'ultima volta in una versione diversa di " -"Godot: " +"Redot: " msgid "This project uses features unsupported by the current build:" msgstr "" @@ -15456,14 +15457,14 @@ msgid "Add Shader Global Parameter" msgstr "Aggiungi un parametro globale di shader" msgid "" -"This project uses meshes with an outdated mesh format from previous Godot " +"This project uses meshes with an outdated mesh format from previous Redot " "versions. The engine needs to update the format in order to use those meshes. " "Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " "You can ignore this message and keep using outdated meshes, but keep in mind " "that this leads to increased load times every time you load the project." msgstr "" "Questo progetto utilizza i mesh di un formato obsoleto proveniente da " -"versioni precedenti di Godot. Il motore ha bisogno di aggiornare il formato " +"versioni precedenti di Redot. Il motore ha bisogno di aggiornare il formato " "per poter utilizzare questi mesh. Si prega di usare lo strumento 'Aggiorna " "superfici di mesh...' dal menu 'Progetto > Strumenti'. Puoi ignorare questo " "messaggio e continuare a usare i mesh obsoleti, ma tieni presente che i tempi " @@ -15485,27 +15486,27 @@ msgid "Attempting to remove " msgstr "Cercando di rimuovere " msgid "" -"The mesh format has changed in Godot 4.2, which affects both imported meshes " -"and meshes authored inside of Godot. The engine needs to update the format in " +"The mesh format has changed in Redot 4.2, which affects both imported meshes " +"and meshes authored inside of Redot. The engine needs to update the format in " "order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"If your project predates Redot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" +"previous versions of Redot.\n" "\n" "You can still use your existing meshes as is. The engine will update each " "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"Il formato per i mesh è cambiato in Godot 4.2, il che influenza sia mesh " -"importati sia mesh creati all'interno di Godot. Il motore ha bisogno di " +"Il formato per i mesh è cambiato in Redot 4.2, il che influenza sia mesh " +"importati sia mesh creati all'interno di Redot. Il motore ha bisogno di " "aggiornare il formato per poter utilizzare questi mesh.\n" "\n" -"Se il tuo progetto precede Godot 4.2 e contiene mesh, ti consigliamo una sola " +"Se il tuo progetto precede Redot 4.2 e contiene mesh, ti consigliamo una sola " "volta di eseguire questo strumento di conversione. L'aggiornamento riavvierà " "l'editor e può richiedere qualche minuto. Una volta aggiornati i mesh non " -"saranno compatibili con le versioni precedenti di Godot.\n" +"saranno compatibili con le versioni precedenti di Redot.\n" "\n" "Puoi ancora usare i mesh così come sono. Il motore aggiornerà ogni mesh in " "memoria, ma l'aggiornamento non verrà salvato. Scegliendo questa opzione i " @@ -15913,14 +15914,14 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "Impossibile caricare eseguibile .NET, nessuna versione compatibile è stata " "trovata.\n" "Tentare di creare/modificare un progetto provocherà un crash.\n" "\n" "Si prega di installare il .NET SDK 6.0 o più recenti da https://dotnet." -"microsoft.com/en-us/download e riavviare Godot." +"microsoft.com/en-us/download e riavviare Redot." msgid "Failed to load .NET runtime" msgstr "Errore durante il caricamento dell'eseguibile .NET" @@ -15940,13 +15941,13 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "Impossibile caricare eseguibile .NET, specificamente hostfxr.\n" "Tentare di creare/modificare un progetto provocherà un crash.\n" "\n" "Si prega di installare il .NET SDK 6.0 o più recenti da https://dotnet." -"microsoft.com/en-us/download e riavviare Godot." +"microsoft.com/en-us/download e riavviare Redot." msgid "%d (%s)" msgstr "%d (%s)" @@ -16324,11 +16325,11 @@ msgstr "" "\"Min SDK\" dovrebbe essere un numero intero valido, ma \"%s\" non è valido." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." msgstr "" "\"Min SDK\" non può essere inferiore di %d, che è la versione richiesta per " -"la libreria di Godot." +"la libreria di Redot." msgid "" "\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." @@ -17222,11 +17223,11 @@ msgid "PWA" msgstr "PWA" msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" -"L'esportazione sul Web è attualmente non supportata in Godot 4 quando si " -"utilizza C#/.NET. Invece, usa Godot 3 per esportare su Web con C#/Mono." +"L'esportazione sul Web è attualmente non supportata in Redot 4 quando si " +"utilizza C#/.NET. Invece, usa Redot 3 per esportare su Web con C#/Mono." msgid "" "If this project does not use C#, use a non-C# editor build to export the " @@ -18335,10 +18336,10 @@ msgstr "" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "Questo nodo è segnato come deprecato e verrà rimosso nelle versioni future.\n" -"Si prega di consultare la documentazione di Godot per informazioni sulla " +"Si prega di consultare la documentazione di Redot per informazioni sulla " "migrazione." msgid "" diff --git a/editor/translations/editor/ja.po b/editor/translations/editor/ja.po index f77a8a4f5b..7700097389 100644 --- a/editor/translations/editor/ja.po +++ b/editor/translations/editor/ja.po @@ -1,4 +1,5 @@ -# Japanese translation of the Godot Engine editor interface. +# Japanese translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -73,8 +74,8 @@ # Tomoo Amano <sh.eer.cat@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-09 17:09+0000\n" "Last-Translator: Tomoo Amano <sh.eer.cat@gmail.com>\n" @@ -1987,8 +1988,8 @@ msgstr "フォルダ名は有効です。" msgid "Double-click to open in browser." msgstr "ダブルクリックでブラウザを開く。" -msgid "Thanks from the Godot community!" -msgstr "Godot コミュニティより感謝を!" +msgid "Thanks from the Redot community!" +msgstr "Redot コミュニティより感謝を!" msgid "(unknown)" msgstr "(不明)" @@ -2000,8 +2001,8 @@ msgstr "" "Gitコミット日時: %s\n" "クリックしてバージョン番号をコピーします。" -msgid "Godot Engine contributors" -msgstr "Godot エンジンに貢献した人々" +msgid "Redot Engine contributors" +msgstr "Redot エンジンに貢献した人々" msgid "Project Founders" msgstr "プロジェクト創始者" @@ -2053,12 +2054,12 @@ msgid "Third-party Licenses" msgstr "サードパーティーライセンス" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engineは、MITライセンスの条項と互換性のある、多数のサードパーティのフ" +"Redot Engineは、MITライセンスの条項と互換性のある、多数のサードパーティのフ" "リーおよびオープンソースライブラリを利用しています。以下は、そのようなすべての" "サードパーティコンポーネントのそれぞれの著作権表示とライセンス条項を網羅したリ" "ストです。" @@ -2552,8 +2553,8 @@ msgstr "[空]" msgid "[unsaved]" msgstr "[未保存]" -msgid "%s - Godot Engine" -msgstr "%s - Godot エンジン" +msgid "%s - Redot Engine" +msgstr "%s - Redot エンジン" msgid "Move this dock right one tab." msgstr "このドックを1つ右に移動します。" @@ -2713,8 +2714,8 @@ msgstr "" msgid "New profile name:" msgstr "新しいプロファイルの名前:" -msgid "Godot Feature Profile" -msgstr "Godot機能プロファイル" +msgid "Redot Feature Profile" +msgstr "Redot機能プロファイル" msgid "Import Profile(s)" msgstr "プロファイルをインポート" @@ -3400,9 +3401,9 @@ msgstr "ファイル '%s' の依存関係が壊れています。" msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" -"ファイル '%s' は、このバージョンのGodotでサポートされている形式よりも新しい形" +"ファイル '%s' は、このバージョンのRedotでサポートされている形式よりも新しい形" "式で保存されているため、開くことができません。" msgid "Error while loading file '%s'." @@ -4011,11 +4012,11 @@ msgstr "機能を提案する" msgid "Send Docs Feedback" msgstr "ドキュメントのフィードバックを送る" -msgid "About Godot..." -msgstr "Godotについて…" +msgid "About Redot..." +msgstr "Redotについて…" -msgid "Support Godot Development" -msgstr "Godotの開発をサポートする" +msgid "Support Redot Development" +msgstr "Redotの開発をサポートする" msgid "" "Choose a rendering method.\n" @@ -4858,8 +4859,8 @@ msgstr "テンプレートをアンインストール" msgid "Select Template File" msgstr "テンプレートファイルを選択" -msgid "Godot Export Templates" -msgstr "Godot エクスポート テンプレート" +msgid "Redot Export Templates" +msgstr "Redot エクスポート テンプレート" msgid "" "The templates will continue to download.\n" @@ -5061,20 +5062,20 @@ msgstr "PCK/Zipのエクスポート..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "プロジェクトリソースを PCK または ZIP パッケージとしてエクスポートします。これ" -"はプレイ可能なビルドではなく、Godot実行ファイルを含まないプロジェクトデータの" +"はプレイ可能なビルドではなく、Redot実行ファイルを含まないプロジェクトデータの" "みです。" msgid "Export Project..." msgstr "プロジェクトのエクスポート..." msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"選択したプリセットの再生可能なビルド (Godot 実行可能ファイルおよびプロジェク" +"選択したプリセットの再生可能なビルド (Redot 実行可能ファイルおよびプロジェク" "ト データ) としてプロジェクトをエクスポートします。" msgid "Export All" @@ -5089,8 +5090,8 @@ msgstr "すべてエクスポート..." msgid "ZIP File" msgstr "ZIPファイル" -msgid "Godot Project Pack" -msgstr "Godotプロジェクトパック" +msgid "Redot Project Pack" +msgstr "Redotプロジェクトパック" msgid "Export templates for this platform are missing:" msgstr "このプラットフォームに対するエクスポート テンプレートが見つかりません:" @@ -10165,8 +10166,8 @@ msgstr "保存エラー" msgid "Save Theme As..." msgstr "テーマを名前をつけて保存..." -msgid "Open '%s' in Godot online documentation." -msgstr "Godotのオンラインドキュメントで '%s' を開く。" +msgid "Open '%s' in Redot online documentation." +msgstr "Redotのオンラインドキュメントで '%s' を開く。" msgid "Open in Online Docs" msgstr "オンラインドキュメントで開く" @@ -10174,8 +10175,8 @@ msgstr "オンラインドキュメントで開く" msgid "Online Docs" msgstr "オンラインドキュメント" -msgid "Open Godot online documentation." -msgstr "Godotのオンラインドキュメントを開く。" +msgid "Open Redot online documentation." +msgstr "Redotのオンラインドキュメントを開く。" msgid "Unsaved file." msgstr "未保存のファイルです。" @@ -12753,8 +12754,8 @@ msgstr "ブール定数。" msgid "Boolean parameter." msgstr "ブール値パラメーター。" -msgid "Translated to '%s' in Godot Shading Language." -msgstr "'%s'をGodotシェーディング言語に翻訳しました。" +msgid "Translated to '%s' in Redot Shading Language." +msgstr "'%s'をRedotシェーディング言語に翻訳しました。" msgid "'%s' input parameter for all shader modes." msgstr "すべてのシェーダーモードの '%s' 入力パラメーター。" @@ -13464,21 +13465,21 @@ msgid "" msgstr "グラフを整理するための説明テキストを含められる長方形の領域。" msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"カスタムのGodotシェーダー言語式。カスタムの量の入出力ポートを持ちます。これは" +"カスタムのRedotシェーダー言語式。カスタムの量の入出力ポートを持ちます。これは" "vertex / fragment / light関数へのコードの直接注入です。内部で関数宣言を書くた" "めにそれを使用しないでください。" msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." msgstr "" -"カスタムGodotシェーダー言語の表現は、シェーディング結果の最後に位置します。さ" +"カスタムRedotシェーダー言語の表現は、シェーディング結果の最後に位置します。さ" "まざまな関数をその中で定義し、表現の中で呼び出すことができます。また変数、パラ" "メーター、定数を宣言することができます。" @@ -13560,33 +13561,33 @@ msgid "" "Note that usual checks for engine version compatibility will be bypassed." msgstr "" "あなたは %d 個のプロジェクトを同時に開いています。確認しますか?\n" -"Godotのバージョン互換性に関する通常チェックがバイパスされることに注意してくだ" +"Redotのバージョン互換性に関する通常チェックがバイパスされることに注意してくだ" "さい。" msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"次のプロジェクト設定ファイル(プロジェクト名: %s)には、作成に使用されたGodot" +"次のプロジェクト設定ファイル(プロジェクト名: %s)には、作成に使用されたRedot" "のバージョンが指定されていません。\n" "\n" "プロジェクトのパス: %s\n" "\n" -"ファイルを開くと、Godotの現在の設定ファイル形式に変換されます。\n" +"ファイルを開くと、Redotの現在の設定ファイル形式に変換されます。\n" "\n" "警告: 以前のバージョンのエンジンではプロジェクトを開けなくなります。" msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -13600,7 +13601,7 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"選択されたプロジェクト \"%s\" は Godot 3.x で生成されたもので、Godot 4.x 用に" +"選択されたプロジェクト \"%s\" は Redot 3.x で生成されたもので、Redot 4.x 用に" "変換する必要があります。\n" "\n" "プロジェクトパス: %s\n" @@ -13658,42 +13659,42 @@ msgstr "" msgid "" "Warning: This project uses double precision floats, but this version of\n" -"Godot uses single precision floats. Opening this project may cause data " +"Redot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" "警告: このプロジェクトでは倍精度浮動小数点数を使用していますが、このバージョン" "の\n" -"Godotは単精度浮動小数点数を使用します。このプロジェクトを開くとデータが失われ" +"Redotは単精度浮動小数点数を使用します。このプロジェクトを開くとデータが失われ" "る可能性があります。\n" "\n" msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"警告 このプロジェクトはC#を使用していますが、Godotのこのビルドには\n" +"警告 このプロジェクトはC#を使用していますが、Redotのこのビルドには\n" "Monoモジュールがありません。先に進めるとC#スクリプトを使用できなくなります。\n" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"警告: このプロジェクトは Godot %s で最後に編集されました。開くと、Godot %s に" +"警告: このプロジェクトは Redot %s で最後に編集されました。開くと、Redot %s に" "変更されます。\n" "\n" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" msgstr "" -"警告: このプロジェクトは、現在の Godot ビルドではサポートされていない以下の機" +"警告: このプロジェクトは、現在の Redot ビルドではサポートされていない以下の機" "能を使用しています:\n" "\n" "%s\n" @@ -13837,23 +13838,23 @@ msgstr "プロジェクト全体を変換" msgid "" "This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3 to work in Godot 4.\n" +"and scripts from Redot 3 to work in Redot 4.\n" "\n" "Note that this is a best-effort conversion, i.e. it makes upgrading the " "project easier, but it will not open out-of-the-box and will still require " "manual adjustments.\n" "\n" "IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." +"operation makes it impossible to open it in older versions of Redot." msgstr "" -"このオプションは、Godot 3からシーン、リソース、スクリプトをGodot 4で動作するよ" +"このオプションは、Redot 3からシーン、リソース、スクリプトをRedot 4で動作するよ" "うに更新する、完全なプロジェクト変換を実行します。\n" "\n" "これはベストエフォート変換であることに注意してください。つまり、プロジェクトの" "アップグレードは簡単になりますが、すぐに開くことはできず、手動での調整が必要に" "なります。\n" "\n" -"重要: この操作を行うと、古いバージョンのGodotで開くことができなくなるので、変" +"重要: この操作を行うと、古いバージョンのRedotで開くことができなくなるので、変" "換する前に必ずプロジェクトをバックアップしてください。" msgid "Manage Project Tags" @@ -13990,12 +13991,12 @@ msgid "Warning: This folder is not empty" msgstr "警告:このフォルダは空ではありません" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" -"空ではないフォルダにGodotプロジェクトを作成します。\n" +"空ではないフォルダにRedotプロジェクトを作成します。\n" "このフォルダ内のすべてのコンテンツがプロジェクトリソースとしてインポートされま" "す!\n" "\n" @@ -14058,12 +14059,12 @@ msgstr "バージョン管理メタデータ:" msgid "Git" msgstr "Git" -msgid "This project was last edited in a different Godot version: " -msgstr "このプロジェクトはGodotの別バージョンで最終変更されました: " +msgid "This project was last edited in a different Redot version: " +msgstr "このプロジェクトはRedotの別バージョンで最終変更されました: " msgid "This project uses features unsupported by the current build:" msgstr "" -"このプロジェクトは現在のGodotビルドでサポートされていない機能を使用しています:" +"このプロジェクトは現在のRedotビルドでサポートされていない機能を使用しています:" msgid "Error: Project is missing on the filesystem." msgstr "エラー: ファイルシステム上にプロジェクトが見つかりません。" @@ -14927,13 +14928,13 @@ msgid "Add Shader Global Parameter" msgstr "シェーダーのグローバルパラメーターを追加" msgid "" -"This project uses meshes with an outdated mesh format from previous Godot " +"This project uses meshes with an outdated mesh format from previous Redot " "versions. The engine needs to update the format in order to use those meshes. " "Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " "You can ignore this message and keep using outdated meshes, but keep in mind " "that this leads to increased load times every time you load the project." msgstr "" -"このプロジェクトでは、以前の Godot バージョンの古いメッシュ形式のメッシュが使" +"このプロジェクトでは、以前の Redot バージョンの古いメッシュ形式のメッシュが使" "用されています。 これらのメッシュを使用するには、エンジンでフォーマットを更新" "する必要があります。 「プロジェクト > ツール」メニューから「メッシュサーフェス" "のアップグレード」ツールを使用してください。 このメッセージを無視して古いメッ" @@ -14956,26 +14957,26 @@ msgid "Attempting to remove " msgstr "削除を試行中 " msgid "" -"The mesh format has changed in Godot 4.2, which affects both imported meshes " -"and meshes authored inside of Godot. The engine needs to update the format in " +"The mesh format has changed in Redot 4.2, which affects both imported meshes " +"and meshes authored inside of Redot. The engine needs to update the format in " "order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"If your project predates Redot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" +"previous versions of Redot.\n" "\n" "You can still use your existing meshes as is. The engine will update each " "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"Godot 4.2 ではメッシュ形式が変更され、インポートされたメッシュと Godot 内で作" +"Redot 4.2 ではメッシュ形式が変更され、インポートされたメッシュと Redot 内で作" "成されたメッシュの両方に影響します。 これらのメッシュを使用するには、エンジン" "でフォーマットを更新する必要があります。\n" "\n" -"プロジェクトが Godot 4.2 よりも古く、メッシュが含まれている場合は、この 1 回限" +"プロジェクトが Redot 4.2 よりも古く、メッシュが含まれている場合は、この 1 回限" "りの変換ツールを実行することをお勧めします。 この更新によりエディタが再起動さ" -"れ、数分かかる場合があります。 アップグレードすると、メッシュは Godot の以前の" +"れ、数分かかる場合があります。 アップグレードすると、メッシュは Redot の以前の" "バージョンと互換性がなくなります。\n" "\n" "既存のメッシュをそのまま使用できます。 エンジンはメモリ内の各メッシュを更新し" @@ -15635,10 +15636,10 @@ msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid." msgstr "「Min SDK」は有効な整数である必要がありますが、無効な「%s」を得ました。" msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." msgstr "" -"「Min SDK」は、Godot ライブラリに必要なバージョンである %d より低くすることは" +"「Min SDK」は、Redot ライブラリに必要なバージョンである %d より低くすることは" "できません。" msgid "" @@ -16419,11 +16420,11 @@ msgid "PWA" msgstr "PWA" msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" -"C#/.NET を使用する場合、Godot 4では Web へのエクスポートは現在サポートされてい" -"ません。代わりに、Godot 3を使用して C#/Mono で Web をターゲットにしてくださ" +"C#/.NET を使用する場合、Redot 4では Web へのエクスポートは現在サポートされてい" +"ません。代わりに、Redot 3を使用して C#/Mono で Web をターゲットにしてくださ" "い。" msgid "" @@ -17470,11 +17471,11 @@ msgstr "" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "このノードは非推奨としてマークされており、将来のバージョンでは削除される予定で" "す。\n" -"移行に関する情報については、Godot のドキュメントを確認してください。" +"移行に関する情報については、Redot のドキュメントを確認してください。" msgid "" "This node is marked as experimental and may be subject to removal or major " diff --git a/editor/translations/editor/ka.po b/editor/translations/editor/ka.po index 75f9b80ed7..362d0eba43 100644 --- a/editor/translations/editor/ka.po +++ b/editor/translations/editor/ka.po @@ -1,4 +1,5 @@ -# Georgian translation of the Godot Engine editor interface. +# Georgian translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -9,8 +10,8 @@ # Temuri Doghonadze <temuri.doghonadze@gmail.com>, 2023, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-14 12:59+0000\n" "Last-Translator: Temuri Doghonadze <temuri.doghonadze@gmail.com>\n" @@ -1091,11 +1092,11 @@ msgstr "საქაღალდის შექმნა" msgid "Folder name is valid." msgstr "საქაღალდის სახელი სწორია." -msgid "Thanks from the Godot community!" -msgstr "მადლობა Godot საზოგადოებისგან!" +msgid "Thanks from the Redot community!" +msgstr "მადლობა Redot საზოგადოებისგან!" -msgid "Godot Engine contributors" -msgstr "Godot ძრავის ხელშემწყობები" +msgid "Redot Engine contributors" +msgstr "Redot ძრავის ხელშემწყობები" msgid "Project Founders" msgstr "პროექტის დამფუძნებლები" diff --git a/editor/translations/editor/ko.po b/editor/translations/editor/ko.po index 9b811f3306..3816b915c9 100644 --- a/editor/translations/editor/ko.po +++ b/editor/translations/editor/ko.po @@ -1,4 +1,5 @@ -# Korean translation of the Godot Engine editor interface. +# Korean translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -70,8 +71,8 @@ # rethinking21 <rethinking21@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-16 08:50+0000\n" "Last-Translator: rethinking21 <rethinking21@gmail.com>\n" @@ -1972,8 +1973,8 @@ msgstr "폴더 이름이 올바릅니다." msgid "Double-click to open in browser." msgstr "더블 클릭하여 브라우저에서 엽니다." -msgid "Thanks from the Godot community!" -msgstr "Godot 커뮤니티에서 감사드립니다!" +msgid "Thanks from the Redot community!" +msgstr "Redot 커뮤니티에서 감사드립니다!" msgid "(unknown)" msgstr "(알 수 없음)" @@ -1985,8 +1986,8 @@ msgstr "" "Git 커밋 일자: %s\n" "버전 값을 복사하려면 클릭하세요." -msgid "Godot Engine contributors" -msgstr "Godot Engine 기여자" +msgid "Redot Engine contributors" +msgstr "Redot Engine 기여자" msgid "Project Founders" msgstr "프로젝트 창립자" @@ -2038,12 +2039,12 @@ msgid "Third-party Licenses" msgstr "제 3자 라이선스" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine은 MIT 라이선스와 호환되는 수많은 제 3자 자유 오픈소스 라이브러리" +"Redot Engine은 MIT 라이선스와 호환되는 수많은 제 3자 자유 오픈소스 라이브러리" "에 의존합니다. 다음은 그러한 제 3자 구성 요소의 전체 목록과 이에 대응하는 저작" "권 선언문 및 라이선스입니다." @@ -2507,8 +2508,8 @@ msgstr "[비었음]" msgid "[unsaved]" msgstr "[저장되지 않음]" -msgid "%s - Godot Engine" -msgstr "%s - Godot 엔진" +msgid "%s - Redot Engine" +msgstr "%s - Redot 엔진" msgid "Dock Position" msgstr "독 위치" @@ -2659,8 +2660,8 @@ msgstr "사용 가능한 클래스와 속성을 편집하려면 프로필을 만 msgid "New profile name:" msgstr "새 프로필 이름:" -msgid "Godot Feature Profile" -msgstr "Godot 기능 프로필" +msgid "Redot Feature Profile" +msgstr "Redot 기능 프로필" msgid "Import Profile(s)" msgstr "프로필 가져오기" @@ -3307,9 +3308,9 @@ msgstr "씬 파일 '%s'이 잘못되었거나 손상되었습니다." msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" -"파일 '%s'은(는) 이 버전의 Godot에서 지원하는 형식보다 새로운 형식으로 저장되" +"파일 '%s'은(는) 이 버전의 Redot에서 지원하는 형식보다 새로운 형식으로 저장되" "어 있으므로 열 수 없습니다." msgid "Saving Scene" @@ -3863,11 +3864,11 @@ msgstr "기능 제안" msgid "Send Docs Feedback" msgstr "문서 피드백 보내기" -msgid "About Godot..." -msgstr "Godot 정보..." +msgid "About Redot..." +msgstr "Redot 정보..." -msgid "Support Godot Development" -msgstr "Godot 개발 지원" +msgid "Support Redot Development" +msgstr "Redot 개발 지원" msgid "" "Choose a rendering method.\n" @@ -4613,8 +4614,8 @@ msgstr "템플릿 제거" msgid "Select Template File" msgstr "템플릿 파일 선택" -msgid "Godot Export Templates" -msgstr "Godot 내보내기 템플릿" +msgid "Redot Export Templates" +msgstr "Redot 내보내기 템플릿" msgid "" "The templates will continue to download.\n" @@ -4811,19 +4812,19 @@ msgstr "PCK/ZIP 내보내기..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "프로젝트의 리소스들을 PCK 또는 ZIP 패키지로 내보냅니다. 이것은 단독으로 실행" -"할 수 없으며, Godot 실행 파일 없이 오직 프로젝트 데이터만을 포함합니다." +"할 수 없으며, Redot 실행 파일 없이 오직 프로젝트 데이터만을 포함합니다." msgid "Export Project..." msgstr "프로젝트 내보내기..." msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"선택된 프리셋을 이용해 프로젝트를 실행할 수 있는 빌드 (Godot 실행 파일 및 프로" +"선택된 프리셋을 이용해 프로젝트를 실행할 수 있는 빌드 (Redot 실행 파일 및 프로" "젝트 데이터)로 내보냅니다." msgid "Export All" @@ -4838,8 +4839,8 @@ msgstr "모두 내보내기..." msgid "ZIP File" msgstr "ZIP 파일" -msgid "Godot Project Pack" -msgstr "Godot 프로젝트 팩" +msgid "Redot Project Pack" +msgstr "Redot 프로젝트 팩" msgid "Export templates for this platform are missing:" msgstr "이 플랫폼에 대한 내보내기 템플릿이 누락됨:" @@ -9541,8 +9542,8 @@ msgstr "테마를 다른 이름으로 저장..." msgid "Online Docs" msgstr "온라인 문서" -msgid "Open Godot online documentation." -msgstr "Godot 온라인 문서를 엽니다." +msgid "Open Redot online documentation." +msgstr "Redot 온라인 문서를 엽니다." msgid "Unsaved file." msgstr "저장되지 않은 파일입니다." @@ -11886,8 +11887,8 @@ msgstr "불리언 상수입니다." msgid "Boolean parameter." msgstr "불리언 매개변수입니다." -msgid "Translated to '%s' in Godot Shading Language." -msgstr "Godot Shading Language에서 '%s'로 번역됩니다." +msgid "Translated to '%s' in Redot Shading Language." +msgstr "Redot Shading Language에서 '%s'로 번역됩니다." msgid "'%s' input parameter for all shader modes." msgstr "모든 셰이더 모드에 대한 '%s' 입력 매개변수입니다." @@ -12579,21 +12580,21 @@ msgid "4D vector parameter." msgstr "4D 벡터 매개변수." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"커스텀 입력 및 출력 포트로 이루어진 커스텀 Godot Shader Language 표현식입니" +"커스텀 입력 및 출력 포트로 이루어진 커스텀 Redot Shader Language 표현식입니" "다. 꼭짓점/프래그먼트/라이트 함수에 직접 코드를 넣는 것이므로 코드 안에 함수 " "선언을 작성하는 용도로 쓸 수 없습니다." msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." msgstr "" -"결과 셰이더 위에 배치되는 커스텀 Godot 셰이더 언어 표현식입니다. 안에 다양한 " +"결과 셰이더 위에 배치되는 커스텀 Redot 셰이더 언어 표현식입니다. 안에 다양한 " "함수 선언을 작성하고 표현식에서 호출할 수 있습니다. Varying, 매개 변수, 상수" "도 선언할 수 있습니다." @@ -12648,29 +12649,29 @@ msgstr "" "엔진 버전 호환성에 대한 일반적인 체크를 건너뛸 것이니 주의하세요." msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"선택된 프로젝트 \"%s\"가 지원되는 Godot 버전 정보를 그 설정 파일(\"project." +"선택된 프로젝트 \"%s\"가 지원되는 Redot 버전 정보를 그 설정 파일(\"project." "godot\") 내에 명시하지 않았습니다.\n" "\n" "프로젝트 경로: %s\n" "\n" -"파일 열기를 계속한다면, 현재 Godot의 구성 파일 형식으로 변환될 것입니다.\n" +"파일 열기를 계속한다면, 현재 Redot의 구성 파일 형식으로 변환될 것입니다.\n" "\n" "경고: 더 이상 이 프로젝트를 이전 버전의 엔진에서 열 수 없을 것입니다." msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -12684,7 +12685,7 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"선택된 프로젝트 \"%s\"는 Godot 3.x 버전에서 만들어졌으며, Godot 4.x에 맞게 변" +"선택된 프로젝트 \"%s\"는 Redot 3.x 버전에서 만들어졌으며, Redot 4.x에 맞게 변" "환되어야 합니다.\n" "\n" "프로젝트 경로: %s\n" @@ -12742,42 +12743,42 @@ msgstr "" msgid "" "Warning: This project uses double precision floats, but this version of\n" -"Godot uses single precision floats. Opening this project may cause data " +"Redot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" "경고: 이 프로젝트는 배정밀도 부동소수점(double precision float)을 사용하지" "만,\n" -"이 버전의 Godot은 단정밀도 부동소수점(single precision float)을 사용합니다.\n" +"이 버전의 Redot은 단정밀도 부동소수점(single precision float)을 사용합니다.\n" "프로젝트를 열면 데이터 손실이 발생할 수도 있습니다.\n" "\n" msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"경고: 이 프로젝트는 C#을 사용하지만, 이 빌드의 Godot은 Mono 모듈을\n" +"경고: 이 프로젝트는 C#을 사용하지만, 이 빌드의 Redot은 Mono 모듈을\n" "지원하지 않습니다. 계속 진행할 경우 C# 스크립트를 사용할 수 없습니다.\n" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"경고: 이 프로젝트는 Godot %s에서 최종 편집되었습니다.\n" -"프로젝트를 열면 Godot %s로 변경됩니다.\n" +"경고: 이 프로젝트는 Redot %s에서 최종 편집되었습니다.\n" +"프로젝트를 열면 Redot %s로 변경됩니다.\n" "\n" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" msgstr "" -"경고: 이 프로젝트는 이 빌드의 Godot에서 지원하지 않는 다음과 같은 기능들을 사" +"경고: 이 프로젝트는 이 빌드의 Redot에서 지원하지 않는 다음과 같은 기능들을 사" "용합니다:\n" "\n" "%s\n" @@ -12892,16 +12893,16 @@ msgstr "프로젝트 전체 변환" msgid "" "This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3 to work in Godot 4.\n" +"and scripts from Redot 3 to work in Redot 4.\n" "\n" "Note that this is a best-effort conversion, i.e. it makes upgrading the " "project easier, but it will not open out-of-the-box and will still require " "manual adjustments.\n" "\n" "IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." +"operation makes it impossible to open it in older versions of Redot." msgstr "" -"이것은 씬이나 리소스, 스크립트를 포함한 프로젝트 전체를 Godot 3에서 Godot 4에 " +"이것은 씬이나 리소스, 스크립트를 포함한 프로젝트 전체를 Redot 3에서 Redot 4에 " "맞게 변환합니다.\n" "\n" "이것은 가장 힘이 덜 드는 선택지이지만, 그렇다고 해도 프로젝트가 아무 문제 없" @@ -12909,7 +12910,7 @@ msgstr "" "다.\n" "\n" "중요: 반드시 변환하기 전에 프로젝트를 어딘가에 백업해 두세요. 변환을 수행하면 " -"이전 버전의 Godot에서 프로젝트를 열지 못하게 됩니다." +"이전 버전의 Redot에서 프로젝트를 열지 못하게 됩니다." msgid "Manage Project Tags" msgstr "프로젝트 태그 설정" @@ -13000,12 +13001,12 @@ msgid "Warning: This folder is not empty" msgstr "경고: 빈 폴더가 아닙니다" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" -"비어있지 않은 폴더에 Godot 프로젝트를 만들고 있습니다.\n" +"비어있지 않은 폴더에 Redot 프로젝트를 만들고 있습니다.\n" "그러면, 폴더 내의 모든 내용물들을 프로젝트 리소스로서 가져올 것입니다!\n" "\n" "정말로 진행하시겠습니까?" @@ -13061,8 +13062,8 @@ msgstr "버전 컨트롤 메타데이터:" msgid "Git" msgstr "Git" -msgid "This project was last edited in a different Godot version: " -msgstr "이 프로젝트는 다른 Godot 버전에서 마지막으로 편집되었습니다: " +msgid "This project was last edited in a different Redot version: " +msgstr "이 프로젝트는 다른 Redot 버전에서 마지막으로 편집되었습니다: " msgid "This project uses features unsupported by the current build:" msgstr "이 프로젝트는 현재 빌드에서는 지원하지 않는 기능을 사용합니다:" @@ -13884,26 +13885,26 @@ msgid "Attempting to remove " msgstr "제거를 시도하고 있습니다. " msgid "" -"The mesh format has changed in Godot 4.2, which affects both imported meshes " -"and meshes authored inside of Godot. The engine needs to update the format in " +"The mesh format has changed in Redot 4.2, which affects both imported meshes " +"and meshes authored inside of Redot. The engine needs to update the format in " "order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"If your project predates Redot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" +"previous versions of Redot.\n" "\n" "You can still use your existing meshes as is. The engine will update each " "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"Godot 4.2에서 메시 포맷이 변경되어, 기존에 불러온 메시와 Godot 내에서 작성한 " +"Redot 4.2에서 메시 포맷이 변경되어, 기존에 불러온 메시와 Redot 내에서 작성한 " "메시를 모두 수정해야 합니다. 엔진은 해당 메시를 사용하기 위해 포맷을 업데이트" "해야 합니다. \n" "\n" -"만약 현재 프로젝트가 Godot 4.2 이전 버전에서 작성되었고 메시가 포함되어있다" +"만약 현재 프로젝트가 Redot 4.2 이전 버전에서 작성되었고 메시가 포함되어있다" "면, 이 변환 툴을 추천합니다. 이 업데이트는 에디터를 재시작하며 몇 분의 시간이 " -"걸립니다. 업그레이드 시 프로젝트 내 메시는 Godot 4.2 이전 버전에서 호환되지 않" +"걸립니다. 업그레이드 시 프로젝트 내 메시는 Redot 4.2 이전 버전에서 호환되지 않" "습니다.\n" "\n" "메시를 그대로 둘 수 있습니다. 엔진은 각 메시를 메모리에 업데이트하지만 저장을 " @@ -14372,10 +14373,10 @@ msgstr "" "\"최소 SDK\"는 올바른 정수여야 하지만, 다음 값은 올바르지 않습니다(\"%s\")." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." msgstr "" -"\"최소 SDK\"는 Godot 라이브러리에 필요한 버전인 %d보다 낮을 수 없습니다." +"\"최소 SDK\"는 Redot 라이브러리에 필요한 버전인 %d보다 낮을 수 없습니다." msgid "" "\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." @@ -14818,11 +14819,11 @@ msgid "Could not read file: \"%s\"." msgstr "파일을 읽을 수 없음: \"%s\"." msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" -"C#/.NET을 사용하는 Godot 4에서는 아직 웹으로 내보내기를 지원하지 않습니다. 필" -"요하다면 대신 C#/Mono를 사용하는 Godot 3을 사용하세요." +"C#/.NET을 사용하는 Redot 4에서는 아직 웹으로 내보내기를 지원하지 않습니다. 필" +"요하다면 대신 C#/Mono를 사용하는 Redot 3을 사용하세요." msgid "" "If this project does not use C#, use a non-C# editor build to export the " @@ -15630,10 +15631,10 @@ msgstr "" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "이 노드는 더 이상 사용되지 않으며 이후 버전에서는 제거될 것입니다.\n" -"더 자세한 사항은 Godot 문서를 참조해 주세요." +"더 자세한 사항은 Redot 문서를 참조해 주세요." msgid "" "This node is marked as experimental and may be subject to removal or major " diff --git a/editor/translations/editor/lv.po b/editor/translations/editor/lv.po index f563355f3e..3469b11bca 100644 --- a/editor/translations/editor/lv.po +++ b/editor/translations/editor/lv.po @@ -1,4 +1,5 @@ -# Latvian translation of the Godot Engine editor interface. +# Latvian translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -15,8 +16,8 @@ # Peter Lauris <peterlauris@gmail.com>, 2023. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2023-11-16 07:52+0000\n" "Last-Translator: Peter Lauris <peterlauris@gmail.com>\n" @@ -1121,11 +1122,11 @@ msgstr "Neizdevās izveidot mapi." msgid "Create Folder" msgstr "Izveidot mapi" -msgid "Thanks from the Godot community!" -msgstr "Paldies no Godot sabiedrības!" +msgid "Thanks from the Redot community!" +msgstr "Paldies no Redot sabiedrības!" -msgid "Godot Engine contributors" -msgstr "Godot Dzinēja ieguldītāji" +msgid "Redot Engine contributors" +msgstr "Redot Dzinēja ieguldītāji" msgid "Project Founders" msgstr "Projekta Dibinātāji" @@ -1158,12 +1159,12 @@ msgid "Third-party Licenses" msgstr "Trešās partijas Licences" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Konstruktors paļaujas uz citiem trešās partijas brīvajām un atvērtā " +"Redot Konstruktors paļaujas uz citiem trešās partijas brīvajām un atvērtā " "avota bibliotēkām, kuras ir saderīgas ar to MIT licences nosacījumiem. " "Sekojošais ir saraksts ar šīm trešās partijas komponentēm ar to autortiesību " "apgalvojumiem un licences nosacījumiem." @@ -1520,8 +1521,8 @@ msgstr "" msgid "New profile name:" msgstr "Jaunais profila nosaukums:" -msgid "Godot Feature Profile" -msgstr "Godot iespēju profils" +msgid "Redot Feature Profile" +msgstr "Redot iespēju profils" msgid "Import Profile(s)" msgstr "Importēt profilu(s)" @@ -2059,8 +2060,8 @@ msgstr "Ieteikt Iespēju" msgid "Send Docs Feedback" msgstr "Sūtīt dokumentu atsauksmi" -msgid "Support Godot Development" -msgstr "Atbalstīt Godot izstrādi" +msgid "Support Redot Development" +msgstr "Atbalstīt Redot izstrādi" msgid "Update Continuously" msgstr "Nepārtraukti Atjaunot" @@ -2918,8 +2919,8 @@ msgstr "Saglabāt motīvu kā..." msgid "Online Docs" msgstr "Tiešsaistes Dokumenti" -msgid "Open Godot online documentation." -msgstr "Atvērt Godot tiešsaistes dokumentāciju." +msgid "Open Redot online documentation." +msgstr "Atvērt Redot tiešsaistes dokumentāciju." msgid "Find Next" msgstr "Atrast Nākamo" diff --git a/editor/translations/editor/ms.po b/editor/translations/editor/ms.po index 61b9b3a161..1e86d727bc 100644 --- a/editor/translations/editor/ms.po +++ b/editor/translations/editor/ms.po @@ -1,4 +1,5 @@ -# Malay translation of the Godot Engine editor interface. +# Malay translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -15,8 +16,8 @@ # ghakindye vv <ghaffur2013@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-03-01 21:04+0000\n" "Last-Translator: ghakindye vv <ghaffur2013@gmail.com>\n" @@ -1343,11 +1344,11 @@ msgstr "Tidak dapat mencipta folder." msgid "Create Folder" msgstr "Cipta Folder" -msgid "Thanks from the Godot community!" -msgstr "Terima kasih dari komuniti Godot!" +msgid "Thanks from the Redot community!" +msgstr "Terima kasih dari komuniti Redot!" -msgid "Godot Engine contributors" -msgstr "Penyumbang Enjin Godot" +msgid "Redot Engine contributors" +msgstr "Penyumbang Enjin Redot" msgid "Project Founders" msgstr "Pengasas Projek" @@ -1380,12 +1381,12 @@ msgid "Third-party Licenses" msgstr "Lesen Pihak Ketiga" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Enjin Godot bergantung kepada beberapa perpustakaan sumber terbuka dan bebas " +"Enjin Redot bergantung kepada beberapa perpustakaan sumber terbuka dan bebas " "pihak ketiga, semuanya serasi dengan syarat-syarat lesen MITnya. Berikut " "adalah senarai lengkap semua komponen pihak ketiga tersebut dengan pernyataan " "hak cipta dan syarat lesen masing-masing." @@ -1742,8 +1743,8 @@ msgstr "" msgid "New profile name:" msgstr "Nama profil baru:" -msgid "Godot Feature Profile" -msgstr "Profil Ciri Godot" +msgid "Redot Feature Profile" +msgstr "Profil Ciri Redot" msgid "Import Profile(s)" msgstr "Import Profil" @@ -2291,8 +2292,8 @@ msgstr "Cadangkan Ciri" msgid "Send Docs Feedback" msgstr "Hantar Maklum Balas Dokumen" -msgid "Support Godot Development" -msgstr "Sokong Pembangunan Godot" +msgid "Support Redot Development" +msgstr "Sokong Pembangunan Redot" msgid "Update Continuously" msgstr "Kemas Kini Secara Berterusan" @@ -2656,8 +2657,8 @@ msgstr "Nyahpasang Templat" msgid "Select Template File" msgstr "Pilih Fail Templat" -msgid "Godot Export Templates" -msgstr "Templat Eksport Godot" +msgid "Redot Export Templates" +msgstr "Templat Eksport Redot" msgid "" "The templates will continue to download.\n" diff --git a/editor/translations/editor/nb.po b/editor/translations/editor/nb.po index d95c36f3be..d6d6ac5ef7 100644 --- a/editor/translations/editor/nb.po +++ b/editor/translations/editor/nb.po @@ -1,4 +1,5 @@ -# Norwegian Bokmål translation of the Godot Engine editor interface. +# Norwegian Bokmål translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -28,8 +29,8 @@ # Fragment Ventures <lasse@fragmentventures.com>, 2023. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2023-11-06 00:35+0000\n" "Last-Translator: Fragment Ventures <lasse@fragmentventures.com>\n" @@ -1047,11 +1048,11 @@ msgstr "Kunne ikke opprette mappe." msgid "Create Folder" msgstr "Opprett mappe" -msgid "Thanks from the Godot community!" -msgstr "Takk fra Godot-samfunnet!" +msgid "Thanks from the Redot community!" +msgstr "Takk fra Redot-samfunnet!" -msgid "Godot Engine contributors" -msgstr "Godot Engine sine bidragsytere" +msgid "Redot Engine contributors" +msgstr "Redot Engine sine bidragsytere" msgid "Project Founders" msgstr "Prosjektgrunnleggere" diff --git a/editor/translations/editor/nl.po b/editor/translations/editor/nl.po index 1127d150a1..8114e8b7a7 100644 --- a/editor/translations/editor/nl.po +++ b/editor/translations/editor/nl.po @@ -1,4 +1,5 @@ -# Dutch translation of the Godot Engine editor interface. +# Dutch translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -81,8 +82,8 @@ # pim wagemans <pimwagemans09@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-10 14:09+0000\n" "Last-Translator: pim wagemans <pimwagemans09@gmail.com>\n" @@ -2010,8 +2011,8 @@ msgstr "Mapnaam is ongeldig." msgid "Double-click to open in browser." msgstr "Dubbelklik om in een browser te openen." -msgid "Thanks from the Godot community!" -msgstr "Bedankt van de Godot-gemeenschap!" +msgid "Thanks from the Redot community!" +msgstr "Bedankt van de Redot-gemeenschap!" msgid "(unknown)" msgstr "(onbekend)" @@ -2023,8 +2024,8 @@ msgstr "" "Git commit datum: %s\n" "Klik om het versienummer te kopiëeren." -msgid "Godot Engine contributors" -msgstr "Bijdragers aan Godot Engine" +msgid "Redot Engine contributors" +msgstr "Bijdragers aan Redot Engine" msgid "Project Founders" msgstr "Projectoprichters" @@ -2076,12 +2077,12 @@ msgid "Third-party Licenses" msgstr "Licenties van derden" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine maakt gebruik van een aantal gratis en open-source bibliotheken, " +"Redot Engine maakt gebruik van een aantal gratis en open-source bibliotheken, " "ontwikkeld door derden, die compatibel zijn met de MIT-licentie. Wat volgt is " "een uitputtende lijst van alle componenten van derde partijen met hun " "respectievelijke copyrightberichten en licentietermen." @@ -2578,8 +2579,8 @@ msgstr "[leeg]" msgid "[unsaved]" msgstr "[niet opgeslagen]" -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" +msgid "%s - Redot Engine" +msgstr "%s - Redot Engine" msgid "Move this dock right one tab." msgstr "Beweeg dit paneel een tabblad naar links." @@ -2740,8 +2741,8 @@ msgstr "" msgid "New profile name:" msgstr "Nieuwe profielnaam:" -msgid "Godot Feature Profile" -msgstr "Godot-eigenschappenprofiel" +msgid "Redot Feature Profile" +msgstr "Redot-eigenschappenprofiel" msgid "Import Profile(s)" msgstr "Profiel(en) importeren" @@ -3325,10 +3326,10 @@ msgstr "Scène bestand \"%s\" lijkt invalide of corrupt te zijn." msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" "Bestand \"%s\" is in een bestandsformaat opgeslagen dat nieuwer is dan de " -"bestandsformaten die ondersteund worden door deze versie van Godot, dus kan " +"bestandsformaten die ondersteund worden door deze versie van Redot, dus kan " "het niet opgeslagen worden." msgid "Saving Scene" @@ -3808,11 +3809,11 @@ msgstr "Stel een functie voor" msgid "Send Docs Feedback" msgstr "Stuur documentatiefeedback" -msgid "About Godot..." -msgstr "Over Godot…" +msgid "About Redot..." +msgstr "Over Redot…" -msgid "Support Godot Development" -msgstr "Steun Godot-ontwikkeling" +msgid "Support Redot Development" +msgstr "Steun Redot-ontwikkeling" msgid "" "Choose a rendering method.\n" @@ -4400,8 +4401,8 @@ msgstr "Sjabloon verwijderen" msgid "Select Template File" msgstr "Selecteer sjabloonbestand" -msgid "Godot Export Templates" -msgstr "Godot Export Templates" +msgid "Redot Export Templates" +msgstr "Redot Export Templates" msgid "" "The templates will continue to download.\n" @@ -4545,19 +4546,19 @@ msgstr "Exporteer PCK/Zip..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "Exporteer de project resources als een PCK of ZIP pakket. Dit is geen " -"uitvoerbare build, alleen de project data zonder Godot executable." +"uitvoerbare build, alleen de project data zonder Redot executable." msgid "Export Project..." msgstr "Exporteer project..." msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"Exporteer het project als een speelbare build (Godot ecxecutable en project " +"Exporteer het project als een speelbare build (Redot ecxecutable en project " "data) voor de geselecteerde voorinstelling." msgid "Export All" @@ -5186,7 +5187,7 @@ msgid "History of recently edited objects." msgstr "Geschiedenis van recent bewerkte objecten." msgid "Open documentation for this object." -msgstr "Open Godot online documentatie." +msgstr "Open Redot online documentatie." msgid "Remove Translation" msgstr "Verwijder vertaling" @@ -7190,8 +7191,8 @@ msgstr "Thema Opslaan Als..." msgid "Online Docs" msgstr "Online Documentatie" -msgid "Open Godot online documentation." -msgstr "Open Godot online documentatie." +msgid "Open Redot online documentation." +msgstr "Open Redot online documentatie." msgid "%s Class Reference" msgstr "%s Klassereferentie" @@ -8450,11 +8451,11 @@ msgstr "" "en 'y''." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Aangepaste Godot Shader Language expressie, met aangepast aantal in- en " +"Aangepaste Redot Shader Language expressie, met aangepast aantal in- en " "uitvoerpoorten. Dit is een directe injectie van code in de vertex/fragment/" "light functie, niet gebruiken om functie declaraties in te schrijven." diff --git a/editor/translations/editor/pl.po b/editor/translations/editor/pl.po index a52509366c..9edaadb565 100644 --- a/editor/translations/editor/pl.po +++ b/editor/translations/editor/pl.po @@ -1,4 +1,5 @@ -# Polish translation of the Godot Engine editor interface. +# Polish translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -92,8 +93,8 @@ # Dawid Kobylewski <d.kobylewski@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-30 21:09+0000\n" "Last-Translator: Dawid Kobylewski <d.kobylewski@gmail.com>\n" @@ -2017,8 +2018,8 @@ msgstr "Nazwa folderu jest prawidłowa." msgid "Double-click to open in browser." msgstr "Kliknij dwukrotnie, aby otworzyć w przeglądarce." -msgid "Thanks from the Godot community!" -msgstr "Podziękowania od społeczności Godota!" +msgid "Thanks from the Redot community!" +msgstr "Podziękowania od społeczności Redota!" msgid "(unknown)" msgstr "(nieznana)" @@ -2030,8 +2031,8 @@ msgstr "" "Data zatwierdzenia git: %s\n" "Kliknij, aby skopiować numer wersji." -msgid "Godot Engine contributors" -msgstr "Współtwórcy Godot Engine" +msgid "Redot Engine contributors" +msgstr "Współtwórcy Redot Engine" msgid "Project Founders" msgstr "Założyciele projektu" @@ -2083,12 +2084,12 @@ msgid "Third-party Licenses" msgstr "Licencje zewnętrzne" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine opiera się na wielu niezależnych i otwartych bibliotekach, " +"Redot Engine opiera się na wielu niezależnych i otwartych bibliotekach, " "wszystkie zgodne z warunkami licencji MIT. Poniżej znajduje się kompletna " "lista wszystkich takich zewnętrznych komponentów wraz z ich oświadczeniami o " "prawach autorskich i postanowieniami licencyjnymi." @@ -2580,8 +2581,8 @@ msgstr "[pusty]" msgid "[unsaved]" msgstr "[niezapisany]" -msgid "%s - Godot Engine" -msgstr "%s - Silnik Godot" +msgid "%s - Redot Engine" +msgstr "%s - Silnik Redot" msgid "Move this dock right one tab." msgstr "Przenieś ten dok w prawo o jedną kartę." @@ -2738,8 +2739,8 @@ msgstr "Utwórz lub zaimportuj profil, by edytować dostępne klasy i właściwo msgid "New profile name:" msgstr "Nazwa nowego profilu:" -msgid "Godot Feature Profile" -msgstr "Profil funkcjonalności Godota" +msgid "Redot Feature Profile" +msgstr "Profil funkcjonalności Redota" msgid "Import Profile(s)" msgstr "Importuj profil(e)" @@ -3419,10 +3420,10 @@ msgstr "Brakujący plik \"%s\" lub jedna z jego zależności." msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" "Plik \"%s\" jest zapisany w formacie, który jest nowszy od formatów " -"wspieranych przez tę wersją Godota, więc nie może zostać otwarty." +"wspieranych przez tę wersją Redota, więc nie może zostać otwarty." msgid "Error while loading file '%s'." msgstr "Błąd podczas wczytywania pliku \"%s\"." @@ -4064,11 +4065,11 @@ msgstr "Zasugeruj funkcjonalność" msgid "Send Docs Feedback" msgstr "Oceń dokumentację" -msgid "About Godot..." +msgid "About Redot..." msgstr "O Godocie..." -msgid "Support Godot Development" -msgstr "Wesprzyj rozwój Godota" +msgid "Support Redot Development" +msgstr "Wesprzyj rozwój Redota" msgid "" "Choose a rendering method.\n" @@ -4908,8 +4909,8 @@ msgstr "Odinstaluj szablon" msgid "Select Template File" msgstr "Wybierz plik szablonu" -msgid "Godot Export Templates" -msgstr "Szablony eksportu Godota" +msgid "Redot Export Templates" +msgstr "Szablony eksportu Redota" msgid "" "The templates will continue to download.\n" @@ -5108,19 +5109,19 @@ msgstr "Eksport PCK/ZIP..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "Eksportuj zasoby projektu jako pakiet PCK lub ZIP. To nie jest grywalna " -"kompilacja, wyłącznie dane projektu bez pliku wykonywalnego Godot." +"kompilacja, wyłącznie dane projektu bez pliku wykonywalnego Redot." msgid "Export Project..." msgstr "Wyeksportuj projekt..." msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"Wyeksportuj projekt jako grywalną kompilację (plik wykonywalny Godot i dane " +"Wyeksportuj projekt jako grywalną kompilację (plik wykonywalny Redot i dane " "projektu) dla wybranego ustawienia wstępnego." msgid "Export All" @@ -5135,8 +5136,8 @@ msgstr "Eksportuj wszystko..." msgid "ZIP File" msgstr "Plik ZIP" -msgid "Godot Project Pack" -msgstr "Paczka projektu Godota" +msgid "Redot Project Pack" +msgstr "Paczka projektu Redota" msgid "Export templates for this platform are missing:" msgstr "Brakuje eksportu szablonów dla tej platformy:" @@ -10252,8 +10253,8 @@ msgstr "Błąd zapisywania" msgid "Save Theme As..." msgstr "Zapisz motyw jako..." -msgid "Open '%s' in Godot online documentation." -msgstr "Otwórz \"%s\" w dokumentacji Godota online." +msgid "Open '%s' in Redot online documentation." +msgstr "Otwórz \"%s\" w dokumentacji Redota online." msgid "Open in Online Docs" msgstr "Otwórz w dokumentacji online" @@ -10261,8 +10262,8 @@ msgstr "Otwórz w dokumentacji online" msgid "Online Docs" msgstr "Dokumentacja online" -msgid "Open Godot online documentation." -msgstr "Otwórz dokumentację Godota online." +msgid "Open Redot online documentation." +msgstr "Otwórz dokumentację Redota online." msgid "Unsaved file." msgstr "Niezapisany plik." @@ -13035,8 +13036,8 @@ msgstr "Stała prawda/fałsz." msgid "Boolean parameter." msgstr "Parametr boolowski." -msgid "Translated to '%s' in Godot Shading Language." -msgstr "Tłumaczone do \"%s\" w języku cieniowania Godota." +msgid "Translated to '%s' in Redot Shading Language." +msgstr "Tłumaczone do \"%s\" w języku cieniowania Redota." msgid "'%s' input parameter for all shader modes." msgstr "Parametr wejściowy \"%s\" dla wszystkich trybów shadera." @@ -13786,21 +13787,21 @@ msgstr "" "grafu." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Własne wyrażenie w języku shaderów Godota, z własną ilością portów wejścia i " +"Własne wyrażenie w języku shaderów Redota, z własną ilością portów wejścia i " "wyjścia. To jest bezpośrednie wstrzyknięcie kodu do funkcji wierzchołków/" "fragmentów/światła, nie używaj tego do deklarowania tych funkcji w środku." msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." msgstr "" -"Własne wyrażenie w języku shaderów Godota, które jest ustawiane na samej " +"Własne wyrażenie w języku shaderów Redota, które jest ustawiane na samej " "górze wynikowego shadera. Możesz wewnątrz utworzyć różne definicje funkcji i " "wywoływać je później w Wyrażeniach. Możesz także deklarować zmienne, " "parametry i stałe." @@ -13886,31 +13887,31 @@ msgstr "" "Typowe sprawdzenia kompatybilności wersji silnika zostaną pominięte." msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" "Wybrany projekt \"%s\" nie posiada w pliku konfiguracyjnym (\"project." -"godot\") informacji o wspieranej wersji Godota .\n" +"godot\") informacji o wspieranej wersji Redota .\n" "\n" "Ścieżka projektu: %s\n" "\n" "Jeśli mimo to go otworzysz, zostanie przekonwertowany do aktualnego formatu " -"pliku konfiguracji Godota.\n" +"pliku konfiguracji Redota.\n" "\n" "Ostrzeżenie: Nie będziesz w stanie więcej otworzyć tego projektu z " "wcześniejszymi wersjami silnika." msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -13924,8 +13925,8 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"Wybrany projekt \"%s\" został stworzony w wersji Godota 3.x i musi zostać " -"przekonwertowany do wersji Godota 4.x.\n" +"Wybrany projekt \"%s\" został stworzony w wersji Redota 3.x i musi zostać " +"przekonwertowany do wersji Redota 4.x.\n" "\n" "Ścieżka projektu: %s\n" "\n" @@ -13983,43 +13984,43 @@ msgstr "" msgid "" "Warning: This project uses double precision floats, but this version of\n" -"Godot uses single precision floats. Opening this project may cause data " +"Redot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" "Ostrzeżenie: Ten projekt używa liczb zmiennoprzecinkowych o podwójnej " "precyzji, ale aktualnie\n" -"używana wersja Godota używa pojedynczej precyzji. Otwarcie projektu może " +"używana wersja Redota używa pojedynczej precyzji. Otwarcie projektu może " "spowodować utratę danych.\n" "\n" msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"Ostrzeżenie: Ten projekt używa C#, ale ten build Godota nie zawiera\n" +"Ostrzeżenie: Ten projekt używa C#, ale ten build Redota nie zawiera\n" "modułu Mono. Jeśli kontynuujesz, nie będziesz mógł uzywać skryptów C#.\n" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"Ostrzeżenie: Ten projekt był ostatnio edytowany w wersji Godota %s. Otwarcie " -"zmieni go do wersji do Godota %s.\n" +"Ostrzeżenie: Ten projekt był ostatnio edytowany w wersji Redota %s. Otwarcie " +"zmieni go do wersji do Redota %s.\n" "\n" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" msgstr "" "Ostrzeżenie: Ten projekt używa następujących funkcjonalności, niewspieranych " -"przez aktualnie używaną wersję Godota:\n" +"przez aktualnie używaną wersję Redota:\n" "\n" "%s\n" "\n" @@ -14160,17 +14161,17 @@ msgstr "Przekonwertuj cały projekt" msgid "" "This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3 to work in Godot 4.\n" +"and scripts from Redot 3 to work in Redot 4.\n" "\n" "Note that this is a best-effort conversion, i.e. it makes upgrading the " "project easier, but it will not open out-of-the-box and will still require " "manual adjustments.\n" "\n" "IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." +"operation makes it impossible to open it in older versions of Redot." msgstr "" "Ta opcja spowoduje pełną konwersję projektu, aktualizację scen, zasobów i " -"skryptów z Godota 3 do Godota 4.\n" +"skryptów z Redota 3 do Redota 4.\n" "\n" "Miej na uwadze, że konwersja zostanie przeprowadzona w najlepszy możliwy " "sposób, dzięki czemu aktualizacja będzie łatwiejsza, ale nadal będą wymagane " @@ -14178,7 +14179,7 @@ msgstr "" "\n" "WAŻNE: Upewnij się, że przed konwersją zrobiłeś kopię zapasową swojego " "projektu, ponieważ przeprowadzenie konwersji uniemożliwi jego otwarcie w " -"starszych wersjach Godota." +"starszych wersjach Redota." msgid "Manage Project Tags" msgstr "Zarządzaj tagami projektu" @@ -14312,12 +14313,12 @@ msgid "Warning: This folder is not empty" msgstr "Ostrzeżenie: Ten folder nie jest pusty" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" -"Zamierzasz utworzyć projekt Godot w niepustym folderze.\n" +"Zamierzasz utworzyć projekt Redot w niepustym folderze.\n" "Cała zawartość tego folderu zostanie zaimportowana jako zasoby projektu!\n" "\n" "Czy na pewno chcesz kontynuować?" @@ -14378,8 +14379,8 @@ msgstr "Metadane kontroli wersji:" msgid "Git" msgstr "Git" -msgid "This project was last edited in a different Godot version: " -msgstr "Ten projekt był ostatnio edytowany w innej wersji Godota: " +msgid "This project was last edited in a different Redot version: " +msgstr "Ten projekt był ostatnio edytowany w innej wersji Redota: " msgid "This project uses features unsupported by the current build:" msgstr "" @@ -15259,14 +15260,14 @@ msgid "Add Shader Global Parameter" msgstr "Dodaj parametr globalny shadera" msgid "" -"This project uses meshes with an outdated mesh format from previous Godot " +"This project uses meshes with an outdated mesh format from previous Redot " "versions. The engine needs to update the format in order to use those meshes. " "Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " "You can ignore this message and keep using outdated meshes, but keep in mind " "that this leads to increased load times every time you load the project." msgstr "" "Ten projekt używa siatki (meshes) z nieaktualnym formacie siatki (mesh) z " -"poprzedniej wersji Godot. Silnik potrzebuje zaktualizować format aby móc " +"poprzedniej wersji Redot. Silnik potrzebuje zaktualizować format aby móc " "używać tych siatek (meshes). Proszę użyj 'Zaktualizuj powierzchnie siatki' w " "menu 'Projekt > Narzędzia'. Możesz zignorować tą wiadomość i wciąż używać " "przestarzałych siatek ale pamiętaj że to wydłuża czas ładowania za każdym " @@ -15286,27 +15287,27 @@ msgid "Attempting to remove " msgstr "Próba usunięcia " msgid "" -"The mesh format has changed in Godot 4.2, which affects both imported meshes " -"and meshes authored inside of Godot. The engine needs to update the format in " +"The mesh format has changed in Redot 4.2, which affects both imported meshes " +"and meshes authored inside of Redot. The engine needs to update the format in " "order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"If your project predates Redot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" +"previous versions of Redot.\n" "\n" "You can still use your existing meshes as is. The engine will update each " "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"Format siatki uległ zmianie w Godot 4.2, co dotyczy zarówno siatek " +"Format siatki uległ zmianie w Redot 4.2, co dotyczy zarówno siatek " "importowanych, jak i siatek stworzonych w Godocie. Aby móc korzystać z tych " "siatek, silnik musi zaktualizować format.\n" "\n" -"Jeśli Twój projekt jest starszy niż Godot 4.2 i zawiera siatki, zalecamy " +"Jeśli Twój projekt jest starszy niż Redot 4.2 i zawiera siatki, zalecamy " "uruchomienie tego jednorazowego narzędzia do konwersji. Ta aktualizacja " "spowoduje ponowne uruchomienie edytora i może zająć kilka minut. Aktualizacja " -"spowoduje, że siatki będą niekompatybilne z poprzednimi wersjami Godota.\n" +"spowoduje, że siatki będą niekompatybilne z poprzednimi wersjami Redota.\n" "\n" "Nadal możesz używać istniejących siatek w niezmienionej postaci. Silnik " "zaktualizuje każdą siatkę w pamięci, ale aktualizacja nie zostanie zapisana. " @@ -15712,14 +15713,14 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "Nie można wczytać środowiska uruchomieniowego .NET, nie znaleziono " "kompatybilnej wersji.\n" "Próba utworzenia/edytowania projektu skończy się awarią.\n" "\n" "Zainstaluj .NET SDK 6.0 lub nowsze z https://dotnet.microsoft.com/en-us/" -"download i zrestartuj Godota." +"download i zrestartuj Redota." msgid "Failed to load .NET runtime" msgstr "Nie udało się załadować środowiska uruchomieniowego .NET" @@ -15739,13 +15740,13 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "Nie można wczytać środowiska uruchomieniowego .NET, a dokładnie hostfxr.\n" "Próba utworzenia/edytowania projektu skończy się awarią.\n" "\n" "Zainstaluj .NET SDK 6.0 lub nowsze z https://dotnet.microsoft.com/en-us/" -"download i zrestartuj Godota." +"download i zrestartuj Redota." msgid "%d (%s)" msgstr "%d (%s)" @@ -16118,11 +16119,11 @@ msgstr "" "która jest nieprawidłowa." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." msgstr "" "Wartość „Min SDK” nie może być niższa niż %d, czyli wersji wymaganej przez " -"bibliotekę Godota." +"bibliotekę Redota." msgid "" "\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." @@ -16994,11 +16995,11 @@ msgid "PWA" msgstr "PWA" msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" "Eksportowanie na przeglądarki nie jest aktualnie wspierane w Godocie 4 z " -"użyciem C#/.NET. Zamiast tego użyj Godota 3, by celować w przeglądarki z C#/" +"użyciem C#/.NET. Zamiast tego użyj Redota 3, by celować w przeglądarki z C#/" "Mono." msgid "" @@ -18077,11 +18078,11 @@ msgstr "" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "Ten węzeł jest oznaczony jako przestarzały i zostanie usunięty w przyszłych " "wersjach.\n" -"Sprawdź dokumentację Godota po informacje na temat migracji." +"Sprawdź dokumentację Redota po informacje na temat migracji." msgid "" "This node is marked as experimental and may be subject to removal or major " diff --git a/editor/translations/editor/pt.po b/editor/translations/editor/pt.po index 83d747a691..052b41b259 100644 --- a/editor/translations/editor/pt.po +++ b/editor/translations/editor/pt.po @@ -1,4 +1,5 @@ -# Portuguese translation of the Godot Engine editor interface. +# Portuguese translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -66,8 +67,8 @@ # AesirVR <vic.eles@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-21 00:32+0000\n" "Last-Translator: Rick and Morty <7777rickandmorty@gmail.com>\n" @@ -1991,8 +1992,8 @@ msgstr "O nome da pasta é válido." msgid "Double-click to open in browser." msgstr "Clique duas vezes para abrir no navegador." -msgid "Thanks from the Godot community!" -msgstr "Agradecimentos da Comunidade Godot!" +msgid "Thanks from the Redot community!" +msgstr "Agradecimentos da Comunidade Redot!" msgid "(unknown)" msgstr "(desconhecido)" @@ -2004,8 +2005,8 @@ msgstr "" "Data de commit: %s\n" "Clique para copiar o número da versão." -msgid "Godot Engine contributors" -msgstr "Contribuidores do Godot Engine" +msgid "Redot Engine contributors" +msgstr "Contribuidores do Redot Engine" msgid "Project Founders" msgstr "Fundadores do Projeto" @@ -2057,12 +2058,12 @@ msgid "Third-party Licenses" msgstr "Licenças de Terceiros" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"O Godot Engine conta com várias Bibliotecas abertas e gratuitas de terceiros, " +"O Redot Engine conta com várias Bibliotecas abertas e gratuitas de terceiros, " "todas compatíveis com os termos da sua licença MIT. A lista seguinte é uma " "lista exaustiva de todos esses Componentes de terceiros com suas respetivas " "declarações de direitos autorais e termos de licença." @@ -2559,8 +2560,8 @@ msgstr "[vazio]" msgid "[unsaved]" msgstr "[não guardado]" -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" +msgid "%s - Redot Engine" +msgstr "%s - Redot Engine" msgid "Move this dock right one tab." msgstr "Mover este painel à direita por um TAB." @@ -2719,8 +2720,8 @@ msgstr "" msgid "New profile name:" msgstr "Novo nome do perfil:" -msgid "Godot Feature Profile" -msgstr "Perfil de Funcionalidades Godot" +msgid "Redot Feature Profile" +msgstr "Perfil de Funcionalidades Redot" msgid "Import Profile(s)" msgstr "Importar Perfil/Perfis" @@ -3400,10 +3401,10 @@ msgstr "Arquivo '%s' ou uma de suas dependências faltantes." msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" "O arquivo '%s' está salvo em um formato que é mais novo que os formatos " -"suportados por esta versão do Godot, então ele não pode ser aberto." +"suportados por esta versão do Redot, então ele não pode ser aberto." msgid "Error while loading file '%s'." msgstr "Erro ao carregar o arquivo '%s'." @@ -4045,11 +4046,11 @@ msgstr "Proponha uma Funcionalidade" msgid "Send Docs Feedback" msgstr "Enviar Sugestão dos Docs" -msgid "About Godot..." -msgstr "Sobre o Godot..." +msgid "About Redot..." +msgstr "Sobre o Redot..." -msgid "Support Godot Development" -msgstr "Apoie o Desenvolvimento do Godot" +msgid "Support Redot Development" +msgstr "Apoie o Desenvolvimento do Redot" msgid "" "Choose a rendering method.\n" @@ -4900,8 +4901,8 @@ msgstr "Desinstalar Modelo" msgid "Select Template File" msgstr "Selecionar Ficheiro de Modelo" -msgid "Godot Export Templates" -msgstr "Modelos de Exportação Godot" +msgid "Redot Export Templates" +msgstr "Modelos de Exportação Redot" msgid "" "The templates will continue to download.\n" @@ -5101,19 +5102,19 @@ msgstr "Exportar PCK/Zip..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "Exporta os recursos do projeto como um pacote PCK ou ZIP. Este não éjogável, " -"apenas são os dados do projeto sem um executável da Godot." +"apenas são os dados do projeto sem um executável da Redot." msgid "Export Project..." msgstr "Exportar Projeto…" msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"Exporta o projeto como um arquivo jogável (Executável da Godot e dados do " +"Exporta o projeto como um arquivo jogável (Executável da Redot e dados do " "projeto) para a predefinição selecionada." msgid "Export All" @@ -5128,8 +5129,8 @@ msgstr "Exportar tudo…" msgid "ZIP File" msgstr "Ficheiro ZIP" -msgid "Godot Project Pack" -msgstr "Pacote do Projeto Godot" +msgid "Redot Project Pack" +msgstr "Pacote do Projeto Redot" msgid "Export templates for this platform are missing:" msgstr "Não existem Modelos de exportação para esta plataforma:" @@ -10233,8 +10234,8 @@ msgstr "Erro ao guardar" msgid "Save Theme As..." msgstr "Guardar tema como..." -msgid "Open '%s' in Godot online documentation." -msgstr "Abrir '%s' na documentação online do Godot." +msgid "Open '%s' in Redot online documentation." +msgstr "Abrir '%s' na documentação online do Redot." msgid "Open in Online Docs" msgstr "Abrir em Online Docs" @@ -10242,8 +10243,8 @@ msgstr "Abrir em Online Docs" msgid "Online Docs" msgstr "Documentação Online" -msgid "Open Godot online documentation." -msgstr "Abrir documentação online do Godot." +msgid "Open Redot online documentation." +msgstr "Abrir documentação online do Redot." msgid "Unsaved file." msgstr "Ficheiro não gravado." @@ -12900,8 +12901,8 @@ msgstr "Constante Lógica." msgid "Boolean parameter." msgstr "Parâmetro booleano." -msgid "Translated to '%s' in Godot Shading Language." -msgstr "Traduzido para '%s' na Linguagem de Shading do Godot." +msgid "Translated to '%s' in Redot Shading Language." +msgstr "Traduzido para '%s' na Linguagem de Shading do Redot." msgid "'%s' input parameter for all shader modes." msgstr "parâmetro de entrada '%s' para todos os modos shader." @@ -13645,22 +13646,22 @@ msgstr "" "grafo." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Expressão personalizada da Linguagem Godot Shader, com quantidade variável de " +"Expressão personalizada da Linguagem Redot Shader, com quantidade variável de " "portas de entrada e saída. Isto é uma injeção direta de código na função " "vertex/fragment/light, não a use para escrever as declarações internas da " "função." msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." msgstr "" -"Expressão personalizada da Linguagem Shader do Godot, que é posta sobre o " +"Expressão personalizada da Linguagem Shader do Redot, que é posta sobre o " "shader resultante. Pode pôr várias definições de função dentro e chamá-las " "posteriormente nas Expressões. Também pode declarar varying, parâmetros e " "constantes." @@ -13733,30 +13734,30 @@ msgstr "" "serão ignoradas." msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"O projeto selecionado \"%s\" não especifica sua versão Godot suportada no " +"O projeto selecionado \"%s\" não especifica sua versão Redot suportada no " "ficheiro de configuração (\"project.godot\") dele.\n" "\n" "Caminho do projeto: %s\n" "\n" "Se prosseguir com a abertura, ele será convertido para o formato de ficheiro " -"de configuração atual do Godot.\n" +"de configuração atual do Redot.\n" "\n" "Aviso: já não poderá abrir o projeto com versões anteriores da engine." msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -13770,8 +13771,8 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"O projeto selecionado \"%s\" foi gerado pelo Godot 3.x e precisa ser " -"convertido para o Godot 4.x.\n" +"O projeto selecionado \"%s\" foi gerado pelo Redot 3.x e precisa ser " +"convertido para o Redot 4.x.\n" "\n" "Caminho do projeto: %s\n" "\n" @@ -13828,42 +13829,42 @@ msgstr "" msgid "" "Warning: This project uses double precision floats, but this version of\n" -"Godot uses single precision floats. Opening this project may cause data " +"Redot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" "Aviso: Este projeto usa double precision floats, mas esta versão do\n" -"Godot usa single precision floats. Abrir este projeto pode causar perda de " +"Redot usa single precision floats. Abrir este projeto pode causar perda de " "dados.\n" "\n" msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"Aviso: Este projeto usa C#, mas esta compilação do Godot não possui\n" +"Aviso: Este projeto usa C#, mas esta compilação do Redot não possui\n" "o módulo mono. Se continuar, não poderá usar nenhum script C#.\n" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"Aviso: Este projeto foi editado pela última vez em Godot %s. A abertura " -"mudará para Godot %s.\n" +"Aviso: Este projeto foi editado pela última vez em Redot %s. A abertura " +"mudará para Redot %s.\n" "\n" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" msgstr "" "Aviso: Este projeto usa os seguintes recursos não suportados por esta versão " -"do Godot:\n" +"do Redot:\n" "\n" "%s\n" "\n" @@ -13991,17 +13992,17 @@ msgstr "Converter Projeto Completo" msgid "" "This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3 to work in Godot 4.\n" +"and scripts from Redot 3 to work in Redot 4.\n" "\n" "Note that this is a best-effort conversion, i.e. it makes upgrading the " "project easier, but it will not open out-of-the-box and will still require " "manual adjustments.\n" "\n" "IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." +"operation makes it impossible to open it in older versions of Redot." msgstr "" "Esta opção realizará a conversão completa do projeto, atualizando cenas, " -"recursos e scripts do Godot 3 para funcionar no Godot 4.\n" +"recursos e scripts do Redot 3 para funcionar no Redot 4.\n" "\n" "Observe que esta é uma conversão de melhor esforço, ou seja, facilita a " "atualização do projeto, mas não abrirá imediatamente e ainda exigirá ajustes " @@ -14009,7 +14010,7 @@ msgstr "" "\n" "IMPORTANTE: Certifique-se de fazer backup do seu projeto antes de converter, " "pois esta operação impossibilita sua abertura em versões mais antigas do " -"Godot." +"Redot." msgid "Manage Project Tags" msgstr "Gerenciar Etiquetas de Projeto" @@ -14112,12 +14113,12 @@ msgid "Warning: This folder is not empty" msgstr "Aviso: Esta pasta não está vazia" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" -"Está prestes a criar um projeto Godot numa pasta não vazia.\n" +"Está prestes a criar um projeto Redot numa pasta não vazia.\n" "Todo o conteúdo desta pasta será importado como recursos do projeto!\n" "\n" "Tem certeza que deseja continuar?" @@ -14175,9 +14176,9 @@ msgstr "Controle de Versão:" msgid "Git" msgstr "Git" -msgid "This project was last edited in a different Godot version: " +msgid "This project was last edited in a different Redot version: " msgstr "" -"Este projeto foi editado pela última vez em uma versão Godot diferente: " +"Este projeto foi editado pela última vez em uma versão Redot diferente: " msgid "This project uses features unsupported by the current build:" msgstr "Este projeto usa recursos não suportados pela versão atual:" @@ -14953,14 +14954,14 @@ msgid "Add Shader Global Parameter" msgstr "Adicionar Parâmetro Global Shader" msgid "" -"This project uses meshes with an outdated mesh format from previous Godot " +"This project uses meshes with an outdated mesh format from previous Redot " "versions. The engine needs to update the format in order to use those meshes. " "Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " "You can ignore this message and keep using outdated meshes, but keep in mind " "that this leads to increased load times every time you load the project." msgstr "" "Este projeto usa malhas com um formato de malha desatualizado de versões " -"anteriores do Godot. O motor precisa atualizar o formato para usar essas " +"anteriores do Redot. O motor precisa atualizar o formato para usar essas " "malhas. Utilize a ferramenta 'Atualizar superfícies de malha' no menu " "'Projeto > Ferramentas'. Você pode ignorar esta mensagem e continuar usando " "malhas desatualizadas, mas lembre-se de que isso aumenta o tempo de " @@ -14982,27 +14983,27 @@ msgid "Attempting to remove " msgstr "Tentando remover. " msgid "" -"The mesh format has changed in Godot 4.2, which affects both imported meshes " -"and meshes authored inside of Godot. The engine needs to update the format in " +"The mesh format has changed in Redot 4.2, which affects both imported meshes " +"and meshes authored inside of Redot. The engine needs to update the format in " "order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"If your project predates Redot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" +"previous versions of Redot.\n" "\n" "You can still use your existing meshes as is. The engine will update each " "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"O formato da malha mudou no Godot 4.2, o que afeta tanto as malhas importadas " -"quanto as criadas dentro do Godot. O motor precisa atualizar o formato para " +"O formato da malha mudou no Redot 4.2, o que afeta tanto as malhas importadas " +"quanto as criadas dentro do Redot. O motor precisa atualizar o formato para " "usar essas malhas.\n" "\n" -"Se o seu projeto for anterior ao Godot 4.2 e contiver malhas, recomendamos " +"Se o seu projeto for anterior ao Redot 4.2 e contiver malhas, recomendamos " "que você execute esta ferramenta de conversão única. Esta atualização " "reiniciará o editor e poderá levar vários minutos. A atualização tornará as " -"malhas incompatíveis com versões anteriores do Godot.\n" +"malhas incompatíveis com versões anteriores do Redot.\n" "\n" "Você ainda pode usar suas malhas existentes como estão. O motor atualizará " "cada malha na memória, mas a atualização não será salva. Escolher esta opção " @@ -15248,14 +15249,14 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "Não foi possível carregar o .NET runtime, não foi encontrada uma versão " "compatível.\n" "A tentativa de criar/editar um projeto conduzirá a uma falha.\n" "\n" "Instale o .NET SDK 6.0 ou posterior a partir de https://dotnet.microsoft.com/" -"en-us/download e reinicie o Godot." +"en-us/download e reinicie o Redot." msgid "Failed to load .NET runtime" msgstr "Falha ao carregar tempo de execução .NET" @@ -15275,14 +15276,14 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "Não é possível carregar o tempo de execução do .NET, especificamente " "hostfxr.\n" "A tentativa de criar/editar um projeto levará a uma falha.\n" "\n" "Instale o .NET SDK 6.0 ou posterior de https://dotnet.microsoft.com/pt-br/" -"download e reinicie o Godot." +"download e reinicie o Redot." msgid "%d (%s)" msgstr "%d (%s)" @@ -15603,11 +15604,11 @@ msgstr "" "inválido." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." msgstr "" "\"Min SDK\" não pode ser inferior a %d, que é a versão necessária para a " -"biblioteca Godot." +"biblioteca Redot." msgid "" "\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." @@ -16401,11 +16402,11 @@ msgid "Could not read file: \"%s\"." msgstr "Não foi possível ler o ficheiro: \"%s\"." msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" -"Atualmente, a exportação para a Web não é suportada no Godot 4 ao usar C#/." -"NET. Use Godot 3 para direcionar a Web com C#/Mono." +"Atualmente, a exportação para a Web não é suportada no Redot 4 ao usar C#/." +"NET. Use Redot 3 para direcionar a Web com C#/Mono." msgid "" "If this project does not use C#, use a non-C# editor build to export the " @@ -17384,10 +17385,10 @@ msgstr "" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "Este nó está marcado como obsoleto e será removido em versões futuras.\n" -"Verifique a documentação do Godot para obter informações sobre migração." +"Verifique a documentação do Redot para obter informações sobre migração." msgid "" "This node is marked as experimental and may be subject to removal or major " diff --git a/editor/translations/editor/pt_BR.po b/editor/translations/editor/pt_BR.po index d3b8a02aec..bd439f2306 100644 --- a/editor/translations/editor/pt_BR.po +++ b/editor/translations/editor/pt_BR.po @@ -1,4 +1,5 @@ -# Portuguese (Brazil) translation of the Godot Engine editor interface. +# Portuguese (Brazil) translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -194,8 +195,8 @@ # Gustavo Lopes <gustavolr035@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: 2016-05-30\n" "PO-Revision-Date: 2024-09-11 06:33+0000\n" "Last-Translator: Douglas Leão <djlsplays@gmail.com>\n" @@ -2116,8 +2117,8 @@ msgstr "O nome da pasta é válido." msgid "Double-click to open in browser." msgstr "Faça um duplo clique para abrir no navegador." -msgid "Thanks from the Godot community!" -msgstr "Agradecimentos da comunidade Godot!" +msgid "Thanks from the Redot community!" +msgstr "Agradecimentos da comunidade Redot!" msgid "(unknown)" msgstr "(desconhecido)" @@ -2129,8 +2130,8 @@ msgstr "" "data do commit no Git: %s\n" "Clique para copiar o número da versão." -msgid "Godot Engine contributors" -msgstr "Contribuidores do Godot Engine" +msgid "Redot Engine contributors" +msgstr "Contribuidores do Redot Engine" msgid "Project Founders" msgstr "Fundadores do Projeto" @@ -2182,12 +2183,12 @@ msgid "Third-party Licenses" msgstr "Licenças de Terceiros" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine depende de várias bibliotecas de código aberto e gratuitas de " +"Redot Engine depende de várias bibliotecas de código aberto e gratuitas de " "terceiros, todas compatíveis com os termos de sua licença MIT. Veja abaixo a " "lista completa de todos esses componentes de terceiros com suas respectivas " "declarações de direitos autorais e termos de licença." @@ -2681,8 +2682,8 @@ msgstr "[vazio]" msgid "[unsaved]" msgstr "[não salvo]" -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" +msgid "%s - Redot Engine" +msgstr "%s - Redot Engine" msgid "Move this dock right one tab." msgstr "Mover este dock uma aba para a direita." @@ -2841,8 +2842,8 @@ msgstr "" msgid "New profile name:" msgstr "Novo nome de perfil:" -msgid "Godot Feature Profile" -msgstr "Perfil de Funcionalidades Godot" +msgid "Redot Feature Profile" +msgstr "Perfil de Funcionalidades Redot" msgid "Import Profile(s)" msgstr "Importar Perfil/Perfis" @@ -3523,10 +3524,10 @@ msgstr "Não foi encontrado arquivo %s ou uma de suas dependências." msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" "O arquivo '%s' está salvo em um formato mais novo do que aqueles suportados " -"por esta versão do Godot, e não pode ser aberto." +"por esta versão do Redot, e não pode ser aberto." msgid "Error while loading file '%s'." msgstr "Erro ao carregar arquivo '%s'." @@ -4167,11 +4168,11 @@ msgstr "Sugira uma Funcionalidade" msgid "Send Docs Feedback" msgstr "Enviar Sugestão de Docs" -msgid "About Godot..." -msgstr "Sobre o Godot..." +msgid "About Redot..." +msgstr "Sobre o Redot..." -msgid "Support Godot Development" -msgstr "Apoie o Desenvolvimento do Godot" +msgid "Support Redot Development" +msgstr "Apoie o Desenvolvimento do Redot" msgid "" "Choose a rendering method.\n" @@ -5025,7 +5026,7 @@ msgstr "Desinstalar Modelo" msgid "Select Template File" msgstr "Selecionar o Arquivo de Modelo" -msgid "Godot Export Templates" +msgid "Redot Export Templates" msgstr "Modelos de Exportação" msgid "" @@ -5226,19 +5227,19 @@ msgstr "Exportar PCK/Zip..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "Exporta os recursos do projeto como um pacote PCK ou ZIP. Este não é um " -"arquivo jogável, apenas os dados do projeto sem um executável da Godot." +"arquivo jogável, apenas os dados do projeto sem um executável da Redot." msgid "Export Project..." msgstr "Exportar Projeto…" msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"Exporta o projeto como um arquivo jogável (Executável da Godot e dados do " +"Exporta o projeto como um arquivo jogável (Executável da Redot e dados do " "projeto) para a predefinição selecionada." msgid "Export All" @@ -5253,8 +5254,8 @@ msgstr "Exportar Tudo…" msgid "ZIP File" msgstr "Arquivo ZIP" -msgid "Godot Project Pack" -msgstr "Pacote do Projeto Godot" +msgid "Redot Project Pack" +msgstr "Pacote do Projeto Redot" msgid "Export templates for this platform are missing:" msgstr "" @@ -10278,14 +10279,14 @@ msgstr "Erro ao salvar" msgid "Save Theme As..." msgstr "Salvar Tema Como..." -msgid "Open '%s' in Godot online documentation." -msgstr "Abrir '%s' na documentação online do Godot." +msgid "Open '%s' in Redot online documentation." +msgstr "Abrir '%s' na documentação online do Redot." msgid "Online Docs" msgstr "Documentação Online" -msgid "Open Godot online documentation." -msgstr "Abrir a documentação online do Godot." +msgid "Open Redot online documentation." +msgstr "Abrir a documentação online do Redot." msgid "Unsaved file." msgstr "Arquivo não salvo." @@ -12965,8 +12966,8 @@ msgstr "Constante booleana." msgid "Boolean parameter." msgstr "Parâmetro booleano." -msgid "Translated to '%s' in Godot Shading Language." -msgstr "Traduzido para '%s' na Linguagem de Shading do Godot." +msgid "Translated to '%s' in Redot Shading Language." +msgstr "Traduzido para '%s' na Linguagem de Shading do Redot." msgid "'%s' input parameter for all shader modes." msgstr "Parâmetro de entrada '%s' para todos os modos de shader." @@ -13712,22 +13713,22 @@ msgstr "" "Uma área retangular com string de descrição para melhor organização de grafos." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Expressão personalizada da Linguagem Shader do Godot, com quantidade " +"Expressão personalizada da Linguagem Shader do Redot, com quantidade " "personalizada de portas de entrada e saída. Esta é uma injeção direta de " "código na função vértice/fragmento/luz, não a use para escrever as " "declarações da função dentro dela." msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." msgstr "" -"Expressão personalizada da Linguagem Shader do Godot, que é colocada sobre o " +"Expressão personalizada da Linguagem Shader do Redot, que é colocada sobre o " "shader resultante. Você pode colocar várias definições de função dentro e " "chamá-las posteriormente nas Expressões. Você também pode declarar varying, " "parâmetros e constantes." @@ -13814,30 +13815,30 @@ msgstr "" "serão ignoradas." msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"O projeto selecionado \"%s\" não especifica sua versão Godot suportada em seu " +"O projeto selecionado \"%s\" não especifica sua versão Redot suportada em seu " "arquivo de configuração (\"project.godot\").\n" "\n" "Caminho do projeto: %s\n" "\n" "Se você prosseguir com a abertura, ele será convertido para o formato de " -"arquivo de configuração atual do Godot.\n" +"arquivo de configuração atual do Redot.\n" "\n" "Aviso: você não poderá mais abrir o projeto com versões anteriores da engine." msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -13851,8 +13852,8 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"O projeto selecionado \"%s\" foi gerado pelo Godot 3.x e precisa ser " -"convertido para o Godot 4.x.\n" +"O projeto selecionado \"%s\" foi gerado pelo Redot 3.x e precisa ser " +"convertido para o Redot 4.x.\n" "\n" "Caminho do projeto: %s\n" "\n" @@ -13909,42 +13910,42 @@ msgstr "" msgid "" "Warning: This project uses double precision floats, but this version of\n" -"Godot uses single precision floats. Opening this project may cause data " +"Redot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" "Aviso: Este projeto usa double precision floats, mas esta versão do\n" -"Godot usa single precision floats. Abrir este projeto pode causar perda de " +"Redot usa single precision floats. Abrir este projeto pode causar perda de " "dados.\n" "\n" msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"Aviso: Este projeto usa C#, mas esta compilação do Godot não possui\n" +"Aviso: Este projeto usa C#, mas esta compilação do Redot não possui\n" "o módulo mono. Se você continuar, não poderá usar nenhum script C#.\n" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"Aviso: Este projeto foi editado pela última vez em Godot %s. A abertura o " -"mudará para Godot %s.\n" +"Aviso: Este projeto foi editado pela última vez em Redot %s. A abertura o " +"mudará para Redot %s.\n" "\n" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" msgstr "" "Aviso: Este projeto usa os seguintes recursos não suportados por esta versão " -"do Godot:\n" +"do Redot:\n" "\n" "%s\n" "\n" @@ -14086,24 +14087,24 @@ msgstr "Converter Projeto Completo" msgid "" "This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3 to work in Godot 4.\n" +"and scripts from Redot 3 to work in Redot 4.\n" "\n" "Note that this is a best-effort conversion, i.e. it makes upgrading the " "project easier, but it will not open out-of-the-box and will still require " "manual adjustments.\n" "\n" "IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." +"operation makes it impossible to open it in older versions of Redot." msgstr "" "Esta opção realizará a conversão completa do projeto, atualizando cenas, " -"recursos e scripts do Godot 3 para funcionar no Godot 4.\n" +"recursos e scripts do Redot 3 para funcionar no Redot 4.\n" "\n" "Observe que esta é uma conversão de melhor esforço, ou seja, facilita a " "atualização do projeto, mas não será aberta imediatamente e ainda exigirá " "ajustes manuais.\n" "\n" "IMPORTANTE: Certifique-se de fazer backup do seu projeto antes de converter, " -"pois esta operação impossibilita a abertura em versões mais antigas do Godot." +"pois esta operação impossibilita a abertura em versões mais antigas do Redot." msgid "Manage Project Tags" msgstr "Gerenciar tags de projeto" @@ -14204,12 +14205,12 @@ msgid "Warning: This folder is not empty" msgstr "Aviso: Esta pasta não está vazia" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" -"Você está prestes a criar um projeto Godot em uma pasta não vazia.\n" +"Você está prestes a criar um projeto Redot em uma pasta não vazia.\n" "Todo o conteúdo desta pasta será importado como recursos do projeto!\n" "\n" "Tem certeza que deseja continuar?" @@ -14267,9 +14268,9 @@ msgstr "Controle de Versão:" msgid "Git" msgstr "Git" -msgid "This project was last edited in a different Godot version: " +msgid "This project was last edited in a different Redot version: " msgstr "" -"Este projeto foi editado pela última vez em uma versão diferente do Godot: " +"Este projeto foi editado pela última vez em uma versão diferente do Redot: " msgid "This project uses features unsupported by the current build:" msgstr "Este projeto usa recursos não suportados pela compilação atual:" @@ -15128,14 +15129,14 @@ msgid "Add Shader Global Parameter" msgstr "Adicionar Parâmetro Global Shader" msgid "" -"This project uses meshes with an outdated mesh format from previous Godot " +"This project uses meshes with an outdated mesh format from previous Redot " "versions. The engine needs to update the format in order to use those meshes. " "Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " "You can ignore this message and keep using outdated meshes, but keep in mind " "that this leads to increased load times every time you load the project." msgstr "" "Este projeto utiliza malhas com um formato obsoleto de versões anteriores do " -"Godot. A engine precisa atualizar o formato para utilizar essas malhas. Por " +"Redot. A engine precisa atualizar o formato para utilizar essas malhas. Por " "favor, use a ferramenta 'Atualizar Superfícies de Malhas' do menu de 'Projeto " "> Ferramentas'. Você pode ignorar esta mensagem e continuar utilizando as " "malhas desatualizadas, mas tenha em mente que isso pode levar a um " @@ -15157,27 +15158,27 @@ msgid "Attempting to remove " msgstr "Tentando remover. " msgid "" -"The mesh format has changed in Godot 4.2, which affects both imported meshes " -"and meshes authored inside of Godot. The engine needs to update the format in " +"The mesh format has changed in Redot 4.2, which affects both imported meshes " +"and meshes authored inside of Redot. The engine needs to update the format in " "order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"If your project predates Redot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" +"previous versions of Redot.\n" "\n" "You can still use your existing meshes as is. The engine will update each " "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"O formato de malha mudou na versão 4.2 do Godot, que afeta tanto malhas " -"importadas quanto malhas criadas dentro do Godot. A engine precisa atualizar " +"O formato de malha mudou na versão 4.2 do Redot, que afeta tanto malhas " +"importadas quanto malhas criadas dentro do Redot. A engine precisa atualizar " "o formato para utilizar essas malhas.\n" "\n" -"Se o seu projeto precede o Godot 4.2 e contém malhas, nós recomendamos que " +"Se o seu projeto precede o Redot 4.2 e contém malhas, nós recomendamos que " "você execute essa ferramenta de conversão única. Essa atualização reiniciará " "o editor e poderá levar vários minutos. Atualizar as malhas fará com que elas " -"sejam incompatíveis com versões anteriores do Godot.\n" +"sejam incompatíveis com versões anteriores do Redot.\n" "\n" "Você ainda pode usar as malhas como estão. A engine irá atualizar cada malha " "na memória, porém essa atualização não será salva. Escolher essa opção levará " @@ -15479,7 +15480,7 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "Não foi possível carregar .NET runtime, não foi encotnrada versão " "compatível.\n" @@ -15487,7 +15488,7 @@ msgstr "" "programa.\n" "\n" "Por favor instale o .NET SDK 6.0 ou superior em https://dotnet.microsoft.com/" -"en-us/download e reinicie o Godot." +"en-us/download e reinicie o Redot." msgid "Failed to load .NET runtime" msgstr "Falha ao carregar tempo de execução .NET" @@ -15500,14 +15501,14 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "Não foi possível carregar o .NET runtime, em específico o hostfxr.\n" "Tentar criar/editar um projeto irá resultará em erros e encerramento do " "programa.\n" "\n" "Por favor instale o .NET SDK 6.0 ou superior em https://dotnet.microsoft.com/" -"en-us/download e reinicie o Godot." +"en-us/download e reinicie o Redot." msgid "%d (%s)" msgstr "%d (%s)" @@ -15838,11 +15839,11 @@ msgstr "" "inválido." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." msgstr "" "\"Min SDK\" não pode ser inferior a %d, que é a versão necessária para a " -"biblioteca Godot." +"biblioteca Redot." msgid "" "\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." @@ -16601,11 +16602,11 @@ msgid "PWA" msgstr "PWA" msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" -"Atualmente, a exportação para a Web não é suportada no Godot 4 ao usar C#/." -"NET. Em vez disso, use Godot 3 para direcionar a Web com C#/Mono." +"Atualmente, a exportação para a Web não é suportada no Redot 4 ao usar C#/." +"NET. Em vez disso, use Redot 3 para direcionar a Web com C#/Mono." msgid "" "If this project does not use C#, use a non-C# editor build to export the " @@ -17599,10 +17600,10 @@ msgstr "" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "Este nó está marcado como obsoleto e será removido em versões futuras.\n" -"Verifique a documentação do Godot para obter informações sobre migração." +"Verifique a documentação do Redot para obter informações sobre migração." msgid "" "This node is marked as experimental and may be subject to removal or major " diff --git a/editor/translations/editor/ro.po b/editor/translations/editor/ro.po index 3c37c4b224..641f2df831 100644 --- a/editor/translations/editor/ro.po +++ b/editor/translations/editor/ro.po @@ -1,4 +1,5 @@ -# Romanian translation of the Godot Engine editor interface. +# Romanian translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -32,8 +33,8 @@ # Vasile Milea <milea.vasile959@gmail.com>, 2023. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-10 09:01+0000\n" "Last-Translator: FlooferLand <yunaflarf@gmail.com>\n" @@ -902,11 +903,11 @@ msgstr "Directorul nu a putut fi creat." msgid "Create Folder" msgstr "Creare folder" -msgid "Thanks from the Godot community!" -msgstr "Mulțumesc din partea comunităţii Godot!" +msgid "Thanks from the Redot community!" +msgstr "Mulțumesc din partea comunităţii Redot!" -msgid "Godot Engine contributors" -msgstr "Contribuabili Motor Godot" +msgid "Redot Engine contributors" +msgstr "Contribuabili Motor Redot" msgid "Project Founders" msgstr "Fondatorii Proiectului" @@ -943,12 +944,12 @@ msgid "Third-party Licenses" msgstr "Licenţe Thirdparty" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Motorul Godot se bazează pe un număr de biblioteci thirdparty gratis și " +"Motorul Redot se bazează pe un număr de biblioteci thirdparty gratis și " "opensource, toate compatibile cu termenii licenţei MIT ai lui. Mai jos este o " "listă exhaustivă a tuturor acestor componente de thirdparty cu declaraţiile " "de autor respective şi termenii licenței." @@ -1272,7 +1273,7 @@ msgstr "" msgid "New profile name:" msgstr "Nume de profil nou:" -msgid "Godot Feature Profile" +msgid "Redot Feature Profile" msgstr "Administrează Șabloanele de Export" msgid "Import Profile(s)" @@ -1917,8 +1918,8 @@ msgstr "Dezinstalează" msgid "Download from:" msgstr "Descărcați din:" -msgid "Godot Export Templates" -msgstr "Șabloane de export Godot" +msgid "Redot Export Templates" +msgstr "Șabloane de export Redot" msgid "Duplicate" msgstr "Duplicat" @@ -3211,8 +3212,8 @@ msgstr "Eroare la importare" msgid "Online Docs" msgstr "Documentație Online" -msgid "Open Godot online documentation." -msgstr "Deschideți documentația online Godot." +msgid "Open Redot online documentation." +msgstr "Deschideți documentația online Redot." msgid "File" msgstr "Fișier" diff --git a/editor/translations/editor/ru.po b/editor/translations/editor/ru.po index cc7d42f18d..90ddc76a79 100644 --- a/editor/translations/editor/ru.po +++ b/editor/translations/editor/ru.po @@ -1,4 +1,5 @@ -# Russian translation of the Godot Engine editor interface. +# Russian translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -202,8 +203,8 @@ # fingerionam <hurdanukka@gufum.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-08 19:09+0000\n" "Last-Translator: fingerionam <hurdanukka@gufum.com>\n" @@ -2127,8 +2128,8 @@ msgstr "Имя папки является допустимым." msgid "Double-click to open in browser." msgstr "Двойной клик для открытия в браузере." -msgid "Thanks from the Godot community!" -msgstr "Спасибо от сообщества Godot!" +msgid "Thanks from the Redot community!" +msgstr "Спасибо от сообщества Redot!" msgid "(unknown)" msgstr "(неизв.)" @@ -2140,8 +2141,8 @@ msgstr "" "Дата коммита Git: %s\n" "Нажмите, чтобы скопировать номер версии." -msgid "Godot Engine contributors" -msgstr "Авторы Godot Engine" +msgid "Redot Engine contributors" +msgstr "Авторы Redot Engine" msgid "Project Founders" msgstr "Основатели проекта" @@ -2193,12 +2194,12 @@ msgid "Third-party Licenses" msgstr "Сторонние лицензии" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Движок Godot опирается на ряд сторонних бесплатных и открытых библиотек, " +"Движок Redot опирается на ряд сторонних бесплатных и открытых библиотек, " "совместимых с условиями лицензии MIT. Ниже приводится исчерпывающий список " "всех сторонних компонентов вместе с соответствующими заявлениями об авторских " "правах и условиями лицензий." @@ -2692,8 +2693,8 @@ msgstr "[пусто]" msgid "[unsaved]" msgstr "[не сохранено]" -msgid "%s - Godot Engine" -msgstr "%s — Godot Engine" +msgid "%s - Redot Engine" +msgstr "%s — Redot Engine" msgid "Move this dock right one tab." msgstr "Переместить эту панель на одну вкладку вправо." @@ -2857,8 +2858,8 @@ msgstr "" msgid "New profile name:" msgstr "Новое имя:" -msgid "Godot Feature Profile" -msgstr "Профиль возможностей Godot" +msgid "Redot Feature Profile" +msgstr "Профиль возможностей Redot" msgid "Import Profile(s)" msgstr "Импорт профилей" @@ -3543,10 +3544,10 @@ msgstr "Отсутствует файл «%s» или одна из его за� msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" "Файл '%s' сохранен в более новом формате, не поддерживаемом этой версией " -"Godot, поэтому он не может быть открыт." +"Redot, поэтому он не может быть открыт." msgid "Error while loading file '%s'." msgstr "Ошибка при загрузке файла «%s»." @@ -4187,11 +4188,11 @@ msgstr "Предложить функцию" msgid "Send Docs Feedback" msgstr "Отправить отзыв о документации" -msgid "About Godot..." -msgstr "О программе Godot…" +msgid "About Redot..." +msgstr "О программе Redot…" -msgid "Support Godot Development" -msgstr "Поддержать разработку Godot" +msgid "Support Redot Development" +msgstr "Поддержать разработку Redot" msgid "" "Choose a rendering method.\n" @@ -5033,8 +5034,8 @@ msgstr "Удалить шаблон" msgid "Select Template File" msgstr "Выбрать файл шаблона" -msgid "Godot Export Templates" -msgstr "Шаблоны экспорта Godot" +msgid "Redot Export Templates" +msgstr "Шаблоны экспорта Redot" msgid "" "The templates will continue to download.\n" @@ -5233,20 +5234,20 @@ msgstr "Экспортировать PCK/ZIP..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "Экспортировать ресурсы проекта как пакет PCK или ZIP. Это действие не создаст " "запускаемую сборку, только экспортирует данные проекта без исполняемого файла " -"Godot." +"Redot." msgid "Export Project..." msgstr "Экспортировать проект..." msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"Экспортировать проект как запускаемую сборку (исполняемый файл Godot и данные " +"Экспортировать проект как запускаемую сборку (исполняемый файл Redot и данные " "проекта) для выбранного пресета." msgid "Export All" @@ -5261,8 +5262,8 @@ msgstr "Экспортировать всё..." msgid "ZIP File" msgstr "ZIP-файл" -msgid "Godot Project Pack" -msgstr "Пакет проекта Godot" +msgid "Redot Project Pack" +msgstr "Пакет проекта Redot" msgid "Export templates for this platform are missing:" msgstr "Шаблоны экспорта для этой платформы отсутствуют:" @@ -10399,8 +10400,8 @@ msgstr "Ошибка сохранения" msgid "Save Theme As..." msgstr "Сохранить тему как..." -msgid "Open '%s' in Godot online documentation." -msgstr "Открыть «%s» в онлайн-документации Godot." +msgid "Open '%s' in Redot online documentation." +msgstr "Открыть «%s» в онлайн-документации Redot." msgid "Open in Online Docs" msgstr "Открыть в онлайн-документации" @@ -10408,8 +10409,8 @@ msgstr "Открыть в онлайн-документации" msgid "Online Docs" msgstr "Онлайн-документация" -msgid "Open Godot online documentation." -msgstr "Открыть онлайн-документацию Godot." +msgid "Open Redot online documentation." +msgstr "Открыть онлайн-документацию Redot." msgid "Unsaved file." msgstr "Несохранённый файл." @@ -13191,8 +13192,8 @@ msgstr "Логическая константа." msgid "Boolean parameter." msgstr "Логический параметр." -msgid "Translated to '%s' in Godot Shading Language." -msgstr "Переведено в «%s» на языке для программирования шейдеров Godot." +msgid "Translated to '%s' in Redot Shading Language." +msgstr "Переведено в «%s» на языке для программирования шейдеров Redot." msgid "'%s' input parameter for all shader modes." msgstr "Входной параметр «%s» для всех режимов шейдера." @@ -13946,21 +13947,21 @@ msgstr "" "Прямоугольная область со строкой описания для улучшения организации графа." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Пользовательское выражение языка шейдеров Godot с пользовательским " +"Пользовательское выражение языка шейдеров Redot с пользовательским " "количеством входных и выходных портов. Это прямое внедрение кода в функцию " "вершины/фрагмента/света, не используйте его для записи объявления функций." msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." msgstr "" -"Пользовательское выражение на языке шейдеров Godot, которое помещается поверх " +"Пользовательское выражение на языке шейдеров Redot, которое помещается поверх " "полученного шейдера. Вы можете разместить в коде различные определения " "функций и вызвать его позже в «Выражениях». Вы также можете объявить " "вариации, параметры и константы." @@ -14047,31 +14048,31 @@ msgstr "" "пропущены." msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" "В файле конфигурации («project.godot») выбранного проекта «%s» не указана " -"поддерживаемая версия Godot.\n" +"поддерживаемая версия Redot.\n" "\n" "Путь к проекту: %s\n" "\n" "Если продолжить открытие проекта, то файл конфигурации будет преобразован в " -"формат текущей версии Godot.\n" +"формат текущей версии Redot.\n" "\n" "Предупреждение: будет утрачена возможность открыть проект с помощью " "предыдущих версий движка." msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -14085,8 +14086,8 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"Выбранный проект «%s» был создан в Godot 3.x, его необходимо преобразовать " -"для Godot 4.x.\n" +"Выбранный проект «%s» был создан в Redot 3.x, его необходимо преобразовать " +"для Redot 4.x.\n" "\n" "Путь к проекту: %s\n" "\n" @@ -14144,44 +14145,44 @@ msgstr "" msgid "" "Warning: This project uses double precision floats, but this version of\n" -"Godot uses single precision floats. Opening this project may cause data " +"Redot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" "Предупреждение: в этом проекте используются плавающие числа двойной точности, " "но текущая версия\n" -"Godot использует плавающие числа одинарной точности. Открытие этого проекта " +"Redot использует плавающие числа одинарной точности. Открытие этого проекта " "может привести к потере данных.\n" "\n" msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"Предупреждение: в этом проекте используется C#, но текущая сборка Godot не " +"Предупреждение: в этом проекте используется C#, но текущая сборка Redot не " "имеет\n" "модуля Mono. Если продолжить, вы не сможете использовать скрипты C#.\n" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"Предупреждение: этот проект в последний раз редактировался в Godot %s. При " -"открытии версия проекта изменится на Godot %s.\n" +"Предупреждение: этот проект в последний раз редактировался в Redot %s. При " +"открытии версия проекта изменится на Redot %s.\n" "\n" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" msgstr "" "Предупреждение: в этом проекте используются следующие возможности, не " -"поддерживаемые текущей сборкой Godot:\n" +"поддерживаемые текущей сборкой Redot:\n" "\n" "%s\n" "\n" @@ -14321,17 +14322,17 @@ msgstr "Конвертировать весь проект" msgid "" "This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3 to work in Godot 4.\n" +"and scripts from Redot 3 to work in Redot 4.\n" "\n" "Note that this is a best-effort conversion, i.e. it makes upgrading the " "project easier, but it will not open out-of-the-box and will still require " "manual adjustments.\n" "\n" "IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." +"operation makes it impossible to open it in older versions of Redot." msgstr "" "Эта опция выполнит полное конвертирование проекта, обновив сцены, ресурсы и " -"скрипты из Godot 3 для работы в Godot 4.\n" +"скрипты из Redot 3 для работы в Redot 4.\n" "\n" "Обратите внимание, что это конвертирование упрощает обновление проекта, но не " "гарантирует его работу «из коробки», ручные корректировки всё ещё " @@ -14339,7 +14340,7 @@ msgstr "" "\n" "ВАЖНО: обязательно сделайте резервную копию вашего проекта перед " "конвертированием, так как эта операция делает невозможным его открытие в " -"старых версиях Godot." +"старых версиях Redot." msgid "Manage Project Tags" msgstr "Управление метками проекта" @@ -14474,12 +14475,12 @@ msgid "Warning: This folder is not empty" msgstr "Предупреждение: эта папка не пуста" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" -"Проект Godot будет создан в непустой папке.\n" +"Проект Redot будет создан в непустой папке.\n" "Всё её содержимое будет импортировано как ресурсы проекта!\n" "\n" "Продолжить?" @@ -14539,8 +14540,8 @@ msgstr "Метаданные управления версиями" msgid "Git" msgstr "Git" -msgid "This project was last edited in a different Godot version: " -msgstr "В последний раз проект был изменён в другой версии Godot: " +msgid "This project was last edited in a different Redot version: " +msgstr "В последний раз проект был изменён в другой версии Redot: " msgid "This project uses features unsupported by the current build:" msgstr "" @@ -15424,14 +15425,14 @@ msgid "Add Shader Global Parameter" msgstr "Добавить глобальный параметр шейдера" msgid "" -"This project uses meshes with an outdated mesh format from previous Godot " +"This project uses meshes with an outdated mesh format from previous Redot " "versions. The engine needs to update the format in order to use those meshes. " "Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " "You can ignore this message and keep using outdated meshes, but keep in mind " "that this leads to increased load times every time you load the project." msgstr "" "Этот проект использует сетки с устаревшим форматом из предыдущих версий " -"Godot. Движку необходимо обновить формат для использования этих сеток. " +"Redot. Движку необходимо обновить формат для использования этих сеток. " "Воспользуйтесь инструментом «Обновить поверхности сетки» из меню «Проект > " "Инструменты». Вы можете проигнорировать это сообщение и продолжить " "использовать устаревшие сетки, но помните, что это в этом случае проект " @@ -15452,27 +15453,27 @@ msgid "Attempting to remove " msgstr "Попытка удаления " msgid "" -"The mesh format has changed in Godot 4.2, which affects both imported meshes " -"and meshes authored inside of Godot. The engine needs to update the format in " +"The mesh format has changed in Redot 4.2, which affects both imported meshes " +"and meshes authored inside of Redot. The engine needs to update the format in " "order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"If your project predates Redot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" +"previous versions of Redot.\n" "\n" "You can still use your existing meshes as is. The engine will update each " "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"Формат сетки изменился в Godot 4.2, что влияет как на импортированные сетки, " -"так и на сетки, созданные внутри Godot. Движку необходимо обновить формат, " +"Формат сетки изменился в Redot 4.2, что влияет как на импортированные сетки, " +"так и на сетки, созданные внутри Redot. Движку необходимо обновить формат, " "чтобы использовать эти сетки.\n" "\n" -"Если ваш проект старше Godot 4.2 и содержит сетки, мы рекомендуем вам " +"Если ваш проект старше Redot 4.2 и содержит сетки, мы рекомендуем вам " "запустить этот инструмент однократного преобразования. Это обновление " "перезапустит редактор и может занять несколько минут. Обновление сделает " -"сетки несовместимыми с предыдущими версиями Godot.\n" +"сетки несовместимыми с предыдущими версиями Redot.\n" "\n" "Вы по-прежнему можете использовать существующие сетки как есть. Движок " "обновит каждую сетку в памяти, но обновление не будет сохранено. Выбор этой " @@ -15878,13 +15879,13 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "Не удалось загрузить среду выполнения .NET, не найдена совместимая версия.\n" "Попытка создать или изменить проект приведёт к сбою.\n" "\n" "Установите .NET SDK 6.0 или более поздней версии с сайта https://dotnet." -"microsoft.com/en-us/download и перезапустите Godot." +"microsoft.com/en-us/download и перезапустите Redot." msgid "Failed to load .NET runtime" msgstr "Не удалось загрузить среду выполнения .NET" @@ -15904,13 +15905,13 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "Не удалось загрузить среду выполнения .NET, а именно hostfxr.\n" "Попытка создать или изменить проект приведёт к сбою.\n" "\n" "Установите .NET SDK 6.0 или более поздней версии с сайта https://dotnet." -"microsoft.com/en-us/download и перезапустите Godot." +"microsoft.com/en-us/download и перезапустите Redot." msgid "%d (%s)" msgstr "%d (%s)" @@ -16288,9 +16289,9 @@ msgstr "" "недопустимо." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." -msgstr "«Мин. SDK» не может быть ниже %d (версии, требуемой библиотекой Godot)." +msgstr "«Мин. SDK» не может быть ниже %d (версии, требуемой библиотекой Redot)." msgid "" "\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." @@ -17153,11 +17154,11 @@ msgid "PWA" msgstr "Прогрессивное веб-приложение" msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" -"Экспорт в Web пока не доступен в Godot 4 при использовании C#/.NET. " -"Используйте Godot 3 для экспорта Web с C#/Mono." +"Экспорт в Web пока не доступен в Redot 4 при использовании C#/.NET. " +"Используйте Redot 3 для экспорта Web с C#/Mono." msgid "" "If this project does not use C#, use a non-C# editor build to export the " @@ -18244,10 +18245,10 @@ msgstr "" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "Этот узел помечен как устаревший. Он будет удалён в будущих версиях.\n" -"Информация о миграции доступна в документации Godot." +"Информация о миграции доступна в документации Redot." msgid "" "This node is marked as experimental and may be subject to removal or major " diff --git a/editor/translations/editor/sk.po b/editor/translations/editor/sk.po index ab794554b2..dfdfe54dc2 100644 --- a/editor/translations/editor/sk.po +++ b/editor/translations/editor/sk.po @@ -1,4 +1,5 @@ -# Slovak translation of the Godot Engine editor interface. +# Slovak translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -24,8 +25,8 @@ # Bobo <ctiborboborkapor@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-30 21:09+0000\n" "Last-Translator: Bobo <ctiborboborkapor@gmail.com>\n" @@ -1526,11 +1527,11 @@ msgstr "Vytvoriť adresár" msgid "Folder name is valid." msgstr "Názov priečinku je platný." -msgid "Thanks from the Godot community!" -msgstr "Vďaka z Godot komunity!" +msgid "Thanks from the Redot community!" +msgstr "Vďaka z Redot komunity!" -msgid "Godot Engine contributors" -msgstr "Godot Engine prispievatelia" +msgid "Redot Engine contributors" +msgstr "Redot Engine prispievatelia" msgid "Project Founders" msgstr "Zakladatelia Projektu" @@ -1567,12 +1568,12 @@ msgid "Third-party Licenses" msgstr "Thirdparty Licencie" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine sa spolieha na množstvo bezplatných a otvorených knižníc tretích " +"Redot Engine sa spolieha na množstvo bezplatných a otvorených knižníc tretích " "strán, ktoré sú kompatibilné s podmienkami licencie MIT. Nasleduje " "vyčerpávajúci zoznam všetkých takýchto komponentov tretích strán s ich " "príslušnými prehláseniami o autorských právach a licenčnými podmienkami." @@ -1937,8 +1938,8 @@ msgstr "[prázdne]" msgid "[unsaved]" msgstr "[neuložené]" -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" +msgid "%s - Redot Engine" +msgstr "%s - Redot Engine" msgid "Dock Position" msgstr "Pozícia Dock-u" @@ -2075,8 +2076,8 @@ msgstr "" msgid "New profile name:" msgstr "Meno nového profilu:" -msgid "Godot Feature Profile" -msgstr "Godot Feature Profil" +msgid "Redot Feature Profile" +msgstr "Redot Feature Profil" msgid "Import Profile(s)" msgstr "Importovať Profil(y)" @@ -2919,8 +2920,8 @@ msgstr "Navrhnúť funkcionalitu" msgid "Send Docs Feedback" msgstr "Poslať spätnú väzbu Dokumentácie" -msgid "Support Godot Development" -msgstr "Podporte vývoj Godot" +msgid "Support Redot Development" +msgstr "Podporte vývoj Redot" msgid "Update Continuously" msgstr "Aktualizovať priebežne" @@ -3352,8 +3353,8 @@ msgstr "Inštalácia šablón z lokálneho súboru." msgid "Select Template File" msgstr "Vybrať Súbor Šablóny" -msgid "Godot Export Templates" -msgstr "Godot Exportovanie Šablón" +msgid "Redot Export Templates" +msgstr "Redot Exportovanie Šablón" msgid "" "The templates will continue to download.\n" @@ -6005,8 +6006,8 @@ msgstr "Uložiť súbor ako..." msgid "Online Docs" msgstr "Online Dokumentácie" -msgid "Open Godot online documentation." -msgstr "Otvoriť online dokumentáciu Godotu." +msgid "Open Redot online documentation." +msgstr "Otvoriť online dokumentáciu Redotu." msgid "Open..." msgstr "Otvoriť..." @@ -6987,10 +6988,10 @@ msgstr "" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "Tento node je označený ako zastaralý a bude vymazaný v budúcich verziách.\n" -"Prosím skontrolujte Godot dokumentáciu pre informácie o migrácii." +"Prosím skontrolujte Redot dokumentáciu pre informácie o migrácii." msgid "" "This node is marked as experimental and may be subject to removal or major " diff --git a/editor/translations/editor/sv.po b/editor/translations/editor/sv.po index 879bfb43fe..a118fb679a 100644 --- a/editor/translations/editor/sv.po +++ b/editor/translations/editor/sv.po @@ -1,4 +1,5 @@ -# Swedish translation of the Godot Engine editor interface. +# Swedish translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -42,8 +43,8 @@ # Isak Waltin <isak@waltin.se>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-14 08:09+0000\n" "Last-Translator: Isak Waltin <isak@waltin.se>\n" @@ -1947,8 +1948,8 @@ msgstr "Mapp-namnet är giltigt." msgid "Double-click to open in browser." msgstr "Dubbelklicka för att öppna i webbläsare." -msgid "Thanks from the Godot community!" -msgstr "Tack från Godot-gemenskapen!" +msgid "Thanks from the Redot community!" +msgstr "Tack från Redot-gemenskapen!" msgid "(unknown)" msgstr "(okänd)" @@ -1960,8 +1961,8 @@ msgstr "" "Git commit datum: %s\n" "Klicka för att kopiera versionsnummer." -msgid "Godot Engine contributors" -msgstr "Godot Engine bidragare" +msgid "Redot Engine contributors" +msgstr "Redot Engine bidragare" msgid "Project Founders" msgstr "Projektgrundare" @@ -2013,12 +2014,12 @@ msgid "Third-party Licenses" msgstr "Tredje parts Licens" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine förlitar sig på ett antal av tredje parts gratis och öppen " +"Redot Engine förlitar sig på ett antal av tredje parts gratis och öppen " "källkods-bibliotek, alla kompatibla med MIT-licensen. Följande är en " "fullständig lista av alla sådana tredje parts komponenter med deras " "respektive upphovsrätts uttalanden och licensvillkor." @@ -2467,8 +2468,8 @@ msgstr "[tom]" msgid "[unsaved]" msgstr "[inte sparad]" -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" +msgid "%s - Redot Engine" +msgstr "%s - Redot Engine" msgid "Dock Position" msgstr "Panelposition" @@ -2611,8 +2612,8 @@ msgstr "" msgid "New profile name:" msgstr "Nytt profilnamn:" -msgid "Godot Feature Profile" -msgstr "Godot funktions profil" +msgid "Redot Feature Profile" +msgstr "Redot funktions profil" msgid "Import Profile(s)" msgstr "Importera profil(er)" @@ -3131,10 +3132,10 @@ msgstr "Scen-fil \"%s\" verkar vara ogiltig/korrupt." msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" "Filen \"%s\" har sparats i ett nyare format än vad som stöds i denna version " -"av Godot och kan därför inte öppnas." +"av Redot och kan därför inte öppnas." msgid "Saving Scene" msgstr "Sparar Scen" @@ -3670,8 +3671,8 @@ msgstr "Föreslå en ny funktion" msgid "Send Docs Feedback" msgstr "Skicka Dokumentations Feedback" -msgid "Support Godot Development" -msgstr "Supporta utvecklingen av Godot" +msgid "Support Redot Development" +msgstr "Supporta utvecklingen av Redot" msgid "" "Choose a rendering method.\n" @@ -4270,8 +4271,8 @@ msgstr "Avinstallera mall" msgid "Select Template File" msgstr "Välj mall-fil" -msgid "Godot Export Templates" -msgstr "Godot Exportmallar" +msgid "Redot Export Templates" +msgstr "Redot Exportmallar" msgid "" "The templates will continue to download.\n" @@ -4436,19 +4437,19 @@ msgstr "Exportera PCK/ZIP..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "Exportera projektresurserna som ett PCK- eller ZIP-paket. Det är inte ett " -"spelbart bygge utan bara projektdatan utan en körbar Godot-fil." +"spelbart bygge utan bara projektdatan utan en körbar Redot-fil." msgid "Export Project..." msgstr "Exportera projekt..." msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"Exportera projektet som ett spelbart bygge (Körbar Godot-fil och projektdata) " +"Exportera projektet som ett spelbart bygge (Körbar Redot-fil och projektdata) " "för den valda förinställningen." msgid "Choose an export mode:" @@ -6266,8 +6267,8 @@ msgstr "Fel vid sparande" msgid "Online Docs" msgstr "Dokumentation Online" -msgid "Open Godot online documentation." -msgstr "Öppna Godot online dokumentation." +msgid "Open Redot online documentation." +msgstr "Öppna Redot online dokumentation." msgid "Find Next" msgstr "Hitta Nästa" @@ -6934,33 +6935,33 @@ msgstr "" "inte är kompatibla med denna versionen." msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"Varning: Detta projekt använder C#, men detta bygge av Godot har inte\n" +"Varning: Detta projekt använder C#, men detta bygge av Redot har inte\n" "Mono modulen. Om du fortsätter så kommer du inte kunna använda några C# " "skript.\n" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"Varning: Detta projekt var senast editerat i Godot %s. Att öppna det kommer " -"att ändra det till Godot %s.\n" +"Varning: Detta projekt var senast editerat i Redot %s. Att öppna det kommer " +"att ändra det till Redot %s.\n" "\n" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" msgstr "" "Varning: Detta projekt använder följande funktioner som ej stöds av detta " -"bygget av Godot:\n" +"bygget av Redot:\n" "\n" "%s\n" "\n" @@ -7128,12 +7129,12 @@ msgid "Warning: This folder is not empty" msgstr "Varning: Denna mapp är inte tom" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" -"Du kommer att skapa ett Godot projekt i en icke tom mapp.\n" +"Du kommer att skapa ett Redot projekt i en icke tom mapp.\n" "Allt innehåll i denna mapp kommer att importeras som projektresurser!\n" "\n" "Är du säker på att du vill fortsätta?" diff --git a/editor/translations/editor/th.po b/editor/translations/editor/th.po index 163f7eb2bc..a9b93f312b 100644 --- a/editor/translations/editor/th.po +++ b/editor/translations/editor/th.po @@ -1,4 +1,5 @@ -# Thai translation of the Godot Engine editor interface. +# Thai translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -20,8 +21,8 @@ # รัชพล คิดการ <rutchaphon.far@gmail.com>, 2023. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2023-12-13 14:13+0000\n" "Last-Translator: รัชพล คิดการ <rutchaphon.far@gmail.com>\n" @@ -1258,11 +1259,11 @@ msgstr "ไม่สามารถสร้างโฟลเดอร์" msgid "Create Folder" msgstr "สร้างโฟลเดอร์" -msgid "Thanks from the Godot community!" -msgstr "ขอขอบคุณจากชุมชนผู้ใช้ Godot!" +msgid "Thanks from the Redot community!" +msgstr "ขอขอบคุณจากชุมชนผู้ใช้ Redot!" -msgid "Godot Engine contributors" -msgstr "ผู้ช่วยพัฒนา Godot Engine" +msgid "Redot Engine contributors" +msgstr "ผู้ช่วยพัฒนา Redot Engine" msgid "Project Founders" msgstr "ผู้ริเริ่มโครงการ" @@ -1295,12 +1296,12 @@ msgid "Third-party Licenses" msgstr "สัญญาอนุญาตจากบุคคลที่สาม" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine อาศัยไลบรารีต่าง ๆ ที่นำมาใช้ได้อย่างเสรีและเปิดเผยโค้ดเป็นจำนวนมาก " +"Redot Engine อาศัยไลบรารีต่าง ๆ ที่นำมาใช้ได้อย่างเสรีและเปิดเผยโค้ดเป็นจำนวนมาก " "ซึ่งเข้ากันได้กับสัญญาอนุญาต MIT ต่อไปนี้เป็นรายชื่อของไลบรารีทั้งหมดของบุคคลที่สาม " "รวมถึงข้อความลิขสิทธิ์ และข้อกำหนดการใช้งานของแต่ละไลบรารี" @@ -1607,8 +1608,8 @@ msgstr "สร้าง หรือนำเข้าโปรไฟล์ก� msgid "New profile name:" msgstr "ชื่อโปรไฟล์ใหม่:" -msgid "Godot Feature Profile" -msgstr "รายละเอียดคุณสมบัติ Godot" +msgid "Redot Feature Profile" +msgstr "รายละเอียดคุณสมบัติ Redot" msgid "Import Profile(s)" msgstr "นำเข้าโปรไฟล์" @@ -2360,8 +2361,8 @@ msgstr "ไม่มีเทมเพลตการส่งออกอย่ msgid "Select Template File" msgstr "เลือกไฟล์เทมเพลต" -msgid "Godot Export Templates" -msgstr "เทมเพลตการส่งออก Godot" +msgid "Redot Export Templates" +msgstr "เทมเพลตการส่งออก Redot" msgid "Runnable" msgstr "สามารถรันได้" @@ -4603,7 +4604,7 @@ msgstr "บันทึกธีมเป็น" msgid "Online Docs" msgstr "คู่มือ" -msgid "Open Godot online documentation." +msgid "Open Redot online documentation." msgstr "เปิดคู่มือออนไลน์" msgid "%s Class Reference" @@ -5581,11 +5582,11 @@ msgid "" msgstr "(โหมดแฟรกเมนต์/แสง เท่านั้น) (เวกเตอร์) ผลรวมของอนุพันธ์สัมบูรณ์ใน 'x' และ 'y'" msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"นิพจน์ภาษาเชดเดอร์ Godot แบบกำหนดเอง พร้อมจำนวนพอร์ตอินพุตและเอาต์พุตที่กำหนดเอง " +"นิพจน์ภาษาเชดเดอร์ Redot แบบกำหนดเอง พร้อมจำนวนพอร์ตอินพุตและเอาต์พุตที่กำหนดเอง " "จำทำการแทรกโค้ดลงในฟังก์ชันเวอร์เทก / แฟรกเมนต์ / แสง " "ห้ามใช้เพื่อเขียนการประกาศฟังก์ชันภายใน" @@ -5599,18 +5600,18 @@ msgid "Are you sure to run %d projects at once?" msgstr "ยืนยันการรันโปรเจกต์ %d โปรเจกต์ทีเดียว?" msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"โปรเจกต์ที่เลือก \"%s\" ไม่ได้ระบุเวอร์ชั่น Godot ที่ซัพพอร์ตเอาไว้ในไฟล์การตั้งค่า (\"project." +"โปรเจกต์ที่เลือก \"%s\" ไม่ได้ระบุเวอร์ชั่น Redot ที่ซัพพอร์ตเอาไว้ในไฟล์การตั้งค่า (\"project." "godot\")\n" "\n" "ตำแหน่งโปรเจกต์: %s\n" diff --git a/editor/translations/editor/tr.po b/editor/translations/editor/tr.po index d70874a49a..54410829fe 100644 --- a/editor/translations/editor/tr.po +++ b/editor/translations/editor/tr.po @@ -1,4 +1,5 @@ -# Turkish translation of the Godot Engine editor interface. +# Turkish translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -112,8 +113,8 @@ # Makro <23makro@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-21 20:46+0000\n" "Last-Translator: Yılmaz Durmaz <yilmaz_durmaz@hotmail.com>\n" @@ -2032,8 +2033,8 @@ msgstr "Klasör adı geçerli." msgid "Double-click to open in browser." msgstr "Tarayıcıda açmak için çift tıklayın." -msgid "Thanks from the Godot community!" -msgstr "Godot topluluğundan teşekkürler!" +msgid "Thanks from the Redot community!" +msgstr "Redot topluluğundan teşekkürler!" msgid "(unknown)" msgstr "(bilinmeyen)" @@ -2045,8 +2046,8 @@ msgstr "" "Git işleme tarihi: %s\n" "Sürüm numarasını kopyalamak için tıklayın." -msgid "Godot Engine contributors" -msgstr "Godot Oyun Motoru katkı sağlayanlar" +msgid "Redot Engine contributors" +msgstr "Redot Oyun Motoru katkı sağlayanlar" msgid "Project Founders" msgstr "Projenin Kurucuları" @@ -2098,12 +2099,12 @@ msgid "Third-party Licenses" msgstr "Üçüncü-Şahıs Lisanslar" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Oyun Motoru, bazı ücretsiz ve açık kaynaklı üçüncü-şahıs " +"Redot Oyun Motoru, bazı ücretsiz ve açık kaynaklı üçüncü-şahıs " "kütüphanelerden faydalanır, bunların hepsinin kullanım koşulları MIT " "lisansına uygundur. Aşağıda, bu tür üçüncü-şahıs bileşenlerin telif hakkı " "beyanları ve lisans koşulları ile birlikte ayrıntılı bir listesi " @@ -2599,8 +2600,8 @@ msgstr "[boş]" msgid "[unsaved]" msgstr "[kaydedilmemiş]" -msgid "%s - Godot Engine" -msgstr "%s - Godot Motoru" +msgid "%s - Redot Engine" +msgstr "%s - Redot Motoru" msgid "Move this dock right one tab." msgstr "Bu yuvayı bir sekme sağa taşı." @@ -2766,8 +2767,8 @@ msgstr "" msgid "New profile name:" msgstr "Yeni profil ismi:" -msgid "Godot Feature Profile" -msgstr "Godot Özellik Profili" +msgid "Redot Feature Profile" +msgstr "Redot Özellik Profili" msgid "Import Profile(s)" msgstr "Profil(leri) İçe Aktar" @@ -3451,9 +3452,9 @@ msgstr "'%s' dosyası, veya bağımlılıklarından biri, eksik." msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" -"'%s' dosyası, Godot'un bu sürümünün desteklediği dosya biçimlerinden daha " +"'%s' dosyası, Redot'un bu sürümünün desteklediği dosya biçimlerinden daha " "yeni bir biçimde kaydedilmiş, bu nedenle açılamaz." msgid "Error while loading file '%s'." @@ -4093,11 +4094,11 @@ msgstr "Yeni bir Özellik Öner" msgid "Send Docs Feedback" msgstr "Belgeler Hakkında Geri Bildirimde Bulun" -msgid "About Godot..." -msgstr "Godot Hakkında..." +msgid "About Redot..." +msgstr "Redot Hakkında..." -msgid "Support Godot Development" -msgstr "Godot'yu Geliştirmeye Destek Olun" +msgid "Support Redot Development" +msgstr "Redot'yu Geliştirmeye Destek Olun" msgid "" "Choose a rendering method.\n" @@ -4947,8 +4948,8 @@ msgstr "Şablon Kurulumunu Kaldır" msgid "Select Template File" msgstr "Şablon Dosyası Seç" -msgid "Godot Export Templates" -msgstr "Godot Dışa Aktarım Şablonları" +msgid "Redot Export Templates" +msgstr "Redot Dışa Aktarım Şablonları" msgid "" "The templates will continue to download.\n" @@ -5148,20 +5149,20 @@ msgstr "PCK/ZIP Dışa Aktar..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "Proje kaynaklarını bir PCK veya ZIP paketi olarak dışa aktarın. Bu " -"oynanabilir bir derleme değildir, sadece Godot çalıştırılabilir dosyası " +"oynanabilir bir derleme değildir, sadece Redot çalıştırılabilir dosyası " "olmayan proje verileridir." msgid "Export Project..." msgstr "Projeyi Dışa Aktar..." msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"Projeyi, seçilen hazır ayar için oynanabilir bir derleme (Godot çalıştırma " +"Projeyi, seçilen hazır ayar için oynanabilir bir derleme (Redot çalıştırma " "dosyası ve projenin verileri) olarak dışa aktarın." msgid "Export All" @@ -5176,8 +5177,8 @@ msgstr "Tümünü Dışa Aktar..." msgid "ZIP File" msgstr "ZIP Dosyası" -msgid "Godot Project Pack" -msgstr "Godot Proje Paketi" +msgid "Redot Project Pack" +msgstr "Redot Proje Paketi" msgid "Export templates for this platform are missing:" msgstr "Bu platform için dışa aktarma şablonları eksik:" @@ -10301,8 +10302,8 @@ msgstr "Kaydedilirken hata" msgid "Save Theme As..." msgstr "Temayı Farklı Kaydet..." -msgid "Open '%s' in Godot online documentation." -msgstr "'%s' öğesini, Godot çevrimiçi belgelerinde açın." +msgid "Open '%s' in Redot online documentation." +msgstr "'%s' öğesini, Redot çevrimiçi belgelerinde açın." msgid "Open in Online Docs" msgstr "Çevrimiçi Dokümanlarda Aç" @@ -10310,8 +10311,8 @@ msgstr "Çevrimiçi Dokümanlarda Aç" msgid "Online Docs" msgstr "Çevrimiçi Belgeler" -msgid "Open Godot online documentation." -msgstr "Godot çevrimiçi belgelerini aç." +msgid "Open Redot online documentation." +msgstr "Redot çevrimiçi belgelerini aç." msgid "Unsaved file." msgstr "Kaydedilmemiş dosya." @@ -13094,8 +13095,8 @@ msgstr "Mantıksal sabit." msgid "Boolean parameter." msgstr "Mantıksal parametre." -msgid "Translated to '%s' in Godot Shading Language." -msgstr "Godot Gölgelendirme Dili'nde '%s' olarak çevrildi." +msgid "Translated to '%s' in Redot Shading Language." +msgstr "Redot Gölgelendirme Dili'nde '%s' olarak çevrildi." msgid "'%s' input parameter for all shader modes." msgstr "Tüm gölgelendirici kipleri için, '%s' giriş parametresi." @@ -13845,22 +13846,22 @@ msgstr "" "alan." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Özel sayıda girdi ve çıktı portları olan, Özel Godot Gölgelendirici Dili " +"Özel sayıda girdi ve çıktı portları olan, Özel Redot Gölgelendirici Dili " "ifadesi. Bu, kodun, köşenokta/parça/ışık fonksiyonları içine doğrudan enjecte " "edilmesidir,yani sakın kodun içerisinde fonksiyon tanımlamaları yapmak için " "kullanmayın." msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." msgstr "" -"Sonuçta üretilen gölgelendiricinin üzerine yerleştirilen, Özel Godot " +"Sonuçta üretilen gölgelendiricinin üzerine yerleştirilen, Özel Redot " "Gölgelendirici Dili ifadesi. İçerisine çeşitli fonksiyon tanımlarını " "yapabilir, ve bunları daha sonra İfadeler bölümünden çağırablirsiniz. Ayrıca " "değişenler, parametreler, ve sabitler de tanımlayabilirsiniz." @@ -13946,30 +13947,30 @@ msgstr "" "Dikkatli olun, motor sürümü uyumluluğu için olağan kontroller atlanacaktır." msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" "Seçilen \"%s\" projesi, yapılandırma dosyasında, (\"project.godot\"), " -"desteklediği Godot sürümünü belirtmiyor.\n" +"desteklediği Redot sürümünü belirtmiyor.\n" "\n" "Proje yolu: %s\n" "\n" -"Bunu açmaya devam ederseniz, Godot'un şimdiki sürümde kullandığı yeni " +"Bunu açmaya devam ederseniz, Redot'un şimdiki sürümde kullandığı yeni " "yapılandırma dosyası biçimine dönüştürülecektir.\n" "\n" "Uyarı: Projeyi, motorun önceki sürümleriyle açmanız artık mümkün olmayacak." msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -13983,7 +13984,7 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"Seçilen proje \"%s\" Godot 3.x tarafından oluşturulmuştur ve Godot 4.x için " +"Seçilen proje \"%s\" Redot 3.x tarafından oluşturulmuştur ve Redot 4.x için " "dönüştürülmesi gerekmektedir.\n" "\n" "Proje yolu: %s\n" @@ -14043,43 +14044,43 @@ msgstr "" msgid "" "Warning: This project uses double precision floats, but this version of\n" -"Godot uses single precision floats. Opening this project may cause data " +"Redot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" "Uyarı: Bu proje çift hassasiyetli ondalıklı sayılar kullanıyor, ancak " -"Godot'nun bu sürümü\n" +"Redot'nun bu sürümü\n" "tek hassasiyetli ondalıklı sayılar kullanır. Bu projeyi açmak veri kaybına " "neden olabilir.\n" "\n" msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"Uyarı: Bu proje C# kullanıyor, ama Godot'nun bu derlemesi\n" +"Uyarı: Bu proje C# kullanıyor, ama Redot'nun bu derlemesi\n" "Mono modülü olmadan yapılmış. Devam ederseniz, hiç bir C# betiğini " "kullanamazsınız.\n" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"Uyarı: Bu projenin en son düzenlenmesi, Godot %s ile yaplımıştır. Açmaya " -"devam etmek, projeyi Godot %s 'e değiştirecektir.\n" +"Uyarı: Bu projenin en son düzenlenmesi, Redot %s ile yaplımıştır. Açmaya " +"devam etmek, projeyi Redot %s 'e değiştirecektir.\n" "\n" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" msgstr "" -"Uyarı: Bu proje, Godot'un bu derlemesi tarafından desteklenmeyen aşağıdaki " +"Uyarı: Bu proje, Redot'un bu derlemesi tarafından desteklenmeyen aşağıdaki " "özellikleri kullanır:\n" "\n" "%s\n" @@ -14219,16 +14220,16 @@ msgstr "Projeyi Tam Dönüştür" msgid "" "This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3 to work in Godot 4.\n" +"and scripts from Redot 3 to work in Redot 4.\n" "\n" "Note that this is a best-effort conversion, i.e. it makes upgrading the " "project easier, but it will not open out-of-the-box and will still require " "manual adjustments.\n" "\n" "IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." +"operation makes it impossible to open it in older versions of Redot." msgstr "" -"Bu seçenek, Godot 4 'te çalışmak üzere, Godot 3 ile oluşturulmuş sahneleri, " +"Bu seçenek, Redot 4 'te çalışmak üzere, Redot 3 ile oluşturulmuş sahneleri, " "kaynakları ve betikleri güncelleyerek, tam proje dönüşümü " "gerçekleştirecektir.\n" "\n" @@ -14237,7 +14238,7 @@ msgstr "" "de elle ayarlamalar gerektirecektir.\n" "\n" "ÖNEMLİ: Dönüştürmeden önce projenizi yedeklediğinizden emin olun, çünkü bu " -"işlem Godot'un eski sürümleriyle açılmasını imkansız hale getirir." +"işlem Redot'un eski sürümleriyle açılmasını imkansız hale getirir." msgid "Manage Project Tags" msgstr "Proje Etiketlerini Yönet" @@ -14375,12 +14376,12 @@ msgid "Warning: This folder is not empty" msgstr "Uyarı: Bu klasör boş değil" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" -"Boş olmayan bir klasörde bir Godot projesi oluşturmak üzeresiniz.\n" +"Boş olmayan bir klasörde bir Redot projesi oluşturmak üzeresiniz.\n" "Bu klasörün tüm içeriği proje kaynakları olarak içe aktarılacaktır!\n" "\n" "Devam etmek istediğinizden emin misiniz?" @@ -14440,9 +14441,9 @@ msgstr "Sürüm Denetimi Metaverileri:" msgid "Git" msgstr "Git" -msgid "This project was last edited in a different Godot version: " +msgid "This project was last edited in a different Redot version: " msgstr "" -"Bu projenin en son düzenlenmesi, Godot'nun farklı bir sürümüyle yapılmış. " +"Bu projenin en son düzenlenmesi, Redot'nun farklı bir sürümüyle yapılmış. " msgid "This project uses features unsupported by the current build:" msgstr "" @@ -15321,13 +15322,13 @@ msgid "Add Shader Global Parameter" msgstr "Gölgelendirici Genel Parametresi Ekle" msgid "" -"This project uses meshes with an outdated mesh format from previous Godot " +"This project uses meshes with an outdated mesh format from previous Redot " "versions. The engine needs to update the format in order to use those meshes. " "Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " "You can ignore this message and keep using outdated meshes, but keep in mind " "that this leads to increased load times every time you load the project." msgstr "" -"Bu proje, önceki Godot sürümlerinden gelen eski bir örgü formatına sahip " +"Bu proje, önceki Redot sürümlerinden gelen eski bir örgü formatına sahip " "örgüleri kullanıyor. Motorun bu örgüleri kullanabilmesi için bu formatı " "güncellemesi gerekmektedir. Lütfen 'Proje > Araçlar' menüsünden 'Örgü " "Yüzeylerini Yükselt' aracını kullanın. Bu mesajı görmezden gelebilir ve eski " @@ -15350,27 +15351,27 @@ msgid "Attempting to remove " msgstr "Kaldırılmaya çalışılıyor " msgid "" -"The mesh format has changed in Godot 4.2, which affects both imported meshes " -"and meshes authored inside of Godot. The engine needs to update the format in " +"The mesh format has changed in Redot 4.2, which affects both imported meshes " +"and meshes authored inside of Redot. The engine needs to update the format in " "order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"If your project predates Redot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" +"previous versions of Redot.\n" "\n" "You can still use your existing meshes as is. The engine will update each " "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"Örgü formatı Godot 4.2'de değişmiştir, bu da hem içe aktarılan örgüleri hem " -"de Godot içinde yazılan örgüleri etkilemektedir. Motorun bu örgüleri " +"Örgü formatı Redot 4.2'de değişmiştir, bu da hem içe aktarılan örgüleri hem " +"de Redot içinde yazılan örgüleri etkilemektedir. Motorun bu örgüleri " "kullanabilmesi için formatı güncellemesi gerekiyor.\n" "\n" -"Eğer projeniz Godot 4.2'den önceye aitse ve örgüler içeriyorsa, bu tek " +"Eğer projeniz Redot 4.2'den önceye aitse ve örgüler içeriyorsa, bu tek " "seferlik dönüştürme aracını çalıştırmanızı öneririz. Bu güncelleme " "düzenleyiciyi yeniden başlatacaktır ve birkaç dakika sürebilir. Yükseltme " -"işlemi, örgüleri Godot'un önceki sürümleriyle uyumsuz hale getirecektir.\n" +"işlemi, örgüleri Redot'un önceki sürümleriyle uyumsuz hale getirecektir.\n" "\n" "Mevcut örgülerinizi olduğu gibi kullanmaya devam da edebilirsiniz. Motor, her " "bir örgüyü bellekte güncelleyecek, ancak bu güncelleme kaydedilmeyecektir. Bu " @@ -15776,13 +15777,13 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" ".NET çalışma zamanı yüklenemiyor, uyumlu bir sürüm bulunamadı.\n" "Bir proje oluşturmaya/düzenlemeye çalışmak çökmeye yol açacaktır.\n" "\n" "Lütfen https://dotnet.microsoft.com/en-us/download adresinden .NET SDK 6.0 " -"veya üst sürümünü yükleyin ve Godot'yu yeniden başlatın." +"veya üst sürümünü yükleyin ve Redot'yu yeniden başlatın." msgid "Failed to load .NET runtime" msgstr ".NET runtime (çalıştırma kitaplığı) yüklenemedi" @@ -15803,13 +15804,13 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" ".NET çalışma zamanı, özellikle hostfxr, yüklenemiyor.\n" "Bir proje oluşturmaya/düzenlemeye çalışmak çökmeye yol açacaktır.\n" "\n" "Lütfen https://dotnet.microsoft.com/en-us/download adresinden .NET SDK 6.0 " -"veya üst sürümünü yükleyin ve Godot'yu yeniden başlatın." +"veya üst sürümünü yükleyin ve Redot'yu yeniden başlatın." msgid "%d (%s)" msgstr "%d (%s)" @@ -16184,10 +16185,10 @@ msgstr "" "değerini almıştır." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." msgstr "" -"\"En Küçük SDK\", Godot kütüphanesinin ihtiyaç duyduğu sürüm olan, %d " +"\"En Küçük SDK\", Redot kütüphanesinin ihtiyaç duyduğu sürüm olan, %d " "değerinden daha düşük olamaz." msgid "" @@ -17047,11 +17048,11 @@ msgid "PWA" msgstr "PWA" msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" -"C#/.NET kullanırken, Web dışa aktarması şimdilik Godot 4'te " -"desteklenmemektedir. Bunun yerine C#/Mono ile Web'i hedeflemek için Godot 3'ü " +"C#/.NET kullanırken, Web dışa aktarması şimdilik Redot 4'te " +"desteklenmemektedir. Bunun yerine C#/Mono ile Web'i hedeflemek için Redot 3'ü " "kullanın." msgid "" @@ -18174,11 +18175,11 @@ msgstr "" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "Bu düğüm, kullanımdan kaldırılmış olarak işaretlenmiştir, ve gelecekteki " "sürümlerde kaldırılacaktır.\n" -"Geçiş hakkında bilgi için lütfen Godot belgelerini kontrol edin." +"Geçiş hakkında bilgi için lütfen Redot belgelerini kontrol edin." msgid "" "This node is marked as experimental and may be subject to removal or major " diff --git a/editor/translations/editor/uk.po b/editor/translations/editor/uk.po index 42488af155..73af054d4e 100644 --- a/editor/translations/editor/uk.po +++ b/editor/translations/editor/uk.po @@ -1,4 +1,5 @@ -# Ukrainian translation of the Godot Engine editor interface. +# Ukrainian translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -53,8 +54,8 @@ # BakaloMykhailo <bakaloukr@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Ukrainian (Godot Engine)\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Ukrainian (Redot Engine)\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-03 22:09+0000\n" "Last-Translator: BakaloMykhailo <bakaloukr@gmail.com>\n" @@ -1968,8 +1969,8 @@ msgstr "Некоректна назва теки." msgid "Double-click to open in browser." msgstr "Двічі клацніть, щоб відкрити в браузері." -msgid "Thanks from the Godot community!" -msgstr "Спасибі від спільноти Godot!" +msgid "Thanks from the Redot community!" +msgstr "Спасибі від спільноти Redot!" msgid "(unknown)" msgstr "(невідомо)" @@ -1981,8 +1982,8 @@ msgstr "" "Дата фіксації Git: %s\n" "Натисніть, щоб скопіювати номер версії." -msgid "Godot Engine contributors" -msgstr "Автори рушія Godot" +msgid "Redot Engine contributors" +msgstr "Автори рушія Redot" msgid "Project Founders" msgstr "Засновники проєкту" @@ -2034,12 +2035,12 @@ msgid "Third-party Licenses" msgstr "Ліцензування сторонніх компонентів" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Рушій Godot спирається на ряд сторонніх безкоштовних і відкритих бібліотек, " +"Рушій Redot спирається на ряд сторонніх безкоштовних і відкритих бібліотек, " "сумісних з умовами ліцензування MIT. Нижче наведено вичерпний список всіх " "таких сторонніх компонентів з відповідними заявами авторських прав і умов " "ліцензійної угоди." @@ -2528,8 +2529,8 @@ msgstr "[порожньо]" msgid "[unsaved]" msgstr "[не збережено]" -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" +msgid "%s - Redot Engine" +msgstr "%s - Redot Engine" msgid "Move this dock right one tab." msgstr "Перемістіть цю панель на одну вкладку праворуч." @@ -2693,8 +2694,8 @@ msgstr "" msgid "New profile name:" msgstr "Назва нового профілю:" -msgid "Godot Feature Profile" -msgstr "Профіль можливостей Godot" +msgid "Redot Feature Profile" +msgstr "Профіль можливостей Redot" msgid "Import Profile(s)" msgstr "Імпортувати профілі" @@ -3310,10 +3311,10 @@ msgstr "Відсутній файл '%s' або одна з його залеж� msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" "Файл '%s' збережено у форматі, який є новішим за формати, що підтримуються " -"цією версією Godot, тому його неможливо відкрити." +"цією версією Redot, тому його неможливо відкрити." msgid "Error while loading file '%s'." msgstr "Помилка під час завантаження файлу '%s'." @@ -3880,11 +3881,11 @@ msgstr "Запропонувати можливість" msgid "Send Docs Feedback" msgstr "Надіслати відгук щодо документації" -msgid "About Godot..." -msgstr "Про Godot..." +msgid "About Redot..." +msgstr "Про Redot..." -msgid "Support Godot Development" -msgstr "Підтримати розробку Godot" +msgid "Support Redot Development" +msgstr "Підтримати розробку Redot" msgid "" "Choose a rendering method.\n" @@ -4673,8 +4674,8 @@ msgstr "Вилучити шаблон" msgid "Select Template File" msgstr "Виберіть файл шаблону" -msgid "Godot Export Templates" -msgstr "Шаблони експортування Godot" +msgid "Redot Export Templates" +msgstr "Шаблони експортування Redot" msgid "" "The templates will continue to download.\n" @@ -4863,19 +4864,19 @@ msgstr "Експортувати PCK/ZIP..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "Експортуйте ресурси проєкту у вигляді PCK або ZIP-архіву. Це не ігрова " -"збірка, лише дані проєкту без виконуваного файлу Godot." +"збірка, лише дані проєкту без виконуваного файлу Redot." msgid "Export Project..." msgstr "Експортувати проєкт…" msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"Експортуйте проєкт як збірку для відтворення (виконуваний файл Godot і дані " +"Експортуйте проєкт як збірку для відтворення (виконуваний файл Redot і дані " "проєкту) для вибраного шаблону." msgid "Export All" @@ -4890,8 +4891,8 @@ msgstr "Експортувати усе…" msgid "ZIP File" msgstr "Файл ZIP" -msgid "Godot Project Pack" -msgstr "Пакунок проєкту Godot" +msgid "Redot Project Pack" +msgstr "Пакунок проєкту Redot" msgid "Export templates for this platform are missing:" msgstr "Немає шаблонів експортування для цієї платформи:" @@ -9636,14 +9637,14 @@ msgstr "Помилка збереження" msgid "Save Theme As..." msgstr "Зберегти тему як..." -msgid "Open '%s' in Godot online documentation." -msgstr "Відкрити '%s' в онлайн-документації Godot." +msgid "Open '%s' in Redot online documentation." +msgstr "Відкрити '%s' в онлайн-документації Redot." msgid "Online Docs" msgstr "Онлайн документація" -msgid "Open Godot online documentation." -msgstr "Відкрити онлайнову документацію Godot." +msgid "Open Redot online documentation." +msgstr "Відкрити онлайнову документацію Redot." msgid "Unsaved file." msgstr "Незбережений файл." @@ -12851,21 +12852,21 @@ msgid "4D vector parameter." msgstr "Параметр 4D вектора." msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Нетиповий вираз мовою шейдерів Godot із нетиповою кількістю вхідних і " +"Нетиповий вираз мовою шейдерів Redot із нетиповою кількістю вхідних і " "вихідних портів. Це безпосередня вставка до коду у функцію вершин, фрагментів " "або світла. Не використовуйте це для написання вбудованих оголошень функцій." msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." msgstr "" -"Нетиповий вираз мовою шейдерів Godot, який буде розміщено поверх отриманого " +"Нетиповий вираз мовою шейдерів Redot, який буде розміщено поверх отриманого " "шейдера. Ви можете розташовувати різні визначення функцій всередині коду і " "викликати його пізніше у Виразах. Ви також можете оголошувати змінні, " "параметри та константи." @@ -12912,31 +12913,31 @@ msgstr "" "обійдено." msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"Вибраний проект \"%s\" не вказує підтримувану версію Godot у своєму " +"Вибраний проект \"%s\" не вказує підтримувану версію Redot у своєму " "конфігураційному файлі (\"project.godot\").\n" "\n" "Шлях до проекту: %s\n" "\n" "Якщо ви продовжите відкриття проекту, його буде конвертовано у формат " -"поточного конфігураційного файлу Godot.\n" +"поточного конфігураційного файлу Redot.\n" "\n" "Попередження: Ви не зможете відкрити проект за допомогою попередніх версій " "рушія." msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -12950,8 +12951,8 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"Вибраний проект \"%s\" було створено у версії Godot 3.x, і його потрібно " -"конвертувати для версії Godot 4.x.\n" +"Вибраний проект \"%s\" було створено у версії Redot 3.x, і його потрібно " +"конвертувати для версії Redot 4.x.\n" "\n" "Шлях до проекту: %s\n" "\n" @@ -13009,45 +13010,45 @@ msgstr "" msgid "" "Warning: This project uses double precision floats, but this version of\n" -"Godot uses single precision floats. Opening this project may cause data " +"Redot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" "Попередження: У цьому проекті використовується подвійна точність десяткових " "чисел, але ця версія\n" -"Godot використовує десяткові одинарної точності. Відкриття цього проекту може " +"Redot використовує десяткові одинарної точності. Відкриття цього проекту може " "призвести до втрати даних.\n" "\n" msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"Попередження: У цьому проекті використовується мова C#, але ця збірка Godot " +"Попередження: У цьому проекті використовується мова C#, але ця збірка Redot " "не має\n" "модуля Mono. Якщо ви продовжите, ви не зможете використовувати скрипти на " "C#.\n" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"Попередження: Цей проект востаннє було відредаговано у Godot %s.При відкритті " -"буде змінено на Godot %s.\n" +"Попередження: Цей проект востаннє було відредаговано у Redot %s.При відкритті " +"буде змінено на Redot %s.\n" "\n" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" msgstr "" "Попередження: Цей проект використовує наступні можливості, які не " -"підтримуються цією збіркою Godot:\n" +"підтримуються цією збіркою Redot:\n" "\n" "%s\n" "\n" @@ -13218,12 +13219,12 @@ msgid "Warning: This folder is not empty" msgstr "Попередження: Ця папка не порожня" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" -"Ви збираєтеся створити проект Godot у непорожній теці.\n" +"Ви збираєтеся створити проект Redot у непорожній теці.\n" "Весь вміст цієї теки буде імпортовано як ресурси проекту!\n" "\n" "Ви впевнені, що хочете продовжити?" @@ -13281,8 +13282,8 @@ msgstr "Метадані керування версіями:" msgid "Git" msgstr "Git" -msgid "This project was last edited in a different Godot version: " -msgstr "Цей проект востаннє редагувався в іншій версії Godot: " +msgid "This project was last edited in a different Redot version: " +msgstr "Цей проект востаннє редагувався в іншій версії Redot: " msgid "This project uses features unsupported by the current build:" msgstr "Цей проект використовує функції, які не підтримуються поточною збіркою:" @@ -13993,14 +13994,14 @@ msgid "Add Shader Global Parameter" msgstr "Додати глобальний параметр шейдера" msgid "" -"This project uses meshes with an outdated mesh format from previous Godot " +"This project uses meshes with an outdated mesh format from previous Redot " "versions. The engine needs to update the format in order to use those meshes. " "Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " "You can ignore this message and keep using outdated meshes, but keep in mind " "that this leads to increased load times every time you load the project." msgstr "" "У цьому проекті використовуються сіті із застарілим форматом з попередніх " -"версій Godot. Рушій повинен оновити формат, щоб використовувати ці сіті. Будь " +"версій Redot. Рушій повинен оновити формат, щоб використовувати ці сіті. Будь " "ласка, скористайтеся інструментом \"Upgrade Mesh Surfaces\" з меню \"Project " "> Tools\". Ви можете проігнорувати це повідомлення і продовжувати " "використовувати застарілі сіті, але майте на увазі, що це призведе до " @@ -14019,27 +14020,27 @@ msgid "Attempting to remove " msgstr "Спроба видалення " msgid "" -"The mesh format has changed in Godot 4.2, which affects both imported meshes " -"and meshes authored inside of Godot. The engine needs to update the format in " +"The mesh format has changed in Redot 4.2, which affects both imported meshes " +"and meshes authored inside of Redot. The engine needs to update the format in " "order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"If your project predates Redot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" +"previous versions of Redot.\n" "\n" "You can still use your existing meshes as is. The engine will update each " "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"Формат сітки змінився в Godot 4.2, що вплинуло як на імпортовані сітки так і " -"на створені всередині Godot. Рушію потрібно оновити формат щоб " +"Формат сітки змінився в Redot 4.2, що вплинуло як на імпортовані сітки так і " +"на створені всередині Redot. Рушію потрібно оновити формат щоб " "використовувати ці сітки.\n" "\n" -"Якщо ваш проект давніший Godot 4.2 і містить сітки, ми рекомендуємо вам " +"Якщо ваш проект давніший Redot 4.2 і містить сітки, ми рекомендуємо вам " "запустити цей одноразовий інструмент ковертації. Це оновлення перезапустить " "редактор і може зайняти декілька хвлилин. Оновлення зробить сітки несумісними " -"з попередніми версіями Godot.\n" +"з попередніми версіями Redot.\n" "\n" "Ви все ще можете використовувати існуючі сітки як є. Рушій оновить кожну " "сітку в пам’яті, але оновлення не буде збережено. Вибір цієї опції призведе " @@ -14494,11 +14495,11 @@ msgstr "" "\"Min SDK\" має бути цілим числом, але отримано \"%s\", що є неприпустимо." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." msgstr "" "\"Min SDK\" не може бути нижчим за %d, що є версією, необхідною для " -"бібліотеки Godot." +"бібліотеки Redot." msgid "" "\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." @@ -15067,11 +15068,11 @@ msgid "Could not read file: \"%s\"." msgstr "Не вдалося прочитати файл: \"%s\"." msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" -"Експорт до Web наразі не підтримується в Godot 4 за використання C#/.NET. " -"Замість цього використовуйте Godot 3 для експорту до Web за допомогою C#/Mono." +"Експорт до Web наразі не підтримується в Redot 4 за використання C#/.NET. " +"Замість цього використовуйте Redot 3 для експорту до Web за допомогою C#/Mono." msgid "" "If this project does not use C#, use a non-C# editor build to export the " @@ -15950,10 +15951,10 @@ msgstr "" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "Цей вузол позначено як застарілий і буде вилучено у наступних версіях.\n" -"Будь ласка, зверніться до документації Godot для отримання інформації про " +"Будь ласка, зверніться до документації Redot для отримання інформації про " "перехід на нові версії." msgid "" diff --git a/editor/translations/editor/vi.po b/editor/translations/editor/vi.po index 65cfc19db7..a1a2b3deb2 100644 --- a/editor/translations/editor/vi.po +++ b/editor/translations/editor/vi.po @@ -1,4 +1,5 @@ -# Vietnamese translation of the Godot Engine editor interface. +# Vietnamese translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -44,8 +45,8 @@ # duongmai <flashlight135790@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-16 00:22+0000\n" "Last-Translator: Trần Đức Minh Nhật <mncc8327@gmail.com>\n" @@ -1149,11 +1150,11 @@ msgstr "Tạo thư mục mới ở %s:" msgid "Create Folder" msgstr "Tạo thư mục" -msgid "Thanks from the Godot community!" -msgstr "Cảm ơn từ cộng đồng Godot!" +msgid "Thanks from the Redot community!" +msgstr "Cảm ơn từ cộng đồng Redot!" -msgid "Godot Engine contributors" -msgstr "Cá nhân đóng góp của Godot Engine" +msgid "Redot Engine contributors" +msgstr "Cá nhân đóng góp của Redot Engine" msgid "Project Founders" msgstr "Các đồng sáng lập dự án" @@ -1190,12 +1191,12 @@ msgid "Third-party Licenses" msgstr "Giấy phép bên thứ ba" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine dựa trên một số thư viện mã nguồn mở và miễn phí của bên thứ ba, " +"Redot Engine dựa trên một số thư viện mã nguồn mở và miễn phí của bên thứ ba, " "tất cả đều phù hợp với các điều khoản trong giấy phép MIT. Sau đây là danh " "sách tất cả các thành phần của bên thứ ba với các điều khoản bản quyền và " "điều khoản cấp phép tương ứng." @@ -1527,8 +1528,8 @@ msgstr "Tuỳ chọn bổ sung:" msgid "New profile name:" msgstr "Tên mới hồ sơ:" -msgid "Godot Feature Profile" -msgstr "Quản lý Tính năng Godot" +msgid "Redot Feature Profile" +msgstr "Quản lý Tính năng Redot" msgid "Import Profile(s)" msgstr "Nhập vào hồ sơ" @@ -2132,8 +2133,8 @@ msgstr "Gợi ý một tính năng" msgid "Send Docs Feedback" msgstr "Gửi ý kiến phản hồi về hướng dẫn" -msgid "Support Godot Development" -msgstr "Hỗ trợ phát triển Godot" +msgid "Support Redot Development" +msgstr "Hỗ trợ phát triển Redot" msgid "Update Continuously" msgstr "Cập nhật Liên tục" @@ -2515,8 +2516,8 @@ msgstr "Gỡ cài đặt bản mẫu" msgid "Select Template File" msgstr "Chọn tệp bản mẫu" -msgid "Godot Export Templates" -msgstr "Các bản mẫu xuất Godot" +msgid "Redot Export Templates" +msgstr "Các bản mẫu xuất Redot" msgid "" "The templates will continue to download.\n" @@ -4679,14 +4680,14 @@ msgstr "Lỗi khi lưu" msgid "Save Theme As..." msgstr "Lưu Tông màu thành..." -msgid "Open '%s' in Godot online documentation." -msgstr "Mở '%s' ở tài liệt Godot trực tuyến." +msgid "Open '%s' in Redot online documentation." +msgstr "Mở '%s' ở tài liệt Redot trực tuyến." msgid "Online Docs" msgstr "Tài liệu trực tuyến" -msgid "Open Godot online documentation." -msgstr "Mở tài liệu Godot trực tuyến." +msgid "Open Redot online documentation." +msgstr "Mở tài liệu Redot trực tuyến." msgid "%s Class Reference" msgstr "Tham khảo Lớp %s" @@ -5529,26 +5530,26 @@ msgstr "" "Thất bại khi khởi chạy trình biên tập." msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"Dự án được chọn \"%s\" không chỉ ra phiên bản Godot được hỗ trợ của nó trong " +"Dự án được chọn \"%s\" không chỉ ra phiên bản Redot được hỗ trợ của nó trong " "tệp tin cấu hình (\"project.godot\").\n" "\n" "Đường dẫn của dự án: %s\n" "\n" "Nếu bạn tiếp tục mở nó, dự án sẽ được chuyển đổi theo định dạng tệp tin cấu " -"hình hiện tại của Godot.\n" +"hình hiện tại của Redot.\n" "\n" -"Cảnh báo: bạn sẽ không thể mở dự án với các phiên bản trước kia của Godot " +"Cảnh báo: bạn sẽ không thể mở dự án với các phiên bản trước kia của Redot " "được nữa." msgid "" @@ -5562,14 +5563,14 @@ msgid "" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"Dự án được chọn \"%s\" đã được tạo bởi một phiên bản cũ hơn của Godot, và cần " +"Dự án được chọn \"%s\" đã được tạo bởi một phiên bản cũ hơn của Redot, và cần " "được chuyển đổi để sử dụng cho phiên abnr này.\n" "\n" "Dường dẫn của dự án: %s\n" "\n" "Bạn có muốn chuyển đổi nó không?\n" "\n" -"Cảnh báo: bạn sẽ không thể mở dự án với các phiên bản trước kia của Godot " +"Cảnh báo: bạn sẽ không thể mở dự án với các phiên bản trước kia của Redot " "được nữa." msgid "" @@ -5584,16 +5585,16 @@ msgstr "" "\n" "%s\n" "\n" -"Các cài đặt của dự án được tạo bởi một phiên bản Godot mới hơn và không còn " +"Các cài đặt của dự án được tạo bởi một phiên bản Redot mới hơn và không còn " "tương thích với phiên bản này nữa." msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"Cảnh báo: Dự án này đã được sửa lần cuối bằng Godot %s. Mở dự án này sẽ thay " -"đổi nó sang Godot %s.\n" +"Cảnh báo: Dự án này đã được sửa lần cuối bằng Redot %s. Mở dự án này sẽ thay " +"đổi nó sang Redot %s.\n" "\n" msgid "Open anyway? Project will be modified." @@ -5684,7 +5685,7 @@ msgid "Warning: This folder is not empty" msgstr "Cảnh báo: Thư mục này không phải là thư mục trống" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" @@ -5731,8 +5732,8 @@ msgstr "Đường dẫn cài đặt Dự án:" msgid "Renderer:" msgstr "Trình kết xuất hình ảnh:" -msgid "This project was last edited in a different Godot version: " -msgstr "Dự án này đã được sửa đổi trong một phiên bản Godot khác: " +msgid "This project was last edited in a different Redot version: " +msgstr "Dự án này đã được sửa đổi trong một phiên bản Redot khác: " msgid "Error: Project is missing on the filesystem." msgstr "Lỗi: Dự án bị thiếu trên hệ thống tệp tin." diff --git a/editor/translations/editor/zh_CN.po b/editor/translations/editor/zh_CN.po index 3bcad2a310..a2a0264291 100644 --- a/editor/translations/editor/zh_CN.po +++ b/editor/translations/editor/zh_CN.po @@ -1,4 +1,5 @@ -# Chinese (Simplified) translation of the Godot Engine editor interface. +# Chinese (Simplified) translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -102,8 +103,8 @@ # Mill Xu <2733679597@qq.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Chinese (Simplified) (Godot Engine)\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Chinese (Simplified) (Redot Engine)\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: 2018-01-20 12:15+0200\n" "PO-Revision-Date: 2024-08-23 10:34+0000\n" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" @@ -1996,8 +1997,8 @@ msgstr "文件夹名称有效。" msgid "Double-click to open in browser." msgstr "双击在浏览器中打开。" -msgid "Thanks from the Godot community!" -msgstr "Godot 社区感谢大家!" +msgid "Thanks from the Redot community!" +msgstr "Redot 社区感谢大家!" msgid "(unknown)" msgstr "(未知)" @@ -2009,8 +2010,8 @@ msgstr "" "Git 提交日期:%s\n" "点击复制版本号。" -msgid "Godot Engine contributors" -msgstr "Godot Engine 贡献者" +msgid "Redot Engine contributors" +msgstr "Redot Engine 贡献者" msgid "Project Founders" msgstr "项目创始人" @@ -2062,12 +2063,12 @@ msgid "Third-party Licenses" msgstr "第三方许可证" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot 引擎依赖多个第三方免费开源代码库,这些库全部兼容 MIT 许可证的条款。以下" +"Redot 引擎依赖多个第三方免费开源代码库,这些库全部兼容 MIT 许可证的条款。以下" "是所有此类第三方组件及其各自版权声明和许可条款的详尽列表。" msgid "All Components" @@ -2546,8 +2547,8 @@ msgstr "[空]" msgid "[unsaved]" msgstr "[未保存]" -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" +msgid "%s - Redot Engine" +msgstr "%s - Redot Engine" msgid "Move this dock right one tab." msgstr "将该面板向右移一个选项卡。" @@ -2700,8 +2701,8 @@ msgstr "创建或导入配置以编辑可用的类和属性。" msgid "New profile name:" msgstr "新的配置名称:" -msgid "Godot Feature Profile" -msgstr "Godot 功能配置" +msgid "Redot Feature Profile" +msgstr "Redot 功能配置" msgid "Import Profile(s)" msgstr "导入配置" @@ -3361,8 +3362,8 @@ msgstr "缺失文件“%s”或其依赖项。" msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." -msgstr "文件“%s”在保存时使用了较新的格式,当前版本的 Godot 不支持,无法打开。" +"this version of Redot, so it can't be opened." +msgstr "文件“%s”在保存时使用了较新的格式,当前版本的 Redot 不支持,无法打开。" msgid "Error while loading file '%s'." msgstr "加载文件“%s”时出错。" @@ -3962,11 +3963,11 @@ msgstr "提交新特性建议" msgid "Send Docs Feedback" msgstr "发送文档反馈" -msgid "About Godot..." -msgstr "关于 Godot..." +msgid "About Redot..." +msgstr "关于 Redot..." -msgid "Support Godot Development" -msgstr "支持 Godot 开发" +msgid "Support Redot Development" +msgstr "支持 Redot 开发" msgid "" "Choose a rendering method.\n" @@ -4786,8 +4787,8 @@ msgstr "卸载模板" msgid "Select Template File" msgstr "选择模板文件" -msgid "Godot Export Templates" -msgstr "Godot 导出模板" +msgid "Redot Export Templates" +msgstr "Redot 导出模板" msgid "" "The templates will continue to download.\n" @@ -4980,18 +4981,18 @@ msgstr "导出 PCK/ZIP..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" -"将项目资源以 PCK 或 ZIP 包的形式导出。无法运行,仅包含项目数据,不包含 Godot " +"将项目资源以 PCK 或 ZIP 包的形式导出。无法运行,仅包含项目数据,不包含 Redot " "可执行文件。" msgid "Export Project..." msgstr "导出项目..." msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." -msgstr "使用选中的预设将项目导出为可运行的构建(Godot 可执行文件和项目数据)。" +msgstr "使用选中的预设将项目导出为可运行的构建(Redot 可执行文件和项目数据)。" msgid "Export All" msgstr "全部导出" @@ -5005,8 +5006,8 @@ msgstr "全部导出..." msgid "ZIP File" msgstr "ZIP 文件" -msgid "Godot Project Pack" -msgstr "Godot 项目包" +msgid "Redot Project Pack" +msgstr "Redot 项目包" msgid "Export templates for this platform are missing:" msgstr "该平台的导出模板缺失:" @@ -9929,8 +9930,8 @@ msgstr "保存出错" msgid "Save Theme As..." msgstr "主题另存为..." -msgid "Open '%s' in Godot online documentation." -msgstr "在 Godot 在线文档中打开“%s”。" +msgid "Open '%s' in Redot online documentation." +msgstr "在 Redot 在线文档中打开“%s”。" msgid "Open in Online Docs" msgstr "打开在线文档" @@ -9938,8 +9939,8 @@ msgstr "打开在线文档" msgid "Online Docs" msgstr "在线文档" -msgid "Open Godot online documentation." -msgstr "打开 Godot 在线文档。" +msgid "Open Redot online documentation." +msgstr "打开 Redot 在线文档。" msgid "Unsaved file." msgstr "未保存的文件。" @@ -12611,8 +12612,8 @@ msgstr "布尔常量。" msgid "Boolean parameter." msgstr "布尔参数。" -msgid "Translated to '%s' in Godot Shading Language." -msgstr "在 Godot 着色语言中翻译为“%s”。" +msgid "Translated to '%s' in Redot Shading Language." +msgstr "在 Redot 着色语言中翻译为“%s”。" msgid "'%s' input parameter for all shader modes." msgstr "所有着色器模式的 “%s” 输入参数。" @@ -13305,20 +13306,20 @@ msgid "" msgstr "带有描述字符串的矩形区域,便于组织图表。" msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"自定义 Godot 着色器语言表达式,可以有任意数量的输入和输出端口。它会往顶点/片" +"自定义 Redot 着色器语言表达式,可以有任意数量的输入和输出端口。它会往顶点/片" "段/灯光函数中直接注入代码,请勿在其中声明函数。" msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." msgstr "" -"自定义的 Godot 着色器语言表达式,会被放到最终的着色器开头。你可以在其中放置各" +"自定义的 Redot 着色器语言表达式,会被放到最终的着色器开头。你可以在其中放置各" "种函数定义,然后在表达式中调用。你还可以声明 varying、参数和常量。" msgid "A reference to an existing parameter." @@ -13399,28 +13400,28 @@ msgstr "" "注意,将跳过对引擎版本兼容性的常规检查。" msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"所选项目“%s”没有在配置文件(“project.godot”)中指定其支持的 Godot 版本。\n" +"所选项目“%s”没有在配置文件(“project.godot”)中指定其支持的 Redot 版本。\n" "\n" "项目路径:%s\n" "\n" -"如果继续打开,该项目会转换为 Godot 当前的配置文件格式。\n" +"如果继续打开,该项目会转换为 Redot 当前的配置文件格式。\n" "\n" "警告:将无法再使用以前版本的引擎打开该项目。" msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -13434,7 +13435,7 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"所选项目“%s”是由 Godot 3.x 生成的,需要转换至 Godot 4.x。\n" +"所选项目“%s”是由 Redot 3.x 生成的,需要转换至 Redot 4.x。\n" "\n" "项目路径:%s\n" "\n" @@ -13487,39 +13488,39 @@ msgstr "" msgid "" "Warning: This project uses double precision floats, but this version of\n" -"Godot uses single precision floats. Opening this project may cause data " +"Redot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" "警告:这个项目使用双精度浮点数,但这个版本的\n" -"Godot 使用单精度浮点数。打开这个项目可能会导致数据丢失。\n" +"Redot 使用单精度浮点数。打开这个项目可能会导致数据丢失。\n" "\n" msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"警告:该项目使用 C#,但 Godot 的这个版本没有\n" +"警告:该项目使用 C#,但 Redot 的这个版本没有\n" "Mono 模块。如果继续,你将无法使用任何 C# 脚本。\n" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"警告:该项目的最近一次编辑使用的是 Godot %s。打开后将修改为 Godot %s。\n" +"警告:该项目的最近一次编辑使用的是 Redot %s。打开后将修改为 Redot %s。\n" "\n" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" msgstr "" -"警告:这个项目使用了如下该 Godot 构建不支持的功能:\n" +"警告:这个项目使用了如下该 Redot 构建不支持的功能:\n" "\n" "%s\n" "\n" @@ -13653,22 +13654,22 @@ msgstr "转换完整项目" msgid "" "This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3 to work in Godot 4.\n" +"and scripts from Redot 3 to work in Redot 4.\n" "\n" "Note that this is a best-effort conversion, i.e. it makes upgrading the " "project easier, but it will not open out-of-the-box and will still require " "manual adjustments.\n" "\n" "IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." +"operation makes it impossible to open it in older versions of Redot." msgstr "" -"该选项将执行完整的项目转换,更新 Godot 3 的场景、资源和脚本,以便在 Godot 4 中" +"该选项将执行完整的项目转换,更新 Redot 3 的场景、资源和脚本,以便在 Redot 4 中" "运行。\n" "\n" "注意,转换是尽力而为的,也就是说,它可以让项目的升级更容易,但无法做到开箱即" "用,仍然需要手动调整。\n" "\n" -"重要:转换前请一定要备份你的项目,因为本操作会使它无法在旧版本的 Godot 中打" +"重要:转换前请一定要备份你的项目,因为本操作会使它无法在旧版本的 Redot 中打" "开。" msgid "Manage Project Tags" @@ -13797,12 +13798,12 @@ msgid "Warning: This folder is not empty" msgstr "警告:该文件夹非空" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" -"你将在非空的文件夹中创建 Godot 项目。\n" +"你将在非空的文件夹中创建 Redot 项目。\n" "这个文件夹中的所有内容都将作为项目资源导入!\n" "\n" "你确定要继续吗?" @@ -13859,11 +13860,11 @@ msgstr "版本控制元数据:" msgid "Git" msgstr "Git" -msgid "This project was last edited in a different Godot version: " -msgstr "该项目的最近一次编辑使用了不同的 Godot 版本: " +msgid "This project was last edited in a different Redot version: " +msgstr "该项目的最近一次编辑使用了不同的 Redot 版本: " msgid "This project uses features unsupported by the current build:" -msgstr "该项目使用了当前 Godot 构建不支持的功能:" +msgstr "该项目使用了当前 Redot 构建不支持的功能:" msgid "Error: Project is missing on the filesystem." msgstr "错误:文件系统上缺失项目。" @@ -14705,13 +14706,13 @@ msgid "Add Shader Global Parameter" msgstr "添加着色器全局参数" msgid "" -"This project uses meshes with an outdated mesh format from previous Godot " +"This project uses meshes with an outdated mesh format from previous Redot " "versions. The engine needs to update the format in order to use those meshes. " "Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " "You can ignore this message and keep using outdated meshes, but keep in mind " "that this leads to increased load times every time you load the project." msgstr "" -"该项目使用的网格具有过时的之前 Godot 版本中的网格格式。引擎需要更新格式才能使" +"该项目使用的网格具有过时的之前 Redot 版本中的网格格式。引擎需要更新格式才能使" "用这些网格。请使用“项目 > 工具”菜单中的“升级网格表面”工具。你可以忽略该消息并" "继续使用过时的网格,但请记住,这会导致每次加载项目时加载时间增加。" @@ -14729,24 +14730,24 @@ msgid "Attempting to remove " msgstr "正在尝试移除 " msgid "" -"The mesh format has changed in Godot 4.2, which affects both imported meshes " -"and meshes authored inside of Godot. The engine needs to update the format in " +"The mesh format has changed in Redot 4.2, which affects both imported meshes " +"and meshes authored inside of Redot. The engine needs to update the format in " "order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"If your project predates Redot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" +"previous versions of Redot.\n" "\n" "You can still use your existing meshes as is. The engine will update each " "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"Godot 4.2 更改了网格的格式,导入的网格和在 Godot 中制作的网格都会受到影响。引" +"Redot 4.2 更改了网格的格式,导入的网格和在 Redot 中制作的网格都会受到影响。引" "擎需要对格式进行升级才能使用这些网格。\n" "\n" -"如果你的项目早于 Godot 4.2 并且包含网格,我们建议运行这个一次性转换工具。升级" -"时将会重启编辑器,可能需要几分钟时间。更新后的网格不再兼容以前版本的 Godot。\n" +"如果你的项目早于 Redot 4.2 并且包含网格,我们建议运行这个一次性转换工具。升级" +"时将会重启编辑器,可能需要几分钟时间。更新后的网格不再兼容以前版本的 Redot。\n" "\n" "你仍然可以保留现有网格。引擎会在内存中升级各个网格,但是不会保存更新。选择这个" "选项将会使得每次加载这个项目的时间变长。" @@ -15136,13 +15137,13 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "无法加载 .NET 运行时,未找到兼容的版本。\n" "尝试创建和编辑项目会导致崩溃。\n" "\n" "请从 https://dotnet.microsoft.com/en-us/download 安装 .NET SDK 6.0 或后续版" -"本,然后重启 Godot。" +"本,然后重启 Redot。" msgid "Failed to load .NET runtime" msgstr "加载 .NET 运行时失败" @@ -15162,13 +15163,13 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "无法加载 .NET 运行时的 hostfxr。\n" "尝试创建和编辑项目会导致崩溃。\n" "\n" "请从 https://dotnet.microsoft.com/en-us/download 安装 .NET SDK 6.0 或后续版" -"本,然后重启 Godot。" +"本,然后重启 Redot。" msgid "%d (%s)" msgstr "%d(%s)" @@ -15515,9 +15516,9 @@ msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid." msgstr "“最小 SDK”应当为有效的整数,但获得了无效的“%s”。" msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." -msgstr "“最小 SDK”不能低于 %d,这是 Godot 库所需要的版本。" +msgstr "“最小 SDK”不能低于 %d,这是 Redot 库所需要的版本。" msgid "" "\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." @@ -16298,11 +16299,11 @@ msgid "PWA" msgstr "PWA" msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" -"Godot 4 中目前尚不支持使用 C#/.NET 导出到 Web。要在 Web 目标上使用 C#/Mono,请" -"改用 Godot 3。" +"Redot 4 中目前尚不支持使用 C#/.NET 导出到 Web。要在 Web 目标上使用 C#/Mono,请" +"改用 Redot 3。" msgid "" "If this project does not use C#, use a non-C# editor build to export the " @@ -17238,10 +17239,10 @@ msgstr "无法识别的缺失节点。详情见场景依赖项错误。" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "此节点标记为已弃用,会在将来的版本中移除。\n" -"请查看 Godot 文档中关于迁移的信息。" +"请查看 Redot 文档中关于迁移的信息。" msgid "" "This node is marked as experimental and may be subject to removal or major " diff --git a/editor/translations/editor/zh_TW.po b/editor/translations/editor/zh_TW.po index 93ae532f6a..e2367362e3 100644 --- a/editor/translations/editor/zh_TW.po +++ b/editor/translations/editor/zh_TW.po @@ -1,4 +1,5 @@ -# Chinese (Taiwan) translation of the Godot Engine editor interface. +# Chinese (Taiwan) translation of the Redot Engine editor interface. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -57,8 +58,8 @@ # STENYIN lee <stenyin@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor interface\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-16 08:50+0000\n" "Last-Translator: STENYIN lee <stenyin@gmail.com>\n" @@ -1951,8 +1952,8 @@ msgstr "資料夾名稱為空。" msgid "Double-click to open in browser." msgstr "雙擊以在瀏覽器中開啟。" -msgid "Thanks from the Godot community!" -msgstr "Godot 社群感謝你!" +msgid "Thanks from the Redot community!" +msgstr "Redot 社群感謝你!" msgid "(unknown)" msgstr "(未知)" @@ -1964,8 +1965,8 @@ msgstr "" "Git 提交日期:%s \n" "點擊以複製版本號。" -msgid "Godot Engine contributors" -msgstr "Godot Engine 貢獻者" +msgid "Redot Engine contributors" +msgstr "Redot Engine 貢獻者" msgid "Project Founders" msgstr "專案發起人" @@ -2017,12 +2018,12 @@ msgid "Third-party Licenses" msgstr "第三方授權條款" msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Redot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following is " "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"Godot Engine 依賴數個自由且開放原始碼的第三方函式庫,所有函式庫皆相容於 MIT 授" +"Redot Engine 依賴數個自由且開放原始碼的第三方函式庫,所有函式庫皆相容於 MIT 授" "權條款。以下為這些第三方元件的完整列表與其著作權宣告及授權條款。" msgid "All Components" @@ -2501,8 +2502,8 @@ msgstr "[空]" msgid "[unsaved]" msgstr "[未儲存]" -msgid "%s - Godot Engine" -msgstr "%s - Godot 引擎<3" +msgid "%s - Redot Engine" +msgstr "%s - Redot 引擎<3" msgid "Move this dock right one tab." msgstr "將此停靠面板向右移動一個分頁。" @@ -2655,8 +2656,8 @@ msgstr "建立或匯入配置以編輯可用類別及屬性。" msgid "New profile name:" msgstr "新的配置名稱:" -msgid "Godot Feature Profile" -msgstr "Godot 功能配置" +msgid "Redot Feature Profile" +msgstr "Redot 功能配置" msgid "Import Profile(s)" msgstr "匯入配置" @@ -3316,9 +3317,9 @@ msgstr "文件「%s」或其依賴項之一缺失。" msgid "" "File '%s' is saved in a format that is newer than the formats supported by " -"this version of Godot, so it can't be opened." +"this version of Redot, so it can't be opened." msgstr "" -"文件「%s」是以比此版本的 Godot 支援的格式更新的格式保存的,因此無法打開。" +"文件「%s」是以比此版本的 Redot 支援的格式更新的格式保存的,因此無法打開。" msgid "Error while loading file '%s'." msgstr "加載文件「%s」時發生錯誤。" @@ -3919,11 +3920,11 @@ msgstr "提出功能建議" msgid "Send Docs Feedback" msgstr "傳送說明文件回饋" -msgid "About Godot..." -msgstr "關於 Godot…" +msgid "About Redot..." +msgstr "關於 Redot…" -msgid "Support Godot Development" -msgstr "支援 Godot 開發" +msgid "Support Redot Development" +msgstr "支援 Redot 開發" msgid "" "Choose a rendering method.\n" @@ -4745,8 +4746,8 @@ msgstr "解除安裝樣板" msgid "Select Template File" msgstr "選擇樣板檔案" -msgid "Godot Export Templates" -msgstr "Godot 匯出樣板" +msgid "Redot Export Templates" +msgstr "Redot 匯出樣板" msgid "" "The templates will continue to download.\n" @@ -4939,19 +4940,19 @@ msgstr "匯出 PCK/ZIP..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " -"build, only the project data without a Godot executable." +"build, only the project data without a Redot executable." msgstr "" "將專案資源匯出為 PCK 或 ZIP 包。這不是可執行的遊戲版本,只包含專案數據,不包" -"括 Godot 可執行檔。" +"括 Redot 可執行檔。" msgid "Export Project..." msgstr "匯出專案..." msgid "" -"Export the project as a playable build (Godot executable and project data) " +"Export the project as a playable build (Redot executable and project data) " "for the selected preset." msgstr "" -"將專案匯出為可執行版本(包含 Godot 可執行檔和專案數據),依據所選的預設設定。" +"將專案匯出為可執行版本(包含 Redot 可執行檔和專案數據),依據所選的預設設定。" msgid "Export All" msgstr "全部匯出" @@ -4965,8 +4966,8 @@ msgstr "全部匯出..." msgid "ZIP File" msgstr "ZIP 檔案" -msgid "Godot Project Pack" -msgstr "Godot 專案包" +msgid "Redot Project Pack" +msgstr "Redot 專案包" msgid "Export templates for this platform are missing:" msgstr "缺少匯出該平台用的樣板:" @@ -9656,8 +9657,8 @@ msgstr "儲存主題為..." msgid "Online Docs" msgstr "線上說明文件" -msgid "Open Godot online documentation." -msgstr "打開 Godot 線上說明文件。" +msgid "Open Redot online documentation." +msgstr "打開 Redot 線上說明文件。" msgid "Unsaved file." msgstr "未保存的文件。" @@ -12146,8 +12147,8 @@ msgstr "布林常數。" msgid "Boolean parameter." msgstr "布林參數。" -msgid "Translated to '%s' in Godot Shading Language." -msgstr "在Godot著色語言中翻譯為”%s\"。" +msgid "Translated to '%s' in Redot Shading Language." +msgstr "在Redot著色語言中翻譯為”%s\"。" msgid "'%s' input parameter for all shader modes." msgstr "所有的著色器模式的「%s」輸入參數。" @@ -12830,20 +12831,20 @@ msgid "4D vector parameter." msgstr "4D 向量參數。" msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Redot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"自定 Godot 著色器語言表示式,使用自定數量的輸入與輸出埠口。這是通過直接插向頂" +"自定 Redot 著色器語言表示式,使用自定數量的輸入與輸出埠口。這是通過直接插向頂" "點/片段/光照函式插入程式碼來實現的,請勿在其中聲明函式。" msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." msgstr "" -"自定 Godot 著色器語言表示式,將被放入最終的著色器頂部。你可以放入各種函式定義" +"自定 Redot 著色器語言表示式,將被放入最終的著色器頂部。你可以放入各種函式定義" "在裡面,並於稍後在表示式中呼叫。也可以宣告 Varying、參數 與常數。" msgid "A reference to an existing parameter." @@ -12916,28 +12917,28 @@ msgstr "" "請注意,將跳過對引擎版本相容性的常規檢查。" msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " +"The selected project \"%s\" does not specify its supported Redot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Redot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"所選專案「%s」設定檔未指定建立其之 Godot 版本。\n" +"所選專案「%s」設定檔未指定建立其之 Redot 版本。\n" "\n" "專案路徑:%s\n" "\n" -"若您繼續開啟,會將其轉換為目前 Godot 版本的組態設定檔案格式。\n" +"若您繼續開啟,會將其轉換為目前 Redot 版本的組態設定檔案格式。\n" "\n" -"警告:您將不再可使用舊版的 Godot 開啟該專案。" +"警告:您將不再可使用舊版的 Redot 開啟該專案。" msgid "" -"The selected project \"%s\" was generated by Godot 3.x, and needs to be " -"converted for Godot 4.x.\n" +"The selected project \"%s\" was generated by Redot 3.x, and needs to be " +"converted for Redot 4.x.\n" "\n" "Project path: %s\n" "\n" @@ -12951,7 +12952,7 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"選取專案”%s“是由 Godot 3.x 生成的,需要轉換至 Godot 4.x。\n" +"選取專案”%s“是由 Redot 3.x 生成的,需要轉換至 Redot 4.x。\n" "\n" "專案路徑:%s\n" "\n" @@ -12977,14 +12978,14 @@ msgid "" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"下列專案設定「%s」是由較舊版本的 Godot 產生,需進行轉換以適用於目前版本的 " -"Godot:\n" +"下列專案設定「%s」是由較舊版本的 Redot 產生,需進行轉換以適用於目前版本的 " +"Redot:\n" "\n" "專案路徑:%s\n" "\n" "要進行轉換嗎?\n" "\n" -"警告:您將不再可使用舊版的 Godot 開啟該專案。" +"警告:您將不再可使用舊版的 Redot 開啟該專案。" msgid "Convert project.godot" msgstr "轉換 project.godot" @@ -13001,43 +13002,43 @@ msgstr "" "\n" "%s\n" "\n" -"該專案設定是由新版本的 Godot 所建立,其設定無法相容於這個版本。" +"該專案設定是由新版本的 Redot 所建立,其設定無法相容於這個版本。" msgid "" "Warning: This project uses double precision floats, but this version of\n" -"Godot uses single precision floats. Opening this project may cause data " +"Redot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" -"警告:該專案使用了倍精度浮點數,但該版本的 Godot 使用單精度浮點數。\n" +"警告:該專案使用了倍精度浮點數,但該版本的 Redot 使用單精度浮點數。\n" "開啟此專案可能會造成資料遺失。\n" "\n" msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" +"Warning: This project uses C#, but this build of Redot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"警告:該專案使用 C#,但該 Godot 版本並未包含\n" +"警告:該專案使用 C#,但該 Redot 版本並未包含\n" "Mono 模組。你若繼續將無法使用任何 C# 腳本。\n" "\n" msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" +"Warning: This project was last edited in Redot %s. Opening will change it to " +"Redot %s.\n" "\n" msgstr "" -"警告:該專案的最近一次編輯使用的是 Godot%s。開啟後將修改為 Godot%s。\n" +"警告:該專案的最近一次編輯使用的是 Redot%s。開啟後將修改為 Redot%s。\n" "\n" msgid "" "Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"of Redot:\n" "\n" "%s\n" "\n" msgstr "" -"警告:此專案使用了下列不被當前 Godot 建構支援的功能:\n" +"警告:此專案使用了下列不被當前 Redot 建構支援的功能:\n" "\n" "%s\n" "\n" @@ -13161,22 +13162,22 @@ msgstr "轉換整個專案" msgid "" "This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3 to work in Godot 4.\n" +"and scripts from Redot 3 to work in Redot 4.\n" "\n" "Note that this is a best-effort conversion, i.e. it makes upgrading the " "project easier, but it will not open out-of-the-box and will still require " "manual adjustments.\n" "\n" "IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." +"operation makes it impossible to open it in older versions of Redot." msgstr "" -"該選項將執行完整的專案轉換,更新 Godot 3 的場景、資源和腳本,以便在 Godot 4 中" +"該選項將執行完整的專案轉換,更新 Redot 3 的場景、資源和腳本,以便在 Redot 4 中" "運行。\n" "\n" "注意,轉換是盡力而為的,也就是說,它可以讓專案的升級更容易,但無法做到開箱即" "用,仍然需要手動調整。\n" "\n" -"重要:轉換前請一定要備份你的專案,因為本操作會使它無法在舊版本的 Godot 中打" +"重要:轉換前請一定要備份你的專案,因為本操作會使它無法在舊版本的 Redot 中打" "開。" msgid "Manage Project Tags" @@ -13223,7 +13224,7 @@ msgid "" "Creating a project at the engine's working directory or executable directory " "is not allowed, as it would prevent the project manager from starting." msgstr "" -"不允許在Godot的工作目錄或可執行檔案目錄中創建專案,因為這會阻止專案管理員啟" +"不允許在Redot的工作目錄或可執行檔案目錄中創建專案,因為這會阻止專案管理員啟" "動。" msgid "" @@ -13297,12 +13298,12 @@ msgid "Warning: This folder is not empty" msgstr "警告:該資料夾不為空" msgid "" -"You are about to create a Godot project in a non-empty folder.\n" +"You are about to create a Redot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" -"你將在非空的資料夾中創建 Godot 專案。\n" +"你將在非空的資料夾中創建 Redot 專案。\n" "這個資料夾中的所有內容都將作為專案資源導入!\n" "\n" "你確定要繼續嗎?" @@ -13359,8 +13360,8 @@ msgstr "版本控制 metadata:" msgid "Git" msgstr "Git" -msgid "This project was last edited in a different Godot version: " -msgstr "該專案上次由不同 Godot 版本編輯:. " +msgid "This project was last edited in a different Redot version: " +msgstr "該專案上次由不同 Redot 版本編輯:. " msgid "This project uses features unsupported by the current build:" msgstr "該專案使用了不被當前建構支援的功能:" @@ -14103,13 +14104,13 @@ msgid "Add Shader Global Parameter" msgstr "新增著色器全域參數" msgid "" -"This project uses meshes with an outdated mesh format from previous Godot " +"This project uses meshes with an outdated mesh format from previous Redot " "versions. The engine needs to update the format in order to use those meshes. " "Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " "You can ignore this message and keep using outdated meshes, but keep in mind " "that this leads to increased load times every time you load the project." msgstr "" -"此專案使用了舊版Godot版本的過時網格格式。引擎需要更新格式才能使用這些網格。請" +"此專案使用了舊版Redot版本的過時網格格式。引擎需要更新格式才能使用這些網格。請" "使用「專案 > 工具」菜單中的「升級網格表面」工具。您可以忽略此消息並繼續使用過" "時的網格,但請注意,每次載入專案時,這會導致加載時間增加。" @@ -14127,25 +14128,25 @@ msgid "Attempting to remove " msgstr "嘗試進行刪除 " msgid "" -"The mesh format has changed in Godot 4.2, which affects both imported meshes " -"and meshes authored inside of Godot. The engine needs to update the format in " +"The mesh format has changed in Redot 4.2, which affects both imported meshes " +"and meshes authored inside of Redot. The engine needs to update the format in " "order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"If your project predates Redot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" +"previous versions of Redot.\n" "\n" "You can still use your existing meshes as is. The engine will update each " "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"在Godot 4.2中,網格格式已經更改,這影響了導入的網格和在Godot中創建的網格。引擎" +"在Redot 4.2中,網格格式已經更改,這影響了導入的網格和在Redot中創建的網格。引擎" "需要更新格式才能使用這些網格。\n" "\n" -"如果您的專案是在Godot 4.2之前創建的且包含網格,我們建議您運行此一次性轉換工" +"如果您的專案是在Redot 4.2之前創建的且包含網格,我們建議您運行此一次性轉換工" "具。此更新將重新啟動編輯器,並可能需要幾分鐘時間。升級後,網格將與之前版本的" -"Godot不兼容。\n" +"Redot不兼容。\n" "\n" "您仍然可以按原樣使用現有的網格。引擎將在記憶體中更新每個網格,但更新不會被保" "存。選擇此選項將導致每次載入專案時載入時間變慢。" @@ -14347,13 +14348,13 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "無法載入 .NET 執行時,未找到兼容的版本。\n" "嘗試創建或編輯專案將導致異常終止。\n" "\n" "請從 https://dotnet.microsoft.com/en-us/download 安裝 .NET SDK 6.0 或更高版" -"本,然後重新啟動 Godot。" +"本,然後重新啟動 Redot。" msgid "Failed to load .NET runtime" msgstr "無法載入 .NET runtime" @@ -14366,13 +14367,13 @@ msgid "" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"us/download and restart Redot." msgstr "" "無法載入 .NET 執行時,特別是 hostfxr。\n" "嘗試創建或編輯專案將導致異常終止。\n" "\n" "請從 https://dotnet.microsoft.com/en-us/download 安裝 .NET SDK 6.0 或更高版" -"本,然後重新啟動 Godot。" +"本,然後重新啟動 Redot。" msgid "%d (%s)" msgstr "FPS: %d (%s 毫秒)" @@ -14644,9 +14645,9 @@ msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid." msgstr "「最小 SDK」應為有效整數,但目前值為無效的「%s」。" msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot " "library." -msgstr "「最小 SDK」不可低於 %d,因 Godot 函式庫需要該最小版本。" +msgstr "「最小 SDK」不可低於 %d,因 Redot 函式庫需要該最小版本。" msgid "" "\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." @@ -15298,11 +15299,11 @@ msgid "Could not read file: \"%s\"." msgstr "無法讀取檔案:「%s」。" msgid "" -"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " -"Use Godot 3 to target Web with C#/Mono instead." +"Exporting to Web is currently not supported in Redot 4 when using C#/.NET. " +"Use Redot 3 to target Web with C#/Mono instead." msgstr "" -"Godot 4 中目前尚不支援使用 C#/.NET 導出到 Web。要在 Web 目標上使用 C#/Mono,請" -"改用 Godot 3。" +"Redot 4 中目前尚不支援使用 C#/.NET 導出到 Web。要在 Web 目標上使用 C#/Mono,請" +"改用 Redot 3。" msgid "" "If this project does not use C#, use a non-C# editor build to export the " @@ -16123,10 +16124,10 @@ msgstr "" msgid "" "This node is marked as deprecated and will be removed in future versions.\n" -"Please check the Godot documentation for information about migration." +"Please check the Redot documentation for information about migration." msgstr "" "此節點標記為已棄用,會在將來的版本中移除。\n" -"請查看 Godot 文件中關於遷移整合的資訊。" +"請查看 Redot 文件中關於遷移整合的資訊。" msgid "" "This node is marked as experimental and may be subject to removal or major " diff --git a/editor/translations/extractable/af.po b/editor/translations/extractable/af.po index 1b73e4770c..c61c9ef15c 100644 --- a/editor/translations/extractable/af.po +++ b/editor/translations/extractable/af.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2023-11-19 00:26+0000\n" "Last-Translator: Mad Murdock <madmurdock011@gmail.com>\n" diff --git a/editor/translations/extractable/ar.po b/editor/translations/extractable/ar.po index 670626873f..7e0a23c6f7 100644 --- a/editor/translations/extractable/ar.po +++ b/editor/translations/extractable/ar.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-03-02 14:19+0000\n" "Last-Translator: بسام العوفي <co-able@hotmail.com>\n" diff --git a/editor/translations/extractable/bg.po b/editor/translations/extractable/bg.po index 1cc029d41f..89b0b47beb 100644 --- a/editor/translations/extractable/bg.po +++ b/editor/translations/extractable/bg.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2023-07-17 09:43+0000\n" "Last-Translator: 100daysummer <bobbydochev@gmail.com>\n" diff --git a/editor/translations/extractable/bn.po b/editor/translations/extractable/bn.po index b70ac563b1..a322f3392e 100644 --- a/editor/translations/extractable/bn.po +++ b/editor/translations/extractable/bn.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-26 06:01+0000\n" "Last-Translator: Rakib Ryan <rakib.remon12@gmail.com>\n" diff --git a/editor/translations/extractable/ca.po b/editor/translations/extractable/ca.po index dc8a2793b2..0667a7928f 100644 --- a/editor/translations/extractable/ca.po +++ b/editor/translations/extractable/ca.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-01-16 18:10+0000\n" "Last-Translator: bene toff <benetoffix@gmail.com>\n" diff --git a/editor/translations/extractable/cs.po b/editor/translations/extractable/cs.po index ab647eaf45..5cff6b7456 100644 --- a/editor/translations/extractable/cs.po +++ b/editor/translations/extractable/cs.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-28 10:05+0000\n" "Last-Translator: Daniel Dušek <dusekdan@gmail.com>\n" diff --git a/editor/translations/extractable/cy.po b/editor/translations/extractable/cy.po index 9d632bf6c8..5ef3b93c4d 100644 --- a/editor/translations/extractable/cy.po +++ b/editor/translations/extractable/cy.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "PO-Revision-Date: 2024-01-31 03:16+0000\n" "Last-Translator: L Howells <Bycanir@users.noreply.hosted.weblate.org>\n" "Language-Team: Welsh <https://hosted.weblate.org/projects/godot-engine/godot/" diff --git a/editor/translations/extractable/da.po b/editor/translations/extractable/da.po index 44123907f9..473fefd10c 100644 --- a/editor/translations/extractable/da.po +++ b/editor/translations/extractable/da.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-10 09:01+0000\n" "Last-Translator: symegac <97731141+symegac@users.noreply.github.com>\n" diff --git a/editor/translations/extractable/de.po b/editor/translations/extractable/de.po index c4b9f53af0..44bd81cbb4 100644 --- a/editor/translations/extractable/de.po +++ b/editor/translations/extractable/de.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-23 21:51+0000\n" "Last-Translator: Cerno_b <cerno.b@gmail.com>\n" diff --git a/editor/translations/extractable/el.po b/editor/translations/extractable/el.po index 0bcca90ad5..d070f7ba13 100644 --- a/editor/translations/extractable/el.po +++ b/editor/translations/extractable/el.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2023-10-01 21:58+0000\n" "Last-Translator: Marios1Gr <Marios1Gr@users.noreply.hosted.weblate.org>\n" diff --git a/editor/translations/extractable/eo.po b/editor/translations/extractable/eo.po index b314f6e61e..42817005f8 100644 --- a/editor/translations/extractable/eo.po +++ b/editor/translations/extractable/eo.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "PO-Revision-Date: 2024-02-26 06:02+0000\n" "Last-Translator: casuallyblue <sierra@casuallyblue.dev>\n" "Language-Team: Esperanto <https://hosted.weblate.org/projects/godot-engine/" diff --git a/editor/translations/extractable/es.po b/editor/translations/extractable/es.po index 6b027b200a..eab563a21e 100644 --- a/editor/translations/extractable/es.po +++ b/editor/translations/extractable/es.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-03-04 14:32+0000\n" "Last-Translator: Franco Ezequiel Ibañez <francoibanez.dev@gmail.com>\n" diff --git a/editor/translations/extractable/es_AR.po b/editor/translations/extractable/es_AR.po index d0e15e33ce..1d20c31f18 100644 --- a/editor/translations/extractable/es_AR.po +++ b/editor/translations/extractable/es_AR.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-03-03 20:01+0000\n" "Last-Translator: Franco Ezequiel Ibañez <francoibanez.dev@gmail.com>\n" diff --git a/editor/translations/extractable/et.po b/editor/translations/extractable/et.po index 495b5d6c99..2169ad46ee 100644 --- a/editor/translations/extractable/et.po +++ b/editor/translations/extractable/et.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "PO-Revision-Date: 2023-09-29 19:03+0000\n" "Last-Translator: Andreas Kuuskaru <andrku@tlu.ee>\n" "Language-Team: Estonian <https://hosted.weblate.org/projects/godot-engine/" diff --git a/editor/translations/extractable/eu.po b/editor/translations/extractable/eu.po index 5da8373f6a..52fb6099dd 100644 --- a/editor/translations/extractable/eu.po +++ b/editor/translations/extractable/eu.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "PO-Revision-Date: 2023-11-06 00:35+0000\n" "Last-Translator: Pablo Mori <pablomcando2008@gmail.com>\n" "Language-Team: Basque <https://hosted.weblate.org/projects/godot-engine/godot/" diff --git a/editor/translations/extractable/extractable.pot b/editor/translations/extractable/extractable.pot index 8fd4257f96..71bce10c72 100644 --- a/editor/translations/extractable/extractable.pot +++ b/editor/translations/extractable/extractable.pot @@ -8,8 +8,8 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" diff --git a/editor/translations/extractable/fa.po b/editor/translations/extractable/fa.po index 95159d099d..4def6190c2 100644 --- a/editor/translations/extractable/fa.po +++ b/editor/translations/extractable/fa.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-17 15:01+0000\n" "Last-Translator: John Smith <pkafsharix@gmail.com>\n" diff --git a/editor/translations/extractable/fi.po b/editor/translations/extractable/fi.po index a84922f58d..a3c8e8f1e5 100644 --- a/editor/translations/extractable/fi.po +++ b/editor/translations/extractable/fi.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-01-02 09:06+0000\n" "Last-Translator: Jonni Lehtiranta <jonni.lehtiranta@gmail.com>\n" diff --git a/editor/translations/extractable/fr.po b/editor/translations/extractable/fr.po index 97bba3daf0..a19232f91f 100644 --- a/editor/translations/extractable/fr.po +++ b/editor/translations/extractable/fr.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-23 20:14+0000\n" "Last-Translator: Didier Morandi <didier.morandi@gmail.com>\n" diff --git a/editor/translations/extractable/gl.po b/editor/translations/extractable/gl.po index 02c35d6d36..bbbcd0d77f 100644 --- a/editor/translations/extractable/gl.po +++ b/editor/translations/extractable/gl.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "PO-Revision-Date: 2023-12-11 21:00+0000\n" "Last-Translator: Carlos Cortes Garcia <carlos.cortes.games@gmail.com>\n" "Language-Team: Galician <https://hosted.weblate.org/projects/godot-engine/" diff --git a/editor/translations/extractable/he.po b/editor/translations/extractable/he.po index 67445f5d11..52e9b68433 100644 --- a/editor/translations/extractable/he.po +++ b/editor/translations/extractable/he.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-14 08:02+0000\n" "Last-Translator: Kfir Pshititsky <Kfir4321@gmail.com>\n" diff --git a/editor/translations/extractable/hi.po b/editor/translations/extractable/hi.po index 29f2bdb386..f66ee3d7d7 100644 --- a/editor/translations/extractable/hi.po +++ b/editor/translations/extractable/hi.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2023-09-19 21:46+0000\n" "Last-Translator: Priyanshu Dutt <priyanshudutt720@gmail.com>\n" diff --git a/editor/translations/extractable/hr.po b/editor/translations/extractable/hr.po index 767250b009..0fc6320703 100644 --- a/editor/translations/extractable/hr.po +++ b/editor/translations/extractable/hr.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "PO-Revision-Date: 2024-02-12 02:24+0000\n" "Last-Translator: LeoClose <leoclose575@gmail.com>\n" "Language-Team: Croatian <https://hosted.weblate.org/projects/godot-engine/" diff --git a/editor/translations/extractable/hu.po b/editor/translations/extractable/hu.po index f22ce66572..2dde1c81b7 100644 --- a/editor/translations/extractable/hu.po +++ b/editor/translations/extractable/hu.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-01-03 21:46+0000\n" "Last-Translator: bedo david <bedo.david7676@gmail.com>\n" diff --git a/editor/translations/extractable/id.po b/editor/translations/extractable/id.po index 360d42309b..35050b6124 100644 --- a/editor/translations/extractable/id.po +++ b/editor/translations/extractable/id.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-01-09 13:37+0000\n" "Last-Translator: Stephen Gunawan Susilo <gunawanstephen@yahoo.com>\n" diff --git a/editor/translations/extractable/it.po b/editor/translations/extractable/it.po index 3495a8c38a..70fd7b2014 100644 --- a/editor/translations/extractable/it.po +++ b/editor/translations/extractable/it.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-26 06:01+0000\n" "Last-Translator: EricManara0 <ericmanara@gmail.com>\n" diff --git a/editor/translations/extractable/ja.po b/editor/translations/extractable/ja.po index e924bec199..2c973acf06 100644 --- a/editor/translations/extractable/ja.po +++ b/editor/translations/extractable/ja.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-12 14:00+0000\n" "Last-Translator: Koji Horaguchi <koji.horaguchi@gmail.com>\n" diff --git a/editor/translations/extractable/ka.po b/editor/translations/extractable/ka.po index 79692b5a7a..f5c5bad558 100644 --- a/editor/translations/extractable/ka.po +++ b/editor/translations/extractable/ka.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-23 09:02+0000\n" "Last-Translator: Temuri Doghonadze <temuri.doghonadze@gmail.com>\n" diff --git a/editor/translations/extractable/ko.po b/editor/translations/extractable/ko.po index 345657d612..08a4099bad 100644 --- a/editor/translations/extractable/ko.po +++ b/editor/translations/extractable/ko.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-23 09:02+0000\n" "Last-Translator: nulta <un5450@outlook.com>\n" diff --git a/editor/translations/extractable/lv.po b/editor/translations/extractable/lv.po index 4f55f6810b..0bf631379b 100644 --- a/editor/translations/extractable/lv.po +++ b/editor/translations/extractable/lv.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2023-11-16 07:52+0000\n" "Last-Translator: Peter Lauris <peterlauris@gmail.com>\n" diff --git a/editor/translations/extractable/ms.po b/editor/translations/extractable/ms.po index f3680e73a8..cd82da5738 100644 --- a/editor/translations/extractable/ms.po +++ b/editor/translations/extractable/ms.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-03-01 21:04+0000\n" "Last-Translator: ghakindye vv <ghaffur2013@gmail.com>\n" diff --git a/editor/translations/extractable/nb.po b/editor/translations/extractable/nb.po index 91fc861ed2..e844484ecc 100644 --- a/editor/translations/extractable/nb.po +++ b/editor/translations/extractable/nb.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2023-11-06 00:35+0000\n" "Last-Translator: Fragment Ventures <lasse@fragmentventures.com>\n" diff --git a/editor/translations/extractable/nl.po b/editor/translations/extractable/nl.po index 48c3ccd720..efb9620664 100644 --- a/editor/translations/extractable/nl.po +++ b/editor/translations/extractable/nl.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-26 06:02+0000\n" "Last-Translator: Luka van der Plas <lukavdplas@users.noreply.hosted.weblate." diff --git a/editor/translations/extractable/pl.po b/editor/translations/extractable/pl.po index 74954f5339..9fbfeb15f7 100644 --- a/editor/translations/extractable/pl.po +++ b/editor/translations/extractable/pl.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-29 19:48+0000\n" "Last-Translator: Tomek <kobewi4e@gmail.com>\n" diff --git a/editor/translations/extractable/pt.po b/editor/translations/extractable/pt.po index e5fa5500e7..9b6da269be 100644 --- a/editor/translations/extractable/pt.po +++ b/editor/translations/extractable/pt.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-26 06:02+0000\n" "Last-Translator: NamelessGO <66227691+NameLessGO@users.noreply.github.com>\n" diff --git a/editor/translations/extractable/pt_BR.po b/editor/translations/extractable/pt_BR.po index 426cc468ea..7166896125 100644 --- a/editor/translations/extractable/pt_BR.po +++ b/editor/translations/extractable/pt_BR.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: 2016-05-30\n" "PO-Revision-Date: 2024-02-28 10:05+0000\n" "Last-Translator: Gleydson Araujo <gleydsonaraujoos@gmail.com>\n" diff --git a/editor/translations/extractable/ro.po b/editor/translations/extractable/ro.po index 785cf55e45..564be66d73 100644 --- a/editor/translations/extractable/ro.po +++ b/editor/translations/extractable/ro.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-10 09:01+0000\n" "Last-Translator: FlooferLand <yunaflarf@gmail.com>\n" diff --git a/editor/translations/extractable/ru.po b/editor/translations/extractable/ru.po index 76a552e93e..3a85295767 100644 --- a/editor/translations/extractable/ru.po +++ b/editor/translations/extractable/ru.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-03-02 14:19+0000\n" "Last-Translator: Artem <artemka.hvostov@yandex.ru>\n" diff --git a/editor/translations/extractable/sk.po b/editor/translations/extractable/sk.po index 77e725fb83..b6d819201d 100644 --- a/editor/translations/extractable/sk.po +++ b/editor/translations/extractable/sk.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2023-12-02 19:36+0000\n" "Last-Translator: Ellie Star <gender.thief.star@gmail.com>\n" diff --git a/editor/translations/extractable/sl.po b/editor/translations/extractable/sl.po index 06b2c54531..ebe1108d19 100644 --- a/editor/translations/extractable/sl.po +++ b/editor/translations/extractable/sl.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2023-11-16 16:21+0000\n" "Last-Translator: Andrej Koman <andrej.koman123@gmail.com>\n" diff --git a/editor/translations/extractable/sq.po b/editor/translations/extractable/sq.po index b64c73ba84..3f7e49e56d 100644 --- a/editor/translations/extractable/sq.po +++ b/editor/translations/extractable/sq.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "PO-Revision-Date: 2023-09-16 22:13+0000\n" "Last-Translator: Andrea Toska <toskaandrea@gmail.com>\n" "Language-Team: Albanian <https://hosted.weblate.org/projects/godot-engine/" diff --git a/editor/translations/extractable/sr_Cyrl.po b/editor/translations/extractable/sr_Cyrl.po index 4408967f41..0db041eca9 100644 --- a/editor/translations/extractable/sr_Cyrl.po +++ b/editor/translations/extractable/sr_Cyrl.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "PO-Revision-Date: 2023-09-18 19:17+0000\n" "Last-Translator: Mihajlo Radojković <kulmika4@gmail.com>\n" "Language-Team: Serbian (cyrillic) <https://hosted.weblate.org/projects/godot-" diff --git a/editor/translations/extractable/sv.po b/editor/translations/extractable/sv.po index 0af8e009a3..a9f15df66d 100644 --- a/editor/translations/extractable/sv.po +++ b/editor/translations/extractable/sv.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-24 22:50+0000\n" "Last-Translator: Henrik Nilsson <nsmoooose@gmail.com>\n" diff --git a/editor/translations/extractable/th.po b/editor/translations/extractable/th.po index a90a7bb2b3..e90e046185 100644 --- a/editor/translations/extractable/th.po +++ b/editor/translations/extractable/th.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2023-12-13 14:13+0000\n" "Last-Translator: รัชพล คิดการ <rutchaphon.far@gmail.com>\n" diff --git a/editor/translations/extractable/tl.po b/editor/translations/extractable/tl.po index 5e775a639a..45eed3aa5e 100644 --- a/editor/translations/extractable/tl.po +++ b/editor/translations/extractable/tl.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "PO-Revision-Date: 2022-08-12 17:08+0000\n" "Last-Translator: Napstaguy04 <brokenscreen3@gmail.com>\n" "Language-Team: Tagalog <https://hosted.weblate.org/projects/godot-engine/" diff --git a/editor/translations/extractable/tr.po b/editor/translations/extractable/tr.po index 47ce3d99e7..bb9300299b 100644 --- a/editor/translations/extractable/tr.po +++ b/editor/translations/extractable/tr.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-27 08:02+0000\n" "Last-Translator: Yılmaz Durmaz <yilmaz_durmaz@hotmail.com>\n" diff --git a/editor/translations/extractable/uk.po b/editor/translations/extractable/uk.po index b85e55854c..7542fff5da 100644 --- a/editor/translations/extractable/uk.po +++ b/editor/translations/extractable/uk.po @@ -5,7 +5,7 @@ msgid "" msgstr "" "Project-Id-Version: Ukrainian (Godot Engine)\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-11 04:06+0000\n" "Last-Translator: Bogdan <Bgdn.Weblate@users.noreply.hosted.weblate.org>\n" diff --git a/editor/translations/extractable/vi.po b/editor/translations/extractable/vi.po index 98c7a7329b..050425030e 100644 --- a/editor/translations/extractable/vi.po +++ b/editor/translations/extractable/vi.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-14 08:02+0000\n" "Last-Translator: Trần Đức Minh Nhật <mncc8327@gmail.com>\n" diff --git a/editor/translations/extractable/zh_CN.po b/editor/translations/extractable/zh_CN.po index 62dca1dcdd..283bfc5cc4 100644 --- a/editor/translations/extractable/zh_CN.po +++ b/editor/translations/extractable/zh_CN.po @@ -5,7 +5,7 @@ msgid "" msgstr "" "Project-Id-Version: Chinese (Simplified) (Godot Engine)\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: 2018-01-20 12:15+0200\n" "PO-Revision-Date: 2024-02-23 09:02+0000\n" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" diff --git a/editor/translations/extractable/zh_HK.po b/editor/translations/extractable/zh_HK.po index 8686463b09..b607ae6eaf 100644 --- a/editor/translations/extractable/zh_HK.po +++ b/editor/translations/extractable/zh_HK.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2023-08-06 10:12+0000\n" "Last-Translator: Maurice <oopoopoop+weblate@gmail.com>\n" diff --git a/editor/translations/extractable/zh_TW.po b/editor/translations/extractable/zh_TW.po index 82026d54b4..417e756618 100644 --- a/editor/translations/extractable/zh_TW.po +++ b/editor/translations/extractable/zh_TW.po @@ -4,8 +4,8 @@ # This file is distributed under the same license as the Godot source code. msgid "" msgstr "" -"Project-Id-Version: Godot Engine extractable strings\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-12 23:42+0000\n" "Last-Translator: Chang-Chia Tseng <pswo10680@gmail.com>\n" diff --git a/editor/translations/properties/ar.po b/editor/translations/properties/ar.po index e77b3de88d..9eb5bae8c1 100644 --- a/editor/translations/properties/ar.po +++ b/editor/translations/properties/ar.po @@ -82,8 +82,8 @@ # cat lover <mongo@users.noreply.hosted.weblate.org>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-07-15 21:54+0000\n" "Last-Translator: cat lover <mongo@users.noreply.hosted.weblate.org>\n" diff --git a/editor/translations/properties/de.po b/editor/translations/properties/de.po index 744debda93..71ecc2e1af 100644 --- a/editor/translations/properties/de.po +++ b/editor/translations/properties/de.po @@ -1,4 +1,5 @@ # German translation of the Godot Engine properties. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -106,8 +107,8 @@ # tct123 <tct1234@protonmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-07-30 16:40+0000\n" "Last-Translator: tct123 <tct1234@protonmail.com>\n" @@ -3643,8 +3644,8 @@ msgstr "Gelenke" msgid "Roots" msgstr "Wurzeln" -msgid "Godot Bone Node" -msgstr "Godot Knochen-Node" +msgid "Redot Bone Node" +msgstr "Redot Knochen-Node" msgid "Skin Root" msgstr "Skin-Wurzel" @@ -3655,8 +3656,8 @@ msgstr "Gelenkoriginal" msgid "Non Joints" msgstr "Nicht-Gelenke" -msgid "Godot Skin" -msgstr "Godot-Skin" +msgid "Redot Skin" +msgstr "Redot-Skin" msgid "Src Image" msgstr "Quellbild" diff --git a/editor/translations/properties/es.po b/editor/translations/properties/es.po index c662664df2..b76c4676b0 100644 --- a/editor/translations/properties/es.po +++ b/editor/translations/properties/es.po @@ -1,4 +1,5 @@ # Spanish translation of the Godot Engine properties. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -110,8 +111,8 @@ # Juan Matias Olmos <ma7as@protonmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-01 02:20+0000\n" "Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n" @@ -3653,8 +3654,8 @@ msgstr "Articulaciones" msgid "Roots" msgstr "Raíces" -msgid "Godot Bone Node" -msgstr "Nodo de Huesos de Godot" +msgid "Redot Bone Node" +msgstr "Nodo de Huesos de Redot" msgid "Skin Root" msgstr "Raíz de la Skin" @@ -3665,8 +3666,8 @@ msgstr "Articulaciones Originales" msgid "Non Joints" msgstr "Sin Articulaciones" -msgid "Godot Skin" -msgstr "Skin de Godot" +msgid "Redot Skin" +msgstr "Skin de Redot" msgid "Src Image" msgstr "Origen de la Imagen" diff --git a/editor/translations/properties/et.po b/editor/translations/properties/et.po index b4b857db55..e5e04afce7 100644 --- a/editor/translations/properties/et.po +++ b/editor/translations/properties/et.po @@ -1,4 +1,5 @@ # Estonian translation of the Godot Engine properties. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -13,8 +14,8 @@ # Andreas Kuuskaru <andrku@tlu.ee>, 2023. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "PO-Revision-Date: 2023-09-29 19:03+0000\n" "Last-Translator: Andreas Kuuskaru <andrku@tlu.ee>\n" "Language-Team: Estonian <https://hosted.weblate.org/projects/godot-engine/" diff --git a/editor/translations/properties/fr.po b/editor/translations/properties/fr.po index 31998203b7..abd0bbd378 100644 --- a/editor/translations/properties/fr.po +++ b/editor/translations/properties/fr.po @@ -1,4 +1,5 @@ # French translation of the Godot Engine properties. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -135,8 +136,8 @@ # Fontaine Nathan <nathan.fontaine53@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-04 20:31+0000\n" "Last-Translator: Fontaine Nathan <nathan.fontaine53@gmail.com>\n" @@ -3606,8 +3607,8 @@ msgstr "Jointures" msgid "Roots" msgstr "Racines" -msgid "Godot Bone Node" -msgstr "Nœud d'os de Godot" +msgid "Redot Bone Node" +msgstr "Nœud d'os de Redot" msgid "Skin Root" msgstr "Racine de l'enveloppe" @@ -3618,8 +3619,8 @@ msgstr "Jointure à l'original" msgid "Non Joints" msgstr "Non jointures" -msgid "Godot Skin" -msgstr "Enveloppe Godot" +msgid "Redot Skin" +msgstr "Enveloppe Redot" msgid "Src Image" msgstr "Image source" diff --git a/editor/translations/properties/ga.po b/editor/translations/properties/ga.po index bf6342cfe0..9d9eeb28f3 100644 --- a/editor/translations/properties/ga.po +++ b/editor/translations/properties/ga.po @@ -1,4 +1,5 @@ # Irish translation of the Godot Engine properties. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -6,8 +7,8 @@ # Aindriú Mac Giolla Eoin <aindriu80@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "PO-Revision-Date: 2024-08-14 13:00+0000\n" "Last-Translator: Aindriú Mac Giolla Eoin <aindriu80@gmail.com>\n" "Language-Team: Irish <https://hosted.weblate.org/projects/godot-engine/godot-" @@ -3548,8 +3549,8 @@ msgstr "Ailt" msgid "Roots" msgstr "Fréamhacha" -msgid "Godot Bone Node" -msgstr "Nód Cnámh Godot" +msgid "Redot Bone Node" +msgstr "Nód Cnámh Redot" msgid "Skin Root" msgstr "Fréamh an Chraicinn" @@ -3560,8 +3561,8 @@ msgstr "Ailt Bhunaidh" msgid "Non Joints" msgstr "Neamh-Ailt" -msgid "Godot Skin" -msgstr "Craiceann Godot" +msgid "Redot Skin" +msgstr "Craiceann Redot" msgid "Src Image" msgstr "Íomhá Src" diff --git a/editor/translations/properties/id.po b/editor/translations/properties/id.po index ac22735062..cde31a8bc7 100644 --- a/editor/translations/properties/id.po +++ b/editor/translations/properties/id.po @@ -1,4 +1,5 @@ # Indonesian translation of the Godot Engine properties. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -54,8 +55,8 @@ # Opsan <ovi.sanjaya11@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-05-22 07:05+0000\n" "Last-Translator: Opsan <ovi.sanjaya11@gmail.com>\n" @@ -3092,8 +3093,8 @@ msgstr "Sendi" msgid "Roots" msgstr "Root" -msgid "Godot Bone Node" -msgstr "Node Tulang Godot" +msgid "Redot Bone Node" +msgstr "Node Tulang Redot" msgid "Skin Root" msgstr "Root Skin" @@ -3104,8 +3105,8 @@ msgstr "Sendi Asli" msgid "Non Joints" msgstr "Non Sendi" -msgid "Godot Skin" -msgstr "Skin Godot" +msgid "Redot Skin" +msgstr "Skin Redot" msgid "Src Image" msgstr "Gambar Sumber" diff --git a/editor/translations/properties/it.po b/editor/translations/properties/it.po index 3bb46fa201..c3f8889e96 100644 --- a/editor/translations/properties/it.po +++ b/editor/translations/properties/it.po @@ -1,4 +1,5 @@ # Italian translation of the Godot Engine properties. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -90,8 +91,8 @@ # Stefano siser <stefano.siser@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-10 14:09+0000\n" "Last-Translator: Stefano siser <stefano.siser@gmail.com>\n" @@ -3496,8 +3497,8 @@ msgstr "Articolazioni" msgid "Roots" msgstr "Radici" -msgid "Godot Bone Node" -msgstr "Nodo d'osso di Godot" +msgid "Redot Bone Node" +msgstr "Nodo d'osso di Redot" msgid "Skin Root" msgstr "Radice della Skin" @@ -3505,8 +3506,8 @@ msgstr "Radice della Skin" msgid "Non Joints" msgstr "Non articolazioni" -msgid "Godot Skin" -msgstr "Skin Godot" +msgid "Redot Skin" +msgstr "Skin Redot" msgid "Src Image" msgstr "Immagine sorgente" diff --git a/editor/translations/properties/ja.po b/editor/translations/properties/ja.po index 2e6d05b040..761fd7053e 100644 --- a/editor/translations/properties/ja.po +++ b/editor/translations/properties/ja.po @@ -1,4 +1,5 @@ # Japanese translation of the Godot Engine properties. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -56,8 +57,8 @@ # Komaru Bomaru <ohmanhowwillithink@gmail.com>, 2023. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-07-22 14:23+0000\n" "Last-Translator: ueshita <nalto32@gmail.com>\n" @@ -2923,7 +2924,7 @@ msgstr "ジョイント" msgid "Roots" msgstr "ルート" -msgid "Godot Bone Node" +msgid "Redot Bone Node" msgstr "ボーンノード" msgid "Skin Root" diff --git a/editor/translations/properties/ka.po b/editor/translations/properties/ka.po index 1c7bb8dc56..f7f8286eed 100644 --- a/editor/translations/properties/ka.po +++ b/editor/translations/properties/ka.po @@ -1,4 +1,5 @@ # Georgian translation of the Godot Engine properties. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -9,8 +10,8 @@ # Temuri Doghonadze <temuri.doghonadze@gmail.com>, 2023, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-03 08:09+0000\n" "Last-Translator: Temuri Doghonadze <temuri.doghonadze@gmail.com>\n" @@ -2241,8 +2242,8 @@ msgstr "მსუბუქი" msgid "Joints" msgstr "შეერთებები" -msgid "Godot Bone Node" -msgstr "Godot ძვლის კვანძი" +msgid "Redot Bone Node" +msgstr "Redot ძვლის კვანძი" msgid "Mag Filter" msgstr "მაქს ფილტრი" diff --git a/editor/translations/properties/ko.po b/editor/translations/properties/ko.po index a4c9f00890..58ce554c15 100644 --- a/editor/translations/properties/ko.po +++ b/editor/translations/properties/ko.po @@ -1,4 +1,5 @@ # Korean translation of the Godot Engine properties. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -54,8 +55,8 @@ # Sovlus Haesaun <josuke4832@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-16 08:50+0000\n" "Last-Translator: rethinking21 <rethinking21@gmail.com>\n" @@ -3098,8 +3099,8 @@ msgstr "관절" msgid "Roots" msgstr "루트" -msgid "Godot Bone Node" -msgstr "Godot 본 노드" +msgid "Redot Bone Node" +msgstr "Redot 본 노드" msgid "Skin Root" msgstr "스킨 루트" @@ -3110,8 +3111,8 @@ msgstr "관절 원본" msgid "Non Joints" msgstr "비 관절" -msgid "Godot Skin" -msgstr "Godot 스킨" +msgid "Redot Skin" +msgstr "Redot 스킨" msgid "Src Image" msgstr "SRC 이미지" diff --git a/editor/translations/properties/pl.po b/editor/translations/properties/pl.po index b1e05a4526..41a2aff4a4 100644 --- a/editor/translations/properties/pl.po +++ b/editor/translations/properties/pl.po @@ -1,4 +1,5 @@ -# Polish translation of the Godot Engine properties. +# Polish translation of the Redot Engine properties. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -95,8 +96,8 @@ # User <user938193@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-02 17:25+0000\n" "Last-Translator: Tomek <kobewi4e@gmail.com>\n" @@ -3184,8 +3185,8 @@ msgstr "Światło" msgid "Roots" msgstr "Korzenie" -msgid "Godot Skin" -msgstr "Skórka Godot" +msgid "Redot Skin" +msgstr "Skórka Redot" msgid "Src Image" msgstr "Obraz źródłowy" diff --git a/editor/translations/properties/pt.po b/editor/translations/properties/pt.po index 3e9c013899..6eb8cd7ad7 100644 --- a/editor/translations/properties/pt.po +++ b/editor/translations/properties/pt.po @@ -1,4 +1,5 @@ -# Portuguese translation of the Godot Engine properties. +# Portuguese translation of the Redot Engine properties. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -47,8 +48,8 @@ # JulianoV <ventolajuliano@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-30 21:09+0000\n" "Last-Translator: JulianoV <ventolajuliano@gmail.com>\n" @@ -3004,8 +3005,8 @@ msgstr "Pontos" msgid "Roots" msgstr "Raizes" -msgid "Godot Bone Node" -msgstr "Nó de Osso Godot" +msgid "Redot Bone Node" +msgstr "Nó de Osso Redot" msgid "Skin Root" msgstr "Raiz da Skin" @@ -3016,8 +3017,8 @@ msgstr "Pontos Originais" msgid "Non Joints" msgstr "Não-Juntas" -msgid "Godot Skin" -msgstr "Skin Godot" +msgid "Redot Skin" +msgstr "Skin Redot" msgid "Src Image" msgstr "Imagem fonte" diff --git a/editor/translations/properties/pt_BR.po b/editor/translations/properties/pt_BR.po index db135936f6..501b4eda58 100644 --- a/editor/translations/properties/pt_BR.po +++ b/editor/translations/properties/pt_BR.po @@ -1,4 +1,5 @@ -# Portuguese (Brazil) translation of the Godot Engine properties. +# Portuguese (Brazil) translation of the Redot Engine properties. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -167,8 +168,8 @@ # Marcia Perez <cristianemarcia50@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: 2016-05-30\n" "PO-Revision-Date: 2024-05-28 16:22+0000\n" "Last-Translator: Marcia Perez <cristianemarcia50@gmail.com>\n" @@ -3061,8 +3062,8 @@ msgstr "Pontos" msgid "Roots" msgstr "Raízes" -msgid "Godot Bone Node" -msgstr "Nó de Osso Godot" +msgid "Redot Bone Node" +msgstr "Nó de Osso Redot" msgid "Skin Root" msgstr "Raiz da Skin" @@ -3073,8 +3074,8 @@ msgstr "Pontos Originais" msgid "Non Joints" msgstr "Não-Juntas" -msgid "Godot Skin" -msgstr "Skin Godot" +msgid "Redot Skin" +msgstr "Skin Redot" msgid "Src Image" msgstr "Imagem fonte" diff --git a/editor/translations/properties/ru.po b/editor/translations/properties/ru.po index 7e832ef006..5bdbb03a85 100644 --- a/editor/translations/properties/ru.po +++ b/editor/translations/properties/ru.po @@ -1,4 +1,5 @@ -# Russian translation of the Godot Engine properties. +# Russian translation of the Redot Engine properties. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -178,8 +179,8 @@ # Olesya_Gerasimenko <gammaray@basealt.ru>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-08 16:10+0000\n" "Last-Translator: Olesya_Gerasimenko <gammaray@basealt.ru>\n" @@ -3727,8 +3728,8 @@ msgstr "Суставы" msgid "Roots" msgstr "Корни" -msgid "Godot Bone Node" -msgstr "Узел кости Godot" +msgid "Redot Bone Node" +msgstr "Узел кости Redot" msgid "Skin Root" msgstr "Корень скина" @@ -3739,8 +3740,8 @@ msgstr "Суставы (оригинал)" msgid "Non Joints" msgstr "Не суставы" -msgid "Godot Skin" -msgstr "Скин Godot" +msgid "Redot Skin" +msgstr "Скин Redot" msgid "Src Image" msgstr "Исходное изображение" diff --git a/editor/translations/properties/tr.po b/editor/translations/properties/tr.po index 1f497111ed..99883283f7 100644 --- a/editor/translations/properties/tr.po +++ b/editor/translations/properties/tr.po @@ -1,4 +1,5 @@ -# Turkish translation of the Godot Engine properties. +# Turkish translation of the Redot Engine properties. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -97,8 +98,8 @@ # Ahmet <ahmet2006ozbay@gmail.com>, 2023. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-08-05 14:04+0000\n" "Last-Translator: Yılmaz Durmaz <yilmaz_durmaz@hotmail.com>\n" @@ -3640,8 +3641,8 @@ msgstr "Eklemler" msgid "Roots" msgstr "Kökler" -msgid "Godot Bone Node" -msgstr "Godot Kemik Düğümü" +msgid "Redot Bone Node" +msgstr "Redot Kemik Düğümü" msgid "Skin Root" msgstr "Deri Kökü" @@ -3652,8 +3653,8 @@ msgstr "Eklemler Asıl" msgid "Non Joints" msgstr "Eklem Olmayanlar" -msgid "Godot Skin" -msgstr "Godot Kaplaması" +msgid "Redot Skin" +msgstr "Redot Kaplaması" msgid "Src Image" msgstr "Kaynak Resim" diff --git a/editor/translations/properties/uk.po b/editor/translations/properties/uk.po index f77d3ee4e0..04e4e96ace 100644 --- a/editor/translations/properties/uk.po +++ b/editor/translations/properties/uk.po @@ -38,7 +38,7 @@ msgid "" msgstr "" "Project-Id-Version: Ukrainian (Godot Engine)\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-07 20:09+0000\n" "Last-Translator: Oleksandr <galaxynarium@gmail.com>\n" diff --git a/editor/translations/properties/zh_CN.po b/editor/translations/properties/zh_CN.po index 81618af964..767388cab0 100644 --- a/editor/translations/properties/zh_CN.po +++ b/editor/translations/properties/zh_CN.po @@ -95,7 +95,7 @@ msgid "" msgstr "" "Project-Id-Version: Chinese (Simplified) (Godot Engine)\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: 2018-01-20 12:15+0200\n" "PO-Revision-Date: 2024-08-23 10:34+0000\n" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" diff --git a/editor/translations/properties/zh_TW.po b/editor/translations/properties/zh_TW.po index fac93e2177..9e2a6dda5b 100644 --- a/editor/translations/properties/zh_TW.po +++ b/editor/translations/properties/zh_TW.po @@ -1,4 +1,5 @@ -# Chinese (Taiwan) translation of the Godot Engine properties. +# Chinese (Taiwan) translation of the Redot Engine properties. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -50,8 +51,8 @@ # Chang-Chia Tseng <pswo10680@gmail.com>, 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Redot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/Redot-Engine/redot-engine\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-12 23:45+0000\n" "Last-Translator: Chang-Chia Tseng <pswo10680@gmail.com>\n" @@ -3115,8 +3116,8 @@ msgstr "關節" msgid "Roots" msgstr "根" -msgid "Godot Bone Node" -msgstr "Godot 骨骼節點" +msgid "Redot Bone Node" +msgstr "Redot 骨骼節點" msgid "Skin Root" msgstr "蒙皮根" @@ -3127,8 +3128,8 @@ msgstr "原關節" msgid "Non Joints" msgstr "非關節" -msgid "Godot Skin" -msgstr "Godot 外觀" +msgid "Redot Skin" +msgstr "Redot 外觀" msgid "Src Image" msgstr "來源圖像" diff --git a/editor/window_wrapper.cpp b/editor/window_wrapper.cpp index 7f61623980..f6de69771e 100644 --- a/editor/window_wrapper.cpp +++ b/editor/window_wrapper.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/editor/window_wrapper.h b/editor/window_wrapper.h index 3597276de9..dc65cd056b 100644 --- a/editor/window_wrapper.h +++ b/editor/window_wrapper.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ Binary files differ@@ -1 +1 @@ -<svg xmlns="http://www.w3.org/2000/svg" width="1024" height="1024"><g fill="#fff"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>
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\ No newline at end of file diff --git a/main/app_icon.png b/main/app_icon.png Binary files differindex cf31af18a4..6d01c312bb 100644 --- a/main/app_icon.png +++ b/main/app_icon.png diff --git a/main/main.cpp b/main/main.cpp index e8086db9d3..5014047ae1 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -515,7 +517,7 @@ void Main::print_help_option(const char *p_option, const char *p_description, CL void Main::print_help(const char *p_binary) { print_header(true); print_help_copyright("Free and open source software under the terms of the MIT license."); - print_help_copyright("(c) 2014-present Godot Engine contributors. (c) 2007-present Juan Linietsky, Ariel Manzur."); + print_help_copyright("(c) 2024-present Redot Engine contributors. (c) 2014-present Godot Engine contributors. (c) 2007-present Juan Linietsky, Ariel Manzur."); print_help_title("Usage"); OS::get_singleton()->print(" %s \u001b[96m[options] [path to scene or \"project.godot\" file]\u001b[0m\n", p_binary); @@ -673,9 +675,9 @@ void Main::print_help(const char *p_binary) { #ifndef DISABLE_DEPRECATED // Commands are long; split the description to a second line. print_help_option("--convert-3to4 ", "\n", CLI_OPTION_AVAILABILITY_HIDDEN); - print_help_option(" [max_file_kb] [max_line_size]", "Converts project from Godot 3.x to Godot 4.x.\n", CLI_OPTION_AVAILABILITY_EDITOR); + print_help_option(" [max_file_kb] [max_line_size]", "Converts project from Redot 3.x to Redot 4.x.\n", CLI_OPTION_AVAILABILITY_EDITOR); print_help_option("--validate-conversion-3to4 ", "\n", CLI_OPTION_AVAILABILITY_HIDDEN); - print_help_option(" [max_file_kb] [max_line_size]", "Shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x.\n", CLI_OPTION_AVAILABILITY_EDITOR); + print_help_option(" [max_file_kb] [max_line_size]", "Shows what elements will be renamed when converting project from Redot 3.x to Redot 4.x.\n", CLI_OPTION_AVAILABILITY_EDITOR); #endif // DISABLE_DEPRECATED print_help_option("--doctool [path]", "Dump the engine API reference to the given <path> (defaults to current directory) in XML format, merging if existing files are found.\n", CLI_OPTION_AVAILABILITY_EDITOR); print_help_option("--no-docbase", "Disallow dumping the base types (used with --doctool).\n", CLI_OPTION_AVAILABILITY_EDITOR); @@ -685,8 +687,8 @@ void Main::print_help(const char *p_binary) { #endif print_help_option("--build-solutions", "Build the scripting solutions (e.g. for C# projects). Implies --editor and requires a valid project to edit.\n", CLI_OPTION_AVAILABILITY_EDITOR); print_help_option("--dump-gdextension-interface", "Generate a GDExtension header file \"gdextension_interface.h\" in the current folder. This file is the base file required to implement a GDExtension.\n", CLI_OPTION_AVAILABILITY_EDITOR); - print_help_option("--dump-extension-api", "Generate a JSON dump of the Godot API for GDExtension bindings named \"extension_api.json\" in the current folder.\n", CLI_OPTION_AVAILABILITY_EDITOR); - print_help_option("--dump-extension-api-with-docs", "Generate JSON dump of the Godot API like the previous option, but including documentation.\n", CLI_OPTION_AVAILABILITY_EDITOR); + print_help_option("--dump-extension-api", "Generate a JSON dump of the Redot API for GDExtension bindings named \"extension_api.json\" in the current folder.\n", CLI_OPTION_AVAILABILITY_EDITOR); + print_help_option("--dump-extension-api-with-docs", "Generate JSON dump of the Redot API like the previous option, but including documentation.\n", CLI_OPTION_AVAILABILITY_EDITOR); print_help_option("--validate-extension-api <path>", "Validate an extension API file dumped (with one of the two previous options) from a previous version of the engine to ensure API compatibility.\n", CLI_OPTION_AVAILABILITY_EDITOR); print_help_option("", "If incompatibilities or errors are detected, the exit code will be non-zero.\n"); print_help_option("--benchmark", "Benchmark the run time and print it to console.\n", CLI_OPTION_AVAILABILITY_EDITOR); @@ -900,8 +902,8 @@ int Main::test_entrypoint(int argc, char *argv[], bool &tests_need_run) { return status; #else ERR_PRINT( - "`--test` was specified on the command line, but this Godot binary was compiled without support for unit tests. Aborting.\n" - "To be able to run unit tests, use the `tests=yes` SCons option when compiling Godot.\n"); + "`--test` was specified on the command line, but this Redot binary was compiled without support for unit tests. Aborting.\n" + "To be able to run unit tests, use the `tests=yes` SCons option when compiling Redot.\n"); return EXIT_FAILURE; #endif } @@ -1045,7 +1047,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph #ifdef MACOS_ENABLED // Ignore the process serial number argument passed by macOS Gatekeeper. - // Otherwise, Godot would try to open a non-existent project on the first start and abort. + // Otherwise, Redot would try to open a non-existent project on the first start and abort. if (arg.begins_with("-psn_")) { I = N; continue; @@ -1511,7 +1513,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph } #ifndef DISABLE_DEPRECATED } else if (arg == "--export") { // For users used to 3.x syntax. - OS::get_singleton()->print("The Godot 3 --export option was changed to more explicit --export-release / --export-debug / --export-pack options.\nSee the --help output for details.\n"); + OS::get_singleton()->print("The Redot 3 --export option was changed to more explicit --export-release / --export-debug / --export-pack options.\nSee the --help output for details.\n"); goto error; } else if (arg == "--convert-3to4") { // Actually handling is done in start(). @@ -3182,7 +3184,7 @@ Error Main::setup2(bool p_show_boot_logo) { DisplayServer::get_singleton()->window_set_flag(DisplayServer::WINDOW_FLAG_ALWAYS_ON_TOP, true); } - Color clear = GLOBAL_DEF_BASIC("rendering/environment/defaults/default_clear_color", Color(0.3, 0.3, 0.3)); + Color clear = GLOBAL_DEF_BASIC("rendering/environment/defaults/default_clear_color", Color(0.128, 0.128, 0.128)); RenderingServer::get_singleton()->set_default_clear_color(clear); if (p_show_boot_logo) { @@ -3584,7 +3586,7 @@ int Main::start() { E->get().ends_with(".res") || E->get().ends_with(".tres")) { // Only consider the positional argument to be a scene path if it ends with - // a file extension associated with Godot scenes. This makes it possible + // a file extension associated with Redot scenes. This makes it possible // for projects to parse command-line arguments for custom CLI arguments // or other file extensions without trouble. This can be used to implement // "drag-and-drop onto executable" logic, which can prove helpful @@ -3679,7 +3681,7 @@ int Main::start() { // Ensure that doctool is running in the root dir, but only if // user did not manually specify a path as argument. if (doc_tool_implicit_cwd) { - ERR_FAIL_COND_V_MSG(!da->dir_exists("doc"), EXIT_FAILURE, "--doctool must be run from the Godot repository's root folder, or specify a path that points there."); + ERR_FAIL_COND_V_MSG(!da->dir_exists("doc"), EXIT_FAILURE, "--doctool must be run from the Redot repository's root folder, or specify a path that points there."); } } @@ -3727,7 +3729,7 @@ int Main::start() { } } - // For GDExtension docs, use a path that is compatible with Godot modules. + // For GDExtension docs, use a path that is compatible with Redot modules. String index_path = gdextension_docs ? doc_tool_path.path_join("doc_classes") : doc_tool_path.path_join("doc/classes"); // Create the main documentation directory if it doesn't exist Ref<DirAccess> da = DirAccess::create_for_path(index_path); diff --git a/main/main.h b/main/main.h index 6dd2ff7d7a..1d087f7f71 100644 --- a/main/main.h +++ b/main/main.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/main/main_timer_sync.cpp b/main/main_timer_sync.cpp index 569930d427..fd67a661ac 100644 --- a/main/main_timer_sync.cpp +++ b/main/main_timer_sync.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/main/main_timer_sync.h b/main/main_timer_sync.h index d8b5d4a02d..6f234df500 100644 --- a/main/main_timer_sync.h +++ b/main/main_timer_sync.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/main/performance.cpp b/main/performance.cpp index c73fb62b76..e37c94384f 100644 --- a/main/performance.cpp +++ b/main/performance.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/main/performance.h b/main/performance.h index e88bdcb337..05c26921a4 100644 --- a/main/performance.h +++ b/main/performance.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/main/splash.png b/main/splash.png Binary files differindex 7bddd4325a..48dd1dfe94 100644 --- a/main/splash.png +++ b/main/splash.png diff --git a/main/steam_tracker.cpp b/main/steam_tracker.cpp index 4c90b5d864..fc33482928 100644 --- a/main/steam_tracker.cpp +++ b/main/steam_tracker.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/main/steam_tracker.h b/main/steam_tracker.h index 535b81b950..387e536fc9 100644 --- a/main/steam_tracker.h +++ b/main/steam_tracker.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -36,7 +38,7 @@ #include "core/os/os.h" // SteamTracker is used to load SteamAPI dynamic library and initialize -// the interface, this notifies Steam that Godot editor is running and +// the interface, this notifies Steam that Redot editor is running and // allow tracking of the usage time of child instances of the engine // (e.g., opened projects). // diff --git a/methods.py b/methods.py index 9e881773c9..72f644725f 100644 --- a/methods.py +++ b/methods.py @@ -10,7 +10,7 @@ from io import StringIO, TextIOWrapper from pathlib import Path from typing import Generator, List, Optional, Union -# Get the "Godot" folder name ahead of time +# Get the "Redot" folder name ahead of time base_folder_path = str(os.path.abspath(Path(__file__).parent)) + "/" base_folder_only = os.path.basename(os.path.normpath(base_folder_path)) # Listing all the folders we have converted @@ -210,18 +210,30 @@ def get_version_info(module_version_string="", silent=False): "minor": int(version.minor), "patch": int(version.patch), "status": str(version.status), + "status_version": int(version.status_version if version.status != "stable" else 0), "build": str(build_name), "module_config": str(version.module_config) + module_version_string, "website": str(version.website), "docs_branch": str(version.docs), + "godot_major": str(version.godot_major), + "godot_minor": str(version.godot_minor), + "godot_patch": str(version.godot_patch), + "godot_status": str(version.godot_status), } # For dev snapshots (alpha, beta, RC, etc.) we do not commit status change to Git, # so this define provides a way to override it without having to modify the source. if os.getenv("GODOT_VERSION_STATUS") is not None: - version_info["status"] = str(os.getenv("GODOT_VERSION_STATUS")) + version_status_str = str(os.getenv("GODOT_VERSION_STATUS")) + if "." in version_status_str: + version_status_str = version_status_str.split(".") + version_info["status_version"] = int(version_status_str[1]) + version_status_str = version_status_str[0] + version_info["status"] = version_status_str if not silent: - print(f"Using version status '{version_info['status']}', overriding the original '{version.status}'.") + print( + f"Using version status '{version_info['status']}.{version_info['status_version']}', overriding the original '{version.status}.{version.status_version}'." + ) # Parse Git hash if we're in a Git repo. githash = "" @@ -348,7 +360,7 @@ def detect_modules(search_path, recursive=False): version_path = os.path.join(path, "version.py") if os.path.exists(version_path): with open(version_path, "r", encoding="utf-8") as f: - if 'short_name = "godot"' in f.read(): + if 'short_name = "redot"' in f.read(): return True return False @@ -558,7 +570,7 @@ def detect_visual_c_compiler_version(tools_env): # "x86" Native 32 bit compiler # "x86_amd64" 32 bit Cross Compiler for 64 bit - # There are other architectures, but Godot does not support them currently, so this function does not detect arm/amd64_arm + # There are other architectures, but Redot does not support them currently, so this function does not detect arm/amd64_arm # and similar architectures/compilers # Set chosen compiler to "not detected" @@ -1089,7 +1101,7 @@ def dump(env): # # To generate AND build from the command line: # scons vsproj=yes vsproj_gen_only=no -def generate_vs_project(env, original_args, project_name="godot"): +def generate_vs_project(env, original_args, project_name="redot"): # Augmented glob_recursive that also fills the dirs argument with traversed directories that have content. def glob_recursive_2(pattern, dirs, node="."): from SCons import Node @@ -1371,7 +1383,7 @@ def generate_vs_project(env, original_args, project_name="godot"): vsconf = f'{target}|{a["platform"]}' break - condition = "'$(GodotConfiguration)|$(GodotPlatform)'=='" + vsconf + "'" + condition = "'$(RedotConfiguration)|$(RedotPlatform)'=='" + vsconf + "'" itemlist = {} for item in activeItems: key = os.path.dirname(item).replace("\\", "_") @@ -1384,7 +1396,7 @@ def generate_vs_project(env, original_args, project_name="godot"): properties.append( "<ActiveProjectItemList_%s>;%s;</ActiveProjectItemList_%s>" % (x, ";".join(itemlist[x]), x) ) - output = f'bin\\godot{env["PROGSUFFIX"]}' + output = f'bin\\redot{env["PROGSUFFIX"]}' with open("misc/msvs/props.template", "r", encoding="utf-8") as file: props_template = file.read() @@ -1477,43 +1489,43 @@ def generate_vs_project(env, original_args, project_name="godot"): section1 = [] section2 = [] for conf in confs: - godot_platform = conf["platform"] + redot_platform = conf["platform"] for p in conf["arches"]: sln_plat = p["platform"] proj_plat = sln_plat - godot_arch = p["architecture"] + redot_arch = p["architecture"] # Redirect editor configurations for non-Windows platforms to the Windows one, so the solution has all the permutations # and VS doesn't complain about missing project configurations. # These configurations are disabled, so they show up but won't build. - if godot_platform != "windows": + if redot_platform != "windows": section1 += [f"editor|{sln_plat} = editor|{proj_plat}"] section2 += [ f"{{{proj_uuid}}}.editor|{proj_plat}.ActiveCfg = editor|{proj_plat}", ] for t in conf["targets"]: - godot_target = t + redot_target = t # Windows x86 is a special little flower that requires a project platform == Win32 but a solution platform == x86. - if godot_platform == "windows" and godot_target == "editor" and godot_arch == "x86_32": + if redot_platform == "windows" and redot_target == "editor" and redot_arch == "x86_32": sln_plat = "x86" configurations += [ - f'<ProjectConfiguration Include="{godot_target}|{proj_plat}">', - f" <Configuration>{godot_target}</Configuration>", + f'<ProjectConfiguration Include="{redot_target}|{proj_plat}">', + f" <Configuration>{redot_target}</Configuration>", f" <Platform>{proj_plat}</Platform>", "</ProjectConfiguration>", ] properties += [ - f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='{godot_target}|{proj_plat}'\">", - f" <GodotConfiguration>{godot_target}</GodotConfiguration>", - f" <GodotPlatform>{proj_plat}</GodotPlatform>", + f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='{redot_target}|{proj_plat}'\">", + f" <RedotConfiguration>{redot_target}</RedotConfiguration>", + f" <RedotPlatform>{proj_plat}</RedotPlatform>", "</PropertyGroup>", ] - if godot_platform != "windows": + if redot_platform != "windows": configurations += [ f'<ProjectConfiguration Include="editor|{proj_plat}">', " <Configuration>editor</Configuration>", @@ -1523,21 +1535,21 @@ def generate_vs_project(env, original_args, project_name="godot"): properties += [ f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='editor|{proj_plat}'\">", - " <GodotConfiguration>editor</GodotConfiguration>", - f" <GodotPlatform>{proj_plat}</GodotPlatform>", + " <RedotConfiguration>editor</RedotConfiguration>", + f" <RedotPlatform>{proj_plat}</RedotPlatform>", "</PropertyGroup>", ] - p = f"{project_name}.{godot_platform}.{godot_target}.{godot_arch}.generated.props" + p = f"{project_name}.{redot_platform}.{redot_target}.{redot_arch}.generated.props" imports += [ f'<Import Project="$(MSBuildProjectDirectory)\\{p}" Condition="Exists(\'$(MSBuildProjectDirectory)\\{p}\')"/>' ] - section1 += [f"{godot_target}|{sln_plat} = {godot_target}|{sln_plat}"] + section1 += [f"{redot_target}|{sln_plat} = {redot_target}|{sln_plat}"] section2 += [ - f"{{{proj_uuid}}}.{godot_target}|{sln_plat}.ActiveCfg = {godot_target}|{proj_plat}", - f"{{{proj_uuid}}}.{godot_target}|{sln_plat}.Build.0 = {godot_target}|{proj_plat}", + f"{{{proj_uuid}}}.{redot_target}|{sln_plat}.ActiveCfg = {redot_target}|{proj_plat}", + f"{{{proj_uuid}}}.{redot_target}|{sln_plat}.Build.0 = {redot_target}|{proj_plat}", ] # Add an extra import for a local user props file at the end, so users can add more overrides. @@ -1585,6 +1597,8 @@ def generate_copyright_header(filename: str) -> str: /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/misc/dist/document_icons/project.svg b/misc/dist/document_icons/project.svg index 3f71da744a..07c170805c 100644 --- a/misc/dist/document_icons/project.svg +++ b/misc/dist/document_icons/project.svg @@ -1 +1 @@ -<svg xmlns="http://www.w3.org/2000/svg" width="1024" height="1024"><path fill="#eff1f5" stroke="#9f9fa1" stroke-linecap="round" stroke-linejoin="round" stroke-width="19.603" d="m812.681 293.783c-23.575-32.542-141.93-39.864-197.505-34.983 2.17-68.048 31.457-117.655-37.966-177.025m-415.32-32.625h302.11c77.128-2.02 126.554 37.836 178.444 84.882l123.665 109.83c63.819 56.94 89.13 110.624 96 188.174v542.885h-700.219z"/><g stroke-width=".32"><path fill="#fff" d="m712.572 590.17s-.666-4.089-1.056-4.052l-74.179 7.157a12.056 12.056 0 0 0 -10.9 11.191l-2.038 29.21-57.387 4.094-3.905-26.472c-.868-5.888-6.01-10.327-11.961-10.327h-78.292c-5.95 0-11.09 4.439-11.96 10.327l-3.906 26.472-57.387-4.095-2.038-29.208a12.057 12.057 0 0 0 -10.901-11.194l-74.214-7.155c-.384-.037-.665 4.056-1.049 4.056l-.1 16.052 62.853 10.136 2.059 29.47c.416 5.965 5.23 10.788 11.2 11.217l79.035 5.638c.299.021.594.033.89.033 5.94 0 11.072-4.44 11.941-10.329l4.017-27.237h57.414l4.017 27.237c.867 5.886 6.006 10.326 11.953 10.326.292 0 .583-.009.868-.03l79.046-5.638c5.967-.428 10.783-5.252 11.2-11.218l2.056-29.469 62.826-10.18z"/><path fill="#478cbf" d="m311.398 469.127v121.042c.221.003.443.01.662.031l74.207 7.155c3.88703.37478 6.93367 3.50431 7.204 7.4l2.289 32.756 64.731 4.619 4.46-30.234c.57822-3.91981 3.94178-6.82377 7.904-6.824h78.292c3.96222.00023 7.32578 2.90419 7.904 6.824l4.458 30.234 64.733-4.619 2.287-32.757c.27147-3.89481 3.31693-7.02357 7.203-7.4l74.178-7.154c.22-.02.44-.028.66-.031v-9.658l.032-.01v-111.373c10.4496-13.15476 20.3441-27.66594 27.925-39.874-11.586-19.722-25.78-37.347-40.954-53.677-14.073 7.083-27.74 15.108-40.65 23.647-6.46-6.421-13.736-11.674-20.883-17.164-7.022-5.64-14.936-9.775-22.44-14.593 2.234-16.641 3.339-33.024 3.783-50.122-19.366-9.747-40.017-16.209-60.905-20.85-8.34 14.017-15.967 29.196-22.61 44.035-7.876-1.316-15.79-1.804-23.713-1.898v-.013c-.055 0-.107.013-.154.013-.05 0-.1-.013-.15-.013v.013c-7.937.095-15.845.582-23.724 1.898-6.638-14.84-14.261-30.018-22.613-44.035-20.879 4.641-41.532 11.104-60.895 20.85.442 17.098 1.548 33.48 3.788 50.122-7.52 4.818-15.423 8.953-22.447 14.592-7.137 5.491-14.425 10.745-20.887 17.165-12.91-8.539-26.573-16.564-40.65-23.646-15.173 16.329-29.36 33.953-40.95 53.676 9.10746 14.29708 18.8786 28.66782 27.925 39.873z"/><path fill="#478cbf" d="m646 612.615-2.3 32.93a7.992 7.992 0 0 1 -7.402 7.413l-79.044 5.64a7.991 7.991 0 0 1 -8.474-6.806l-4.531-30.74h-64.496l-4.533 30.74c-.608 4.137-4.308 7.112-8.474 6.806l-79.043-5.64a7.992 7.992 0 0 1 -7.402-7.413l-2.3-32.931-66.726-6.434c.032 7.173.124 15.028.124 16.592 0 70.472 89.397 104.344 200.465 104.734h.273c111.07-.39 200.435-34.262 200.435-104.734 0-1.592.096-9.416.129-16.592z"/><path fill="#fff" d="m451.527 518.261c0 24.71-20.02 44.725-44.72 44.725-24.688 0-44.714-20.016-44.714-44.725 0-24.691 20.026-44.697 44.713-44.697 24.7 0 44.72 20.006 44.72 44.697"/><path fill="#414042" d="m440.766 520.915c0 16.388-13.283 29.671-29.684 29.671-16.393 0-29.684-13.283-29.684-29.671 0-16.39 13.29-29.685 29.684-29.685 16.401 0 29.684 13.295 29.684 29.685"/><path fill="#fff" d="m511.997 567.054c-7.951 0-14.394-5.86-14.394-13.081v-41.17c0-7.216 6.444-13.08 14.394-13.08s14.408 5.864 14.408 13.08v41.17c0 7.222-6.458 13.081-14.408 13.081m60.477-48.793c0 24.71 20.02 44.725 44.724 44.725 24.686 0 44.71-20.016 44.71-44.725 0-24.691-20.024-44.697-44.71-44.697-24.704 0-44.724 20.006-44.724 44.697"/><path fill="#414042" d="m583.238 520.915c0 16.388 13.279 29.671 29.668 29.671 16.405 0 29.683-13.283 29.683-29.671 0-16.39-13.278-29.685-29.684-29.685-16.388 0-29.668 13.295-29.668 29.685"/></g><text x="234.416" y="878.644" fill="#333f67" font-family="Montserrat" font-size="16" font-weight="800" letter-spacing="0" word-spacing="0"><tspan x="234.416" y="878.644" font-size="112">PROJECT</tspan></text></svg>
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\ No newline at end of file diff --git a/misc/dist/html/editor.html b/misc/dist/html/editor.html index 3a22055546..ef19c0032e 100644 --- a/misc/dist/html/editor.html +++ b/misc/dist/html/editor.html @@ -3,27 +3,27 @@ <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1, minimum-scale=1, maximum-scale=1, user-scalable=no"> - <meta name="author" content="Godot Engine"> - <meta name="description" content="Use the Godot Engine editor directly in your web browser, without having to install anything."> + <meta name="author" content="Redot Engine"> + <meta name="description" content="Use the Redot Engine editor directly in your web browser, without having to install anything."> <meta name="mobile-web-app-capable" content="yes"> <meta name="apple-mobile-web-app-capable" content="yes"> - <meta name="application-name" content="Godot"> - <meta name="apple-mobile-web-app-title" content="Godot"> + <meta name="application-name" content="Redot"> + <meta name="apple-mobile-web-app-title" content="Redot"> <meta name="theme-color" content="#202531"> <meta name="msapplication-navbutton-color" content="#202531"> <meta name="apple-mobile-web-app-status-bar-style" content="black-translucent"> <meta name="msapplication-starturl" content="/latest"> - <meta property="og:site_name" content="Godot Engine Web Editor"> - <meta property="og:url" name="twitter:url" content="https://editor.godotengine.org/releases/latest/"> + <meta property="og:site_name" content="Redot Engine"> + <meta property="og:url" name="twitter:url" content="https://x.com/RedotEngine"> <meta property="og:title" name="twitter:title" content="Free and open source 2D and 3D game engine"> - <meta property="og:description" name="twitter:description" content="Use the Godot Engine editor directly in your web browser, without having to install anything."> - <meta property="og:image" name="twitter:image" content="https://godotengine.org/themes/godotengine/assets/og_image.png"> + <meta property="og:description" name="twitter:description" content="Use the Redot Engine editor directly in your web browser, without having to install anything."> + <meta property="og:image" name="twitter:image" content="https://pbs.twimg.com/profile_images/1841292470337908740/EPVKT7tJ_400x400.jpg"> <meta property="og:type" content="website"> <meta name="twitter:card" content="summary"> <link id="-gd-engine-icon" rel="icon" type="image/png" href="favicon.png"> <link rel="apple-touch-icon" type="image/png" href="favicon.png"> <link rel="manifest" href="manifest.json"> - <title>Godot Engine Web Editor (___GODOT_VERSION___)</title> + <title>Redot Engine Web Editor (___GODOT_VERSION___)</title> <style> *:focus { /* More visible outline for better keyboard navigation. */ @@ -243,7 +243,7 @@ a:active { <h2 id="welcome-modal-title" class="welcome-modal-title">Important - Please read before continuing</h2> <div id="welcome-modal-description"> <p> - The Godot Web Editor has some limitations compared to the native version. + The Redot Web Editor has some limitations compared to the native version. Its main focus is education and experimentation; <strong>it is not recommended for production</strong>. </p> @@ -258,7 +258,7 @@ a:active { </div> <div id="welcome-modal-missing-description" style="display: none"> <p> - <strong>The following features required by the Godot Web Editor are missing:</strong> + <strong>The following features required by the Redot Web Editor are missing:</strong> </p> <ul id="welcome-modal-missing-list"> </ul> @@ -291,7 +291,7 @@ a:active { <div id="tab-loader"> <div style="color: #e0e0e0;" id="persistence"> <br > - <img src="logo.svg" alt="Godot Engine logo" width="1024" height="414" style="width: auto; height: auto; max-width: min(85%, 50vh); max-height: 250px"> + <img src="logo.svg" alt="Redot Engine logo" width="1024" height="414" style="width: auto; height: auto; max-width: min(85%, 50vh); max-height: 250px"> <br > ___GODOT_VERSION___ <br > @@ -312,7 +312,7 @@ a:active { <a href="demo.zip">(Try this for example)</a> <br > <br > - <button id="startButton" class="btn" style="margin-bottom: 4rem; font-weight: 700">Start Godot editor</button> + <button id="startButton" class="btn" style="margin-bottom: 4rem; font-weight: 700">Start Redot editor</button> <br > <button class="btn" onclick="clearPersistence()" style="margin-bottom: 1.5rem">Clear persistent data</button> <br > diff --git a/misc/dist/html/full-size.html b/misc/dist/html/full-size.html index 352046df30..66d60a4a43 100644 --- a/misc/dist/html/full-size.html +++ b/misc/dist/html/full-size.html @@ -172,7 +172,7 @@ const engine = new Engine(GODOT_CONFIG); }); } else { // Display the message as usual - const missingMsg = 'Error\nThe following features required to run Godot projects on the Web are missing:\n'; + const missingMsg = 'Error\nThe following features required to run Redot projects on the Web are missing:\n'; displayFailureNotice(missingMsg + missing.join('\n')); } } else { diff --git a/misc/dist/html/logo.svg b/misc/dist/html/logo.svg index 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\ No newline at end of file diff --git a/misc/dist/ios_xcode/godot_ios.xcodeproj/project.pbxproj b/misc/dist/ios_xcode/godot_ios.xcodeproj/project.pbxproj index a5de7e8872..665a4822c9 100644 --- a/misc/dist/ios_xcode/godot_ios.xcodeproj/project.pbxproj +++ b/misc/dist/ios_xcode/godot_ios.xcodeproj/project.pbxproj @@ -151,7 +151,7 @@ isa = PBXProject; attributes = { LastUpgradeCheck = 0500; - ORGANIZATIONNAME = GodotEngine; + ORGANIZATIONNAME = RedotEngine; TargetAttributes = { D0BCFE3318AEBDA2004A7AAE = { DevelopmentTeam = $team_id; diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@2x.png b/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@2x.png Binary files differindex 3a0469319b..f91bdd54ec 100644 --- a/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@2x.png +++ b/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@2x.png diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@3x.png b/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@3x.png Binary files differindex 3a0469319b..802f02aa85 100644 --- a/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@3x.png +++ b/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@3x.png diff --git a/misc/dist/ios_xcode/godot_ios/dummy.cpp b/misc/dist/ios_xcode/godot_ios/dummy.cpp index f36e09c68a..7069d06d21 100644 --- a/misc/dist/ios_xcode/godot_ios/dummy.cpp +++ b/misc/dist/ios_xcode/godot_ios/dummy.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/misc/dist/ios_xcode/godot_ios/dummy.h b/misc/dist/ios_xcode/godot_ios/dummy.h index 23f1795b5f..ef9709cb41 100644 --- a/misc/dist/ios_xcode/godot_ios/dummy.h +++ b/misc/dist/ios_xcode/godot_ios/dummy.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/misc/dist/ios_xcode/godot_ios/dummy.swift b/misc/dist/ios_xcode/godot_ios/dummy.swift index 495b5c9a87..47867daea1 100644 --- a/misc/dist/ios_xcode/godot_ios/dummy.swift +++ b/misc/dist/ios_xcode/godot_ios/dummy.swift @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/misc/dist/linux/godot.6 b/misc/dist/linux/godot.6 index beb92c96b5..9eaa571ee3 100644 --- a/misc/dist/linux/godot.6 +++ b/misc/dist/linux/godot.6 @@ -1,11 +1,11 @@ -.TH GODOT "6" "January 2020" "godot 4.0" "Games" +.TH GODOT "6" "January 2020" "redot 4.0" "Games" .SH NAME -godot \- multi\-platform 2D and 3D game engine with a feature\-rich editor +redot \- multi\-platform 2D and 3D game engine with a feature\-rich editor .SH SYNOPSIS -.B godot -[\fI\,options\/\fR] [path to scene or 'project.godot' file] +.B redot +[\fI\,options\/\fR] [path to scene or 'project.godot' or 'project.redot' file] .SH DESCRIPTION -Godot Engine is an advanced, feature\-packed, multi\-platform 2D and 3D game +Redot Engine is an advanced, feature\-packed, multi\-platform 2D and 3D game engine. .br It provides a huge set of common tools, so you can just focus on making @@ -166,7 +166,7 @@ Build the scripting solutions (e.g. for C# projects). Implies \-\-editor and req Generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension. .TP \fB\-\-dump\-extension\-api\fR -Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder. +Generate JSON dump of the Redot API for GDExtension bindings named 'extension_api.json' in the current folder. .TP \fB\-\-test\fR <test> Run a unit test ('string', 'math', 'physics', 'physics_2d', 'render', 'oa_hash_map', 'gui', 'shaderlang', 'gd_tokenizer', 'gd_parser', 'gd_compiler', 'gd_bytecode', 'ordered_hash_map', 'astar'). @@ -177,7 +177,7 @@ User\-specific configuration folder, contains persistent editor settings, script .RE XDG_DATA_HOME/godot/ or ~/.local/share/godot/ .RS -Contains the default configuration and user data folders for Godot\-made games (\fIuser://\fR path), as well as export templates. +Contains the default configuration and user data folders for Redot\-made games (\fIuser://\fR path), as well as export templates. .RE XDG_DATA_CACHE/godot/ or ~/.cache/godot/ .RS @@ -192,12 +192,12 @@ Additional documentation files. Detailed licensing information. .RE .SH "SEE ALSO" -See the project website at \fIhttps://godotengine.org\fR and the source -code repository at \fIhttps://github.com/godotengine/godot\fR for more details. +See the project website at \fIhttps://redotengine.org\fR and the source +code repository at \fIhttps://github.com/redot-engine/redot-engine\fR for more details. .SH BUGS -Godot Engine is a free and open source project and welcomes any kind of +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 -Godot's issue tracker at \fIhttps://github.com/godotengine/godot/issues\fR. +Redot's issue tracker at \fIhttps://github.com/redot-engine/redot-engine/issues\fR. .SH AUTHOR -Man page written by Rémi Verschelde <remi@godotengine.org> on behalf of the -Godot Engine development team. +Man page written by Bioblaze Payne <bioblazepayne@gmail.com> 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 af647bc866..1ba0a578de 100644 --- a/misc/dist/linux/org.godotengine.Godot.appdata.xml +++ b/misc/dist/linux/org.godotengine.Godot.appdata.xml @@ -1,36 +1,36 @@ <?xml version="1.0" encoding="UTF-8"?> <!-- Copyright 2017-2022 Rémi Verschelde <remi@godotengine.org> --> <component type="desktop"> - <id>org.godotengine.Godot</id> + <id>org.redotengine.Redot</id> <metadata_license>CC0-1.0</metadata_license> <project_license>MIT</project_license> - <name>Godot Engine</name> + <name>Redot Engine</name> <summary>Multi-platform 2D and 3D game engine with a feature-rich editor</summary> - <launchable type="desktop-id">org.godotengine.Godot.desktop</launchable> + <launchable type="desktop-id">org.redotengine.Redot.desktop</launchable> <description> <p> - Godot is an advanced, feature-packed, multi-platform 2D and 3D game + Redot is forked from Godot which is an advanced, feature-packed, multi-platform 2D and 3D game engine. It provides a huge set of common tools, so you can just focus on making your game without reinventing the wheel. </p> <p> - Godot is completely free and open source under the very permissive MIT + Redot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. Your game is yours, down to the last line of engine code. </p> </description> <screenshots> <screenshot type="default" width="1330" height="720"> - <caption>3D project loaded in the Godot Engine editor</caption> + <caption>3D project loaded in the Redot Engine editor</caption> <image>https://download.tuxfamily.org/godotengine/media/screenshots/editor_3d_fracteed-720p.jpg</image> </screenshot> </screenshots> - <url type="homepage">https://godotengine.org</url> - <url type="bugtracker">https://github.com/godotengine/godot/issues</url> + <url type="homepage">https://redotengine.org</url> + <url type="bugtracker">https://github.com/Redot-Engine/redot-engine/issues</url> <url type="faq">https://docs.godotengine.org/en/latest/about/faq.html</url> <url type="help">https://docs.godotengine.org</url> - <url type="donation">https://godotengine.org/donate</url> + <url type="donation">https://www.savethechildren.org</url> <url type="translate">https://hosted.weblate.org/projects/godot-engine/godot</url> - <developer_name>The Godot Engine Community</developer_name> - <update_contact>akien_at_godotengine_dot_org</update_contact> + <developer_name>The Redot Engine Community</developer_name> + <update_contact>redotengine@gmail.com</update_contact> </component> diff --git a/misc/dist/linux/org.godotengine.Godot.desktop b/misc/dist/linux/org.godotengine.Godot.desktop index 6483f51d92..9f94f76af3 100644 --- a/misc/dist/linux/org.godotengine.Godot.desktop +++ b/misc/dist/linux/org.godotengine.Godot.desktop @@ -1,9 +1,9 @@ [Desktop Entry] -Name=Godot Engine -GenericName=Libre game engine +Name=Redot Engine +GenericName=forked game engine GenericName[el]=Ελεύθερη μηχανή παιχνιδιού -GenericName[fr]=Moteur de jeu libre -GenericName[nl]=Libre game-engine +GenericName[fr]=Moteur de jeu forked +GenericName[nl]=Forked game-engine GenericName[ru]=Свободный игровой движок GenericName[uk]=Вільний ігровий рушій GenericName[zh_CN]=自由的游戏引擎 @@ -14,8 +14,8 @@ Comment[nl]=Multi-platform 2D- en 3D-game-engine met een veelzijdige editor Comment[ru]=Кроссплатформенный движок с многофункциональным редактором для 2D- и 3D-игр Comment[uk]=Багатофункціональний кросплатформний рушій для створення 2D та 3D ігор Comment[zh_CN]=多平台 2D 和 3D 游戏引擎,带有功能丰富的编辑器 -Exec=godot %f -Icon=godot +Exec=redot %f +Icon=redot Terminal=false PrefersNonDefaultGPU=true Type=Application diff --git a/misc/dist/linux/org.godotengine.Godot.xml b/misc/dist/linux/org.godotengine.Godot.xml index d4452018c4..cd3f179ac4 100644 --- a/misc/dist/linux/org.godotengine.Godot.xml +++ b/misc/dist/linux/org.godotengine.Godot.xml @@ -1,21 +1,22 @@ <?xml version="1.0"?> <mime-info xmlns="http://www.freedesktop.org/standards/shared-mime-info"> <mime-type type="application/x-godot-project"> - <comment>Godot Engine project</comment> + <comment>Redot Engine project</comment> <sub-class-of type="text/plain"/> <icon name="x-godot-project"/> - <glob pattern="project.godot"/> + <glob pattern="*.godot"/> + <glob pattern="*.redot"/> </mime-type> <mime-type type="application/x-godot-resource"> - <comment>Godot Engine resource</comment> + <comment>Redot Engine resource</comment> <icon name="x-godot-resource"/> <glob pattern="*.res"/> <glob pattern="*.tres"/> </mime-type> <mime-type type="application/x-godot-scene"> - <comment>Godot Engine scene</comment> + <comment>Redot Engine scene</comment> <icon name="x-godot-scene"/> <glob pattern="*.scn"/> <glob pattern="*.tscn"/> @@ -23,7 +24,7 @@ </mime-type> <mime-type type="application/x-godot-shader"> - <comment>Godot Engine shader</comment> + <comment>Redot Engine shader</comment> <sub-class-of type="text/plain"/> <icon name="x-godot-shader"/> <glob pattern="*.gdshader"/> diff --git a/misc/dist/macos/editor_info_plist.template b/misc/dist/macos/editor_info_plist.template index 4b5399c345..1417618c37 100644 --- a/misc/dist/macos/editor_info_plist.template +++ b/misc/dist/macos/editor_info_plist.template @@ -5,13 +5,13 @@ <key>CFBundleDevelopmentRegion</key> <string>English</string> <key>CFBundleExecutable</key> - <string>Godot</string> + <string>Redot</string> <key>CFBundleName</key> - <string>Godot</string> + <string>Redot</string> <key>CFBundleIconFile</key> - <string>Godot.icns</string> + <string>Redot.icns</string> <key>CFBundleIdentifier</key> - <string>org.godotengine.godot</string> + <string>org.redotengine.redot</string> <key>CFBundleInfoDictionaryVersion</key> <string>6.0</string> <key>CFBundlePackageType</key> @@ -19,7 +19,7 @@ <key>CFBundleShortVersionString</key> <string>$short_version</string> <key>CFBundleSignature</key> - <string>godot</string> + <string>redot</string> <key>CFBundleVersion</key> <string>$version</string> <key>NSMicrophoneUsageDescription</key> @@ -29,7 +29,7 @@ <key>NSRequiresAquaSystemAppearance</key> <false/> <key>NSHumanReadableCopyright</key> - <string>© 2007-present Juan Linietsky, Ariel Manzur & Godot Engine contributors</string> + <string>© 2007-present Juan Linietsky, Ariel Manzur & Godot Engine contributors & Redot Engine contributors</string> <key>CFBundleSupportedPlatforms</key> <array> <string>MacOSX</string> @@ -73,6 +73,18 @@ <string>public.godot</string> </array> </dict> + <dict> + <key>CFBundleTypeRole</key> + <string>Editor</string> + <key>LSItemContentTypes</key> + <array> + <string>public.redot</string> + </array> + <key>NSExportableTypes</key> + <array> + <string>public.redot</string> + </array> + </dict> </array> <key>UTExportedTypeDeclarations</key> <array> @@ -82,7 +94,7 @@ <key>UTTypeReferenceURL</key> <string></string> <key>UTTypeDescription</key> - <string>Godot Engine scene</string> + <string>Redot Engine scene</string> <key>UTTypeIconFile</key> <string>Scene.icns</string> <key>UTTypeConformsTo</key> @@ -130,7 +142,7 @@ <key>UTTypeReferenceURL</key> <string></string> <key>UTTypeDescription</key> - <string>Godot Engine resource</string> + <string>Redot Engine resource</string> <key>UTTypeIconFile</key> <string>Resource.icns</string> <key>UTTypeConformsTo</key> @@ -154,7 +166,7 @@ <key>UTTypeReferenceURL</key> <string></string> <key>UTTypeDescription</key> - <string>Godot Engine shader</string> + <string>Redot Engine shader</string> <key>UTTypeIconFile</key> <string>Shader.icns</string> <key>UTTypeConformsTo</key> @@ -194,6 +206,29 @@ <string>application/x-godot-project</string> </dict> </dict> + <dict> + <key>UTTypeIdentifier</key> + <string>public.redot</string> + <key>UTTypeReferenceURL</key> + <string></string> + <key>UTTypeDescription</key> + <string>Redot Engine project</string> + <key>UTTypeIconFile</key> + <string>Project.icns</string> + <key>UTTypeConformsTo</key> + <array> + <string>public.data</string> + </array> + <key>UTTypeTagSpecification</key> + <dict> + <key>public.filename-extension</key> + <array> + <string>redot</string> + </array> + <key>public.mime-type</key> + <string>application/x-godot-project</string> + </dict> + </dict> </array> </dict> </plist> diff --git a/misc/dist/macos_template.app/Contents/Resources/icon.icns b/misc/dist/macos_template.app/Contents/Resources/icon.icns Binary files differindex be9254630c..66835a6fb4 100644 --- a/misc/dist/macos_template.app/Contents/Resources/icon.icns +++ b/misc/dist/macos_template.app/Contents/Resources/icon.icns diff --git a/misc/dist/macos_tools.app/Contents/Info.plist b/misc/dist/macos_tools.app/Contents/Info.plist index 9078701c91..b7e16518d8 100644 --- a/misc/dist/macos_tools.app/Contents/Info.plist +++ b/misc/dist/macos_tools.app/Contents/Info.plist @@ -5,13 +5,13 @@ <key>CFBundleDevelopmentRegion</key> <string>English</string> <key>CFBundleExecutable</key> - <string>Godot</string> + <string>Redot</string> <key>CFBundleName</key> - <string>Godot</string> + <string>Redot</string> <key>CFBundleIconFile</key> - <string>Godot.icns</string> + <string>Redot.icns</string> <key>CFBundleIdentifier</key> - <string>org.godotengine.godot</string> + <string>org.redotengine.redot</string> <key>CFBundleInfoDictionaryVersion</key> <string>6.0</string> <key>CFBundlePackageType</key> @@ -31,7 +31,7 @@ <key>NSCameraUseContinuityCameraDeviceType</key> <true/> <key>NSHumanReadableCopyright</key> - <string>© 2007-present Juan Linietsky, Ariel Manzur & Godot Engine contributors</string> + <string>© 2007-present Juan Linietsky, Ariel Manzur & Godot Engine contributors & Redot Engine contributors</string> <key>CFBundleSupportedPlatforms</key> <array> <string>MacOSX</string> @@ -80,6 +80,18 @@ <string>public.godot</string> </array> </dict> + <dict> + <key>CFBundleTypeRole</key> + <string>Editor</string> + <key>LSItemContentTypes</key> + <array> + <string>public.redot</string> + </array> + <key>NSExportableTypes</key> + <array> + <string>public.redot</string> + </array> + </dict> </array> <key>UTExportedTypeDeclarations</key> <array> @@ -89,7 +101,7 @@ <key>UTTypeReferenceURL</key> <string></string> <key>UTTypeDescription</key> - <string>Godot Engine scene</string> + <string>Redot Engine scene</string> <key>UTTypeIconFile</key> <string>Scene.icns</string> <key>UTTypeConformsTo</key> @@ -137,7 +149,7 @@ <key>UTTypeReferenceURL</key> <string></string> <key>UTTypeDescription</key> - <string>Godot Engine resource</string> + <string>Redot Engine resource</string> <key>UTTypeIconFile</key> <string>Resource.icns</string> <key>UTTypeConformsTo</key> @@ -161,7 +173,7 @@ <key>UTTypeReferenceURL</key> <string></string> <key>UTTypeDescription</key> - <string>Godot Engine shader</string> + <string>Redot Engine shader</string> <key>UTTypeIconFile</key> <string>Shader.icns</string> <key>UTTypeConformsTo</key> @@ -201,6 +213,29 @@ <string>application/x-godot-project</string> </dict> </dict> + <dict> + <key>UTTypeIdentifier</key> + <string>public.redot</string> + <key>UTTypeReferenceURL</key> + <string></string> + <key>UTTypeDescription</key> + <string>Redot Engine project</string> + <key>UTTypeIconFile</key> + <string>Project.icns</string> + <key>UTTypeConformsTo</key> + <array> + <string>public.data</string> + </array> + <key>UTTypeTagSpecification</key> + <dict> + <key>public.filename-extension</key> + <array> + <string>redot</string> + </array> + <key>public.mime-type</key> + <string>application/x-godot-project</string> + </dict> + </dict> </array> </dict> </plist> diff --git a/misc/dist/macos_tools.app/Contents/Resources/Godot.icns b/misc/dist/macos_tools.app/Contents/Resources/Godot.icns Binary files differdeleted file mode 100644 index 61697976c6..0000000000 --- a/misc/dist/macos_tools.app/Contents/Resources/Godot.icns +++ /dev/null diff --git a/misc/dist/macos_tools.app/Contents/Resources/Redot.icns b/misc/dist/macos_tools.app/Contents/Resources/Redot.icns Binary files differnew file mode 100644 index 0000000000..bffd45df65 --- /dev/null +++ b/misc/dist/macos_tools.app/Contents/Resources/Redot.icns diff --git a/misc/dist/shell/_godot.zsh-completion b/misc/dist/shell/_godot.zsh-completion index f65cf37870..26ceef0fc9 100644 --- a/misc/dist/shell/_godot.zsh-completion +++ b/misc/dist/shell/_godot.zsh-completion @@ -1,6 +1,6 @@ #compdef godot -# zsh completion for the Godot editor +# zsh completion for the Redot editor # To use it, install this file as `_godot` in a directory specified in your # `fpath` environment variable then restart your shell. # @@ -26,7 +26,7 @@ # SOFTWARE. _arguments \ - "1::path to scene or 'project.godot' file:_files" \ + "1::path to scene or 'project.godot' or 'project.redot' file:_files" \ '(-h --help)'{-h,--help}'[display the full help message]' \ '--version[display the version string]' \ '(-v --verbose)'{-v,--verbose}'[use verbose stdout mode]' \ @@ -86,11 +86,11 @@ _arguments \ '--export-pack[export the project data only as a PCK or ZIP file using the given preset and output path]:export preset name then path' \ '--convert-3to4[converts project from Godot 3.x to Godot 4.x]' \ '--validate-conversion-3to4[shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x]' \ - '--doctool[dump the engine API reference to the given path in XML format, merging if existing files are found]:path to base Godot build directory (optional):_dirs' \ + '--doctool[dump the engine API reference to the given path in XML format, merging if existing files are found]:path to base Redot build directory (optional):_dirs' \ '--no-docbase[disallow dumping the base types (used with --doctool)]' \ '--build-solutions[build the scripting solutions (e.g. for C# projects)]' \ '--dump-gdextension-interface[generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension.]' \ - '--dump-extension-api[generate JSON dump of the Godot API for GDExtension bindings named "extension_api.json" in the current folder]' \ + '--dump-extension-api[generate JSON dump of the Redot API for GDExtension bindings named "extension_api.json" in the current folder]' \ '--benchmark[benchmark the run time and print it to console]' \ '--benchmark-file[benchmark the run time and save it to a given file in JSON format]:path to output JSON file' \ '--test[run all unit tests; run with "--test --help" for more information]' diff --git a/misc/dist/shell/godot.bash-completion b/misc/dist/shell/godot.bash-completion index 63efa95c10..7132f2bac4 100644 --- a/misc/dist/shell/godot.bash-completion +++ b/misc/dist/shell/godot.bash-completion @@ -109,7 +109,7 @@ _complete_godot_bash() { else local IFS=$'\n\t' # shellcheck disable=SC2207 - COMPREPLY=($(compgen -f -X "!*.@(scn|tscn|escn|godot)" -- "$cur")) + COMPREPLY=($(compgen -f -X "!*.@(scn|tscn|escn|godot|redot)" -- "$cur")) fi # If the array is accessed out of bounds (which will happen for the first argument), 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 diff --git a/misc/dist/windows/README.md b/misc/dist/windows/README.md index 6df66437a7..8dd9893baf 100644 --- a/misc/dist/windows/README.md +++ b/misc/dist/windows/README.md @@ -2,7 +2,7 @@ `godot.iss` is an [Inno Setup](https://jrsoftware.org/isinfo.php) installer file that can be used to build a Windows installer. The generated installer is able -to run without Administrator privileges and can optionally add Godot to the +to run without Administrator privileges and can optionally add Redot to the user's `PATH` environment variable. To use Inno Setup on Linux, use [innoextract](https://constexpr.org/innoextract/) @@ -11,7 +11,7 @@ to extract the Inno Setup installer then run `ISCC.exe` using ## Building -- Place a Godot editor executable in this folder and rename it to `godot.exe`. +- Place a Redot editor executable in this folder and rename it to `redot.exe`. - Run the Inno Setup Compiler (part of the Inno Setup suite) on the `godot.iss` file. If everything succeeds, an installer will be generated in this folder. diff --git a/misc/dist/windows/godot.iss b/misc/dist/windows/godot.iss index 35f318cc12..ee8a92f83d 100644 --- a/misc/dist/windows/godot.iss +++ b/misc/dist/windows/godot.iss @@ -1,8 +1,8 @@ -#define MyAppName "Godot Engine" +#define MyAppName "Redot Engine" #define MyAppVersion "4.4" -#define MyAppPublisher "Godot Engine contributors" -#define MyAppURL "https://godotengine.org/" -#define MyAppExeName "godot.exe" +#define MyAppPublisher "Redot Engine contributors" +#define MyAppURL "https://redotengine.org/" +#define MyAppExeName "redot.exe" [Setup] AppId={{60D07AAA-400E-40F5-B073-A796C34D9D78} @@ -15,16 +15,16 @@ AppPublisher={#MyAppPublisher} AppPublisherURL={#MyAppURL} AppSupportURL={#MyAppURL} AppUpdatesURL={#MyAppURL} -AppComments=Godot Engine editor +AppComments=Redot Engine editor ChangesEnvironment=yes -DefaultDirName={localappdata}\Godot -DefaultGroupName=Godot Engine +DefaultDirName={localappdata}\Redot +DefaultGroupName=Redot Engine AllowNoIcons=yes UninstallDisplayIcon={app}\{#MyAppExeName} #ifdef App32Bit - OutputBaseFilename=godot-setup-x86 + OutputBaseFilename=redot-setup-x86 #else - OutputBaseFilename=godot-setup-x86_64 + OutputBaseFilename=redot-setup-x86_64 ArchitecturesAllowed=x64 ArchitecturesInstallIn64BitMode=x64 #endif @@ -37,7 +37,7 @@ Name: "english"; MessagesFile: "compiler:Default.isl" [Tasks] Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}"; GroupDescription: "{cm:AdditionalIcons}"; Flags: unchecked -Name: "modifypath"; Description: "Add Godot to PATH environment variable" +Name: "modifypath"; Description: "Add Redot to PATH environment variable" [Files] Source: "{#MyAppExeName}"; DestDir: "{app}"; Flags: ignoreversion diff --git a/misc/msvs/props.template b/misc/msvs/props.template index 82e3e81f18..6d1d1d6d74 100644 --- a/misc/msvs/props.template +++ b/misc/msvs/props.template @@ -1,6 +1,6 @@ <?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="17.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> - <PropertyGroup Condition="'$(GodotConfiguration)|$(GodotPlatform)'=='%%VSCONF%%'"> + <PropertyGroup Condition="'$(RedotConfiguration)|$(RedotPlatform)'=='%%VSCONF%%'"> <NMakeBuildCommandLine>%%BUILD%%</NMakeBuildCommandLine> <NMakeReBuildCommandLine>%%REBUILD%%</NMakeReBuildCommandLine> <NMakeCleanCommandLine>%%CLEAN%%</NMakeCleanCommandLine> diff --git a/misc/msvs/vcxproj.template b/misc/msvs/vcxproj.template index 2cdb82d01f..0d3b56c949 100644 --- a/misc/msvs/vcxproj.template +++ b/misc/msvs/vcxproj.template @@ -5,7 +5,7 @@ </ItemGroup> <PropertyGroup Label="Globals"> <ProjectGuid>{%%UUID%%}</ProjectGuid> - <RootNamespace>godot</RootNamespace> + <RootNamespace>redot</RootNamespace> <Keyword>MakeFileProj</Keyword> <VCProjectUpgraderObjectName>NoUpgrade</VCProjectUpgraderObjectName> </PropertyGroup> @@ -15,15 +15,15 @@ <ConfigurationType>Makefile</ConfigurationType> <UseOfMfc>false</UseOfMfc> <PlatformToolset>v143</PlatformToolset> - <OutDir>$(SolutionDir)\bin\$(GodotPlatform)\$(GodotConfiguration)\</OutDir> - <IntDir>obj\$(GodotPlatform)\$(GodotConfiguration)\</IntDir> + <OutDir>$(SolutionDir)\bin\$(RedotPlatform)\$(RedotConfiguration)\</OutDir> + <IntDir>obj\$(RedotPlatform)\$(RedotConfiguration)\</IntDir> <LayoutDir>$(OutDir)\Layout</LayoutDir> </PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <ImportGroup Label="ExtensionSettings"> </ImportGroup> <ImportGroup Label="PropertySheets"> - <Import Project="$(UserRootDir)\Microsoft.Cpp.$(GodotPlatform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(GodotPlatform).user.props')" Label="LocalAppDataPlatform" /> + <Import Project="$(UserRootDir)\Microsoft.Cpp.$(RedotPlatform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(RedotPlatform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup> <PropertyGroup Label="UserMacros" /> <PropertyGroup> diff --git a/misc/scripts/check_ci_log.py b/misc/scripts/check_ci_log.py index d024a3e375..7abf00e1a0 100755 --- a/misc/scripts/check_ci_log.py +++ b/misc/scripts/check_ci_log.py @@ -28,10 +28,10 @@ if ( or file_contents.find("Aborted (core dumped)") != -1 or file_contents.find("terminate called without an active exception") != -1 ): - print("FATAL ERROR: Godot has been crashed.") + print("FATAL ERROR: Redot has been crashed.") sys.exit(52) -# Finding memory leaks in Godot is quite difficult, because we need to take into +# Finding memory leaks in Redot is quite difficult, because we need to take into # account leaks also in external libraries. They are usually provided without # debugging symbols, so the leak report from it usually has only 2/3 lines, # so searching for 5 element - "#4 0x" - should correctly detect the vast @@ -42,7 +42,7 @@ if file_contents.find("ERROR: LeakSanitizer:") != -1: print("ERROR: Memory leak was found") sys.exit(53) -# It may happen that Godot detects leaking nodes/resources and removes them, so +# It may happen that Redot detects leaking nodes/resources and removes them, so # this possibility should also be handled as a potential error, even if # LeakSanitizer doesn't report anything @@ -58,7 +58,7 @@ if file_contents.find("Assertion failed") != -1: print("ERROR: Assertion failed in project, check execution log for more info") sys.exit(55) -# For now Godot leaks a lot of rendering stuff so for now we just show info +# For now Redot leaks a lot of rendering stuff so for now we just show info # about it and this needs to be re-enabled after fixing this memory leaks. if file_contents.find("were leaked") != -1 or file_contents.find("were never freed") != -1: diff --git a/misc/scripts/copyright_headers.py b/misc/scripts/copyright_headers.py index 2b1201b3c0..c35513223d 100755 --- a/misc/scripts/copyright_headers.py +++ b/misc/scripts/copyright_headers.py @@ -12,6 +12,8 @@ header = """\ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -76,8 +78,8 @@ for f in sys.argv[1:]: while line.strip() == "" and line != "": # Skip empty lines at the top line = fileread.readline() - if line.find("/**********") == -1: # Godot header starts this way - # Maybe starting with a non-Godot comment, abort header magic + if line.find("/**********") == -1: # Redot header starts this way + # Maybe starting with a non-Redot comment, abort header magic header_done = True while not header_done: # Handle header now diff --git a/misc/scripts/header_guards.py b/misc/scripts/header_guards.py index fed418db1e..58d5f66633 100755 --- a/misc/scripts/header_guards.py +++ b/misc/scripts/header_guards.py @@ -25,14 +25,14 @@ for file in sys.argv[1:]: if sline == "": # Skip empty lines at the top. continue - if sline.startswith("/**********"): # Godot header starts this way. + if sline.startswith("/**********"): # Redot header starts this way. header_start = idx else: - HEADER_CHECK_OFFSET = 0 # There is no Godot header. + HEADER_CHECK_OFFSET = 0 # There is no Redot header. break else: - if not sline.startswith("*") and not sline.startswith("/*"): # Not in the Godot header anymore. - HEADER_CHECK_OFFSET = idx + 1 # The include should be two lines below the Godot header. + if not sline.startswith("*") and not sline.startswith("/*"): # Not in the Redot header anymore. + HEADER_CHECK_OFFSET = idx + 1 # The include should be two lines below the Redot header. break if HEADER_CHECK_OFFSET < 0: diff --git a/misc/scripts/install_d3d12_sdk_windows.py b/misc/scripts/install_d3d12_sdk_windows.py index 2e5e4fce18..a52376672b 100755 --- a/misc/scripts/install_d3d12_sdk_windows.py +++ b/misc/scripts/install_d3d12_sdk_windows.py @@ -17,7 +17,7 @@ if sys.platform == "win32": mode = c_int(mode.value | 4) windll.kernel32.SetConsoleMode(c_int(stdout_handle), mode) -# Base Godot dependencies path +# Base Redot dependencies path # If cross-compiling (no LOCALAPPDATA), we install in `bin` deps_folder = os.getenv("LOCALAPPDATA") if deps_folder: @@ -124,4 +124,4 @@ print(f"DirectX 12 Agility SDK {agility_sdk_version} installed successfully.\n") # Complete message print(f'\x1b[92mAll Direct3D 12 SDK components were installed to "{deps_folder}" successfully!\x1b[0m') -print('\x1b[92mYou can now build Godot with Direct3D 12 support enabled by running "scons d3d12=yes".\x1b[0m') +print('\x1b[92mYou can now build Redot with Direct3D 12 support enabled by running "scons d3d12=yes".\x1b[0m') diff --git a/misc/scripts/install_vulkan_sdk_macos.sh b/misc/scripts/install_vulkan_sdk_macos.sh index 6e9fa69eea..b5cdc96f6b 100755 --- a/misc/scripts/install_vulkan_sdk_macos.sh +++ b/misc/scripts/install_vulkan_sdk_macos.sh @@ -13,4 +13,4 @@ unzip /tmp/vulkan-sdk.zip -d /tmp rm -rf /tmp/InstallVulkan.app rm -f /tmp/vulkan-sdk.zip -echo 'Vulkan SDK installed successfully! You can now build Godot by running "scons".' +echo 'Vulkan SDK installed successfully! You can now build Redot by running "scons".' diff --git a/misc/scripts/make_tarball.sh b/misc/scripts/make_tarball.sh index 9e02b80af1..e9ab1831f2 100755 --- a/misc/scripts/make_tarball.sh +++ b/misc/scripts/make_tarball.sh @@ -1,7 +1,7 @@ #!/bin/sh if [ ! -e "version.py" ]; then - echo "This script should be ran from the root folder of the Godot repository." + echo "This script should be ran from the root folder of the Redot repository." exit 1 fi @@ -11,7 +11,7 @@ while getopts "h?sv:g:" opt; do echo "Usage: $0 [OPTIONS...]" echo echo " -s script friendly file name (godot.tar.gz)" - echo " -v godot version for file name (e.g. 4.0-stable)" + echo " -v redot version for file name (e.g. 4.0-stable)" echo " -g git treeish to archive (e.g. master)" echo exit 1 @@ -35,17 +35,17 @@ else fi if [ ! -z "$script_friendly_name" ]; then - NAME=godot + NAME=redot else if [ ! -z "$godot_version" ]; then - NAME=godot-$godot_version + NAME=redot-$godot_version else - NAME=godot-$HEAD + NAME=redot-$HEAD fi fi CURDIR=$(pwd) -TMPDIR=$(mktemp -d -t godot-XXXXXX) +TMPDIR=$(mktemp -d -t redot-XXXXXX) echo "Generating tarball for revision $HEAD with folder name '$NAME'." echo diff --git a/misc/scripts/validate_extension_api.sh b/misc/scripts/validate_extension_api.sh index 1d64883541..aa0d6b7155 100755 --- a/misc/scripts/validate_extension_api.sh +++ b/misc/scripts/validate_extension_api.sh @@ -2,7 +2,7 @@ set -o pipefail if [ ! -f "version.py" ]; then - echo "Warning: This script is intended to be run from the root of the Godot repository." + echo "Warning: This script is intended to be run from the root of the Redot repository." echo "Some of the paths checks may not work as intended from a different folder." fi @@ -58,8 +58,14 @@ while read -r file; do expected_errors="$(mktemp)" get_expected_output "$file" - # Download the reference extension_api.json - wget -nv --retry-on-http-error=503 --tries=5 --timeout=60 -cO "$reference_file" "https://raw.githubusercontent.com/godotengine/godot-cpp/godot-$reference_tag/gdextension/extension_api.json" || has_problems=1 + if [[ $file == *redot* ]]; then + # Download the Redot reference extension_api.json + wget -nv --retry-on-http-error=503 --tries=5 --timeout=60 -cO "$reference_file" "https://raw.githubusercontent.com/Redot-Engine/redot-cpp/$reference_tag/gdextension/extension_api.json" || has_problems=1 + else + # Download the Godot reference extension_api.json + wget -nv --retry-on-http-error=503 --tries=5 --timeout=60 -cO "$reference_file" "https://raw.githubusercontent.com/Redot-Engine/redot-cpp/godot-$reference_tag/gdextension/extension_api.json" || has_problems=1 + fi + # Validate the current API against the reference "$1" --headless --validate-extension-api "$reference_file" 2>&1 | tee "$validate" | awk '!/^Validate extension JSON:/' - || true # Collect the expected and actual validation errors diff --git a/misc/utility/godot_gdb_pretty_print.py b/misc/utility/godot_gdb_pretty_print.py index 7edd668016..6f8098a43b 100644 --- a/misc/utility/godot_gdb_pretty_print.py +++ b/misc/utility/godot_gdb_pretty_print.py @@ -1,5 +1,5 @@ """ -Load this file to your GDB session to enable pretty-printing of some Godot C++ types. +Load this file to your GDB session to enable pretty-printing of some Redot C++ types. GDB command: `source misc/utility/godot_gdb_pretty_print.py`. @@ -9,7 +9,7 @@ the `setupCommands` of your configuration in `launch.json`: "setupCommands": [ ... { - "description": "Load custom pretty-printers for Godot types.", + "description": "Load custom pretty-printers for Redot types.", "text": "source ${workspaceFolder}/misc/utility/godot_gdb_pretty_print.py" } ] @@ -27,7 +27,7 @@ import re import gdb # type: ignore -# Printer for Godot StringName variables. +# Printer for Redot StringName variables. class GodotStringNamePrinter: def __init__(self, value): self.value = value @@ -40,7 +40,7 @@ class GodotStringNamePrinter: return "string" -# Printer for Godot String variables. +# Printer for Redot String variables. class GodotStringPrinter: def __init__(self, value): self.value = value @@ -53,7 +53,7 @@ class GodotStringPrinter: return "string" -# Printer for Godot Vector variables. +# Printer for Redot Vector variables. class GodotVectorPrinter: def __init__(self, value): self.value = value diff --git a/modules/astcenc/image_compress_astcenc.cpp b/modules/astcenc/image_compress_astcenc.cpp index 1dfa7da766..f233d24ebd 100644 --- a/modules/astcenc/image_compress_astcenc.cpp +++ b/modules/astcenc/image_compress_astcenc.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/astcenc/image_compress_astcenc.h b/modules/astcenc/image_compress_astcenc.h index ad157d7c0a..1ff1bad987 100644 --- a/modules/astcenc/image_compress_astcenc.h +++ b/modules/astcenc/image_compress_astcenc.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/astcenc/register_types.cpp b/modules/astcenc/register_types.cpp index 0bb1c3432f..1d35cc5bd3 100644 --- a/modules/astcenc/register_types.cpp +++ b/modules/astcenc/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/astcenc/register_types.h b/modules/astcenc/register_types.h index 636da9ff8b..a53ff20034 100644 --- a/modules/astcenc/register_types.h +++ b/modules/astcenc/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/basis_universal/image_compress_basisu.cpp b/modules/basis_universal/image_compress_basisu.cpp index 8ca5dba225..df6bfcf067 100644 --- a/modules/basis_universal/image_compress_basisu.cpp +++ b/modules/basis_universal/image_compress_basisu.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/basis_universal/image_compress_basisu.h b/modules/basis_universal/image_compress_basisu.h index 81c8511f60..1484609ad2 100644 --- a/modules/basis_universal/image_compress_basisu.h +++ b/modules/basis_universal/image_compress_basisu.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/basis_universal/register_types.cpp b/modules/basis_universal/register_types.cpp index 06a3fb76cb..929fa60c2f 100644 --- a/modules/basis_universal/register_types.cpp +++ b/modules/basis_universal/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/basis_universal/register_types.h b/modules/basis_universal/register_types.h index 84607f1564..b130e49ab1 100644 --- a/modules/basis_universal/register_types.h +++ b/modules/basis_universal/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/bcdec/image_decompress_bcdec.cpp b/modules/bcdec/image_decompress_bcdec.cpp index c76470e3cc..8f2a6150f2 100644 --- a/modules/bcdec/image_decompress_bcdec.cpp +++ b/modules/bcdec/image_decompress_bcdec.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/bcdec/image_decompress_bcdec.h b/modules/bcdec/image_decompress_bcdec.h index b82ceed9a4..5a1fcce8a6 100644 --- a/modules/bcdec/image_decompress_bcdec.h +++ b/modules/bcdec/image_decompress_bcdec.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/bcdec/register_types.cpp b/modules/bcdec/register_types.cpp index cbf9c0d383..630d45df0b 100644 --- a/modules/bcdec/register_types.cpp +++ b/modules/bcdec/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/bcdec/register_types.h b/modules/bcdec/register_types.h index eb721e3f2a..e2deb70d69 100644 --- a/modules/bcdec/register_types.h +++ b/modules/bcdec/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/betsy/betsy_bc1.h b/modules/betsy/betsy_bc1.h index 2274ed0a81..e01421c889 100644 --- a/modules/betsy/betsy_bc1.h +++ b/modules/betsy/betsy_bc1.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/betsy/image_compress_betsy.cpp b/modules/betsy/image_compress_betsy.cpp index 1ad9bed721..54e0a0cce5 100644 --- a/modules/betsy/image_compress_betsy.cpp +++ b/modules/betsy/image_compress_betsy.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/betsy/image_compress_betsy.h b/modules/betsy/image_compress_betsy.h index 4e0bf0538f..1ba764927e 100644 --- a/modules/betsy/image_compress_betsy.h +++ b/modules/betsy/image_compress_betsy.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/betsy/register_types.cpp b/modules/betsy/register_types.cpp index a3a3b5a99b..ada17b8c4d 100644 --- a/modules/betsy/register_types.cpp +++ b/modules/betsy/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/betsy/register_types.h b/modules/betsy/register_types.h index 0ce6c553b6..e815a33f69 100644 --- a/modules/betsy/register_types.h +++ b/modules/betsy/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/bmp/image_loader_bmp.cpp b/modules/bmp/image_loader_bmp.cpp index 1804d73a69..71ba2abcea 100644 --- a/modules/bmp/image_loader_bmp.cpp +++ b/modules/bmp/image_loader_bmp.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/bmp/image_loader_bmp.h b/modules/bmp/image_loader_bmp.h index cb51d7f0de..bf6890f0e5 100644 --- a/modules/bmp/image_loader_bmp.h +++ b/modules/bmp/image_loader_bmp.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/bmp/register_types.cpp b/modules/bmp/register_types.cpp index 8293a9a11a..0d36d5b8c9 100644 --- a/modules/bmp/register_types.cpp +++ b/modules/bmp/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/bmp/register_types.h b/modules/bmp/register_types.h index 38258bf7d9..b34648770f 100644 --- a/modules/bmp/register_types.h +++ b/modules/bmp/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/camera/buffer_decoder.cpp b/modules/camera/buffer_decoder.cpp index 85cfea242c..fc2d84c686 100644 --- a/modules/camera/buffer_decoder.cpp +++ b/modules/camera/buffer_decoder.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/camera/buffer_decoder.h b/modules/camera/buffer_decoder.h index 97cc66b6da..b679da145c 100644 --- a/modules/camera/buffer_decoder.h +++ b/modules/camera/buffer_decoder.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/camera/camera_feed_linux.cpp b/modules/camera/camera_feed_linux.cpp index 94bb2b6ad3..5825e9a02b 100644 --- a/modules/camera/camera_feed_linux.cpp +++ b/modules/camera/camera_feed_linux.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/camera/camera_feed_linux.h b/modules/camera/camera_feed_linux.h index bf29201c99..fecc10d1cc 100644 --- a/modules/camera/camera_feed_linux.h +++ b/modules/camera/camera_feed_linux.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/camera/camera_linux.cpp b/modules/camera/camera_linux.cpp index 0cfb6b7b9e..17cf18f764 100644 --- a/modules/camera/camera_linux.cpp +++ b/modules/camera/camera_linux.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/camera/camera_linux.h b/modules/camera/camera_linux.h index 66f6aa0ffb..928409180c 100644 --- a/modules/camera/camera_linux.h +++ b/modules/camera/camera_linux.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/camera/camera_macos.h b/modules/camera/camera_macos.h index 9d09d4bfc3..3555a26241 100644 --- a/modules/camera/camera_macos.h +++ b/modules/camera/camera_macos.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/camera/camera_macos.mm b/modules/camera/camera_macos.mm index de4f814846..575711d8cf 100644 --- a/modules/camera/camera_macos.mm +++ b/modules/camera/camera_macos.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/camera/camera_win.cpp b/modules/camera/camera_win.cpp index 755642270e..4f4ce65079 100644 --- a/modules/camera/camera_win.cpp +++ b/modules/camera/camera_win.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/camera/camera_win.h b/modules/camera/camera_win.h index 8817e2decd..6535091f6d 100644 --- a/modules/camera/camera_win.h +++ b/modules/camera/camera_win.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/camera/register_types.cpp b/modules/camera/register_types.cpp index 666ea8ba65..c3129b65f3 100644 --- a/modules/camera/register_types.cpp +++ b/modules/camera/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/camera/register_types.h b/modules/camera/register_types.h index c068f83fac..ee9e4159b9 100644 --- a/modules/camera/register_types.h +++ b/modules/camera/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/csg/csg.cpp b/modules/csg/csg.cpp index a4a3c768e9..cc9b21d249 100644 --- a/modules/csg/csg.cpp +++ b/modules/csg/csg.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/csg/csg.h b/modules/csg/csg.h index 2a0831e1ce..5383b29cfa 100644 --- a/modules/csg/csg.h +++ b/modules/csg/csg.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp index 8c81c0ce4e..f8751da46f 100644 --- a/modules/csg/csg_shape.cpp +++ b/modules/csg/csg_shape.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/csg/csg_shape.h b/modules/csg/csg_shape.h index 8f23ae2f9e..f4ecff9c94 100644 --- a/modules/csg/csg_shape.h +++ b/modules/csg/csg_shape.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/csg/editor/csg_gizmos.cpp b/modules/csg/editor/csg_gizmos.cpp index e5d33dd179..6253d96b8c 100644 --- a/modules/csg/editor/csg_gizmos.cpp +++ b/modules/csg/editor/csg_gizmos.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/csg/editor/csg_gizmos.h b/modules/csg/editor/csg_gizmos.h index c562fe9fe7..98a929f034 100644 --- a/modules/csg/editor/csg_gizmos.h +++ b/modules/csg/editor/csg_gizmos.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/csg/register_types.cpp b/modules/csg/register_types.cpp index 19e6be4be1..f789f4f18b 100644 --- a/modules/csg/register_types.cpp +++ b/modules/csg/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/csg/register_types.h b/modules/csg/register_types.h index 9a21660a48..037b8ba31c 100644 --- a/modules/csg/register_types.h +++ b/modules/csg/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/cvtt/image_compress_cvtt.cpp b/modules/cvtt/image_compress_cvtt.cpp index 2087dde2a1..aa39b12da1 100644 --- a/modules/cvtt/image_compress_cvtt.cpp +++ b/modules/cvtt/image_compress_cvtt.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/cvtt/image_compress_cvtt.h b/modules/cvtt/image_compress_cvtt.h index ca88a9d4c9..dcf5927efc 100644 --- a/modules/cvtt/image_compress_cvtt.h +++ b/modules/cvtt/image_compress_cvtt.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/cvtt/register_types.cpp b/modules/cvtt/register_types.cpp index 80e3062d04..0ea3181510 100644 --- a/modules/cvtt/register_types.cpp +++ b/modules/cvtt/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/cvtt/register_types.h b/modules/cvtt/register_types.h index f1fb620d7e..bc1ea991a2 100644 --- a/modules/cvtt/register_types.h +++ b/modules/cvtt/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/dds/register_types.cpp b/modules/dds/register_types.cpp index d336269eb3..9e9b9d86fb 100644 --- a/modules/dds/register_types.cpp +++ b/modules/dds/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/dds/register_types.h b/modules/dds/register_types.h index 51b2f66706..616b76c43b 100644 --- a/modules/dds/register_types.h +++ b/modules/dds/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/dds/texture_loader_dds.cpp b/modules/dds/texture_loader_dds.cpp index 6ea44c5fc3..da2646299c 100644 --- a/modules/dds/texture_loader_dds.cpp +++ b/modules/dds/texture_loader_dds.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/dds/texture_loader_dds.h b/modules/dds/texture_loader_dds.h index ce5b7f4045..aff372285c 100644 --- a/modules/dds/texture_loader_dds.h +++ b/modules/dds/texture_loader_dds.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/enet/enet_connection.cpp b/modules/enet/enet_connection.cpp index 2ccfd5d326..b2982a525d 100644 --- a/modules/enet/enet_connection.cpp +++ b/modules/enet/enet_connection.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -102,7 +104,7 @@ Ref<ENetPacketPeer> ENetConnection::connect_to_host(const String &p_address, int #ifdef GODOT_ENET enet_address_set_ip(&address, ip.get_ipv6(), 16); #else - ERR_FAIL_COND_V_MSG(!ip.is_ipv4(), out, "Connecting to an IPv6 server isn't supported when using vanilla ENet. Recompile Godot with the bundled ENet library."); + ERR_FAIL_COND_V_MSG(!ip.is_ipv4(), out, "Connecting to an IPv6 server isn't supported when using vanilla ENet. Recompile Redot with the bundled ENet library."); address.host = *(uint32_t *)ip.get_ipv4(); #endif address.port = p_port; @@ -363,7 +365,7 @@ void ENetConnection::socket_send(const String &p_address, int p_port, const Pack #ifdef GODOT_ENET enet_address_set_ip(&address, ip.get_ipv6(), 16); #else - ERR_FAIL_COND_MSG(!ip.is_ipv4(), "Connecting to an IPv6 server isn't supported when using vanilla ENet. Recompile Godot with the bundled ENet library."); + ERR_FAIL_COND_MSG(!ip.is_ipv4(), "Connecting to an IPv6 server isn't supported when using vanilla ENet. Recompile Redot with the bundled ENet library."); address.host = *(uint32_t *)ip.get_ipv4(); #endif address.port = p_port; diff --git a/modules/enet/enet_connection.h b/modules/enet/enet_connection.h index 616402be20..af50a173b8 100644 --- a/modules/enet/enet_connection.h +++ b/modules/enet/enet_connection.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/enet/enet_multiplayer_peer.cpp b/modules/enet/enet_multiplayer_peer.cpp index 6f87a398c7..061b7a416c 100644 --- a/modules/enet/enet_multiplayer_peer.cpp +++ b/modules/enet/enet_multiplayer_peer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/enet/enet_multiplayer_peer.h b/modules/enet/enet_multiplayer_peer.h index 930af2d8cb..4d732a2c93 100644 --- a/modules/enet/enet_multiplayer_peer.h +++ b/modules/enet/enet_multiplayer_peer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/enet/enet_packet_peer.cpp b/modules/enet/enet_packet_peer.cpp index 9ec68465a5..42e4e06157 100644 --- a/modules/enet/enet_packet_peer.cpp +++ b/modules/enet/enet_packet_peer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/enet/enet_packet_peer.h b/modules/enet/enet_packet_peer.h index b41d67e86b..c5c020dd61 100644 --- a/modules/enet/enet_packet_peer.h +++ b/modules/enet/enet_packet_peer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/enet/register_types.cpp b/modules/enet/register_types.cpp index 5787f9c2da..68e7a81d0d 100644 --- a/modules/enet/register_types.cpp +++ b/modules/enet/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/enet/register_types.h b/modules/enet/register_types.h index ae883fee12..3412e133ff 100644 --- a/modules/enet/register_types.h +++ b/modules/enet/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/etcpak/image_compress_etcpak.cpp b/modules/etcpak/image_compress_etcpak.cpp index 14887ce469..04ce145c52 100644 --- a/modules/etcpak/image_compress_etcpak.cpp +++ b/modules/etcpak/image_compress_etcpak.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/etcpak/image_compress_etcpak.h b/modules/etcpak/image_compress_etcpak.h index d50b322fe4..8e10854502 100644 --- a/modules/etcpak/image_compress_etcpak.h +++ b/modules/etcpak/image_compress_etcpak.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/etcpak/register_types.cpp b/modules/etcpak/register_types.cpp index 3133babdbb..cbfe127828 100644 --- a/modules/etcpak/register_types.cpp +++ b/modules/etcpak/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/etcpak/register_types.h b/modules/etcpak/register_types.h index 4967f3c3f5..366fa354b2 100644 --- a/modules/etcpak/register_types.h +++ b/modules/etcpak/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/fbx/editor/editor_scene_importer_fbx2gltf.cpp b/modules/fbx/editor/editor_scene_importer_fbx2gltf.cpp index f5b19f803a..4e37feaa54 100644 --- a/modules/fbx/editor/editor_scene_importer_fbx2gltf.cpp +++ b/modules/fbx/editor/editor_scene_importer_fbx2gltf.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/fbx/editor/editor_scene_importer_fbx2gltf.h b/modules/fbx/editor/editor_scene_importer_fbx2gltf.h index ce2bac6fcf..54ace1bc2c 100644 --- a/modules/fbx/editor/editor_scene_importer_fbx2gltf.h +++ b/modules/fbx/editor/editor_scene_importer_fbx2gltf.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/fbx/editor/editor_scene_importer_ufbx.cpp b/modules/fbx/editor/editor_scene_importer_ufbx.cpp index 64075c0664..f18260a479 100644 --- a/modules/fbx/editor/editor_scene_importer_ufbx.cpp +++ b/modules/fbx/editor/editor_scene_importer_ufbx.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/fbx/editor/editor_scene_importer_ufbx.h b/modules/fbx/editor/editor_scene_importer_ufbx.h index 6e3eafc100..0c1bcceb31 100644 --- a/modules/fbx/editor/editor_scene_importer_ufbx.h +++ b/modules/fbx/editor/editor_scene_importer_ufbx.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/fbx/fbx_document.cpp b/modules/fbx/fbx_document.cpp index ce097092fb..80d3e9520b 100644 --- a/modules/fbx/fbx_document.cpp +++ b/modules/fbx/fbx_document.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/fbx/fbx_document.h b/modules/fbx/fbx_document.h index 96f1905881..7c7f25ee0a 100644 --- a/modules/fbx/fbx_document.h +++ b/modules/fbx/fbx_document.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/fbx/fbx_state.cpp b/modules/fbx/fbx_state.cpp index 0b42a86533..730885d43c 100644 --- a/modules/fbx/fbx_state.cpp +++ b/modules/fbx/fbx_state.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/fbx/fbx_state.h b/modules/fbx/fbx_state.h index e52f47e0db..d838e7e988 100644 --- a/modules/fbx/fbx_state.h +++ b/modules/fbx/fbx_state.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/fbx/register_types.cpp b/modules/fbx/register_types.cpp index 7e404847ec..ac0dae5fbf 100644 --- a/modules/fbx/register_types.cpp +++ b/modules/fbx/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/fbx/register_types.h b/modules/fbx/register_types.h index e4050081c2..f0344b5321 100644 --- a/modules/fbx/register_types.h +++ b/modules/fbx/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/freetype/register_types.cpp b/modules/freetype/register_types.cpp index 70f277c3a4..35ec47f2f8 100644 --- a/modules/freetype/register_types.cpp +++ b/modules/freetype/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/freetype/register_types.h b/modules/freetype/register_types.h index 8ed3995d88..d5dc4a4b92 100644 --- a/modules/freetype/register_types.h +++ b/modules/freetype/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/editor/gdscript_docgen.cpp b/modules/gdscript/editor/gdscript_docgen.cpp index 758887a723..651116f938 100644 --- a/modules/gdscript/editor/gdscript_docgen.cpp +++ b/modules/gdscript/editor/gdscript_docgen.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/editor/gdscript_docgen.h b/modules/gdscript/editor/gdscript_docgen.h index 0ae37c4133..a982102532 100644 --- a/modules/gdscript/editor/gdscript_docgen.h +++ b/modules/gdscript/editor/gdscript_docgen.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/editor/gdscript_highlighter.cpp b/modules/gdscript/editor/gdscript_highlighter.cpp index 0b12f2ff76..f28eabdb3d 100644 --- a/modules/gdscript/editor/gdscript_highlighter.cpp +++ b/modules/gdscript/editor/gdscript_highlighter.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/editor/gdscript_highlighter.h b/modules/gdscript/editor/gdscript_highlighter.h index 655557b3d9..3427f7e683 100644 --- a/modules/gdscript/editor/gdscript_highlighter.h +++ b/modules/gdscript/editor/gdscript_highlighter.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/editor/gdscript_translation_parser_plugin.cpp b/modules/gdscript/editor/gdscript_translation_parser_plugin.cpp index b31ae878ce..d5baa6f7dc 100644 --- a/modules/gdscript/editor/gdscript_translation_parser_plugin.cpp +++ b/modules/gdscript/editor/gdscript_translation_parser_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/editor/gdscript_translation_parser_plugin.h b/modules/gdscript/editor/gdscript_translation_parser_plugin.h index 61ff81ed66..817efa3028 100644 --- a/modules/gdscript/editor/gdscript_translation_parser_plugin.h +++ b/modules/gdscript/editor/gdscript_translation_parser_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript.cpp b/modules/gdscript/gdscript.cpp index aab9a5acf1..1278cac8ad 100644 --- a/modules/gdscript/gdscript.cpp +++ b/modules/gdscript/gdscript.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript.h b/modules/gdscript/gdscript.h index 006a09debb..3471a29d96 100644 --- a/modules/gdscript/gdscript.h +++ b/modules/gdscript/gdscript.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_analyzer.cpp b/modules/gdscript/gdscript_analyzer.cpp index 93d4a512a9..5ac444ca3e 100644 --- a/modules/gdscript/gdscript_analyzer.cpp +++ b/modules/gdscript/gdscript_analyzer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_analyzer.h b/modules/gdscript/gdscript_analyzer.h index 3b781409a4..a8df8ac0d2 100644 --- a/modules/gdscript/gdscript_analyzer.h +++ b/modules/gdscript/gdscript_analyzer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_byte_codegen.cpp b/modules/gdscript/gdscript_byte_codegen.cpp index b77c641eb5..e943562ae2 100644 --- a/modules/gdscript/gdscript_byte_codegen.cpp +++ b/modules/gdscript/gdscript_byte_codegen.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_byte_codegen.h b/modules/gdscript/gdscript_byte_codegen.h index 6303db71fd..430424c025 100644 --- a/modules/gdscript/gdscript_byte_codegen.h +++ b/modules/gdscript/gdscript_byte_codegen.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_cache.cpp b/modules/gdscript/gdscript_cache.cpp index fa22798edf..c0ad9b80ce 100644 --- a/modules/gdscript/gdscript_cache.cpp +++ b/modules/gdscript/gdscript_cache.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_cache.h b/modules/gdscript/gdscript_cache.h index 4903da92b4..df68a2074f 100644 --- a/modules/gdscript/gdscript_cache.h +++ b/modules/gdscript/gdscript_cache.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_codegen.h b/modules/gdscript/gdscript_codegen.h index f3c4acf1c3..dd883f9d20 100644 --- a/modules/gdscript/gdscript_codegen.h +++ b/modules/gdscript/gdscript_codegen.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_compiler.cpp b/modules/gdscript/gdscript_compiler.cpp index f4f445e096..28d99cf077 100644 --- a/modules/gdscript/gdscript_compiler.cpp +++ b/modules/gdscript/gdscript_compiler.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_compiler.h b/modules/gdscript/gdscript_compiler.h index 45f0f9e19b..2d2536849c 100644 --- a/modules/gdscript/gdscript_compiler.h +++ b/modules/gdscript/gdscript_compiler.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_disassembler.cpp b/modules/gdscript/gdscript_disassembler.cpp index bc063693a3..097fa902d5 100644 --- a/modules/gdscript/gdscript_disassembler.cpp +++ b/modules/gdscript/gdscript_disassembler.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_editor.cpp b/modules/gdscript/gdscript_editor.cpp index 951ae6ce99..55a9c2db40 100644 --- a/modules/gdscript/gdscript_editor.cpp +++ b/modules/gdscript/gdscript_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_function.cpp b/modules/gdscript/gdscript_function.cpp index 372c212d2b..b8d2714f9f 100644 --- a/modules/gdscript/gdscript_function.cpp +++ b/modules/gdscript/gdscript_function.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_function.h b/modules/gdscript/gdscript_function.h index 6433072b55..a578caa442 100644 --- a/modules/gdscript/gdscript_function.h +++ b/modules/gdscript/gdscript_function.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_lambda_callable.cpp b/modules/gdscript/gdscript_lambda_callable.cpp index d6fd5d043b..2747bfc0ae 100644 --- a/modules/gdscript/gdscript_lambda_callable.cpp +++ b/modules/gdscript/gdscript_lambda_callable.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_lambda_callable.h b/modules/gdscript/gdscript_lambda_callable.h index 2d27b8d679..0509272bc3 100644 --- a/modules/gdscript/gdscript_lambda_callable.h +++ b/modules/gdscript/gdscript_lambda_callable.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_parser.cpp b/modules/gdscript/gdscript_parser.cpp index ee8d53639c..59ebaaa4e3 100644 --- a/modules/gdscript/gdscript_parser.cpp +++ b/modules/gdscript/gdscript_parser.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -3534,7 +3536,7 @@ GDScriptParser::ExpressionNode *GDScriptParser::parse_type_test(ExpressionNode * } GDScriptParser::ExpressionNode *GDScriptParser::parse_yield(ExpressionNode *p_previous_operand, bool p_can_assign) { - push_error(R"("yield" was removed in Godot 4. Use "await" instead.)"); + push_error(R"("yield" was removed in Redot 4. Use "await" instead.)"); return nullptr; } diff --git a/modules/gdscript/gdscript_parser.h b/modules/gdscript/gdscript_parser.h index 2ec33831a2..06b097f554 100644 --- a/modules/gdscript/gdscript_parser.h +++ b/modules/gdscript/gdscript_parser.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_rpc_callable.cpp b/modules/gdscript/gdscript_rpc_callable.cpp index 3139371eb5..4719b3127c 100644 --- a/modules/gdscript/gdscript_rpc_callable.cpp +++ b/modules/gdscript/gdscript_rpc_callable.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_rpc_callable.h b/modules/gdscript/gdscript_rpc_callable.h index 2ca6290951..a8e94a3892 100644 --- a/modules/gdscript/gdscript_rpc_callable.h +++ b/modules/gdscript/gdscript_rpc_callable.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_tokenizer.cpp b/modules/gdscript/gdscript_tokenizer.cpp index 404b61fb40..1f5d01ce5c 100644 --- a/modules/gdscript/gdscript_tokenizer.cpp +++ b/modules/gdscript/gdscript_tokenizer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_tokenizer.h b/modules/gdscript/gdscript_tokenizer.h index 5d76375173..827cf926aa 100644 --- a/modules/gdscript/gdscript_tokenizer.h +++ b/modules/gdscript/gdscript_tokenizer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_tokenizer_buffer.cpp b/modules/gdscript/gdscript_tokenizer_buffer.cpp index 2046480f0e..ed2a291d62 100644 --- a/modules/gdscript/gdscript_tokenizer_buffer.cpp +++ b/modules/gdscript/gdscript_tokenizer_buffer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_tokenizer_buffer.h b/modules/gdscript/gdscript_tokenizer_buffer.h index 55df66e50f..39d0e2eaae 100644 --- a/modules/gdscript/gdscript_tokenizer_buffer.h +++ b/modules/gdscript/gdscript_tokenizer_buffer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_utility_callable.cpp b/modules/gdscript/gdscript_utility_callable.cpp index edd7e05b22..5ebbcd6fda 100644 --- a/modules/gdscript/gdscript_utility_callable.cpp +++ b/modules/gdscript/gdscript_utility_callable.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_utility_callable.h b/modules/gdscript/gdscript_utility_callable.h index c5736e815f..dc51bb16df 100644 --- a/modules/gdscript/gdscript_utility_callable.h +++ b/modules/gdscript/gdscript_utility_callable.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_utility_functions.cpp b/modules/gdscript/gdscript_utility_functions.cpp index 8246069696..84be7128db 100644 --- a/modules/gdscript/gdscript_utility_functions.cpp +++ b/modules/gdscript/gdscript_utility_functions.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_utility_functions.h b/modules/gdscript/gdscript_utility_functions.h index 1c4e4452c8..3fe1b488ca 100644 --- a/modules/gdscript/gdscript_utility_functions.h +++ b/modules/gdscript/gdscript_utility_functions.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_vm.cpp b/modules/gdscript/gdscript_vm.cpp index 26c5cfe23c..0c96928776 100644 --- a/modules/gdscript/gdscript_vm.cpp +++ b/modules/gdscript/gdscript_vm.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_warning.cpp b/modules/gdscript/gdscript_warning.cpp index 4ffb4bd9d1..5015d2cfb2 100644 --- a/modules/gdscript/gdscript_warning.cpp +++ b/modules/gdscript/gdscript_warning.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/gdscript_warning.h b/modules/gdscript/gdscript_warning.h index ffcf00a830..0895ccad5f 100644 --- a/modules/gdscript/gdscript_warning.h +++ b/modules/gdscript/gdscript_warning.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/language_server/gdscript_extend_parser.cpp b/modules/gdscript/language_server/gdscript_extend_parser.cpp index 2a3db4f508..a395e763d7 100644 --- a/modules/gdscript/language_server/gdscript_extend_parser.cpp +++ b/modules/gdscript/language_server/gdscript_extend_parser.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/language_server/gdscript_extend_parser.h b/modules/gdscript/language_server/gdscript_extend_parser.h index 239f7d9f43..62c4602548 100644 --- a/modules/gdscript/language_server/gdscript_extend_parser.h +++ b/modules/gdscript/language_server/gdscript_extend_parser.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/language_server/gdscript_language_protocol.cpp b/modules/gdscript/language_server/gdscript_language_protocol.cpp index b636dbe580..a37de669db 100644 --- a/modules/gdscript/language_server/gdscript_language_protocol.cpp +++ b/modules/gdscript/language_server/gdscript_language_protocol.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/language_server/gdscript_language_protocol.h b/modules/gdscript/language_server/gdscript_language_protocol.h index f29abaa337..9b870d12b2 100644 --- a/modules/gdscript/language_server/gdscript_language_protocol.h +++ b/modules/gdscript/language_server/gdscript_language_protocol.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/language_server/gdscript_language_server.cpp b/modules/gdscript/language_server/gdscript_language_server.cpp index 731988148d..5b585602d7 100644 --- a/modules/gdscript/language_server/gdscript_language_server.cpp +++ b/modules/gdscript/language_server/gdscript_language_server.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/language_server/gdscript_language_server.h b/modules/gdscript/language_server/gdscript_language_server.h index 4ae5ab6cbf..4148f407fa 100644 --- a/modules/gdscript/language_server/gdscript_language_server.h +++ b/modules/gdscript/language_server/gdscript_language_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/language_server/gdscript_text_document.cpp b/modules/gdscript/language_server/gdscript_text_document.cpp index 06e9775360..6ce2541e0f 100644 --- a/modules/gdscript/language_server/gdscript_text_document.cpp +++ b/modules/gdscript/language_server/gdscript_text_document.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/language_server/gdscript_text_document.h b/modules/gdscript/language_server/gdscript_text_document.h index cfd0490f0a..8c187fbcc4 100644 --- a/modules/gdscript/language_server/gdscript_text_document.h +++ b/modules/gdscript/language_server/gdscript_text_document.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/language_server/gdscript_workspace.cpp b/modules/gdscript/language_server/gdscript_workspace.cpp index 09defdf8cd..1662fb8d0a 100644 --- a/modules/gdscript/language_server/gdscript_workspace.cpp +++ b/modules/gdscript/language_server/gdscript_workspace.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/language_server/gdscript_workspace.h b/modules/gdscript/language_server/gdscript_workspace.h index 0b2d43b817..d730dbef10 100644 --- a/modules/gdscript/language_server/gdscript_workspace.h +++ b/modules/gdscript/language_server/gdscript_workspace.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/language_server/godot_lsp.h b/modules/gdscript/language_server/godot_lsp.h index 6e19cd7a23..1c60a23720 100644 --- a/modules/gdscript/language_server/godot_lsp.h +++ b/modules/gdscript/language_server/godot_lsp.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/register_types.cpp b/modules/gdscript/register_types.cpp index 055f8e4110..424fb85d67 100644 --- a/modules/gdscript/register_types.cpp +++ b/modules/gdscript/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/register_types.h b/modules/gdscript/register_types.h index f7ec521ec8..1fc4076668 100644 --- a/modules/gdscript/register_types.h +++ b/modules/gdscript/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/tests/gdscript_test_runner.cpp b/modules/gdscript/tests/gdscript_test_runner.cpp index 025fcbd32a..60a7029661 100644 --- a/modules/gdscript/tests/gdscript_test_runner.cpp +++ b/modules/gdscript/tests/gdscript_test_runner.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/tests/gdscript_test_runner.h b/modules/gdscript/tests/gdscript_test_runner.h index 57e3ac86f9..ce6c4df335 100644 --- a/modules/gdscript/tests/gdscript_test_runner.h +++ b/modules/gdscript/tests/gdscript_test_runner.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/tests/gdscript_test_runner_suite.h b/modules/gdscript/tests/gdscript_test_runner_suite.h index d6befd2db3..fdff1806fc 100644 --- a/modules/gdscript/tests/gdscript_test_runner_suite.h +++ b/modules/gdscript/tests/gdscript_test_runner_suite.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/tests/scripts/parser/errors/yield_instead_of_await.out b/modules/gdscript/tests/scripts/parser/errors/yield_instead_of_await.out index f68d76d101..3e22177b50 100644 --- a/modules/gdscript/tests/scripts/parser/errors/yield_instead_of_await.out +++ b/modules/gdscript/tests/scripts/parser/errors/yield_instead_of_await.out @@ -1,2 +1,2 @@ GDTEST_PARSER_ERROR -"yield" was removed in Godot 4. Use "await" instead. +"yield" was removed in Redot 4. Use "await" instead. diff --git a/modules/gdscript/tests/test_completion.h b/modules/gdscript/tests/test_completion.h index 387358934d..7d67ea507a 100644 --- a/modules/gdscript/tests/test_completion.h +++ b/modules/gdscript/tests/test_completion.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/tests/test_gdscript.cpp b/modules/gdscript/tests/test_gdscript.cpp index fbc72a0508..e5e4b99974 100644 --- a/modules/gdscript/tests/test_gdscript.cpp +++ b/modules/gdscript/tests/test_gdscript.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/tests/test_gdscript.h b/modules/gdscript/tests/test_gdscript.h index 32f278d5ce..9a880c10fa 100644 --- a/modules/gdscript/tests/test_gdscript.h +++ b/modules/gdscript/tests/test_gdscript.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gdscript/tests/test_lsp.h b/modules/gdscript/tests/test_lsp.h index b85c727bc5..5a82f291d1 100644 --- a/modules/gdscript/tests/test_lsp.h +++ b/modules/gdscript/tests/test_lsp.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/glslang/register_types.cpp b/modules/glslang/register_types.cpp index 81505f716a..73351b65fd 100644 --- a/modules/glslang/register_types.cpp +++ b/modules/glslang/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/glslang/register_types.h b/modules/glslang/register_types.h index d0b8cdd307..0c4c0950bf 100644 --- a/modules/glslang/register_types.h +++ b/modules/glslang/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/editor/editor_import_blend_runner.cpp b/modules/gltf/editor/editor_import_blend_runner.cpp index 22c8adfe88..c6ad0043ad 100644 --- a/modules/gltf/editor/editor_import_blend_runner.cpp +++ b/modules/gltf/editor/editor_import_blend_runner.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/editor/editor_import_blend_runner.h b/modules/gltf/editor/editor_import_blend_runner.h index b3b49ebfb2..e8f020c651 100644 --- a/modules/gltf/editor/editor_import_blend_runner.h +++ b/modules/gltf/editor/editor_import_blend_runner.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp b/modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp index 022d2e4477..1e4ae27119 100644 --- a/modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp +++ b/modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/editor/editor_scene_exporter_gltf_plugin.h b/modules/gltf/editor/editor_scene_exporter_gltf_plugin.h index 6bc6160571..a8920756be 100644 --- a/modules/gltf/editor/editor_scene_exporter_gltf_plugin.h +++ b/modules/gltf/editor/editor_scene_exporter_gltf_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/editor/editor_scene_exporter_gltf_settings.cpp b/modules/gltf/editor/editor_scene_exporter_gltf_settings.cpp index 511da078d8..dae48c956c 100644 --- a/modules/gltf/editor/editor_scene_exporter_gltf_settings.cpp +++ b/modules/gltf/editor/editor_scene_exporter_gltf_settings.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/editor/editor_scene_exporter_gltf_settings.h b/modules/gltf/editor/editor_scene_exporter_gltf_settings.h index 898cddfd68..8669101d6c 100644 --- a/modules/gltf/editor/editor_scene_exporter_gltf_settings.h +++ b/modules/gltf/editor/editor_scene_exporter_gltf_settings.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/editor/editor_scene_importer_blend.cpp b/modules/gltf/editor/editor_scene_importer_blend.cpp index 8e5a992bd4..c7bc80218d 100644 --- a/modules/gltf/editor/editor_scene_importer_blend.cpp +++ b/modules/gltf/editor/editor_scene_importer_blend.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/editor/editor_scene_importer_blend.h b/modules/gltf/editor/editor_scene_importer_blend.h index 17eb9e5709..634fbbf290 100644 --- a/modules/gltf/editor/editor_scene_importer_blend.h +++ b/modules/gltf/editor/editor_scene_importer_blend.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/editor/editor_scene_importer_gltf.cpp b/modules/gltf/editor/editor_scene_importer_gltf.cpp index 41e294cfc6..8d4cfb2266 100644 --- a/modules/gltf/editor/editor_scene_importer_gltf.cpp +++ b/modules/gltf/editor/editor_scene_importer_gltf.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/editor/editor_scene_importer_gltf.h b/modules/gltf/editor/editor_scene_importer_gltf.h index e17b6f3f2e..ca24a94720 100644 --- a/modules/gltf/editor/editor_scene_importer_gltf.h +++ b/modules/gltf/editor/editor_scene_importer_gltf.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/gltf_document_extension.cpp b/modules/gltf/extensions/gltf_document_extension.cpp index 6e611762b6..456cde5bb2 100644 --- a/modules/gltf/extensions/gltf_document_extension.cpp +++ b/modules/gltf/extensions/gltf_document_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/gltf_document_extension.h b/modules/gltf/extensions/gltf_document_extension.h index b70710e015..c9ee0f7a5e 100644 --- a/modules/gltf/extensions/gltf_document_extension.h +++ b/modules/gltf/extensions/gltf_document_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.cpp b/modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.cpp index cde30bce18..1e467d7ed5 100644 --- a/modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.cpp +++ b/modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.h b/modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.h index b216a47a7f..ef9031b135 100644 --- a/modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.h +++ b/modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/gltf_document_extension_texture_ktx.cpp b/modules/gltf/extensions/gltf_document_extension_texture_ktx.cpp index ca61a24201..134a4c0dbf 100644 --- a/modules/gltf/extensions/gltf_document_extension_texture_ktx.cpp +++ b/modules/gltf/extensions/gltf_document_extension_texture_ktx.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/gltf_document_extension_texture_ktx.h b/modules/gltf/extensions/gltf_document_extension_texture_ktx.h index e4cb38a044..fb715500a0 100644 --- a/modules/gltf/extensions/gltf_document_extension_texture_ktx.h +++ b/modules/gltf/extensions/gltf_document_extension_texture_ktx.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/gltf_document_extension_texture_webp.cpp b/modules/gltf/extensions/gltf_document_extension_texture_webp.cpp index f8bd6d57cf..87669937cb 100644 --- a/modules/gltf/extensions/gltf_document_extension_texture_webp.cpp +++ b/modules/gltf/extensions/gltf_document_extension_texture_webp.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/gltf_document_extension_texture_webp.h b/modules/gltf/extensions/gltf_document_extension_texture_webp.h index 2113bd4768..1eaa789c09 100644 --- a/modules/gltf/extensions/gltf_document_extension_texture_webp.h +++ b/modules/gltf/extensions/gltf_document_extension_texture_webp.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/gltf_light.cpp b/modules/gltf/extensions/gltf_light.cpp index f6e91c1635..d45b2d7649 100644 --- a/modules/gltf/extensions/gltf_light.cpp +++ b/modules/gltf/extensions/gltf_light.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/gltf_light.h b/modules/gltf/extensions/gltf_light.h index e0894fc8c6..915c7db008 100644 --- a/modules/gltf/extensions/gltf_light.h +++ b/modules/gltf/extensions/gltf_light.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/gltf_spec_gloss.cpp b/modules/gltf/extensions/gltf_spec_gloss.cpp index 52a5f353fd..5965f767a9 100644 --- a/modules/gltf/extensions/gltf_spec_gloss.cpp +++ b/modules/gltf/extensions/gltf_spec_gloss.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/gltf_spec_gloss.h b/modules/gltf/extensions/gltf_spec_gloss.h index 46acd67979..eb81e44829 100644 --- a/modules/gltf/extensions/gltf_spec_gloss.h +++ b/modules/gltf/extensions/gltf_spec_gloss.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/physics/gltf_document_extension_physics.cpp b/modules/gltf/extensions/physics/gltf_document_extension_physics.cpp index 5c26a1686b..49b7be29c1 100644 --- a/modules/gltf/extensions/physics/gltf_document_extension_physics.cpp +++ b/modules/gltf/extensions/physics/gltf_document_extension_physics.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/physics/gltf_document_extension_physics.h b/modules/gltf/extensions/physics/gltf_document_extension_physics.h index 3d5027c0df..88e479328b 100644 --- a/modules/gltf/extensions/physics/gltf_document_extension_physics.h +++ b/modules/gltf/extensions/physics/gltf_document_extension_physics.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/physics/gltf_physics_body.cpp b/modules/gltf/extensions/physics/gltf_physics_body.cpp index c11aa5d2ff..2373f0a3f0 100644 --- a/modules/gltf/extensions/physics/gltf_physics_body.cpp +++ b/modules/gltf/extensions/physics/gltf_physics_body.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/physics/gltf_physics_body.h b/modules/gltf/extensions/physics/gltf_physics_body.h index ec139054ff..84c86d74da 100644 --- a/modules/gltf/extensions/physics/gltf_physics_body.h +++ b/modules/gltf/extensions/physics/gltf_physics_body.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/physics/gltf_physics_shape.cpp b/modules/gltf/extensions/physics/gltf_physics_shape.cpp index 0f2246ce18..a2c5812381 100644 --- a/modules/gltf/extensions/physics/gltf_physics_shape.cpp +++ b/modules/gltf/extensions/physics/gltf_physics_shape.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/extensions/physics/gltf_physics_shape.h b/modules/gltf/extensions/physics/gltf_physics_shape.h index a6974473ee..dc3b08c90e 100644 --- a/modules/gltf/extensions/physics/gltf_physics_shape.h +++ b/modules/gltf/extensions/physics/gltf_physics_shape.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/gltf_defines.h b/modules/gltf/gltf_defines.h index c1918e5908..a21c277e67 100644 --- a/modules/gltf/gltf_defines.h +++ b/modules/gltf/gltf_defines.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index 0a487430a3..c3d020f95a 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -5245,7 +5247,7 @@ void GLTFDocument::_convert_scene_node(Ref<GLTFState> p_state, Node *p_current, } #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint() && p_gltf_root != -1 && p_current->get_owner() == nullptr) { - WARN_VERBOSE("glTF export warning: Node '" + p_current->get_name() + "' has no owner. This is likely a temporary node generated by a @tool script. This would not be saved when saving the Godot scene, therefore it will not be exported to glTF."); + WARN_VERBOSE("glTF export warning: Node '" + p_current->get_name() + "' has no owner. This is likely a temporary node generated by a @tool script. This would not be saved when saving the Redot scene, therefore it will not be exported to glTF."); return; } #endif // TOOLS_ENABLED diff --git a/modules/gltf/gltf_document.h b/modules/gltf/gltf_document.h index d347d49102..cdcaad38bc 100644 --- a/modules/gltf/gltf_document.h +++ b/modules/gltf/gltf_document.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/gltf_state.cpp b/modules/gltf/gltf_state.cpp index 7763874d02..865c6b8ff6 100644 --- a/modules/gltf/gltf_state.cpp +++ b/modules/gltf/gltf_state.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/gltf_state.h b/modules/gltf/gltf_state.h index 7954049192..afb449638d 100644 --- a/modules/gltf/gltf_state.h +++ b/modules/gltf/gltf_state.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/gltf_template_convert.h b/modules/gltf/gltf_template_convert.h index 46f185867a..a3dea856aa 100644 --- a/modules/gltf/gltf_template_convert.h +++ b/modules/gltf/gltf_template_convert.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/register_types.cpp b/modules/gltf/register_types.cpp index 53e9f2b84c..435164fe53 100644 --- a/modules/gltf/register_types.cpp +++ b/modules/gltf/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/register_types.h b/modules/gltf/register_types.h index c8a736c48a..d5e72fa6fe 100644 --- a/modules/gltf/register_types.h +++ b/modules/gltf/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/skin_tool.cpp b/modules/gltf/skin_tool.cpp index 1522c0e324..a074b8cb43 100644 --- a/modules/gltf/skin_tool.cpp +++ b/modules/gltf/skin_tool.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/skin_tool.h b/modules/gltf/skin_tool.h index 1ba95853f3..60d11e90c4 100644 --- a/modules/gltf/skin_tool.h +++ b/modules/gltf/skin_tool.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_accessor.cpp b/modules/gltf/structures/gltf_accessor.cpp index 1ebc00a514..2645405b14 100644 --- a/modules/gltf/structures/gltf_accessor.cpp +++ b/modules/gltf/structures/gltf_accessor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_accessor.h b/modules/gltf/structures/gltf_accessor.h index 1a3a2cb494..933efd6790 100644 --- a/modules/gltf/structures/gltf_accessor.h +++ b/modules/gltf/structures/gltf_accessor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_animation.cpp b/modules/gltf/structures/gltf_animation.cpp index 94fda8e2f5..bbb8c5a02f 100644 --- a/modules/gltf/structures/gltf_animation.cpp +++ b/modules/gltf/structures/gltf_animation.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_animation.h b/modules/gltf/structures/gltf_animation.h index afc9784895..643ec35d18 100644 --- a/modules/gltf/structures/gltf_animation.h +++ b/modules/gltf/structures/gltf_animation.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_buffer_view.compat.inc b/modules/gltf/structures/gltf_buffer_view.compat.inc index db2600a071..bb0b64a3d8 100644 --- a/modules/gltf/structures/gltf_buffer_view.compat.inc +++ b/modules/gltf/structures/gltf_buffer_view.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_buffer_view.cpp b/modules/gltf/structures/gltf_buffer_view.cpp index 0f3746ee34..763473a741 100644 --- a/modules/gltf/structures/gltf_buffer_view.cpp +++ b/modules/gltf/structures/gltf_buffer_view.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_buffer_view.h b/modules/gltf/structures/gltf_buffer_view.h index 6495efe874..5c9b07a228 100644 --- a/modules/gltf/structures/gltf_buffer_view.h +++ b/modules/gltf/structures/gltf_buffer_view.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_camera.cpp b/modules/gltf/structures/gltf_camera.cpp index 863e1df967..274fc62a75 100644 --- a/modules/gltf/structures/gltf_camera.cpp +++ b/modules/gltf/structures/gltf_camera.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_camera.h b/modules/gltf/structures/gltf_camera.h index 1a583c82cc..b4eea8ef03 100644 --- a/modules/gltf/structures/gltf_camera.h +++ b/modules/gltf/structures/gltf_camera.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_mesh.cpp b/modules/gltf/structures/gltf_mesh.cpp index 9566cc2379..444ee9e706 100644 --- a/modules/gltf/structures/gltf_mesh.cpp +++ b/modules/gltf/structures/gltf_mesh.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_mesh.h b/modules/gltf/structures/gltf_mesh.h index 6983efeb2a..4b3ba93c5a 100644 --- a/modules/gltf/structures/gltf_mesh.h +++ b/modules/gltf/structures/gltf_mesh.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_node.cpp b/modules/gltf/structures/gltf_node.cpp index ccee5e8ca4..c0904e5bd3 100644 --- a/modules/gltf/structures/gltf_node.cpp +++ b/modules/gltf/structures/gltf_node.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_node.h b/modules/gltf/structures/gltf_node.h index f3f6bfa2f1..baec718042 100644 --- a/modules/gltf/structures/gltf_node.h +++ b/modules/gltf/structures/gltf_node.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_skeleton.cpp b/modules/gltf/structures/gltf_skeleton.cpp index 492af3f3d2..3860a39ff2 100644 --- a/modules/gltf/structures/gltf_skeleton.cpp +++ b/modules/gltf/structures/gltf_skeleton.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_skeleton.h b/modules/gltf/structures/gltf_skeleton.h index 2ed85b0cae..51d5f6d5a2 100644 --- a/modules/gltf/structures/gltf_skeleton.h +++ b/modules/gltf/structures/gltf_skeleton.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_skin.cpp b/modules/gltf/structures/gltf_skin.cpp index 18aa90a628..a31b60638b 100644 --- a/modules/gltf/structures/gltf_skin.cpp +++ b/modules/gltf/structures/gltf_skin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_skin.h b/modules/gltf/structures/gltf_skin.h index 4649a918e3..4ca1f1ef68 100644 --- a/modules/gltf/structures/gltf_skin.h +++ b/modules/gltf/structures/gltf_skin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_texture.cpp b/modules/gltf/structures/gltf_texture.cpp index 67010f3b75..c06761fa62 100644 --- a/modules/gltf/structures/gltf_texture.cpp +++ b/modules/gltf/structures/gltf_texture.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_texture.h b/modules/gltf/structures/gltf_texture.h index 03d07b3b56..0ddb7874ba 100644 --- a/modules/gltf/structures/gltf_texture.h +++ b/modules/gltf/structures/gltf_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_texture_sampler.cpp b/modules/gltf/structures/gltf_texture_sampler.cpp index 8653bd83db..564e41689c 100644 --- a/modules/gltf/structures/gltf_texture_sampler.cpp +++ b/modules/gltf/structures/gltf_texture_sampler.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/structures/gltf_texture_sampler.h b/modules/gltf/structures/gltf_texture_sampler.h index 32102b549f..81d23d5593 100644 --- a/modules/gltf/structures/gltf_texture_sampler.h +++ b/modules/gltf/structures/gltf_texture_sampler.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gltf/tests/test_gltf_extras.h b/modules/gltf/tests/test_gltf_extras.h index 37c8f6925c..34fd6d1aae 100644 --- a/modules/gltf/tests/test_gltf_extras.h +++ b/modules/gltf/tests/test_gltf_extras.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_area_2d.cpp b/modules/godot_physics_2d/godot_area_2d.cpp index d6c786706c..3fcee96bff 100644 --- a/modules/godot_physics_2d/godot_area_2d.cpp +++ b/modules/godot_physics_2d/godot_area_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_area_2d.h b/modules/godot_physics_2d/godot_area_2d.h index e6c3b45d6c..84605ed615 100644 --- a/modules/godot_physics_2d/godot_area_2d.h +++ b/modules/godot_physics_2d/godot_area_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_area_pair_2d.cpp b/modules/godot_physics_2d/godot_area_pair_2d.cpp index ca12e30c29..8f034eb9e5 100644 --- a/modules/godot_physics_2d/godot_area_pair_2d.cpp +++ b/modules/godot_physics_2d/godot_area_pair_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_area_pair_2d.h b/modules/godot_physics_2d/godot_area_pair_2d.h index eb091288a9..9f894ad352 100644 --- a/modules/godot_physics_2d/godot_area_pair_2d.h +++ b/modules/godot_physics_2d/godot_area_pair_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_body_2d.cpp b/modules/godot_physics_2d/godot_body_2d.cpp index c401e6eee7..69e6176fa8 100644 --- a/modules/godot_physics_2d/godot_body_2d.cpp +++ b/modules/godot_physics_2d/godot_body_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_body_2d.h b/modules/godot_physics_2d/godot_body_2d.h index 529305dbb2..00480ec0bb 100644 --- a/modules/godot_physics_2d/godot_body_2d.h +++ b/modules/godot_physics_2d/godot_body_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_body_direct_state_2d.cpp b/modules/godot_physics_2d/godot_body_direct_state_2d.cpp index b34c70831d..81cc6d307f 100644 --- a/modules/godot_physics_2d/godot_body_direct_state_2d.cpp +++ b/modules/godot_physics_2d/godot_body_direct_state_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_body_direct_state_2d.h b/modules/godot_physics_2d/godot_body_direct_state_2d.h index 90b7c1d369..08df2f4585 100644 --- a/modules/godot_physics_2d/godot_body_direct_state_2d.h +++ b/modules/godot_physics_2d/godot_body_direct_state_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_body_pair_2d.cpp b/modules/godot_physics_2d/godot_body_pair_2d.cpp index 98f11d6c07..b47837dfed 100644 --- a/modules/godot_physics_2d/godot_body_pair_2d.cpp +++ b/modules/godot_physics_2d/godot_body_pair_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_body_pair_2d.h b/modules/godot_physics_2d/godot_body_pair_2d.h index 4e9bfa6022..f407f87790 100644 --- a/modules/godot_physics_2d/godot_body_pair_2d.h +++ b/modules/godot_physics_2d/godot_body_pair_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_broad_phase_2d.cpp b/modules/godot_physics_2d/godot_broad_phase_2d.cpp index eb6bc21d60..a5fdb644c3 100644 --- a/modules/godot_physics_2d/godot_broad_phase_2d.cpp +++ b/modules/godot_physics_2d/godot_broad_phase_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_broad_phase_2d.h b/modules/godot_physics_2d/godot_broad_phase_2d.h index f3c07a69bb..3744cb3fbe 100644 --- a/modules/godot_physics_2d/godot_broad_phase_2d.h +++ b/modules/godot_physics_2d/godot_broad_phase_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_broad_phase_2d_bvh.cpp b/modules/godot_physics_2d/godot_broad_phase_2d_bvh.cpp index 59623a2667..c844dc6981 100644 --- a/modules/godot_physics_2d/godot_broad_phase_2d_bvh.cpp +++ b/modules/godot_physics_2d/godot_broad_phase_2d_bvh.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_broad_phase_2d_bvh.h b/modules/godot_physics_2d/godot_broad_phase_2d_bvh.h index 6c1fae5cb2..22055e1671 100644 --- a/modules/godot_physics_2d/godot_broad_phase_2d_bvh.h +++ b/modules/godot_physics_2d/godot_broad_phase_2d_bvh.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_collision_object_2d.cpp b/modules/godot_physics_2d/godot_collision_object_2d.cpp index 9851cac140..d39e210a23 100644 --- a/modules/godot_physics_2d/godot_collision_object_2d.cpp +++ b/modules/godot_physics_2d/godot_collision_object_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_collision_object_2d.h b/modules/godot_physics_2d/godot_collision_object_2d.h index 129fa27ff3..3b717e7464 100644 --- a/modules/godot_physics_2d/godot_collision_object_2d.h +++ b/modules/godot_physics_2d/godot_collision_object_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_collision_solver_2d.cpp b/modules/godot_physics_2d/godot_collision_solver_2d.cpp index a1acbe9cf0..429b2c6b49 100644 --- a/modules/godot_physics_2d/godot_collision_solver_2d.cpp +++ b/modules/godot_physics_2d/godot_collision_solver_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_collision_solver_2d.h b/modules/godot_physics_2d/godot_collision_solver_2d.h index 1c09714f76..abe9b6820d 100644 --- a/modules/godot_physics_2d/godot_collision_solver_2d.h +++ b/modules/godot_physics_2d/godot_collision_solver_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp b/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp index daa9982b2e..533b859a62 100644 --- a/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp +++ b/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_collision_solver_2d_sat.h b/modules/godot_physics_2d/godot_collision_solver_2d_sat.h index c9183f7ecb..1b18f44ed8 100644 --- a/modules/godot_physics_2d/godot_collision_solver_2d_sat.h +++ b/modules/godot_physics_2d/godot_collision_solver_2d_sat.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_constraint_2d.h b/modules/godot_physics_2d/godot_constraint_2d.h index f4136f6643..0228ae9e7e 100644 --- a/modules/godot_physics_2d/godot_constraint_2d.h +++ b/modules/godot_physics_2d/godot_constraint_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_joints_2d.cpp b/modules/godot_physics_2d/godot_joints_2d.cpp index 5c76eb9dad..8050caa97e 100644 --- a/modules/godot_physics_2d/godot_joints_2d.cpp +++ b/modules/godot_physics_2d/godot_joints_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_joints_2d.h b/modules/godot_physics_2d/godot_joints_2d.h index c6a1fdb692..0d95fe1caf 100644 --- a/modules/godot_physics_2d/godot_joints_2d.h +++ b/modules/godot_physics_2d/godot_joints_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_physics_server_2d.cpp b/modules/godot_physics_2d/godot_physics_server_2d.cpp index 8df17992ea..4b057ff8e5 100644 --- a/modules/godot_physics_2d/godot_physics_server_2d.cpp +++ b/modules/godot_physics_2d/godot_physics_server_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_physics_server_2d.h b/modules/godot_physics_2d/godot_physics_server_2d.h index 991cf67c95..0090974355 100644 --- a/modules/godot_physics_2d/godot_physics_server_2d.h +++ b/modules/godot_physics_2d/godot_physics_server_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_shape_2d.cpp b/modules/godot_physics_2d/godot_shape_2d.cpp index d77b1a77e3..1119ab87b8 100644 --- a/modules/godot_physics_2d/godot_shape_2d.cpp +++ b/modules/godot_physics_2d/godot_shape_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_shape_2d.h b/modules/godot_physics_2d/godot_shape_2d.h index 28c69574a0..da0d10eb02 100644 --- a/modules/godot_physics_2d/godot_shape_2d.h +++ b/modules/godot_physics_2d/godot_shape_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_space_2d.cpp b/modules/godot_physics_2d/godot_space_2d.cpp index 2966818beb..dab125183d 100644 --- a/modules/godot_physics_2d/godot_space_2d.cpp +++ b/modules/godot_physics_2d/godot_space_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_space_2d.h b/modules/godot_physics_2d/godot_space_2d.h index ded3b08d5b..748ed1f0d4 100644 --- a/modules/godot_physics_2d/godot_space_2d.h +++ b/modules/godot_physics_2d/godot_space_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_step_2d.cpp b/modules/godot_physics_2d/godot_step_2d.cpp index 418b9313e8..08cecf229c 100644 --- a/modules/godot_physics_2d/godot_step_2d.cpp +++ b/modules/godot_physics_2d/godot_step_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/godot_step_2d.h b/modules/godot_physics_2d/godot_step_2d.h index c08c6379de..256000fdcc 100644 --- a/modules/godot_physics_2d/godot_step_2d.h +++ b/modules/godot_physics_2d/godot_step_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/register_types.cpp b/modules/godot_physics_2d/register_types.cpp index 57422b1814..0ca08311df 100644 --- a/modules/godot_physics_2d/register_types.cpp +++ b/modules/godot_physics_2d/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_2d/register_types.h b/modules/godot_physics_2d/register_types.h index 1d2d1301b9..7d0844cfd8 100644 --- a/modules/godot_physics_2d/register_types.h +++ b/modules/godot_physics_2d/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/gjk_epa.cpp b/modules/godot_physics_3d/gjk_epa.cpp index e5678914fe..beaca1f999 100644 --- a/modules/godot_physics_3d/gjk_epa.cpp +++ b/modules/godot_physics_3d/gjk_epa.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/gjk_epa.h b/modules/godot_physics_3d/gjk_epa.h index 48fda9969f..f19909604e 100644 --- a/modules/godot_physics_3d/gjk_epa.h +++ b/modules/godot_physics_3d/gjk_epa.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_area_3d.cpp b/modules/godot_physics_3d/godot_area_3d.cpp index d0b287b058..c00d332eab 100644 --- a/modules/godot_physics_3d/godot_area_3d.cpp +++ b/modules/godot_physics_3d/godot_area_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_area_3d.h b/modules/godot_physics_3d/godot_area_3d.h index 2c1a782630..142d50d90d 100644 --- a/modules/godot_physics_3d/godot_area_3d.h +++ b/modules/godot_physics_3d/godot_area_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_area_pair_3d.cpp b/modules/godot_physics_3d/godot_area_pair_3d.cpp index aaa96f5a28..f6fd3eee00 100644 --- a/modules/godot_physics_3d/godot_area_pair_3d.cpp +++ b/modules/godot_physics_3d/godot_area_pair_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_area_pair_3d.h b/modules/godot_physics_3d/godot_area_pair_3d.h index a2c5df0f7a..bf466d83aa 100644 --- a/modules/godot_physics_3d/godot_area_pair_3d.h +++ b/modules/godot_physics_3d/godot_area_pair_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_body_3d.cpp b/modules/godot_physics_3d/godot_body_3d.cpp index 669c4b985b..f2c3f16425 100644 --- a/modules/godot_physics_3d/godot_body_3d.cpp +++ b/modules/godot_physics_3d/godot_body_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_body_3d.h b/modules/godot_physics_3d/godot_body_3d.h index 81b668122a..d28d652736 100644 --- a/modules/godot_physics_3d/godot_body_3d.h +++ b/modules/godot_physics_3d/godot_body_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_body_direct_state_3d.cpp b/modules/godot_physics_3d/godot_body_direct_state_3d.cpp index 0af746c68d..954898fc36 100644 --- a/modules/godot_physics_3d/godot_body_direct_state_3d.cpp +++ b/modules/godot_physics_3d/godot_body_direct_state_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_body_direct_state_3d.h b/modules/godot_physics_3d/godot_body_direct_state_3d.h index 8066050c9f..f99298c235 100644 --- a/modules/godot_physics_3d/godot_body_direct_state_3d.h +++ b/modules/godot_physics_3d/godot_body_direct_state_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_body_pair_3d.cpp b/modules/godot_physics_3d/godot_body_pair_3d.cpp index d689271ac7..38eb308210 100644 --- a/modules/godot_physics_3d/godot_body_pair_3d.cpp +++ b/modules/godot_physics_3d/godot_body_pair_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_body_pair_3d.h b/modules/godot_physics_3d/godot_body_pair_3d.h index a8f5180dd5..9f28824554 100644 --- a/modules/godot_physics_3d/godot_body_pair_3d.h +++ b/modules/godot_physics_3d/godot_body_pair_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_broad_phase_3d.cpp b/modules/godot_physics_3d/godot_broad_phase_3d.cpp index ebd11fb51f..6c6ed0238c 100644 --- a/modules/godot_physics_3d/godot_broad_phase_3d.cpp +++ b/modules/godot_physics_3d/godot_broad_phase_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_broad_phase_3d.h b/modules/godot_physics_3d/godot_broad_phase_3d.h index f70321be64..4e82b8b6b7 100644 --- a/modules/godot_physics_3d/godot_broad_phase_3d.h +++ b/modules/godot_physics_3d/godot_broad_phase_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_broad_phase_3d_bvh.cpp b/modules/godot_physics_3d/godot_broad_phase_3d_bvh.cpp index 0faa56b52e..aa13a1dbdf 100644 --- a/modules/godot_physics_3d/godot_broad_phase_3d_bvh.cpp +++ b/modules/godot_physics_3d/godot_broad_phase_3d_bvh.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_broad_phase_3d_bvh.h b/modules/godot_physics_3d/godot_broad_phase_3d_bvh.h index 63968dea64..dc103910ca 100644 --- a/modules/godot_physics_3d/godot_broad_phase_3d_bvh.h +++ b/modules/godot_physics_3d/godot_broad_phase_3d_bvh.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_collision_object_3d.cpp b/modules/godot_physics_3d/godot_collision_object_3d.cpp index 283614a43d..643f79f211 100644 --- a/modules/godot_physics_3d/godot_collision_object_3d.cpp +++ b/modules/godot_physics_3d/godot_collision_object_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_collision_object_3d.h b/modules/godot_physics_3d/godot_collision_object_3d.h index bf28bcc45a..946bf3af1b 100644 --- a/modules/godot_physics_3d/godot_collision_object_3d.h +++ b/modules/godot_physics_3d/godot_collision_object_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_collision_solver_3d.cpp b/modules/godot_physics_3d/godot_collision_solver_3d.cpp index db48111eea..3fe57aed1a 100644 --- a/modules/godot_physics_3d/godot_collision_solver_3d.cpp +++ b/modules/godot_physics_3d/godot_collision_solver_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_collision_solver_3d.h b/modules/godot_physics_3d/godot_collision_solver_3d.h index 36ea79576e..d0ba63e92c 100644 --- a/modules/godot_physics_3d/godot_collision_solver_3d.h +++ b/modules/godot_physics_3d/godot_collision_solver_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_collision_solver_3d_sat.cpp b/modules/godot_physics_3d/godot_collision_solver_3d_sat.cpp index c53c8481f4..eb0f9bb584 100644 --- a/modules/godot_physics_3d/godot_collision_solver_3d_sat.cpp +++ b/modules/godot_physics_3d/godot_collision_solver_3d_sat.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_collision_solver_3d_sat.h b/modules/godot_physics_3d/godot_collision_solver_3d_sat.h index 49fcab3933..d59ab7f589 100644 --- a/modules/godot_physics_3d/godot_collision_solver_3d_sat.h +++ b/modules/godot_physics_3d/godot_collision_solver_3d_sat.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_constraint_3d.h b/modules/godot_physics_3d/godot_constraint_3d.h index a833aba93f..a149514060 100644 --- a/modules/godot_physics_3d/godot_constraint_3d.h +++ b/modules/godot_physics_3d/godot_constraint_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_joint_3d.h b/modules/godot_physics_3d/godot_joint_3d.h index 3207723cb4..d528d1661c 100644 --- a/modules/godot_physics_3d/godot_joint_3d.h +++ b/modules/godot_physics_3d/godot_joint_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_physics_server_3d.cpp b/modules/godot_physics_3d/godot_physics_server_3d.cpp index 6d0949acbe..02885fe8d0 100644 --- a/modules/godot_physics_3d/godot_physics_server_3d.cpp +++ b/modules/godot_physics_3d/godot_physics_server_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_physics_server_3d.h b/modules/godot_physics_3d/godot_physics_server_3d.h index 040e673dcd..6d8e98fabb 100644 --- a/modules/godot_physics_3d/godot_physics_server_3d.h +++ b/modules/godot_physics_3d/godot_physics_server_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_shape_3d.cpp b/modules/godot_physics_3d/godot_shape_3d.cpp index 70b6bcf19e..1dc1505a49 100644 --- a/modules/godot_physics_3d/godot_shape_3d.cpp +++ b/modules/godot_physics_3d/godot_shape_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_shape_3d.h b/modules/godot_physics_3d/godot_shape_3d.h index dbd58ead68..8cc6913877 100644 --- a/modules/godot_physics_3d/godot_shape_3d.h +++ b/modules/godot_physics_3d/godot_shape_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_soft_body_3d.cpp b/modules/godot_physics_3d/godot_soft_body_3d.cpp index 7284076a47..d47c8ff597 100644 --- a/modules/godot_physics_3d/godot_soft_body_3d.cpp +++ b/modules/godot_physics_3d/godot_soft_body_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_soft_body_3d.h b/modules/godot_physics_3d/godot_soft_body_3d.h index e23f4bb9f5..53783a7167 100644 --- a/modules/godot_physics_3d/godot_soft_body_3d.h +++ b/modules/godot_physics_3d/godot_soft_body_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_space_3d.cpp b/modules/godot_physics_3d/godot_space_3d.cpp index 9a6ba776b4..792aec1250 100644 --- a/modules/godot_physics_3d/godot_space_3d.cpp +++ b/modules/godot_physics_3d/godot_space_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_space_3d.h b/modules/godot_physics_3d/godot_space_3d.h index f476be5934..869ba775ab 100644 --- a/modules/godot_physics_3d/godot_space_3d.h +++ b/modules/godot_physics_3d/godot_space_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_step_3d.cpp b/modules/godot_physics_3d/godot_step_3d.cpp index b6cec4ba59..88eed80849 100644 --- a/modules/godot_physics_3d/godot_step_3d.cpp +++ b/modules/godot_physics_3d/godot_step_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/godot_step_3d.h b/modules/godot_physics_3d/godot_step_3d.h index 1c9b0af422..68779122df 100644 --- a/modules/godot_physics_3d/godot_step_3d.h +++ b/modules/godot_physics_3d/godot_step_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.cpp b/modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.cpp index 4091422789..64fa2c28a8 100644 --- a/modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.cpp +++ b/modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.h b/modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.h index f3b683a8f3..534dcac329 100644 --- a/modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.h +++ b/modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.cpp b/modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.cpp index 226f8a0f7f..994121e85f 100644 --- a/modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.cpp +++ b/modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.h b/modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.h index 9ee6dd2791..aa0b4118f2 100644 --- a/modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.h +++ b/modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/joints/godot_hinge_joint_3d.cpp b/modules/godot_physics_3d/joints/godot_hinge_joint_3d.cpp index 3d423f70e2..7ee00899ea 100644 --- a/modules/godot_physics_3d/joints/godot_hinge_joint_3d.cpp +++ b/modules/godot_physics_3d/joints/godot_hinge_joint_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/joints/godot_hinge_joint_3d.h b/modules/godot_physics_3d/joints/godot_hinge_joint_3d.h index 7f83509468..886ca8ad46 100644 --- a/modules/godot_physics_3d/joints/godot_hinge_joint_3d.h +++ b/modules/godot_physics_3d/joints/godot_hinge_joint_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/joints/godot_jacobian_entry_3d.h b/modules/godot_physics_3d/joints/godot_jacobian_entry_3d.h index d0c3c48ae6..d29cf95fe9 100644 --- a/modules/godot_physics_3d/joints/godot_jacobian_entry_3d.h +++ b/modules/godot_physics_3d/joints/godot_jacobian_entry_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/joints/godot_pin_joint_3d.cpp b/modules/godot_physics_3d/joints/godot_pin_joint_3d.cpp index 05ae0839e4..bbf482a3a1 100644 --- a/modules/godot_physics_3d/joints/godot_pin_joint_3d.cpp +++ b/modules/godot_physics_3d/joints/godot_pin_joint_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/joints/godot_pin_joint_3d.h b/modules/godot_physics_3d/joints/godot_pin_joint_3d.h index 62d3068e09..f7cbd5670c 100644 --- a/modules/godot_physics_3d/joints/godot_pin_joint_3d.h +++ b/modules/godot_physics_3d/joints/godot_pin_joint_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/joints/godot_slider_joint_3d.cpp b/modules/godot_physics_3d/joints/godot_slider_joint_3d.cpp index b9dca94b37..d7b121a286 100644 --- a/modules/godot_physics_3d/joints/godot_slider_joint_3d.cpp +++ b/modules/godot_physics_3d/joints/godot_slider_joint_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/joints/godot_slider_joint_3d.h b/modules/godot_physics_3d/joints/godot_slider_joint_3d.h index 99fabf8638..37f9f5fc55 100644 --- a/modules/godot_physics_3d/joints/godot_slider_joint_3d.h +++ b/modules/godot_physics_3d/joints/godot_slider_joint_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/register_types.cpp b/modules/godot_physics_3d/register_types.cpp index 1b1690cf59..77cac5b861 100644 --- a/modules/godot_physics_3d/register_types.cpp +++ b/modules/godot_physics_3d/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/godot_physics_3d/register_types.h b/modules/godot_physics_3d/register_types.h index 998fb4a1ee..9830bb1d6b 100644 --- a/modules/godot_physics_3d/register_types.h +++ b/modules/godot_physics_3d/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gridmap/editor/grid_map_editor_plugin.cpp b/modules/gridmap/editor/grid_map_editor_plugin.cpp index 4c11565c51..cf88e94a5b 100644 --- a/modules/gridmap/editor/grid_map_editor_plugin.cpp +++ b/modules/gridmap/editor/grid_map_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gridmap/editor/grid_map_editor_plugin.h b/modules/gridmap/editor/grid_map_editor_plugin.h index 4294c93c93..2d961e69ed 100644 --- a/modules/gridmap/editor/grid_map_editor_plugin.h +++ b/modules/gridmap/editor/grid_map_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gridmap/grid_map.cpp b/modules/gridmap/grid_map.cpp index 71171be3f1..8d6fee31ee 100644 --- a/modules/gridmap/grid_map.cpp +++ b/modules/gridmap/grid_map.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gridmap/grid_map.h b/modules/gridmap/grid_map.h index 1f006f661a..583dde85e3 100644 --- a/modules/gridmap/grid_map.h +++ b/modules/gridmap/grid_map.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gridmap/register_types.cpp b/modules/gridmap/register_types.cpp index 76d24310e9..cc93fbef8d 100644 --- a/modules/gridmap/register_types.cpp +++ b/modules/gridmap/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/gridmap/register_types.h b/modules/gridmap/register_types.h index 095bd74075..44133acbb6 100644 --- a/modules/gridmap/register_types.h +++ b/modules/gridmap/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/hdr/image_loader_hdr.cpp b/modules/hdr/image_loader_hdr.cpp index ba59bb25ee..75688a689a 100644 --- a/modules/hdr/image_loader_hdr.cpp +++ b/modules/hdr/image_loader_hdr.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/hdr/image_loader_hdr.h b/modules/hdr/image_loader_hdr.h index 0a8e91fb9e..10297ab899 100644 --- a/modules/hdr/image_loader_hdr.h +++ b/modules/hdr/image_loader_hdr.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/hdr/register_types.cpp b/modules/hdr/register_types.cpp index 5149a948c7..26a1f6dd80 100644 --- a/modules/hdr/register_types.cpp +++ b/modules/hdr/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/hdr/register_types.h b/modules/hdr/register_types.h index e3a71c88bd..e084fe6fc8 100644 --- a/modules/hdr/register_types.h +++ b/modules/hdr/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/interactive_music/audio_stream_interactive.cpp b/modules/interactive_music/audio_stream_interactive.cpp index 8656be988d..c04e3e691e 100644 --- a/modules/interactive_music/audio_stream_interactive.cpp +++ b/modules/interactive_music/audio_stream_interactive.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/interactive_music/audio_stream_interactive.h b/modules/interactive_music/audio_stream_interactive.h index 12d3ce8aad..2b6d6beae6 100644 --- a/modules/interactive_music/audio_stream_interactive.h +++ b/modules/interactive_music/audio_stream_interactive.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/interactive_music/audio_stream_playlist.cpp b/modules/interactive_music/audio_stream_playlist.cpp index eb77a4a8d3..d5f8b1101a 100644 --- a/modules/interactive_music/audio_stream_playlist.cpp +++ b/modules/interactive_music/audio_stream_playlist.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/interactive_music/audio_stream_playlist.h b/modules/interactive_music/audio_stream_playlist.h index a30f97b7af..7adf3a1207 100644 --- a/modules/interactive_music/audio_stream_playlist.h +++ b/modules/interactive_music/audio_stream_playlist.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/interactive_music/audio_stream_synchronized.cpp b/modules/interactive_music/audio_stream_synchronized.cpp index e38a57ba75..533fd70deb 100644 --- a/modules/interactive_music/audio_stream_synchronized.cpp +++ b/modules/interactive_music/audio_stream_synchronized.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/interactive_music/audio_stream_synchronized.h b/modules/interactive_music/audio_stream_synchronized.h index a2d8c55404..ab5bef534d 100644 --- a/modules/interactive_music/audio_stream_synchronized.h +++ b/modules/interactive_music/audio_stream_synchronized.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp b/modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp index fcb477995f..c307683e17 100644 --- a/modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp +++ b/modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/interactive_music/editor/audio_stream_interactive_editor_plugin.h b/modules/interactive_music/editor/audio_stream_interactive_editor_plugin.h index 3c50b0d5cc..a4c2e92456 100644 --- a/modules/interactive_music/editor/audio_stream_interactive_editor_plugin.h +++ b/modules/interactive_music/editor/audio_stream_interactive_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/interactive_music/register_types.cpp b/modules/interactive_music/register_types.cpp index 6175ea6493..765bd71b64 100644 --- a/modules/interactive_music/register_types.cpp +++ b/modules/interactive_music/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/interactive_music/register_types.h b/modules/interactive_music/register_types.h index 5625e28b64..73a483e872 100644 --- a/modules/interactive_music/register_types.h +++ b/modules/interactive_music/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/jpg/image_loader_jpegd.cpp b/modules/jpg/image_loader_jpegd.cpp index 53046de740..fe251a4a98 100644 --- a/modules/jpg/image_loader_jpegd.cpp +++ b/modules/jpg/image_loader_jpegd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/jpg/image_loader_jpegd.h b/modules/jpg/image_loader_jpegd.h index 678bfe2f6f..2f01ca0ce2 100644 --- a/modules/jpg/image_loader_jpegd.h +++ b/modules/jpg/image_loader_jpegd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/jpg/register_types.cpp b/modules/jpg/register_types.cpp index 6400aee43b..5ff63700dd 100644 --- a/modules/jpg/register_types.cpp +++ b/modules/jpg/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/jpg/register_types.h b/modules/jpg/register_types.h index 0d8f207e07..f7611a65cf 100644 --- a/modules/jpg/register_types.h +++ b/modules/jpg/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/jsonrpc/jsonrpc.cpp b/modules/jsonrpc/jsonrpc.cpp index a3c0ce88bf..9825351497 100644 --- a/modules/jsonrpc/jsonrpc.cpp +++ b/modules/jsonrpc/jsonrpc.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/jsonrpc/jsonrpc.h b/modules/jsonrpc/jsonrpc.h index 70dda29aed..d288e43971 100644 --- a/modules/jsonrpc/jsonrpc.h +++ b/modules/jsonrpc/jsonrpc.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/jsonrpc/register_types.cpp b/modules/jsonrpc/register_types.cpp index d3a7cdaf27..0efb0c2319 100644 --- a/modules/jsonrpc/register_types.cpp +++ b/modules/jsonrpc/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/jsonrpc/register_types.h b/modules/jsonrpc/register_types.h index ef2359f706..729e0b300e 100644 --- a/modules/jsonrpc/register_types.h +++ b/modules/jsonrpc/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/jsonrpc/tests/test_jsonrpc.cpp b/modules/jsonrpc/tests/test_jsonrpc.cpp index 8500ff6da9..d9abd0dc59 100644 --- a/modules/jsonrpc/tests/test_jsonrpc.cpp +++ b/modules/jsonrpc/tests/test_jsonrpc.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/jsonrpc/tests/test_jsonrpc.h b/modules/jsonrpc/tests/test_jsonrpc.h index 5770581019..825ce138a6 100644 --- a/modules/jsonrpc/tests/test_jsonrpc.h +++ b/modules/jsonrpc/tests/test_jsonrpc.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/ktx/register_types.cpp b/modules/ktx/register_types.cpp index 1d48e05a90..9ae32f0365 100644 --- a/modules/ktx/register_types.cpp +++ b/modules/ktx/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/ktx/register_types.h b/modules/ktx/register_types.h index a50dc48b40..a2ac89896d 100644 --- a/modules/ktx/register_types.h +++ b/modules/ktx/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/ktx/texture_loader_ktx.cpp b/modules/ktx/texture_loader_ktx.cpp index 7c73f9cb8a..17e329fdee 100644 --- a/modules/ktx/texture_loader_ktx.cpp +++ b/modules/ktx/texture_loader_ktx.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/ktx/texture_loader_ktx.h b/modules/ktx/texture_loader_ktx.h index 0de458a742..7bbf048341 100644 --- a/modules/ktx/texture_loader_ktx.h +++ b/modules/ktx/texture_loader_ktx.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/lightmapper_rd/lightmapper_rd.cpp b/modules/lightmapper_rd/lightmapper_rd.cpp index 8ba6f9e2ba..5b0f37fbdb 100644 --- a/modules/lightmapper_rd/lightmapper_rd.cpp +++ b/modules/lightmapper_rd/lightmapper_rd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/lightmapper_rd/lightmapper_rd.h b/modules/lightmapper_rd/lightmapper_rd.h index f43da39670..e9d93c5582 100644 --- a/modules/lightmapper_rd/lightmapper_rd.h +++ b/modules/lightmapper_rd/lightmapper_rd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/lightmapper_rd/register_types.cpp b/modules/lightmapper_rd/register_types.cpp index 4fe8f20723..7128eab445 100644 --- a/modules/lightmapper_rd/register_types.cpp +++ b/modules/lightmapper_rd/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/lightmapper_rd/register_types.h b/modules/lightmapper_rd/register_types.h index 01b7f5dd4f..b3aa4eca12 100644 --- a/modules/lightmapper_rd/register_types.h +++ b/modules/lightmapper_rd/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mbedtls/crypto_mbedtls.cpp b/modules/mbedtls/crypto_mbedtls.cpp index be7aaef9d4..8a6e18ca13 100644 --- a/modules/mbedtls/crypto_mbedtls.cpp +++ b/modules/mbedtls/crypto_mbedtls.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mbedtls/crypto_mbedtls.h b/modules/mbedtls/crypto_mbedtls.h index 5e1da550d7..b5b25dfc79 100644 --- a/modules/mbedtls/crypto_mbedtls.h +++ b/modules/mbedtls/crypto_mbedtls.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mbedtls/dtls_server_mbedtls.cpp b/modules/mbedtls/dtls_server_mbedtls.cpp index b64bdcb192..84618b2f87 100644 --- a/modules/mbedtls/dtls_server_mbedtls.cpp +++ b/modules/mbedtls/dtls_server_mbedtls.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mbedtls/dtls_server_mbedtls.h b/modules/mbedtls/dtls_server_mbedtls.h index 18661bf505..68662cff2a 100644 --- a/modules/mbedtls/dtls_server_mbedtls.h +++ b/modules/mbedtls/dtls_server_mbedtls.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mbedtls/packet_peer_mbed_dtls.cpp b/modules/mbedtls/packet_peer_mbed_dtls.cpp index 62d27405d8..bb114c03d0 100644 --- a/modules/mbedtls/packet_peer_mbed_dtls.cpp +++ b/modules/mbedtls/packet_peer_mbed_dtls.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mbedtls/packet_peer_mbed_dtls.h b/modules/mbedtls/packet_peer_mbed_dtls.h index 881a5fdd0e..448824f387 100644 --- a/modules/mbedtls/packet_peer_mbed_dtls.h +++ b/modules/mbedtls/packet_peer_mbed_dtls.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mbedtls/register_types.cpp b/modules/mbedtls/register_types.cpp index bf65dfb0b7..e793dd0d03 100644 --- a/modules/mbedtls/register_types.cpp +++ b/modules/mbedtls/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mbedtls/register_types.h b/modules/mbedtls/register_types.h index 407abd7abd..13b943da10 100644 --- a/modules/mbedtls/register_types.h +++ b/modules/mbedtls/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mbedtls/stream_peer_mbedtls.cpp b/modules/mbedtls/stream_peer_mbedtls.cpp index b4200410fb..8e3885110f 100644 --- a/modules/mbedtls/stream_peer_mbedtls.cpp +++ b/modules/mbedtls/stream_peer_mbedtls.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mbedtls/stream_peer_mbedtls.h b/modules/mbedtls/stream_peer_mbedtls.h index b4f80b614c..40a8269f69 100644 --- a/modules/mbedtls/stream_peer_mbedtls.h +++ b/modules/mbedtls/stream_peer_mbedtls.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mbedtls/tests/test_crypto_mbedtls.cpp b/modules/mbedtls/tests/test_crypto_mbedtls.cpp index b96a072146..f197a60e17 100644 --- a/modules/mbedtls/tests/test_crypto_mbedtls.cpp +++ b/modules/mbedtls/tests/test_crypto_mbedtls.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mbedtls/tests/test_crypto_mbedtls.h b/modules/mbedtls/tests/test_crypto_mbedtls.h index 5ec78d18a3..7b872289ec 100644 --- a/modules/mbedtls/tests/test_crypto_mbedtls.h +++ b/modules/mbedtls/tests/test_crypto_mbedtls.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mbedtls/tls_context_mbedtls.cpp b/modules/mbedtls/tls_context_mbedtls.cpp index f5c196596e..b912f23f76 100644 --- a/modules/mbedtls/tls_context_mbedtls.cpp +++ b/modules/mbedtls/tls_context_mbedtls.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mbedtls/tls_context_mbedtls.h b/modules/mbedtls/tls_context_mbedtls.h index b8a9e80b9f..0bae150eca 100644 --- a/modules/mbedtls/tls_context_mbedtls.h +++ b/modules/mbedtls/tls_context_mbedtls.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/meshoptimizer/register_types.cpp b/modules/meshoptimizer/register_types.cpp index 781f928f66..2891e3391d 100644 --- a/modules/meshoptimizer/register_types.cpp +++ b/modules/meshoptimizer/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/meshoptimizer/register_types.h b/modules/meshoptimizer/register_types.h index 02c52c48a2..e2d4a54191 100644 --- a/modules/meshoptimizer/register_types.h +++ b/modules/meshoptimizer/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/minimp3/audio_stream_mp3.cpp b/modules/minimp3/audio_stream_mp3.cpp index 4963cfdf1a..3d6669111c 100644 --- a/modules/minimp3/audio_stream_mp3.cpp +++ b/modules/minimp3/audio_stream_mp3.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/minimp3/audio_stream_mp3.h b/modules/minimp3/audio_stream_mp3.h index bb4c7f524c..fbeaddd206 100644 --- a/modules/minimp3/audio_stream_mp3.h +++ b/modules/minimp3/audio_stream_mp3.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/minimp3/register_types.cpp b/modules/minimp3/register_types.cpp index c85f0b3389..4e5075ce94 100644 --- a/modules/minimp3/register_types.cpp +++ b/modules/minimp3/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/minimp3/register_types.h b/modules/minimp3/register_types.h index 24f29b682d..199f5916a6 100644 --- a/modules/minimp3/register_types.h +++ b/modules/minimp3/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/minimp3/resource_importer_mp3.cpp b/modules/minimp3/resource_importer_mp3.cpp index e4b54ef050..57698b5007 100644 --- a/modules/minimp3/resource_importer_mp3.cpp +++ b/modules/minimp3/resource_importer_mp3.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/minimp3/resource_importer_mp3.h b/modules/minimp3/resource_importer_mp3.h index 2df44deaea..73ff2ed7b4 100644 --- a/modules/minimp3/resource_importer_mp3.h +++ b/modules/minimp3/resource_importer_mp3.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mobile_vr/mobile_vr_interface.cpp b/modules/mobile_vr/mobile_vr_interface.cpp index f27281866a..fac76f2661 100644 --- a/modules/mobile_vr/mobile_vr_interface.cpp +++ b/modules/mobile_vr/mobile_vr_interface.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mobile_vr/mobile_vr_interface.h b/modules/mobile_vr/mobile_vr_interface.h index 490b1c393c..c08885aaf0 100644 --- a/modules/mobile_vr/mobile_vr_interface.h +++ b/modules/mobile_vr/mobile_vr_interface.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mobile_vr/register_types.cpp b/modules/mobile_vr/register_types.cpp index 4ae0c65a22..83485d19b2 100644 --- a/modules/mobile_vr/register_types.cpp +++ b/modules/mobile_vr/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mobile_vr/register_types.h b/modules/mobile_vr/register_types.h index 499de36d24..e4bc99bfe6 100644 --- a/modules/mobile_vr/register_types.h +++ b/modules/mobile_vr/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/build_scripts/build_assemblies.py b/modules/mono/build_scripts/build_assemblies.py index 9f88b0575e..b90792ba87 100755 --- a/modules/mono/build_scripts/build_assemblies.py +++ b/modules/mono/build_scripts/build_assemblies.py @@ -382,7 +382,7 @@ def main(): import argparse import sys - parser = argparse.ArgumentParser(description="Builds all Godot .NET solutions") + parser = argparse.ArgumentParser(description="Builds all Redot .NET solutions") parser.add_argument("--godot-output-dir", type=str, required=True) parser.add_argument( "--dev-debug", diff --git a/modules/mono/class_db_api_json.cpp b/modules/mono/class_db_api_json.cpp index 04af60e22f..0eef7b191d 100644 --- a/modules/mono/class_db_api_json.cpp +++ b/modules/mono/class_db_api_json.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/class_db_api_json.h b/modules/mono/class_db_api_json.h index d222988f1d..9b92b7ba3e 100644 --- a/modules/mono/class_db_api_json.h +++ b/modules/mono/class_db_api_json.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp index 3d12994469..f9042e588a 100644 --- a/modules/mono/csharp_script.cpp +++ b/modules/mono/csharp_script.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/csharp_script.h b/modules/mono/csharp_script.h index ec7328be4a..03f0ca0a4c 100644 --- a/modules/mono/csharp_script.h +++ b/modules/mono/csharp_script.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.csproj b/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.csproj index c5f2dfee4b..83c6876ed1 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.csproj +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.csproj @@ -3,8 +3,8 @@ <TargetFramework>netstandard2.0</TargetFramework> <AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath> - <Description>MSBuild .NET Sdk for Godot projects.</Description> - <Authors>Godot Engine contributors</Authors> + <Description>MSBuild .NET Sdk for Redot projects.</Description> + <Authors>Redot Engine contributors</Authors> <PackageId>Godot.NET.Sdk</PackageId> <Version>4.4.0</Version> diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/AbstractGenericNode(Of T)_ScriptProperties.generated.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/AbstractGenericNode(Of T)_ScriptProperties.generated.cs index 024d4b7fbe..9a1ab2ed57 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/AbstractGenericNode(Of T)_ScriptProperties.generated.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/AbstractGenericNode(Of T)_ScriptProperties.generated.cs @@ -35,7 +35,7 @@ partial class AbstractGenericNode<T> } /// <summary> /// Get the property information for all the properties declared in this class. - /// This method is used by Godot to register the available properties in the editor. + /// This method is used by Redot to register the available properties in the editor. /// Do not call this method. /// </summary> [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/AllReadOnly_ScriptProperties.generated.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/AllReadOnly_ScriptProperties.generated.cs index dbcefbbcbd..9d124d1178 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/AllReadOnly_ScriptProperties.generated.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/AllReadOnly_ScriptProperties.generated.cs @@ -49,7 +49,7 @@ partial class AllReadOnly } /// <summary> /// Get the property information for all the properties declared in this class. - /// This method is used by Godot to register the available properties in the editor. + /// This method is used by Redot to register the available properties in the editor. /// Do not call this method. /// </summary> [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/AllWriteOnly_ScriptProperties.generated.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/AllWriteOnly_ScriptProperties.generated.cs index 0d559132ac..df853500e6 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/AllWriteOnly_ScriptProperties.generated.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/AllWriteOnly_ScriptProperties.generated.cs @@ -43,7 +43,7 @@ partial class AllWriteOnly } /// <summary> /// Get the property information for all the properties declared in this class. - /// This method is used by Godot to register the available properties in the editor. + /// This method is used by Redot to register the available properties in the editor. /// Do not call this method. /// </summary> [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/EventSignals_ScriptSignals.generated.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/EventSignals_ScriptSignals.generated.cs index f54058b0d9..2b5343dc2c 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/EventSignals_ScriptSignals.generated.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/EventSignals_ScriptSignals.generated.cs @@ -15,7 +15,7 @@ partial class EventSignals } /// <summary> /// Get the signal information for all the signals declared in this class. - /// This method is used by Godot to register the available signals in the editor. + /// This method is used by Redot to register the available signals in the editor. /// Do not call this method. /// </summary> [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportDiagnostics_GD0106_OK_ScriptPropertyDefVal.generated.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportDiagnostics_GD0106_OK_ScriptPropertyDefVal.generated.cs index 8ff51265c1..c99f2f01c8 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportDiagnostics_GD0106_OK_ScriptPropertyDefVal.generated.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportDiagnostics_GD0106_OK_ScriptPropertyDefVal.generated.cs @@ -4,7 +4,7 @@ partial class ExportDiagnostics_GD0106_OK #if TOOLS /// <summary> /// Get the default values for all properties declared in this class. - /// This method is used by Godot to determine the value that will be + /// This method is used by Redot to determine the value that will be /// used by the inspector when resetting properties. /// Do not call this method. /// </summary> diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportDiagnostics_GD0107_OK_ScriptPropertyDefVal.generated.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportDiagnostics_GD0107_OK_ScriptPropertyDefVal.generated.cs index 9a8b3ea846..383879a9b2 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportDiagnostics_GD0107_OK_ScriptPropertyDefVal.generated.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportDiagnostics_GD0107_OK_ScriptPropertyDefVal.generated.cs @@ -4,7 +4,7 @@ partial class ExportDiagnostics_GD0107_OK #if TOOLS /// <summary> /// Get the default values for all properties declared in this class. - /// This method is used by Godot to determine the value that will be + /// This method is used by Redot to determine the value that will be /// used by the inspector when resetting properties. /// Do not call this method. /// </summary> diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedComplexStrings_ScriptPropertyDefVal.generated.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedComplexStrings_ScriptPropertyDefVal.generated.cs index 2fc0ca50d1..f5a7076617 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedComplexStrings_ScriptPropertyDefVal.generated.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedComplexStrings_ScriptPropertyDefVal.generated.cs @@ -4,7 +4,7 @@ partial class ExportedComplexStrings #if TOOLS /// <summary> /// Get the default values for all properties declared in this class. - /// This method is used by Godot to determine the value that will be + /// This method is used by Redot to determine the value that will be /// used by the inspector when resetting properties. /// Do not call this method. /// </summary> diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedFields_ScriptProperties.generated.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedFields_ScriptProperties.generated.cs index ffde135930..bd1c42dff2 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedFields_ScriptProperties.generated.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedFields_ScriptProperties.generated.cs @@ -743,7 +743,7 @@ partial class ExportedFields } /// <summary> /// Get the property information for all the properties declared in this class. - /// This method is used by Godot to register the available properties in the editor. + /// This method is used by Redot to register the available properties in the editor. /// Do not call this method. /// </summary> [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedFields_ScriptPropertyDefVal.generated.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedFields_ScriptPropertyDefVal.generated.cs index f201b7c8d8..7026815f8e 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedFields_ScriptPropertyDefVal.generated.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedFields_ScriptPropertyDefVal.generated.cs @@ -4,7 +4,7 @@ partial class ExportedFields #if TOOLS /// <summary> /// Get the default values for all properties declared in this class. - /// This method is used by Godot to determine the value that will be + /// This method is used by Redot to determine the value that will be /// used by the inspector when resetting properties. /// Do not call this method. /// </summary> diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedProperties_ScriptProperties.generated.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedProperties_ScriptProperties.generated.cs index 94d447f61a..a2528e7856 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedProperties_ScriptProperties.generated.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedProperties_ScriptProperties.generated.cs @@ -851,7 +851,7 @@ partial class ExportedProperties } /// <summary> /// Get the property information for all the properties declared in this class. - /// This method is used by Godot to register the available properties in the editor. + /// This method is used by Redot to register the available properties in the editor. /// Do not call this method. /// </summary> [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedProperties_ScriptPropertyDefVal.generated.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedProperties_ScriptPropertyDefVal.generated.cs index ce154cad8e..eb40756393 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedProperties_ScriptPropertyDefVal.generated.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ExportedProperties_ScriptPropertyDefVal.generated.cs @@ -4,7 +4,7 @@ partial class ExportedProperties #if TOOLS /// <summary> /// Get the default values for all properties declared in this class. - /// This method is used by Godot to determine the value that will be + /// This method is used by Redot to determine the value that will be /// used by the inspector when resetting properties. /// Do not call this method. /// </summary> diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/Methods_ScriptMethods.generated.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/Methods_ScriptMethods.generated.cs index fe54e2cb70..3be7e81f98 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/Methods_ScriptMethods.generated.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/Methods_ScriptMethods.generated.cs @@ -15,7 +15,7 @@ partial class Methods } /// <summary> /// Get the method information for all the methods declared in this class. - /// This method is used by Godot to register the available methods in the editor. + /// This method is used by Redot to register the available methods in the editor. /// Do not call this method. /// </summary> [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/MixedReadOnlyWriteOnly_ScriptProperties.generated.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/MixedReadOnlyWriteOnly_ScriptProperties.generated.cs index 6be6296d3b..79e5dbace8 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/MixedReadOnlyWriteOnly_ScriptProperties.generated.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/MixedReadOnlyWriteOnly_ScriptProperties.generated.cs @@ -75,7 +75,7 @@ partial class MixedReadOnlyWriteOnly } /// <summary> /// Get the property information for all the properties declared in this class. - /// This method is used by Godot to register the available properties in the editor. + /// This method is used by Redot to register the available properties in the editor. /// Do not call this method. /// </summary> [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/OuterClass.NestedClass_ScriptMethods.generated.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/OuterClass.NestedClass_ScriptMethods.generated.cs index 2cc8f82f73..6ad305e27b 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/OuterClass.NestedClass_ScriptMethods.generated.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/OuterClass.NestedClass_ScriptMethods.generated.cs @@ -17,7 +17,7 @@ partial class NestedClass } /// <summary> /// Get the method information for all the methods declared in this class. - /// This method is used by Godot to register the available methods in the editor. + /// This method is used by Redot to register the available methods in the editor. /// Do not call this method. /// </summary> [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ScriptBoilerplate_ScriptMethods.generated.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ScriptBoilerplate_ScriptMethods.generated.cs index 3b06c95a9a..734f7a39b9 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ScriptBoilerplate_ScriptMethods.generated.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ScriptBoilerplate_ScriptMethods.generated.cs @@ -19,7 +19,7 @@ partial class ScriptBoilerplate } /// <summary> /// Get the method information for all the methods declared in this class. - /// This method is used by Godot to register the available methods in the editor. + /// This method is used by Redot to register the available methods in the editor. /// Do not call this method. /// </summary> [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ScriptBoilerplate_ScriptProperties.generated.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ScriptBoilerplate_ScriptProperties.generated.cs index ef0eba5e09..d84ad93534 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ScriptBoilerplate_ScriptProperties.generated.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests/TestData/GeneratedSources/ScriptBoilerplate_ScriptProperties.generated.cs @@ -47,7 +47,7 @@ partial class ScriptBoilerplate } /// <summary> /// Get the property information for all the properties declared in this class. - /// This method is used by Godot to register the available properties in the editor. + /// This method is used by Redot to register the available properties in the editor. /// Do not call this method. /// </summary> [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)] diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptMethodsGenerator.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptMethodsGenerator.cs index e482d9ca79..89c5c8e912 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptMethodsGenerator.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptMethodsGenerator.cs @@ -175,7 +175,7 @@ namespace Godot.SourceGenerators source.Append(" /// <summary>\n") .Append(" /// Get the method information for all the methods declared in this class.\n") - .Append(" /// This method is used by Godot to register the available methods in the editor.\n") + .Append(" /// This method is used by Redot to register the available methods in the editor.\n") .Append(" /// Do not call this method.\n") .Append(" /// </summary>\n"); diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertiesGenerator.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertiesGenerator.cs index fc67e4f592..e8f46c7a11 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertiesGenerator.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertiesGenerator.cs @@ -244,7 +244,7 @@ namespace Godot.SourceGenerators source.Append(" /// <summary>\n") .Append(" /// Get the property information for all the properties declared in this class.\n") - .Append(" /// This method is used by Godot to register the available properties in the editor.\n") + .Append(" /// This method is used by Redot to register the available properties in the editor.\n") .Append(" /// Do not call this method.\n") .Append(" /// </summary>\n"); diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertyDefValGenerator.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertyDefValGenerator.cs index 626f51ecae..c8cd0f7457 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertyDefValGenerator.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertyDefValGenerator.cs @@ -352,7 +352,7 @@ namespace Godot.SourceGenerators source.Append(" /// <summary>\n") .Append(" /// Get the default values for all properties declared in this class.\n") - .Append(" /// This method is used by Godot to determine the value that will be\n") + .Append(" /// This method is used by Redot to determine the value that will be\n") .Append(" /// used by the inspector when resetting properties.\n") .Append(" /// Do not call this method.\n") .Append(" /// </summary>\n"); diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSignalsGenerator.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSignalsGenerator.cs index 702c50d461..4da93213a9 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSignalsGenerator.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSignalsGenerator.cs @@ -222,7 +222,7 @@ namespace Godot.SourceGenerators source.Append(" /// <summary>\n") .Append(" /// Get the signal information for all the signals declared in this class.\n") - .Append(" /// This method is used by Godot to register the available signals in the editor.\n") + .Append(" /// This method is used by Redot to register the available signals in the editor.\n") .Append(" /// Do not call this method.\n") .Append(" /// </summary>\n"); diff --git a/modules/mono/editor/GodotTools/GodotTools.IdeMessaging.CLI/Program.cs b/modules/mono/editor/GodotTools/GodotTools.IdeMessaging.CLI/Program.cs index e344aa4a37..fce874a4fc 100644 --- a/modules/mono/editor/GodotTools/GodotTools.IdeMessaging.CLI/Program.cs +++ b/modules/mono/editor/GodotTools/GodotTools.IdeMessaging.CLI/Program.cs @@ -45,7 +45,7 @@ namespace GodotTools.IdeMessaging.CLI if (!Directory.Exists(godotProjectDir)) { - Logger.LogError($"The specified Godot project directory does not exist: {godotProjectDir}"); + Logger.LogError($"The specified Redot project directory does not exist: {godotProjectDir}"); return 1; } diff --git a/modules/mono/editor/GodotTools/GodotTools.IdeMessaging/Client.cs b/modules/mono/editor/GodotTools/GodotTools.IdeMessaging/Client.cs index 7bfa07be0b..f3b76aa9fd 100644 --- a/modules/mono/editor/GodotTools/GodotTools.IdeMessaging/Client.cs +++ b/modules/mono/editor/GodotTools/GodotTools.IdeMessaging/Client.cs @@ -282,18 +282,18 @@ namespace GodotTools.IdeMessaging try { - logger.LogInfo("Connecting to Godot Ide Server"); + logger.LogInfo("Connecting to Redot Ide Server"); await tcpClient.ConnectAsync(IPAddress.Loopback, godotIdeMetadata.Port); - logger.LogInfo("Connection open with Godot Ide Server"); + logger.LogInfo("Connection open with Redot Ide Server"); await AcceptClient(tcpClient); } catch (SocketException e) { if (e.SocketErrorCode == SocketError.ConnectionRefused) - logger.LogError("The connection to the Godot Ide Server was refused"); + logger.LogError("The connection to the Redot Ide Server was refused"); else throw; } @@ -317,7 +317,7 @@ namespace GodotTools.IdeMessaging if (!File.Exists(MetaFilePath)) { - logger.LogInfo("There is no Godot Ide Server running"); + logger.LogInfo("There is no Redot Ide Server running"); return; } @@ -330,7 +330,7 @@ namespace GodotTools.IdeMessaging } else { - logger.LogError("Failed to read Godot Ide metadata file"); + logger.LogError("Failed to read Redot Ide metadata file"); } } } @@ -340,7 +340,7 @@ namespace GodotTools.IdeMessaging { if (!IsConnected) { - logger.LogError("Cannot write request. Not connected to the Godot Ide Server."); + logger.LogError("Cannot write request. Not connected to the Redot Ide Server."); return null; } @@ -353,7 +353,7 @@ namespace GodotTools.IdeMessaging { if (!IsConnected) { - logger.LogError("Cannot write request. Not connected to the Godot Ide Server."); + logger.LogError("Cannot write request. Not connected to the Redot Ide Server."); return null; } diff --git a/modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs b/modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs index c5acc5e2db..bc2815b4fc 100644 --- a/modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs +++ b/modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs @@ -211,7 +211,7 @@ namespace GodotTools.Ides { if (!IsAnyConnected(identity)) { - _logger.LogError("Cannot write request. No client connected to the Godot Ide Server."); + _logger.LogError("Cannot write request. No client connected to the Redot Ide Server."); return; } diff --git a/modules/mono/editor/bindings_generator.cpp b/modules/mono/editor/bindings_generator.cpp index e97229c621..20df41006c 100644 --- a/modules/mono/editor/bindings_generator.cpp +++ b/modules/mono/editor/bindings_generator.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -2065,7 +2067,7 @@ Error BindingsGenerator::generate_cs_api(const String &p_output_dir) { return proj_err; } - _log("The Godot API sources were successfully generated\n"); + _log("The Redot API sources were successfully generated\n"); return OK; } @@ -2402,7 +2404,7 @@ Error BindingsGenerator::_generate_cs_type(const TypeInterface &itype, const Str output << MEMBER_BEGIN "/// <summary>\n" << INDENT1 "/// Invokes the method with the given name, using the given arguments.\n" - << INDENT1 "/// This method is used by Godot to invoke methods from the engine side.\n" + << INDENT1 "/// This method is used by Redot to invoke methods from the engine side.\n" << INDENT1 "/// Do not call or override this method.\n" << INDENT1 "/// </summary>\n" << INDENT1 "/// <param name=\"method\">Name of the method to invoke.</param>\n" @@ -2497,7 +2499,7 @@ Error BindingsGenerator::_generate_cs_type(const TypeInterface &itype, const Str output << MEMBER_BEGIN "/// <summary>\n" << INDENT1 "/// Check if the type contains a method with the given name.\n" - << INDENT1 "/// This method is used by Godot to check if a method exists before invoking it.\n" + << INDENT1 "/// This method is used by Redot to check if a method exists before invoking it.\n" << INDENT1 "/// Do not call or override this method.\n" << INDENT1 "/// </summary>\n" << INDENT1 "/// <param name=\"method\">Name of the method to check for.</param>\n"; @@ -2536,7 +2538,7 @@ Error BindingsGenerator::_generate_cs_type(const TypeInterface &itype, const Str output << MEMBER_BEGIN "/// <summary>\n" << INDENT1 "/// Check if the type contains a signal with the given name.\n" - << INDENT1 "/// This method is used by Godot to check if a signal exists before raising it.\n" + << INDENT1 "/// This method is used by Redot to check if a signal exists before raising it.\n" << INDENT1 "/// Do not call or override this method.\n" << INDENT1 "/// </summary>\n" << INDENT1 "/// <param name=\"signal\">Name of the signal to check for.</param>\n"; diff --git a/modules/mono/editor/bindings_generator.h b/modules/mono/editor/bindings_generator.h index 1670aca4b3..f6b1a53a45 100644 --- a/modules/mono/editor/bindings_generator.h +++ b/modules/mono/editor/bindings_generator.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/editor/code_completion.cpp b/modules/mono/editor/code_completion.cpp index ae914e71ef..ec0e650a3a 100644 --- a/modules/mono/editor/code_completion.cpp +++ b/modules/mono/editor/code_completion.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/editor/code_completion.h b/modules/mono/editor/code_completion.h index 89d19b10e0..3189ba99ee 100644 --- a/modules/mono/editor/code_completion.h +++ b/modules/mono/editor/code_completion.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/editor/editor_internal_calls.cpp b/modules/mono/editor/editor_internal_calls.cpp index df240a5965..a6a1d26152 100644 --- a/modules/mono/editor/editor_internal_calls.cpp +++ b/modules/mono/editor/editor_internal_calls.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/editor/editor_internal_calls.h b/modules/mono/editor/editor_internal_calls.h index 48da02987a..199ac8358a 100644 --- a/modules/mono/editor/editor_internal_calls.h +++ b/modules/mono/editor/editor_internal_calls.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/editor/hostfxr_resolver.cpp b/modules/mono/editor/hostfxr_resolver.cpp index 9c37ac810a..7cc46dd6df 100644 --- a/modules/mono/editor/hostfxr_resolver.cpp +++ b/modules/mono/editor/hostfxr_resolver.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/editor/hostfxr_resolver.h b/modules/mono/editor/hostfxr_resolver.h index 398a58c730..390eb85108 100644 --- a/modules/mono/editor/hostfxr_resolver.h +++ b/modules/mono/editor/hostfxr_resolver.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/editor/semver.cpp b/modules/mono/editor/semver.cpp index 1ca3005420..b5c9469991 100644 --- a/modules/mono/editor/semver.cpp +++ b/modules/mono/editor/semver.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/editor/semver.h b/modules/mono/editor/semver.h index 2f65e99ef5..5a8e501ea2 100644 --- a/modules/mono/editor/semver.h +++ b/modules/mono/editor/semver.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/glue/GodotSharp/GodotPlugins/Main.cs b/modules/mono/glue/GodotSharp/GodotPlugins/Main.cs index 6117ae17ea..36a8130f79 100644 --- a/modules/mono/glue/GodotSharp/GodotPlugins/Main.cs +++ b/modules/mono/glue/GodotSharp/GodotPlugins/Main.cs @@ -171,7 +171,7 @@ namespace GodotPlugins string assemblyPath = new(nAssemblyPath); if (_editorApiAssembly == null) - throw new InvalidOperationException("The Godot editor API assembly is not loaded."); + throw new InvalidOperationException("The Redot editor API assembly is not loaded."); var (assembly, _) = LoadPlugin(assemblyPath, isCollectible: false); diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/GodotObject.base.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/GodotObject.base.cs index a429931399..b8e464d4d0 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/GodotObject.base.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/GodotObject.base.cs @@ -198,7 +198,7 @@ namespace Godot if (name == "GodotSharp" || name == "GodotSharpEditor") return t; - Debug.Assert(t.BaseType is not null, "Script types must derive from a native Godot type."); + Debug.Assert(t.BaseType is not null, "Script types must derive from a native Redot type."); return InternalGetClassNativeBase(t.BaseType); } @@ -206,7 +206,7 @@ namespace Godot // ReSharper disable once VirtualMemberNeverOverridden.Global /// <summary> /// Set the value of a property contained in this class. - /// This method is used by Godot to assign property values. + /// This method is used by Redot to assign property values. /// Do not call or override this method. /// </summary> /// <param name="name">Name of the property to set.</param> @@ -221,7 +221,7 @@ namespace Godot // ReSharper disable once VirtualMemberNeverOverridden.Global /// <summary> /// Get the value of a property contained in this class. - /// This method is used by Godot to retrieve property values. + /// This method is used by Redot to retrieve property values. /// Do not call or override this method. /// </summary> /// <param name="name">Name of the property to get.</param> @@ -237,7 +237,7 @@ namespace Godot // ReSharper disable once VirtualMemberNeverOverridden.Global /// <summary> /// Raises the signal with the given name, using the given arguments. - /// This method is used by Godot to raise signals from the engine side.\n" + /// This method is used by Redot to raise signals from the engine side.\n" /// Do not call or override this method. /// </summary> /// <param name="signal">Name of the signal to raise.</param> diff --git a/modules/mono/glue/runtime_interop.cpp b/modules/mono/glue/runtime_interop.cpp index 73c10eba83..d904629078 100644 --- a/modules/mono/glue/runtime_interop.cpp +++ b/modules/mono/glue/runtime_interop.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/glue/runtime_interop.h b/modules/mono/glue/runtime_interop.h index c1be4db7ab..048de0bf87 100644 --- a/modules/mono/glue/runtime_interop.h +++ b/modules/mono/glue/runtime_interop.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/godotsharp_defs.h b/modules/mono/godotsharp_defs.h index 08eeffc3db..8cddc333db 100644 --- a/modules/mono/godotsharp_defs.h +++ b/modules/mono/godotsharp_defs.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/godotsharp_dirs.cpp b/modules/mono/godotsharp_dirs.cpp index 039263b405..78fc9ba8eb 100644 --- a/modules/mono/godotsharp_dirs.cpp +++ b/modules/mono/godotsharp_dirs.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/godotsharp_dirs.h b/modules/mono/godotsharp_dirs.h index 82847f70dc..ad90438d73 100644 --- a/modules/mono/godotsharp_dirs.h +++ b/modules/mono/godotsharp_dirs.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/interop_types.h b/modules/mono/interop_types.h index 811c444140..9a3da2f253 100644 --- a/modules/mono/interop_types.h +++ b/modules/mono/interop_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/managed_callable.cpp b/modules/mono/managed_callable.cpp index 7c48110199..7f39cfd6df 100644 --- a/modules/mono/managed_callable.cpp +++ b/modules/mono/managed_callable.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/managed_callable.h b/modules/mono/managed_callable.h index 388c321d5d..83cd5f8c3d 100644 --- a/modules/mono/managed_callable.h +++ b/modules/mono/managed_callable.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/mono_gc_handle.cpp b/modules/mono/mono_gc_handle.cpp index efbcc335d4..a10e2df985 100644 --- a/modules/mono/mono_gc_handle.cpp +++ b/modules/mono/mono_gc_handle.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/mono_gc_handle.h b/modules/mono/mono_gc_handle.h index ff6c68727d..97d89d19ce 100644 --- a/modules/mono/mono_gc_handle.h +++ b/modules/mono/mono_gc_handle.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/mono_gd/gd_mono.cpp b/modules/mono/mono_gd/gd_mono.cpp index c81aa91fa5..36fc33cf88 100644 --- a/modules/mono/mono_gd/gd_mono.cpp +++ b/modules/mono/mono_gd/gd_mono.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -363,7 +365,7 @@ godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime if (load_assembly_and_get_function_pointer == nullptr) { // Show a message box to the user to make the problem explicit (and explain a potential crash). - OS::get_singleton()->alert(TTR("Unable to load .NET runtime, no compatible version was found.\nAttempting to create/edit a project will lead to a crash.\n\nPlease install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-us/download and restart Godot."), TTR("Failed to load .NET runtime")); + OS::get_singleton()->alert(TTR("Unable to load .NET runtime, no compatible version was found.\nAttempting to create/edit a project will lead to a crash.\n\nPlease install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-us/download and restart Redot."), TTR("Failed to load .NET runtime")); ERR_FAIL_V_MSG(nullptr, ".NET: Failed to load compatible .NET runtime"); } @@ -551,7 +553,7 @@ void GDMono::initialize() { #else // Show a message box to the user to make the problem explicit (and explain a potential crash). - OS::get_singleton()->alert(TTR("Unable to load .NET runtime, specifically hostfxr.\nAttempting to create/edit a project will lead to a crash.\n\nPlease install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-us/download and restart Godot."), TTR("Failed to load .NET runtime")); + OS::get_singleton()->alert(TTR("Unable to load .NET runtime, specifically hostfxr.\nAttempting to create/edit a project will lead to a crash.\n\nPlease install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-us/download and restart Redot."), TTR("Failed to load .NET runtime")); ERR_FAIL_MSG(".NET: Failed to load hostfxr"); #endif } diff --git a/modules/mono/mono_gd/gd_mono.h b/modules/mono/mono_gd/gd_mono.h index fae3421ac9..5c4714c489 100644 --- a/modules/mono/mono_gd/gd_mono.h +++ b/modules/mono/mono_gd/gd_mono.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/mono_gd/gd_mono_cache.cpp b/modules/mono/mono_gd/gd_mono_cache.cpp index 5292bcd1ea..43e76fc963 100644 --- a/modules/mono/mono_gd/gd_mono_cache.cpp +++ b/modules/mono/mono_gd/gd_mono_cache.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/mono_gd/gd_mono_cache.h b/modules/mono/mono_gd/gd_mono_cache.h index 7c24f28b3a..b8b2a2aafa 100644 --- a/modules/mono/mono_gd/gd_mono_cache.h +++ b/modules/mono/mono_gd/gd_mono_cache.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/register_types.cpp b/modules/mono/register_types.cpp index 4d5426d96f..f52d384a91 100644 --- a/modules/mono/register_types.cpp +++ b/modules/mono/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/register_types.h b/modules/mono/register_types.h index 8b194434bb..868d63fb9d 100644 --- a/modules/mono/register_types.h +++ b/modules/mono/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/signal_awaiter_utils.cpp b/modules/mono/signal_awaiter_utils.cpp index 34b94b9755..0468a012e1 100644 --- a/modules/mono/signal_awaiter_utils.cpp +++ b/modules/mono/signal_awaiter_utils.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/signal_awaiter_utils.h b/modules/mono/signal_awaiter_utils.h index ed1907afa0..b61ef76350 100644 --- a/modules/mono/signal_awaiter_utils.h +++ b/modules/mono/signal_awaiter_utils.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/utils/macos_utils.cpp b/modules/mono/utils/macos_utils.cpp index 8563c92dd8..82600ec570 100644 --- a/modules/mono/utils/macos_utils.cpp +++ b/modules/mono/utils/macos_utils.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/utils/macos_utils.h b/modules/mono/utils/macos_utils.h index dfe917db20..0197060f8a 100644 --- a/modules/mono/utils/macos_utils.h +++ b/modules/mono/utils/macos_utils.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/utils/macros.h b/modules/mono/utils/macros.h index 1e073ccb5e..9fe0268979 100644 --- a/modules/mono/utils/macros.h +++ b/modules/mono/utils/macros.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/utils/naming_utils.cpp b/modules/mono/utils/naming_utils.cpp index 62fbf815f8..6e95929e71 100644 --- a/modules/mono/utils/naming_utils.cpp +++ b/modules/mono/utils/naming_utils.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/utils/naming_utils.h b/modules/mono/utils/naming_utils.h index ac64a5c114..cd3e567f4f 100644 --- a/modules/mono/utils/naming_utils.h +++ b/modules/mono/utils/naming_utils.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/utils/path_utils.cpp b/modules/mono/utils/path_utils.cpp index ee17a668d7..d5ee9cafa9 100644 --- a/modules/mono/utils/path_utils.cpp +++ b/modules/mono/utils/path_utils.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/utils/path_utils.h b/modules/mono/utils/path_utils.h index fc043c3f15..cc9e287994 100644 --- a/modules/mono/utils/path_utils.h +++ b/modules/mono/utils/path_utils.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/utils/string_utils.cpp b/modules/mono/utils/string_utils.cpp index c732d066d9..b85505bfac 100644 --- a/modules/mono/utils/string_utils.cpp +++ b/modules/mono/utils/string_utils.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/mono/utils/string_utils.h b/modules/mono/utils/string_utils.h index c261aaa7f7..f5e367d4d5 100644 --- a/modules/mono/utils/string_utils.h +++ b/modules/mono/utils/string_utils.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/msdfgen/register_types.cpp b/modules/msdfgen/register_types.cpp index f918802018..49445f626f 100644 --- a/modules/msdfgen/register_types.cpp +++ b/modules/msdfgen/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/msdfgen/register_types.h b/modules/msdfgen/register_types.h index ff8d03555c..eec3df7e3c 100644 --- a/modules/msdfgen/register_types.h +++ b/modules/msdfgen/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/editor/editor_network_profiler.cpp b/modules/multiplayer/editor/editor_network_profiler.cpp index f5f20d6931..6327e379de 100644 --- a/modules/multiplayer/editor/editor_network_profiler.cpp +++ b/modules/multiplayer/editor/editor_network_profiler.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/editor/editor_network_profiler.h b/modules/multiplayer/editor/editor_network_profiler.h index 46931c9fc9..8ed7e2dbf3 100644 --- a/modules/multiplayer/editor/editor_network_profiler.h +++ b/modules/multiplayer/editor/editor_network_profiler.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/editor/multiplayer_editor_plugin.cpp b/modules/multiplayer/editor/multiplayer_editor_plugin.cpp index 817d503aec..c515d5ddc9 100644 --- a/modules/multiplayer/editor/multiplayer_editor_plugin.cpp +++ b/modules/multiplayer/editor/multiplayer_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/editor/multiplayer_editor_plugin.h b/modules/multiplayer/editor/multiplayer_editor_plugin.h index e8ade539a7..afa70d0ec5 100644 --- a/modules/multiplayer/editor/multiplayer_editor_plugin.h +++ b/modules/multiplayer/editor/multiplayer_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/editor/replication_editor.cpp b/modules/multiplayer/editor/replication_editor.cpp index 386feae4f9..18192afe2c 100644 --- a/modules/multiplayer/editor/replication_editor.cpp +++ b/modules/multiplayer/editor/replication_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/editor/replication_editor.h b/modules/multiplayer/editor/replication_editor.h index 017fa73967..074a25372f 100644 --- a/modules/multiplayer/editor/replication_editor.h +++ b/modules/multiplayer/editor/replication_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/multiplayer_debugger.cpp b/modules/multiplayer/multiplayer_debugger.cpp index c816bd3b6b..80a621b23e 100644 --- a/modules/multiplayer/multiplayer_debugger.cpp +++ b/modules/multiplayer/multiplayer_debugger.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/multiplayer_debugger.h b/modules/multiplayer/multiplayer_debugger.h index 96764ced06..88c0c89a8d 100644 --- a/modules/multiplayer/multiplayer_debugger.h +++ b/modules/multiplayer/multiplayer_debugger.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/multiplayer_spawner.cpp b/modules/multiplayer/multiplayer_spawner.cpp index 682d20022f..ec35b9f848 100644 --- a/modules/multiplayer/multiplayer_spawner.cpp +++ b/modules/multiplayer/multiplayer_spawner.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/multiplayer_spawner.h b/modules/multiplayer/multiplayer_spawner.h index 0e94b781ea..80b2e1d3f1 100644 --- a/modules/multiplayer/multiplayer_spawner.h +++ b/modules/multiplayer/multiplayer_spawner.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/multiplayer_synchronizer.cpp b/modules/multiplayer/multiplayer_synchronizer.cpp index 852975b8eb..60898ac5b5 100644 --- a/modules/multiplayer/multiplayer_synchronizer.cpp +++ b/modules/multiplayer/multiplayer_synchronizer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/multiplayer_synchronizer.h b/modules/multiplayer/multiplayer_synchronizer.h index 192d7a5920..7987526aed 100644 --- a/modules/multiplayer/multiplayer_synchronizer.h +++ b/modules/multiplayer/multiplayer_synchronizer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/register_types.cpp b/modules/multiplayer/register_types.cpp index fe29b4bdd8..3f661ec77f 100644 --- a/modules/multiplayer/register_types.cpp +++ b/modules/multiplayer/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/register_types.h b/modules/multiplayer/register_types.h index 0144b0cedd..0d099eaf69 100644 --- a/modules/multiplayer/register_types.h +++ b/modules/multiplayer/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/scene_cache_interface.cpp b/modules/multiplayer/scene_cache_interface.cpp index 99c8930e92..fe9925f9c4 100644 --- a/modules/multiplayer/scene_cache_interface.cpp +++ b/modules/multiplayer/scene_cache_interface.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/scene_cache_interface.h b/modules/multiplayer/scene_cache_interface.h index fbe618f4ad..cf7b11f2ab 100644 --- a/modules/multiplayer/scene_cache_interface.h +++ b/modules/multiplayer/scene_cache_interface.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/scene_multiplayer.cpp b/modules/multiplayer/scene_multiplayer.cpp index e245101eeb..1cc79e2b3b 100644 --- a/modules/multiplayer/scene_multiplayer.cpp +++ b/modules/multiplayer/scene_multiplayer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/scene_multiplayer.h b/modules/multiplayer/scene_multiplayer.h index 725cb9dbb6..ac72d190d3 100644 --- a/modules/multiplayer/scene_multiplayer.h +++ b/modules/multiplayer/scene_multiplayer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/scene_replication_config.cpp b/modules/multiplayer/scene_replication_config.cpp index ab92f7d90f..d0ca2fa3ab 100644 --- a/modules/multiplayer/scene_replication_config.cpp +++ b/modules/multiplayer/scene_replication_config.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/scene_replication_config.h b/modules/multiplayer/scene_replication_config.h index 969a23d788..11842af48f 100644 --- a/modules/multiplayer/scene_replication_config.h +++ b/modules/multiplayer/scene_replication_config.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/scene_replication_interface.cpp b/modules/multiplayer/scene_replication_interface.cpp index edc66c876c..1944b394e9 100644 --- a/modules/multiplayer/scene_replication_interface.cpp +++ b/modules/multiplayer/scene_replication_interface.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/scene_replication_interface.h b/modules/multiplayer/scene_replication_interface.h index cb582a2caf..004d00d54e 100644 --- a/modules/multiplayer/scene_replication_interface.h +++ b/modules/multiplayer/scene_replication_interface.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/scene_rpc_interface.cpp b/modules/multiplayer/scene_rpc_interface.cpp index 0938d7ef99..d0802098d2 100644 --- a/modules/multiplayer/scene_rpc_interface.cpp +++ b/modules/multiplayer/scene_rpc_interface.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/scene_rpc_interface.h b/modules/multiplayer/scene_rpc_interface.h index 852cef7830..a217500da2 100644 --- a/modules/multiplayer/scene_rpc_interface.h +++ b/modules/multiplayer/scene_rpc_interface.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/multiplayer/tests/test_scene_multiplayer.h b/modules/multiplayer/tests/test_scene_multiplayer.h index 5e526c9be6..b7d10c7623 100644 --- a/modules/multiplayer/tests/test_scene_multiplayer.h +++ b/modules/multiplayer/tests/test_scene_multiplayer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/2d/godot_navigation_server_2d.cpp b/modules/navigation/2d/godot_navigation_server_2d.cpp index 2af125d434..993cf9fe01 100644 --- a/modules/navigation/2d/godot_navigation_server_2d.cpp +++ b/modules/navigation/2d/godot_navigation_server_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/2d/godot_navigation_server_2d.h b/modules/navigation/2d/godot_navigation_server_2d.h index 1579ca2907..3f0e2fedff 100644 --- a/modules/navigation/2d/godot_navigation_server_2d.h +++ b/modules/navigation/2d/godot_navigation_server_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/2d/nav_mesh_generator_2d.cpp b/modules/navigation/2d/nav_mesh_generator_2d.cpp index 78983187c7..9024bbca4d 100644 --- a/modules/navigation/2d/nav_mesh_generator_2d.cpp +++ b/modules/navigation/2d/nav_mesh_generator_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/2d/nav_mesh_generator_2d.h b/modules/navigation/2d/nav_mesh_generator_2d.h index d5f9694242..374437caa4 100644 --- a/modules/navigation/2d/nav_mesh_generator_2d.h +++ b/modules/navigation/2d/nav_mesh_generator_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/3d/godot_navigation_server_3d.cpp b/modules/navigation/3d/godot_navigation_server_3d.cpp index 5dfc39f6f5..982cadd608 100644 --- a/modules/navigation/3d/godot_navigation_server_3d.cpp +++ b/modules/navigation/3d/godot_navigation_server_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/3d/godot_navigation_server_3d.h b/modules/navigation/3d/godot_navigation_server_3d.h index eae6ea2860..9b09235b35 100644 --- a/modules/navigation/3d/godot_navigation_server_3d.h +++ b/modules/navigation/3d/godot_navigation_server_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/3d/nav_mesh_generator_3d.cpp b/modules/navigation/3d/nav_mesh_generator_3d.cpp index e92a9d304b..027172ed2b 100644 --- a/modules/navigation/3d/nav_mesh_generator_3d.cpp +++ b/modules/navigation/3d/nav_mesh_generator_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/3d/nav_mesh_generator_3d.h b/modules/navigation/3d/nav_mesh_generator_3d.h index b46a1736e0..bbaeca51e2 100644 --- a/modules/navigation/3d/nav_mesh_generator_3d.h +++ b/modules/navigation/3d/nav_mesh_generator_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/3d/nav_mesh_queries_3d.cpp b/modules/navigation/3d/nav_mesh_queries_3d.cpp index 70207f86ce..01423f8b96 100644 --- a/modules/navigation/3d/nav_mesh_queries_3d.cpp +++ b/modules/navigation/3d/nav_mesh_queries_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/3d/nav_mesh_queries_3d.h b/modules/navigation/3d/nav_mesh_queries_3d.h index 109bb2f971..016b71c41a 100644 --- a/modules/navigation/3d/nav_mesh_queries_3d.h +++ b/modules/navigation/3d/nav_mesh_queries_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/3d/navigation_mesh_generator.cpp b/modules/navigation/3d/navigation_mesh_generator.cpp index 54df42e266..95d0a96cd2 100644 --- a/modules/navigation/3d/navigation_mesh_generator.cpp +++ b/modules/navigation/3d/navigation_mesh_generator.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/3d/navigation_mesh_generator.h b/modules/navigation/3d/navigation_mesh_generator.h index 08fe9f9142..ae49cd74b7 100644 --- a/modules/navigation/3d/navigation_mesh_generator.h +++ b/modules/navigation/3d/navigation_mesh_generator.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/editor/navigation_mesh_editor_plugin.cpp b/modules/navigation/editor/navigation_mesh_editor_plugin.cpp index 7f0cbc7b5e..ce0595e56d 100644 --- a/modules/navigation/editor/navigation_mesh_editor_plugin.cpp +++ b/modules/navigation/editor/navigation_mesh_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/editor/navigation_mesh_editor_plugin.h b/modules/navigation/editor/navigation_mesh_editor_plugin.h index f5a471d531..dcbfb50144 100644 --- a/modules/navigation/editor/navigation_mesh_editor_plugin.h +++ b/modules/navigation/editor/navigation_mesh_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/nav_agent.cpp b/modules/navigation/nav_agent.cpp index 2dbe57eb4a..b0a3664419 100644 --- a/modules/navigation/nav_agent.cpp +++ b/modules/navigation/nav_agent.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/nav_agent.h b/modules/navigation/nav_agent.h index 18997803f2..f5082f097a 100644 --- a/modules/navigation/nav_agent.h +++ b/modules/navigation/nav_agent.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/nav_base.h b/modules/navigation/nav_base.h index d2308abfaf..2a17957eb8 100644 --- a/modules/navigation/nav_base.h +++ b/modules/navigation/nav_base.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/nav_link.cpp b/modules/navigation/nav_link.cpp index c693cc91c8..e943656a35 100644 --- a/modules/navigation/nav_link.cpp +++ b/modules/navigation/nav_link.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/nav_link.h b/modules/navigation/nav_link.h index a7609831db..2d1995a51c 100644 --- a/modules/navigation/nav_link.h +++ b/modules/navigation/nav_link.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/nav_map.cpp b/modules/navigation/nav_map.cpp index 8df1db533d..1c163eff8f 100644 --- a/modules/navigation/nav_map.cpp +++ b/modules/navigation/nav_map.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/nav_map.h b/modules/navigation/nav_map.h index b9120c04d9..d18819bb5e 100644 --- a/modules/navigation/nav_map.h +++ b/modules/navigation/nav_map.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/nav_obstacle.cpp b/modules/navigation/nav_obstacle.cpp index 14dfd4eae3..1b5a02ce5c 100644 --- a/modules/navigation/nav_obstacle.cpp +++ b/modules/navigation/nav_obstacle.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/nav_obstacle.h b/modules/navigation/nav_obstacle.h index e231e83836..a8e7fb0e04 100644 --- a/modules/navigation/nav_obstacle.h +++ b/modules/navigation/nav_obstacle.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/nav_region.cpp b/modules/navigation/nav_region.cpp index 2c91b80af2..14e8331216 100644 --- a/modules/navigation/nav_region.cpp +++ b/modules/navigation/nav_region.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/nav_region.h b/modules/navigation/nav_region.h index c015802b92..7665e892aa 100644 --- a/modules/navigation/nav_region.h +++ b/modules/navigation/nav_region.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/nav_rid.h b/modules/navigation/nav_rid.h index 6229985a8d..e2ea5e8eee 100644 --- a/modules/navigation/nav_rid.h +++ b/modules/navigation/nav_rid.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/nav_utils.h b/modules/navigation/nav_utils.h index ba4c44b748..8833baaf61 100644 --- a/modules/navigation/nav_utils.h +++ b/modules/navigation/nav_utils.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/register_types.cpp b/modules/navigation/register_types.cpp index dbc9e53035..2919581832 100644 --- a/modules/navigation/register_types.cpp +++ b/modules/navigation/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/navigation/register_types.h b/modules/navigation/register_types.h index b07c3b9308..5fd885306d 100644 --- a/modules/navigation/register_types.h +++ b/modules/navigation/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/noise/editor/noise_editor_plugin.cpp b/modules/noise/editor/noise_editor_plugin.cpp index 200f31cca1..21d3edb0c0 100644 --- a/modules/noise/editor/noise_editor_plugin.cpp +++ b/modules/noise/editor/noise_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/noise/editor/noise_editor_plugin.h b/modules/noise/editor/noise_editor_plugin.h index aa94cf4d23..184e82a1e3 100644 --- a/modules/noise/editor/noise_editor_plugin.h +++ b/modules/noise/editor/noise_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/noise/fastnoise_lite.cpp b/modules/noise/fastnoise_lite.cpp index 1b0ef6506b..32555419bb 100644 --- a/modules/noise/fastnoise_lite.cpp +++ b/modules/noise/fastnoise_lite.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/noise/fastnoise_lite.h b/modules/noise/fastnoise_lite.h index 06a2b39abe..52a19e3485 100644 --- a/modules/noise/fastnoise_lite.h +++ b/modules/noise/fastnoise_lite.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/noise/noise.cpp b/modules/noise/noise.cpp index 9b9fd640f4..08420f0df8 100644 --- a/modules/noise/noise.cpp +++ b/modules/noise/noise.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/noise/noise.h b/modules/noise/noise.h index 6c49c12bc2..0c655c848a 100644 --- a/modules/noise/noise.h +++ b/modules/noise/noise.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/noise/noise_texture_2d.cpp b/modules/noise/noise_texture_2d.cpp index b55b1141e1..05c16bbdfb 100644 --- a/modules/noise/noise_texture_2d.cpp +++ b/modules/noise/noise_texture_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/noise/noise_texture_2d.h b/modules/noise/noise_texture_2d.h index f53670b690..17fd660468 100644 --- a/modules/noise/noise_texture_2d.h +++ b/modules/noise/noise_texture_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/noise/noise_texture_3d.cpp b/modules/noise/noise_texture_3d.cpp index e3cca8a09f..214eb58d91 100644 --- a/modules/noise/noise_texture_3d.cpp +++ b/modules/noise/noise_texture_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/noise/noise_texture_3d.h b/modules/noise/noise_texture_3d.h index d55b78a2ba..07e5072683 100644 --- a/modules/noise/noise_texture_3d.h +++ b/modules/noise/noise_texture_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/noise/register_types.cpp b/modules/noise/register_types.cpp index 363b7bdc31..610c3dcef9 100644 --- a/modules/noise/register_types.cpp +++ b/modules/noise/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/noise/register_types.h b/modules/noise/register_types.h index a6086e90e9..1f9f77e585 100644 --- a/modules/noise/register_types.h +++ b/modules/noise/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/noise/tests/test_fastnoise_lite.h b/modules/noise/tests/test_fastnoise_lite.h index 6e2e263e03..4d8727cf19 100644 --- a/modules/noise/tests/test_fastnoise_lite.h +++ b/modules/noise/tests/test_fastnoise_lite.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/noise/tests/test_noise_texture_2d.h b/modules/noise/tests/test_noise_texture_2d.h index 0d18d66e74..1bce7ce674 100644 --- a/modules/noise/tests/test_noise_texture_2d.h +++ b/modules/noise/tests/test_noise_texture_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/noise/tests/test_noise_texture_3d.h b/modules/noise/tests/test_noise_texture_3d.h index 434cd20a08..97256ab496 100644 --- a/modules/noise/tests/test_noise_texture_3d.h +++ b/modules/noise/tests/test_noise_texture_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/ogg/ogg_packet_sequence.cpp b/modules/ogg/ogg_packet_sequence.cpp index 1e6a9bbb6a..5a8b072068 100644 --- a/modules/ogg/ogg_packet_sequence.cpp +++ b/modules/ogg/ogg_packet_sequence.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/ogg/ogg_packet_sequence.h b/modules/ogg/ogg_packet_sequence.h index 922a16560c..29030758aa 100644 --- a/modules/ogg/ogg_packet_sequence.h +++ b/modules/ogg/ogg_packet_sequence.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/ogg/register_types.cpp b/modules/ogg/register_types.cpp index 218a253542..0c72b717e1 100644 --- a/modules/ogg/register_types.cpp +++ b/modules/ogg/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/ogg/register_types.h b/modules/ogg/register_types.h index a23b86c741..7a80bad720 100644 --- a/modules/ogg/register_types.h +++ b/modules/ogg/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/action_map/openxr_action.cpp b/modules/openxr/action_map/openxr_action.cpp index 8a6b7a8b62..9046d704f7 100644 --- a/modules/openxr/action_map/openxr_action.cpp +++ b/modules/openxr/action_map/openxr_action.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/action_map/openxr_action.h b/modules/openxr/action_map/openxr_action.h index 156a9833a7..a492be13ff 100644 --- a/modules/openxr/action_map/openxr_action.h +++ b/modules/openxr/action_map/openxr_action.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/action_map/openxr_action_map.cpp b/modules/openxr/action_map/openxr_action_map.cpp index f924386ecf..e752403b66 100644 --- a/modules/openxr/action_map/openxr_action_map.cpp +++ b/modules/openxr/action_map/openxr_action_map.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/action_map/openxr_action_map.h b/modules/openxr/action_map/openxr_action_map.h index 678b3d7fbc..21eb344ff7 100644 --- a/modules/openxr/action_map/openxr_action_map.h +++ b/modules/openxr/action_map/openxr_action_map.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/action_map/openxr_action_set.cpp b/modules/openxr/action_map/openxr_action_set.cpp index d583af2b2f..ea7cbf0bda 100644 --- a/modules/openxr/action_map/openxr_action_set.cpp +++ b/modules/openxr/action_map/openxr_action_set.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/action_map/openxr_action_set.h b/modules/openxr/action_map/openxr_action_set.h index c63d50bc19..2621af05dd 100644 --- a/modules/openxr/action_map/openxr_action_set.h +++ b/modules/openxr/action_map/openxr_action_set.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/action_map/openxr_interaction_profile.cpp b/modules/openxr/action_map/openxr_interaction_profile.cpp index 2aab55f6ec..bd057bd469 100644 --- a/modules/openxr/action_map/openxr_interaction_profile.cpp +++ b/modules/openxr/action_map/openxr_interaction_profile.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/action_map/openxr_interaction_profile.h b/modules/openxr/action_map/openxr_interaction_profile.h index 952f87a09d..ea366c3a0d 100644 --- a/modules/openxr/action_map/openxr_interaction_profile.h +++ b/modules/openxr/action_map/openxr_interaction_profile.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/action_map/openxr_interaction_profile_metadata.cpp b/modules/openxr/action_map/openxr_interaction_profile_metadata.cpp index 6315c95a03..3df6a7aaec 100644 --- a/modules/openxr/action_map/openxr_interaction_profile_metadata.cpp +++ b/modules/openxr/action_map/openxr_interaction_profile_metadata.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/action_map/openxr_interaction_profile_metadata.h b/modules/openxr/action_map/openxr_interaction_profile_metadata.h index 252e36f0f6..2441b397dc 100644 --- a/modules/openxr/action_map/openxr_interaction_profile_metadata.h +++ b/modules/openxr/action_map/openxr_interaction_profile_metadata.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/editor/openxr_action_editor.cpp b/modules/openxr/editor/openxr_action_editor.cpp index 63162ba3dc..9eb9472a88 100644 --- a/modules/openxr/editor/openxr_action_editor.cpp +++ b/modules/openxr/editor/openxr_action_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/editor/openxr_action_editor.h b/modules/openxr/editor/openxr_action_editor.h index 11d1fd657a..037beec29b 100644 --- a/modules/openxr/editor/openxr_action_editor.h +++ b/modules/openxr/editor/openxr_action_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/editor/openxr_action_map_editor.cpp b/modules/openxr/editor/openxr_action_map_editor.cpp index a353073f21..c5deae8d29 100644 --- a/modules/openxr/editor/openxr_action_map_editor.cpp +++ b/modules/openxr/editor/openxr_action_map_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/editor/openxr_action_map_editor.h b/modules/openxr/editor/openxr_action_map_editor.h index cfe5fed095..a9117ed838 100644 --- a/modules/openxr/editor/openxr_action_map_editor.h +++ b/modules/openxr/editor/openxr_action_map_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/editor/openxr_action_set_editor.cpp b/modules/openxr/editor/openxr_action_set_editor.cpp index 0c55592707..346cdadbd3 100644 --- a/modules/openxr/editor/openxr_action_set_editor.cpp +++ b/modules/openxr/editor/openxr_action_set_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/editor/openxr_action_set_editor.h b/modules/openxr/editor/openxr_action_set_editor.h index 3261f3a29e..52749c5158 100644 --- a/modules/openxr/editor/openxr_action_set_editor.h +++ b/modules/openxr/editor/openxr_action_set_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/editor/openxr_editor_plugin.cpp b/modules/openxr/editor/openxr_editor_plugin.cpp index f6b7f2dd0c..4d7ae22621 100644 --- a/modules/openxr/editor/openxr_editor_plugin.cpp +++ b/modules/openxr/editor/openxr_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/editor/openxr_editor_plugin.h b/modules/openxr/editor/openxr_editor_plugin.h index 672df0de28..5978d3c0f9 100644 --- a/modules/openxr/editor/openxr_editor_plugin.h +++ b/modules/openxr/editor/openxr_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/editor/openxr_interaction_profile_editor.cpp b/modules/openxr/editor/openxr_interaction_profile_editor.cpp index 09a9a990ed..f92e5feda8 100644 --- a/modules/openxr/editor/openxr_interaction_profile_editor.cpp +++ b/modules/openxr/editor/openxr_interaction_profile_editor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/editor/openxr_interaction_profile_editor.h b/modules/openxr/editor/openxr_interaction_profile_editor.h index 2ec72127cf..2e363d2987 100644 --- a/modules/openxr/editor/openxr_interaction_profile_editor.h +++ b/modules/openxr/editor/openxr_interaction_profile_editor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/editor/openxr_select_action_dialog.cpp b/modules/openxr/editor/openxr_select_action_dialog.cpp index 89dea09be4..706073b8f0 100644 --- a/modules/openxr/editor/openxr_select_action_dialog.cpp +++ b/modules/openxr/editor/openxr_select_action_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/editor/openxr_select_action_dialog.h b/modules/openxr/editor/openxr_select_action_dialog.h index cf7a7a1939..b580e786f7 100644 --- a/modules/openxr/editor/openxr_select_action_dialog.h +++ b/modules/openxr/editor/openxr_select_action_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/editor/openxr_select_interaction_profile_dialog.cpp b/modules/openxr/editor/openxr_select_interaction_profile_dialog.cpp index ee8940f30b..5e248b41f1 100644 --- a/modules/openxr/editor/openxr_select_interaction_profile_dialog.cpp +++ b/modules/openxr/editor/openxr_select_interaction_profile_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/editor/openxr_select_interaction_profile_dialog.h b/modules/openxr/editor/openxr_select_interaction_profile_dialog.h index d85e4cd4d6..4a3125fc07 100644 --- a/modules/openxr/editor/openxr_select_interaction_profile_dialog.h +++ b/modules/openxr/editor/openxr_select_interaction_profile_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/editor/openxr_select_runtime.cpp b/modules/openxr/editor/openxr_select_runtime.cpp index 4a2a87cb88..72ba1002e4 100644 --- a/modules/openxr/editor/openxr_select_runtime.cpp +++ b/modules/openxr/editor/openxr_select_runtime.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/editor/openxr_select_runtime.h b/modules/openxr/editor/openxr_select_runtime.h index 9a3487439c..1c9ec40886 100644 --- a/modules/openxr/editor/openxr_select_runtime.h +++ b/modules/openxr/editor/openxr_select_runtime.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_composition_layer_depth_extension.cpp b/modules/openxr/extensions/openxr_composition_layer_depth_extension.cpp index b3c94d44f0..d47392db10 100644 --- a/modules/openxr/extensions/openxr_composition_layer_depth_extension.cpp +++ b/modules/openxr/extensions/openxr_composition_layer_depth_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_composition_layer_depth_extension.h b/modules/openxr/extensions/openxr_composition_layer_depth_extension.h index 1fda8844af..4728813cd6 100644 --- a/modules/openxr/extensions/openxr_composition_layer_depth_extension.h +++ b/modules/openxr/extensions/openxr_composition_layer_depth_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_composition_layer_extension.cpp b/modules/openxr/extensions/openxr_composition_layer_extension.cpp index dc30b95b27..d57d9c60e9 100644 --- a/modules/openxr/extensions/openxr_composition_layer_extension.cpp +++ b/modules/openxr/extensions/openxr_composition_layer_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_composition_layer_extension.h b/modules/openxr/extensions/openxr_composition_layer_extension.h index bce34f098c..48a4ed227a 100644 --- a/modules/openxr/extensions/openxr_composition_layer_extension.h +++ b/modules/openxr/extensions/openxr_composition_layer_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_composition_layer_provider.h b/modules/openxr/extensions/openxr_composition_layer_provider.h index 44f90a0e0e..318a28879b 100644 --- a/modules/openxr/extensions/openxr_composition_layer_provider.h +++ b/modules/openxr/extensions/openxr_composition_layer_provider.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_debug_utils_extension.cpp b/modules/openxr/extensions/openxr_debug_utils_extension.cpp index 10dbe629f7..57c27ae93b 100644 --- a/modules/openxr/extensions/openxr_debug_utils_extension.cpp +++ b/modules/openxr/extensions/openxr_debug_utils_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -122,7 +124,7 @@ void OpenXRDebugUtilsExtension::on_instance_created(const XrInstance p_instance) ERR_PRINT("OpenXR: Failed to create debug callback [" + OpenXRAPI::get_singleton()->get_error_string(result) + "]"); } - set_object_name(XR_OBJECT_TYPE_INSTANCE, uint64_t(p_instance), "Main Godot OpenXR Instance"); + set_object_name(XR_OBJECT_TYPE_INSTANCE, uint64_t(p_instance), "Main Redot OpenXR Instance"); } } diff --git a/modules/openxr/extensions/openxr_debug_utils_extension.h b/modules/openxr/extensions/openxr_debug_utils_extension.h index 1ee4c2a101..d5183ed095 100644 --- a/modules/openxr/extensions/openxr_debug_utils_extension.h +++ b/modules/openxr/extensions/openxr_debug_utils_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_extension_wrapper.h b/modules/openxr/extensions/openxr_extension_wrapper.h index 95b537d1b4..b796d49926 100644 --- a/modules/openxr/extensions/openxr_extension_wrapper.h +++ b/modules/openxr/extensions/openxr_extension_wrapper.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_extension_wrapper_extension.cpp b/modules/openxr/extensions/openxr_extension_wrapper_extension.cpp index 07ca476421..ae7c4f5f4e 100644 --- a/modules/openxr/extensions/openxr_extension_wrapper_extension.cpp +++ b/modules/openxr/extensions/openxr_extension_wrapper_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_extension_wrapper_extension.h b/modules/openxr/extensions/openxr_extension_wrapper_extension.h index 5cdf288c93..6248344891 100644 --- a/modules/openxr/extensions/openxr_extension_wrapper_extension.h +++ b/modules/openxr/extensions/openxr_extension_wrapper_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_eye_gaze_interaction.cpp b/modules/openxr/extensions/openxr_eye_gaze_interaction.cpp index eea996edd9..2c38dbb18c 100644 --- a/modules/openxr/extensions/openxr_eye_gaze_interaction.cpp +++ b/modules/openxr/extensions/openxr_eye_gaze_interaction.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_eye_gaze_interaction.h b/modules/openxr/extensions/openxr_eye_gaze_interaction.h index 114c1aacc7..d13be45196 100644 --- a/modules/openxr/extensions/openxr_eye_gaze_interaction.h +++ b/modules/openxr/extensions/openxr_eye_gaze_interaction.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_fb_display_refresh_rate_extension.cpp b/modules/openxr/extensions/openxr_fb_display_refresh_rate_extension.cpp index 402389144a..5be34d3151 100644 --- a/modules/openxr/extensions/openxr_fb_display_refresh_rate_extension.cpp +++ b/modules/openxr/extensions/openxr_fb_display_refresh_rate_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_fb_display_refresh_rate_extension.h b/modules/openxr/extensions/openxr_fb_display_refresh_rate_extension.h index 1048d245a4..c7076eac02 100644 --- a/modules/openxr/extensions/openxr_fb_display_refresh_rate_extension.h +++ b/modules/openxr/extensions/openxr_fb_display_refresh_rate_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_fb_foveation_extension.cpp b/modules/openxr/extensions/openxr_fb_foveation_extension.cpp index 8ce808dd3c..8703c06bb9 100644 --- a/modules/openxr/extensions/openxr_fb_foveation_extension.cpp +++ b/modules/openxr/extensions/openxr_fb_foveation_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_fb_foveation_extension.h b/modules/openxr/extensions/openxr_fb_foveation_extension.h index 84bd7011b5..4baa5562f3 100644 --- a/modules/openxr/extensions/openxr_fb_foveation_extension.h +++ b/modules/openxr/extensions/openxr_fb_foveation_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_fb_update_swapchain_extension.cpp b/modules/openxr/extensions/openxr_fb_update_swapchain_extension.cpp index c3f692185b..fae3d37fbc 100644 --- a/modules/openxr/extensions/openxr_fb_update_swapchain_extension.cpp +++ b/modules/openxr/extensions/openxr_fb_update_swapchain_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_fb_update_swapchain_extension.h b/modules/openxr/extensions/openxr_fb_update_swapchain_extension.h index a02b550e58..7f966aaf0b 100644 --- a/modules/openxr/extensions/openxr_fb_update_swapchain_extension.h +++ b/modules/openxr/extensions/openxr_fb_update_swapchain_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_hand_interaction_extension.cpp b/modules/openxr/extensions/openxr_hand_interaction_extension.cpp index 65de4b23c4..4e131788c6 100644 --- a/modules/openxr/extensions/openxr_hand_interaction_extension.cpp +++ b/modules/openxr/extensions/openxr_hand_interaction_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_hand_interaction_extension.h b/modules/openxr/extensions/openxr_hand_interaction_extension.h index 789e300c0b..cda9bb8f00 100644 --- a/modules/openxr/extensions/openxr_hand_interaction_extension.h +++ b/modules/openxr/extensions/openxr_hand_interaction_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_hand_tracking_extension.cpp b/modules/openxr/extensions/openxr_hand_tracking_extension.cpp index ea64f077c5..4d372f7a8b 100644 --- a/modules/openxr/extensions/openxr_hand_tracking_extension.cpp +++ b/modules/openxr/extensions/openxr_hand_tracking_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_hand_tracking_extension.h b/modules/openxr/extensions/openxr_hand_tracking_extension.h index 2c34ff7f21..94cb879955 100644 --- a/modules/openxr/extensions/openxr_hand_tracking_extension.h +++ b/modules/openxr/extensions/openxr_hand_tracking_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_htc_controller_extension.cpp b/modules/openxr/extensions/openxr_htc_controller_extension.cpp index 416934fa47..328a4c79c5 100644 --- a/modules/openxr/extensions/openxr_htc_controller_extension.cpp +++ b/modules/openxr/extensions/openxr_htc_controller_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_htc_controller_extension.h b/modules/openxr/extensions/openxr_htc_controller_extension.h index 6f2b2ceec3..45c5e5b17a 100644 --- a/modules/openxr/extensions/openxr_htc_controller_extension.h +++ b/modules/openxr/extensions/openxr_htc_controller_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_htc_vive_tracker_extension.cpp b/modules/openxr/extensions/openxr_htc_vive_tracker_extension.cpp index b2ddf71f5e..1e51ed4cd0 100644 --- a/modules/openxr/extensions/openxr_htc_vive_tracker_extension.cpp +++ b/modules/openxr/extensions/openxr_htc_vive_tracker_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_htc_vive_tracker_extension.h b/modules/openxr/extensions/openxr_htc_vive_tracker_extension.h index e9c3d338ab..66e9a17833 100644 --- a/modules/openxr/extensions/openxr_htc_vive_tracker_extension.h +++ b/modules/openxr/extensions/openxr_htc_vive_tracker_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_huawei_controller_extension.cpp b/modules/openxr/extensions/openxr_huawei_controller_extension.cpp index baa6d6ded8..f3016878eb 100644 --- a/modules/openxr/extensions/openxr_huawei_controller_extension.cpp +++ b/modules/openxr/extensions/openxr_huawei_controller_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_huawei_controller_extension.h b/modules/openxr/extensions/openxr_huawei_controller_extension.h index d4847fb0fd..64967cf047 100644 --- a/modules/openxr/extensions/openxr_huawei_controller_extension.h +++ b/modules/openxr/extensions/openxr_huawei_controller_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_local_floor_extension.cpp b/modules/openxr/extensions/openxr_local_floor_extension.cpp index 8e06dd8ed5..47791b95a6 100644 --- a/modules/openxr/extensions/openxr_local_floor_extension.cpp +++ b/modules/openxr/extensions/openxr_local_floor_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_local_floor_extension.h b/modules/openxr/extensions/openxr_local_floor_extension.h index dff97d9954..a110368885 100644 --- a/modules/openxr/extensions/openxr_local_floor_extension.h +++ b/modules/openxr/extensions/openxr_local_floor_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_meta_controller_extension.cpp b/modules/openxr/extensions/openxr_meta_controller_extension.cpp index 72dc74bf64..1bc1f7995e 100644 --- a/modules/openxr/extensions/openxr_meta_controller_extension.cpp +++ b/modules/openxr/extensions/openxr_meta_controller_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_meta_controller_extension.h b/modules/openxr/extensions/openxr_meta_controller_extension.h index 7a60d2a0b9..b404802f42 100644 --- a/modules/openxr/extensions/openxr_meta_controller_extension.h +++ b/modules/openxr/extensions/openxr_meta_controller_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_ml2_controller_extension.cpp b/modules/openxr/extensions/openxr_ml2_controller_extension.cpp index 979ac22d08..18d7bd8480 100644 --- a/modules/openxr/extensions/openxr_ml2_controller_extension.cpp +++ b/modules/openxr/extensions/openxr_ml2_controller_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_ml2_controller_extension.h b/modules/openxr/extensions/openxr_ml2_controller_extension.h index 216cd55a2f..25ff2e8275 100644 --- a/modules/openxr/extensions/openxr_ml2_controller_extension.h +++ b/modules/openxr/extensions/openxr_ml2_controller_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_mxink_extension.cpp b/modules/openxr/extensions/openxr_mxink_extension.cpp index fe48583c27..728f84418a 100644 --- a/modules/openxr/extensions/openxr_mxink_extension.cpp +++ b/modules/openxr/extensions/openxr_mxink_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_mxink_extension.h b/modules/openxr/extensions/openxr_mxink_extension.h index fe0cf866aa..9db83abf4b 100644 --- a/modules/openxr/extensions/openxr_mxink_extension.h +++ b/modules/openxr/extensions/openxr_mxink_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_palm_pose_extension.cpp b/modules/openxr/extensions/openxr_palm_pose_extension.cpp index 07446c8def..64d899c924 100644 --- a/modules/openxr/extensions/openxr_palm_pose_extension.cpp +++ b/modules/openxr/extensions/openxr_palm_pose_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_palm_pose_extension.h b/modules/openxr/extensions/openxr_palm_pose_extension.h index 975b8b5d0c..41f5d1744b 100644 --- a/modules/openxr/extensions/openxr_palm_pose_extension.h +++ b/modules/openxr/extensions/openxr_palm_pose_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_pico_controller_extension.cpp b/modules/openxr/extensions/openxr_pico_controller_extension.cpp index f2901d49f7..41758c5a53 100644 --- a/modules/openxr/extensions/openxr_pico_controller_extension.cpp +++ b/modules/openxr/extensions/openxr_pico_controller_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_pico_controller_extension.h b/modules/openxr/extensions/openxr_pico_controller_extension.h index a2a1e2f3d3..d0b870265a 100644 --- a/modules/openxr/extensions/openxr_pico_controller_extension.h +++ b/modules/openxr/extensions/openxr_pico_controller_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_visibility_mask_extension.cpp b/modules/openxr/extensions/openxr_visibility_mask_extension.cpp index 3e193d7d50..aa652e2977 100644 --- a/modules/openxr/extensions/openxr_visibility_mask_extension.cpp +++ b/modules/openxr/extensions/openxr_visibility_mask_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_visibility_mask_extension.h b/modules/openxr/extensions/openxr_visibility_mask_extension.h index ee80dd02ff..136a044179 100644 --- a/modules/openxr/extensions/openxr_visibility_mask_extension.h +++ b/modules/openxr/extensions/openxr_visibility_mask_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_wmr_controller_extension.cpp b/modules/openxr/extensions/openxr_wmr_controller_extension.cpp index 3437320452..f81a6e14cb 100644 --- a/modules/openxr/extensions/openxr_wmr_controller_extension.cpp +++ b/modules/openxr/extensions/openxr_wmr_controller_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/openxr_wmr_controller_extension.h b/modules/openxr/extensions/openxr_wmr_controller_extension.h index c8b50f1bbf..3e272c9486 100644 --- a/modules/openxr/extensions/openxr_wmr_controller_extension.h +++ b/modules/openxr/extensions/openxr_wmr_controller_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/platform/openxr_android_extension.cpp b/modules/openxr/extensions/platform/openxr_android_extension.cpp index 04404923ef..99ff6f8a53 100644 --- a/modules/openxr/extensions/platform/openxr_android_extension.cpp +++ b/modules/openxr/extensions/platform/openxr_android_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/platform/openxr_android_extension.h b/modules/openxr/extensions/platform/openxr_android_extension.h index 61f4b02ab6..3dc95e301e 100644 --- a/modules/openxr/extensions/platform/openxr_android_extension.h +++ b/modules/openxr/extensions/platform/openxr_android_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/platform/openxr_opengl_extension.cpp b/modules/openxr/extensions/platform/openxr_opengl_extension.cpp index 07e26298bf..9d08d864ed 100644 --- a/modules/openxr/extensions/platform/openxr_opengl_extension.cpp +++ b/modules/openxr/extensions/platform/openxr_opengl_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/platform/openxr_opengl_extension.h b/modules/openxr/extensions/platform/openxr_opengl_extension.h index beb68e47e3..de6c2ba292 100644 --- a/modules/openxr/extensions/platform/openxr_opengl_extension.h +++ b/modules/openxr/extensions/platform/openxr_opengl_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/platform/openxr_vulkan_extension.cpp b/modules/openxr/extensions/platform/openxr_vulkan_extension.cpp index da613f8435..ffd6841be9 100644 --- a/modules/openxr/extensions/platform/openxr_vulkan_extension.cpp +++ b/modules/openxr/extensions/platform/openxr_vulkan_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/extensions/platform/openxr_vulkan_extension.h b/modules/openxr/extensions/platform/openxr_vulkan_extension.h index a3f86a9968..4e7686d478 100644 --- a/modules/openxr/extensions/platform/openxr_vulkan_extension.h +++ b/modules/openxr/extensions/platform/openxr_vulkan_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/openxr_api.cpp b/modules/openxr/openxr_api.cpp index c67be5a2b3..c69532fded 100644 --- a/modules/openxr/openxr_api.cpp +++ b/modules/openxr/openxr_api.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -558,9 +560,9 @@ bool OpenXRAPI::create_instance() { // Create our OpenXR instance XrApplicationInfo application_info{ - "Godot Engine", // applicationName, if we're running a game we'll update this down below. + "Redot Engine", // applicationName, if we're running a game we'll update this down below. 1, // applicationVersion, we don't currently have this - "Godot Engine", // engineName + "Redot Engine", // engineName VERSION_MAJOR * 10000 + VERSION_MINOR * 100 + VERSION_PATCH, // engineVersion 4.0 -> 40000, 4.0.1 -> 40001, 4.1 -> 40100, etc. XR_API_VERSION_1_0 // apiVersion }; @@ -867,9 +869,9 @@ bool OpenXRAPI::create_session() { return false; } - set_object_name(XR_OBJECT_TYPE_SESSION, uint64_t(session), "Main Godot OpenXR Session"); + set_object_name(XR_OBJECT_TYPE_SESSION, uint64_t(session), "Main Redot OpenXR Session"); - begin_debug_label_region("Godot session active"); + begin_debug_label_region("Redot session active"); for (OpenXRExtensionWrapper *wrapper : registered_extension_wrappers) { wrapper->on_session_created(session); diff --git a/modules/openxr/openxr_api.h b/modules/openxr/openxr_api.h index 0d1e4eb414..1c23d1c03c 100644 --- a/modules/openxr/openxr_api.h +++ b/modules/openxr/openxr_api.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/openxr_api_extension.cpp b/modules/openxr/openxr_api_extension.cpp index f3bc178d3a..b05a5f1378 100644 --- a/modules/openxr/openxr_api_extension.cpp +++ b/modules/openxr/openxr_api_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/openxr_api_extension.h b/modules/openxr/openxr_api_extension.h index 1b88b418f6..11460e47fc 100644 --- a/modules/openxr/openxr_api_extension.h +++ b/modules/openxr/openxr_api_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/openxr_interface.cpp b/modules/openxr/openxr_interface.cpp index 500a58acc3..53d3ef18b7 100644 --- a/modules/openxr/openxr_interface.cpp +++ b/modules/openxr/openxr_interface.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/openxr_interface.h b/modules/openxr/openxr_interface.h index f0ee0dc3c4..7601f09cea 100644 --- a/modules/openxr/openxr_interface.h +++ b/modules/openxr/openxr_interface.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/openxr_platform_inc.h b/modules/openxr/openxr_platform_inc.h index 09bc0c89a2..93c8f6fb18 100644 --- a/modules/openxr/openxr_platform_inc.h +++ b/modules/openxr/openxr_platform_inc.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/openxr_util.cpp b/modules/openxr/openxr_util.cpp index 1d44233337..00dfcb9be4 100644 --- a/modules/openxr/openxr_util.cpp +++ b/modules/openxr/openxr_util.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/openxr_util.h b/modules/openxr/openxr_util.h index 3f36ab9fca..8bd1ebacbc 100644 --- a/modules/openxr/openxr_util.h +++ b/modules/openxr/openxr_util.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/register_types.cpp b/modules/openxr/register_types.cpp index f3fda2517c..e791f8c17e 100644 --- a/modules/openxr/register_types.cpp +++ b/modules/openxr/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/register_types.h b/modules/openxr/register_types.h index f783905149..e822174a7c 100644 --- a/modules/openxr/register_types.h +++ b/modules/openxr/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/scene/openxr_composition_layer.cpp b/modules/openxr/scene/openxr_composition_layer.cpp index bc429e4632..d0bf88a7b1 100644 --- a/modules/openxr/scene/openxr_composition_layer.cpp +++ b/modules/openxr/scene/openxr_composition_layer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/scene/openxr_composition_layer.h b/modules/openxr/scene/openxr_composition_layer.h index 26b40236d2..077460a9b5 100644 --- a/modules/openxr/scene/openxr_composition_layer.h +++ b/modules/openxr/scene/openxr_composition_layer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/scene/openxr_composition_layer_cylinder.cpp b/modules/openxr/scene/openxr_composition_layer_cylinder.cpp index 727586467a..0143d6dfea 100644 --- a/modules/openxr/scene/openxr_composition_layer_cylinder.cpp +++ b/modules/openxr/scene/openxr_composition_layer_cylinder.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/scene/openxr_composition_layer_cylinder.h b/modules/openxr/scene/openxr_composition_layer_cylinder.h index a701575972..96a666f4a1 100644 --- a/modules/openxr/scene/openxr_composition_layer_cylinder.h +++ b/modules/openxr/scene/openxr_composition_layer_cylinder.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/scene/openxr_composition_layer_equirect.cpp b/modules/openxr/scene/openxr_composition_layer_equirect.cpp index 2fce26c965..e10fbf9bc4 100644 --- a/modules/openxr/scene/openxr_composition_layer_equirect.cpp +++ b/modules/openxr/scene/openxr_composition_layer_equirect.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/scene/openxr_composition_layer_equirect.h b/modules/openxr/scene/openxr_composition_layer_equirect.h index 45a65fe5aa..da420e825b 100644 --- a/modules/openxr/scene/openxr_composition_layer_equirect.h +++ b/modules/openxr/scene/openxr_composition_layer_equirect.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/scene/openxr_composition_layer_quad.cpp b/modules/openxr/scene/openxr_composition_layer_quad.cpp index 4a00fd371e..8f8cb93b3c 100644 --- a/modules/openxr/scene/openxr_composition_layer_quad.cpp +++ b/modules/openxr/scene/openxr_composition_layer_quad.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/scene/openxr_composition_layer_quad.h b/modules/openxr/scene/openxr_composition_layer_quad.h index a4ccfc6d8e..6dab19a284 100644 --- a/modules/openxr/scene/openxr_composition_layer_quad.h +++ b/modules/openxr/scene/openxr_composition_layer_quad.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/scene/openxr_hand.cpp b/modules/openxr/scene/openxr_hand.cpp index 2a4104f6ee..79b6a2679d 100644 --- a/modules/openxr/scene/openxr_hand.cpp +++ b/modules/openxr/scene/openxr_hand.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/scene/openxr_hand.h b/modules/openxr/scene/openxr_hand.h index 4c77e7277c..2a6062884e 100644 --- a/modules/openxr/scene/openxr_hand.h +++ b/modules/openxr/scene/openxr_hand.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/scene/openxr_visibility_mask.cpp b/modules/openxr/scene/openxr_visibility_mask.cpp index 7214fac327..9c2671bbb5 100644 --- a/modules/openxr/scene/openxr_visibility_mask.cpp +++ b/modules/openxr/scene/openxr_visibility_mask.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/scene/openxr_visibility_mask.h b/modules/openxr/scene/openxr_visibility_mask.h index 0acb30fc0a..ce25479a80 100644 --- a/modules/openxr/scene/openxr_visibility_mask.h +++ b/modules/openxr/scene/openxr_visibility_mask.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/openxr/util.h b/modules/openxr/util.h index 4c611d6f4a..6b44a1d134 100644 --- a/modules/openxr/util.h +++ b/modules/openxr/util.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/raycast/lightmap_raycaster_embree.cpp b/modules/raycast/lightmap_raycaster_embree.cpp index 84d9e19a3f..8848e4e9d9 100644 --- a/modules/raycast/lightmap_raycaster_embree.cpp +++ b/modules/raycast/lightmap_raycaster_embree.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/raycast/lightmap_raycaster_embree.h b/modules/raycast/lightmap_raycaster_embree.h index 2b4530a368..5cf50f0292 100644 --- a/modules/raycast/lightmap_raycaster_embree.h +++ b/modules/raycast/lightmap_raycaster_embree.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/raycast/raycast_occlusion_cull.cpp b/modules/raycast/raycast_occlusion_cull.cpp index 54dc040583..c0f780672a 100644 --- a/modules/raycast/raycast_occlusion_cull.cpp +++ b/modules/raycast/raycast_occlusion_cull.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/raycast/raycast_occlusion_cull.h b/modules/raycast/raycast_occlusion_cull.h index 335a685672..8a7a67868a 100644 --- a/modules/raycast/raycast_occlusion_cull.h +++ b/modules/raycast/raycast_occlusion_cull.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/raycast/register_types.cpp b/modules/raycast/register_types.cpp index dc7bb0c9dd..62f2c1d0cc 100644 --- a/modules/raycast/register_types.cpp +++ b/modules/raycast/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/raycast/register_types.h b/modules/raycast/register_types.h index 33181e6d42..8dcdb299c7 100644 --- a/modules/raycast/register_types.h +++ b/modules/raycast/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/raycast/static_raycaster_embree.cpp b/modules/raycast/static_raycaster_embree.cpp index a6ad340397..9c8d67a093 100644 --- a/modules/raycast/static_raycaster_embree.cpp +++ b/modules/raycast/static_raycaster_embree.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/raycast/static_raycaster_embree.h b/modules/raycast/static_raycaster_embree.h index 3ffab32bad..ab2d88b5e8 100644 --- a/modules/raycast/static_raycaster_embree.h +++ b/modules/raycast/static_raycaster_embree.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/regex/regex.compat.inc b/modules/regex/regex.compat.inc index 0c380655a4..539690b67c 100644 --- a/modules/regex/regex.compat.inc +++ b/modules/regex/regex.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/regex/regex.cpp b/modules/regex/regex.cpp index 9c366408a0..e833fb67aa 100644 --- a/modules/regex/regex.cpp +++ b/modules/regex/regex.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/regex/regex.h b/modules/regex/regex.h index cb8b0459ad..fa18dcd39c 100644 --- a/modules/regex/regex.h +++ b/modules/regex/regex.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/regex/register_types.cpp b/modules/regex/register_types.cpp index 9e3a296ce3..a0b642896e 100644 --- a/modules/regex/register_types.cpp +++ b/modules/regex/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/regex/register_types.h b/modules/regex/register_types.h index f05c35b1ec..c0f3cff340 100644 --- a/modules/regex/register_types.h +++ b/modules/regex/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/regex/tests/test_regex.h b/modules/regex/tests/test_regex.h index 7e8e456341..7ccfdc848e 100644 --- a/modules/regex/tests/test_regex.h +++ b/modules/regex/tests/test_regex.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/register_module_types.h b/modules/register_module_types.h index 61cda428cf..6ef3cd9a59 100644 --- a/modules/register_module_types.h +++ b/modules/register_module_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/svg/image_loader_svg.cpp b/modules/svg/image_loader_svg.cpp index b9d493b844..45e6fb5f03 100644 --- a/modules/svg/image_loader_svg.cpp +++ b/modules/svg/image_loader_svg.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/svg/image_loader_svg.h b/modules/svg/image_loader_svg.h index 90e9458c37..f168c047dd 100644 --- a/modules/svg/image_loader_svg.h +++ b/modules/svg/image_loader_svg.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/svg/register_types.cpp b/modules/svg/register_types.cpp index 82d816d833..7f27b02dc3 100644 --- a/modules/svg/register_types.cpp +++ b/modules/svg/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/svg/register_types.h b/modules/svg/register_types.h index 8458eadcdd..33870b575e 100644 --- a/modules/svg/register_types.h +++ b/modules/svg/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_adv/icu_data/icudata_stub.cpp b/modules/text_server_adv/icu_data/icudata_stub.cpp index 86448b95bc..e0cf65e5e2 100644 --- a/modules/text_server_adv/icu_data/icudata_stub.cpp +++ b/modules/text_server_adv/icu_data/icudata_stub.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_adv/register_types.cpp b/modules/text_server_adv/register_types.cpp index ba67fef70f..84673705a3 100644 --- a/modules/text_server_adv/register_types.cpp +++ b/modules/text_server_adv/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_adv/register_types.h b/modules/text_server_adv/register_types.h index 477e030e03..662a600c9b 100644 --- a/modules/text_server_adv/register_types.h +++ b/modules/text_server_adv/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_adv/script_iterator.cpp b/modules/text_server_adv/script_iterator.cpp index fbe6373538..065aa21d9c 100644 --- a/modules/text_server_adv/script_iterator.cpp +++ b/modules/text_server_adv/script_iterator.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_adv/script_iterator.h b/modules/text_server_adv/script_iterator.h index f7876d6cbc..a1b0c7bd14 100644 --- a/modules/text_server_adv/script_iterator.h +++ b/modules/text_server_adv/script_iterator.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_adv/text_server_adv.cpp b/modules/text_server_adv/text_server_adv.cpp index 1c6e62650a..8c2545c487 100644 --- a/modules/text_server_adv/text_server_adv.cpp +++ b/modules/text_server_adv/text_server_adv.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_adv/text_server_adv.h b/modules/text_server_adv/text_server_adv.h index 9c8d75b358..2164ac9daa 100644 --- a/modules/text_server_adv/text_server_adv.h +++ b/modules/text_server_adv/text_server_adv.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_adv/thorvg_bounds_iterator.cpp b/modules/text_server_adv/thorvg_bounds_iterator.cpp index d273eef97f..29e6f95bcf 100644 --- a/modules/text_server_adv/thorvg_bounds_iterator.cpp +++ b/modules/text_server_adv/thorvg_bounds_iterator.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_adv/thorvg_bounds_iterator.h b/modules/text_server_adv/thorvg_bounds_iterator.h index afa2c13764..fbdd5427cd 100644 --- a/modules/text_server_adv/thorvg_bounds_iterator.h +++ b/modules/text_server_adv/thorvg_bounds_iterator.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_adv/thorvg_svg_in_ot.cpp b/modules/text_server_adv/thorvg_svg_in_ot.cpp index 136ccf3aaf..22bd908f0a 100644 --- a/modules/text_server_adv/thorvg_svg_in_ot.cpp +++ b/modules/text_server_adv/thorvg_svg_in_ot.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_adv/thorvg_svg_in_ot.h b/modules/text_server_adv/thorvg_svg_in_ot.h index ce048674fd..d356c6c896 100644 --- a/modules/text_server_adv/thorvg_svg_in_ot.h +++ b/modules/text_server_adv/thorvg_svg_in_ot.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_fb/register_types.cpp b/modules/text_server_fb/register_types.cpp index 3dd359f0ce..6424ab52fe 100644 --- a/modules/text_server_fb/register_types.cpp +++ b/modules/text_server_fb/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_fb/register_types.h b/modules/text_server_fb/register_types.h index 0933ea83c5..3b77ca8475 100644 --- a/modules/text_server_fb/register_types.h +++ b/modules/text_server_fb/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_fb/text_server_fb.cpp b/modules/text_server_fb/text_server_fb.cpp index ce95622f09..c342f67a2a 100644 --- a/modules/text_server_fb/text_server_fb.cpp +++ b/modules/text_server_fb/text_server_fb.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_fb/text_server_fb.h b/modules/text_server_fb/text_server_fb.h index 56626c1f6c..da9fc54d32 100644 --- a/modules/text_server_fb/text_server_fb.h +++ b/modules/text_server_fb/text_server_fb.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_fb/thorvg_bounds_iterator.cpp b/modules/text_server_fb/thorvg_bounds_iterator.cpp index d273eef97f..29e6f95bcf 100644 --- a/modules/text_server_fb/thorvg_bounds_iterator.cpp +++ b/modules/text_server_fb/thorvg_bounds_iterator.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_fb/thorvg_bounds_iterator.h b/modules/text_server_fb/thorvg_bounds_iterator.h index afa2c13764..fbdd5427cd 100644 --- a/modules/text_server_fb/thorvg_bounds_iterator.h +++ b/modules/text_server_fb/thorvg_bounds_iterator.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_fb/thorvg_svg_in_ot.cpp b/modules/text_server_fb/thorvg_svg_in_ot.cpp index 1ad33a88d4..1a233185b5 100644 --- a/modules/text_server_fb/thorvg_svg_in_ot.cpp +++ b/modules/text_server_fb/thorvg_svg_in_ot.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/text_server_fb/thorvg_svg_in_ot.h b/modules/text_server_fb/thorvg_svg_in_ot.h index ce048674fd..d356c6c896 100644 --- a/modules/text_server_fb/thorvg_svg_in_ot.h +++ b/modules/text_server_fb/thorvg_svg_in_ot.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/tga/image_loader_tga.cpp b/modules/tga/image_loader_tga.cpp index b205dbbbf2..0785302f73 100644 --- a/modules/tga/image_loader_tga.cpp +++ b/modules/tga/image_loader_tga.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/tga/image_loader_tga.h b/modules/tga/image_loader_tga.h index cde0c3003b..d8c69b38a4 100644 --- a/modules/tga/image_loader_tga.h +++ b/modules/tga/image_loader_tga.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/tga/register_types.cpp b/modules/tga/register_types.cpp index 4172801357..3a276b76f8 100644 --- a/modules/tga/register_types.cpp +++ b/modules/tga/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/tga/register_types.h b/modules/tga/register_types.h index 4aa13320bf..e9f4499db5 100644 --- a/modules/tga/register_types.h +++ b/modules/tga/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/theora/register_types.cpp b/modules/theora/register_types.cpp index 0be2982e38..0fe85661ed 100644 --- a/modules/theora/register_types.cpp +++ b/modules/theora/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/theora/register_types.h b/modules/theora/register_types.h index 93addcbf04..544d3a526e 100644 --- a/modules/theora/register_types.h +++ b/modules/theora/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/theora/video_stream_theora.cpp b/modules/theora/video_stream_theora.cpp index 2725a61a82..fd866299dc 100644 --- a/modules/theora/video_stream_theora.cpp +++ b/modules/theora/video_stream_theora.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/theora/video_stream_theora.h b/modules/theora/video_stream_theora.h index 1e7fd088cc..13cae7da66 100644 --- a/modules/theora/video_stream_theora.h +++ b/modules/theora/video_stream_theora.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/tinyexr/image_loader_tinyexr.cpp b/modules/tinyexr/image_loader_tinyexr.cpp index 8720ca56f6..8252fcd4c9 100644 --- a/modules/tinyexr/image_loader_tinyexr.cpp +++ b/modules/tinyexr/image_loader_tinyexr.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/tinyexr/image_loader_tinyexr.h b/modules/tinyexr/image_loader_tinyexr.h index 0b0f2f7479..182d4543ee 100644 --- a/modules/tinyexr/image_loader_tinyexr.h +++ b/modules/tinyexr/image_loader_tinyexr.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/tinyexr/image_saver_tinyexr.cpp b/modules/tinyexr/image_saver_tinyexr.cpp index b0a977f647..010b2b50f0 100644 --- a/modules/tinyexr/image_saver_tinyexr.cpp +++ b/modules/tinyexr/image_saver_tinyexr.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/tinyexr/image_saver_tinyexr.h b/modules/tinyexr/image_saver_tinyexr.h index 014c2f2e19..23a07860c7 100644 --- a/modules/tinyexr/image_saver_tinyexr.h +++ b/modules/tinyexr/image_saver_tinyexr.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/tinyexr/register_types.cpp b/modules/tinyexr/register_types.cpp index 13a9295f8d..3b6009182c 100644 --- a/modules/tinyexr/register_types.cpp +++ b/modules/tinyexr/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/tinyexr/register_types.h b/modules/tinyexr/register_types.h index 7873c5b238..83b515d3a7 100644 --- a/modules/tinyexr/register_types.h +++ b/modules/tinyexr/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/upnp/register_types.cpp b/modules/upnp/register_types.cpp index f6a34837a2..e5d64f8247 100644 --- a/modules/upnp/register_types.cpp +++ b/modules/upnp/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/upnp/register_types.h b/modules/upnp/register_types.h index 4e64d9392c..bf36f914bf 100644 --- a/modules/upnp/register_types.h +++ b/modules/upnp/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/upnp/upnp.cpp b/modules/upnp/upnp.cpp index 4305bf842a..b65ccacde5 100644 --- a/modules/upnp/upnp.cpp +++ b/modules/upnp/upnp.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/upnp/upnp.h b/modules/upnp/upnp.h index dc9bbdbc22..4d67f0641c 100644 --- a/modules/upnp/upnp.h +++ b/modules/upnp/upnp.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/upnp/upnp_device.cpp b/modules/upnp/upnp_device.cpp index 11ee3681af..e32a8b172a 100644 --- a/modules/upnp/upnp_device.cpp +++ b/modules/upnp/upnp_device.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/upnp/upnp_device.h b/modules/upnp/upnp_device.h index a49e574890..6ac6521d88 100644 --- a/modules/upnp/upnp_device.h +++ b/modules/upnp/upnp_device.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/vhacd/register_types.cpp b/modules/vhacd/register_types.cpp index d0b35ef0d6..51fcd697f2 100644 --- a/modules/vhacd/register_types.cpp +++ b/modules/vhacd/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/vhacd/register_types.h b/modules/vhacd/register_types.h index 786dc1cf53..5e9618cbbe 100644 --- a/modules/vhacd/register_types.h +++ b/modules/vhacd/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/vorbis/audio_stream_ogg_vorbis.cpp b/modules/vorbis/audio_stream_ogg_vorbis.cpp index c89534a60c..35a914275e 100644 --- a/modules/vorbis/audio_stream_ogg_vorbis.cpp +++ b/modules/vorbis/audio_stream_ogg_vorbis.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/vorbis/audio_stream_ogg_vorbis.h b/modules/vorbis/audio_stream_ogg_vorbis.h index 6293951f8d..d2561d01e4 100644 --- a/modules/vorbis/audio_stream_ogg_vorbis.h +++ b/modules/vorbis/audio_stream_ogg_vorbis.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/vorbis/register_types.cpp b/modules/vorbis/register_types.cpp index def34220ea..4f02d4e66e 100644 --- a/modules/vorbis/register_types.cpp +++ b/modules/vorbis/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/vorbis/register_types.h b/modules/vorbis/register_types.h index 8b70a35e22..0ce9787124 100644 --- a/modules/vorbis/register_types.h +++ b/modules/vorbis/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/vorbis/resource_importer_ogg_vorbis.cpp b/modules/vorbis/resource_importer_ogg_vorbis.cpp index 729a6f5561..ae3d2ef63d 100644 --- a/modules/vorbis/resource_importer_ogg_vorbis.cpp +++ b/modules/vorbis/resource_importer_ogg_vorbis.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/vorbis/resource_importer_ogg_vorbis.h b/modules/vorbis/resource_importer_ogg_vorbis.h index 59ae3378a0..697c21cdd0 100644 --- a/modules/vorbis/resource_importer_ogg_vorbis.h +++ b/modules/vorbis/resource_importer_ogg_vorbis.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webp/image_loader_webp.cpp b/modules/webp/image_loader_webp.cpp index c3aa860589..6c54219624 100644 --- a/modules/webp/image_loader_webp.cpp +++ b/modules/webp/image_loader_webp.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webp/image_loader_webp.h b/modules/webp/image_loader_webp.h index 688223ede6..93a8417f43 100644 --- a/modules/webp/image_loader_webp.h +++ b/modules/webp/image_loader_webp.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webp/register_types.cpp b/modules/webp/register_types.cpp index 1d8f67999e..e0f4439939 100644 --- a/modules/webp/register_types.cpp +++ b/modules/webp/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webp/register_types.h b/modules/webp/register_types.h index caac7b48df..19d5153689 100644 --- a/modules/webp/register_types.h +++ b/modules/webp/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webp/resource_saver_webp.cpp b/modules/webp/resource_saver_webp.cpp index 52289334f8..977f9648d4 100644 --- a/modules/webp/resource_saver_webp.cpp +++ b/modules/webp/resource_saver_webp.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webp/resource_saver_webp.h b/modules/webp/resource_saver_webp.h index 65cd4377db..e6f943d416 100644 --- a/modules/webp/resource_saver_webp.h +++ b/modules/webp/resource_saver_webp.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webp/webp_common.cpp b/modules/webp/webp_common.cpp index 3a2ac5a90e..f46c573122 100644 --- a/modules/webp/webp_common.cpp +++ b/modules/webp/webp_common.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webp/webp_common.h b/modules/webp/webp_common.h index d73c543e71..4510cd0535 100644 --- a/modules/webp/webp_common.h +++ b/modules/webp/webp_common.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/library_godot_webrtc.js b/modules/webrtc/library_godot_webrtc.js index eae4120741..cdd6db0405 100644 --- a/modules/webrtc/library_godot_webrtc.js +++ b/modules/webrtc/library_godot_webrtc.js @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/register_types.cpp b/modules/webrtc/register_types.cpp index 28ce36f1e8..094024d297 100644 --- a/modules/webrtc/register_types.cpp +++ b/modules/webrtc/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/register_types.h b/modules/webrtc/register_types.h index d874c3e503..64ffec4870 100644 --- a/modules/webrtc/register_types.h +++ b/modules/webrtc/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/webrtc_data_channel.cpp b/modules/webrtc/webrtc_data_channel.cpp index 6c0d0bea37..278b95b63e 100644 --- a/modules/webrtc/webrtc_data_channel.cpp +++ b/modules/webrtc/webrtc_data_channel.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/webrtc_data_channel.h b/modules/webrtc/webrtc_data_channel.h index f35461a5a0..6fd6578db6 100644 --- a/modules/webrtc/webrtc_data_channel.h +++ b/modules/webrtc/webrtc_data_channel.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/webrtc_data_channel_extension.cpp b/modules/webrtc/webrtc_data_channel_extension.cpp index b09997e445..bd809c0c49 100644 --- a/modules/webrtc/webrtc_data_channel_extension.cpp +++ b/modules/webrtc/webrtc_data_channel_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/webrtc_data_channel_extension.h b/modules/webrtc/webrtc_data_channel_extension.h index b7afbaf13a..9ff9bbd2ff 100644 --- a/modules/webrtc/webrtc_data_channel_extension.h +++ b/modules/webrtc/webrtc_data_channel_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/webrtc_data_channel_js.cpp b/modules/webrtc/webrtc_data_channel_js.cpp index f037e35107..5071e38e5c 100644 --- a/modules/webrtc/webrtc_data_channel_js.cpp +++ b/modules/webrtc/webrtc_data_channel_js.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/webrtc_data_channel_js.h b/modules/webrtc/webrtc_data_channel_js.h index 03cb550f19..29a7815607 100644 --- a/modules/webrtc/webrtc_data_channel_js.h +++ b/modules/webrtc/webrtc_data_channel_js.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/webrtc_multiplayer_peer.cpp b/modules/webrtc/webrtc_multiplayer_peer.cpp index 45fa9f46ca..c56644e97d 100644 --- a/modules/webrtc/webrtc_multiplayer_peer.cpp +++ b/modules/webrtc/webrtc_multiplayer_peer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/webrtc_multiplayer_peer.h b/modules/webrtc/webrtc_multiplayer_peer.h index d7f4874246..4868f2a6e3 100644 --- a/modules/webrtc/webrtc_multiplayer_peer.h +++ b/modules/webrtc/webrtc_multiplayer_peer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/webrtc_peer_connection.cpp b/modules/webrtc/webrtc_peer_connection.cpp index 69be873fcf..6ee099619f 100644 --- a/modules/webrtc/webrtc_peer_connection.cpp +++ b/modules/webrtc/webrtc_peer_connection.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/webrtc_peer_connection.h b/modules/webrtc/webrtc_peer_connection.h index 33c95ccd0f..6162f0736a 100644 --- a/modules/webrtc/webrtc_peer_connection.h +++ b/modules/webrtc/webrtc_peer_connection.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/webrtc_peer_connection_extension.cpp b/modules/webrtc/webrtc_peer_connection_extension.cpp index 248b0cf610..1b64af7237 100644 --- a/modules/webrtc/webrtc_peer_connection_extension.cpp +++ b/modules/webrtc/webrtc_peer_connection_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/webrtc_peer_connection_extension.h b/modules/webrtc/webrtc_peer_connection_extension.h index 05d88e0f65..30d82c7119 100644 --- a/modules/webrtc/webrtc_peer_connection_extension.h +++ b/modules/webrtc/webrtc_peer_connection_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/webrtc_peer_connection_js.cpp b/modules/webrtc/webrtc_peer_connection_js.cpp index 26256a4e30..d3ed8ba582 100644 --- a/modules/webrtc/webrtc_peer_connection_js.cpp +++ b/modules/webrtc/webrtc_peer_connection_js.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webrtc/webrtc_peer_connection_js.h b/modules/webrtc/webrtc_peer_connection_js.h index 1d7d10bde8..ef5a9e3e52 100644 --- a/modules/webrtc/webrtc_peer_connection_js.h +++ b/modules/webrtc/webrtc_peer_connection_js.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/websocket/editor/editor_debugger_server_websocket.cpp b/modules/websocket/editor/editor_debugger_server_websocket.cpp index 344a0356c5..d3b327794e 100644 --- a/modules/websocket/editor/editor_debugger_server_websocket.cpp +++ b/modules/websocket/editor/editor_debugger_server_websocket.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/websocket/editor/editor_debugger_server_websocket.h b/modules/websocket/editor/editor_debugger_server_websocket.h index aeca227c59..8af8a2a04d 100644 --- a/modules/websocket/editor/editor_debugger_server_websocket.h +++ b/modules/websocket/editor/editor_debugger_server_websocket.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/websocket/emws_peer.cpp b/modules/websocket/emws_peer.cpp index c5768c9f0b..71a613307c 100644 --- a/modules/websocket/emws_peer.cpp +++ b/modules/websocket/emws_peer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/websocket/emws_peer.h b/modules/websocket/emws_peer.h index fe0bc594e6..4a26157eec 100644 --- a/modules/websocket/emws_peer.h +++ b/modules/websocket/emws_peer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/websocket/library_godot_websocket.js b/modules/websocket/library_godot_websocket.js index a6ebdeba6a..3e69ab0b04 100644 --- a/modules/websocket/library_godot_websocket.js +++ b/modules/websocket/library_godot_websocket.js @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/websocket/packet_buffer.h b/modules/websocket/packet_buffer.h index f98ee12ef9..cec946204b 100644 --- a/modules/websocket/packet_buffer.h +++ b/modules/websocket/packet_buffer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/websocket/register_types.cpp b/modules/websocket/register_types.cpp index c57210c8c9..9ce7379de0 100644 --- a/modules/websocket/register_types.cpp +++ b/modules/websocket/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/websocket/register_types.h b/modules/websocket/register_types.h index 320878eceb..ef892a7872 100644 --- a/modules/websocket/register_types.h +++ b/modules/websocket/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/websocket/remote_debugger_peer_websocket.cpp b/modules/websocket/remote_debugger_peer_websocket.cpp index a40ea0205e..22b9dda376 100644 --- a/modules/websocket/remote_debugger_peer_websocket.cpp +++ b/modules/websocket/remote_debugger_peer_websocket.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/websocket/remote_debugger_peer_websocket.h b/modules/websocket/remote_debugger_peer_websocket.h index 50d0d28203..61e80f391e 100644 --- a/modules/websocket/remote_debugger_peer_websocket.h +++ b/modules/websocket/remote_debugger_peer_websocket.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/websocket/websocket_multiplayer_peer.cpp b/modules/websocket/websocket_multiplayer_peer.cpp index 332cf93d36..3ce5520ec4 100644 --- a/modules/websocket/websocket_multiplayer_peer.cpp +++ b/modules/websocket/websocket_multiplayer_peer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/websocket/websocket_multiplayer_peer.h b/modules/websocket/websocket_multiplayer_peer.h index f793cb375e..03379b256c 100644 --- a/modules/websocket/websocket_multiplayer_peer.h +++ b/modules/websocket/websocket_multiplayer_peer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/websocket/websocket_peer.cpp b/modules/websocket/websocket_peer.cpp index 95a1a238e9..9443616ad5 100644 --- a/modules/websocket/websocket_peer.cpp +++ b/modules/websocket/websocket_peer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/websocket/websocket_peer.h b/modules/websocket/websocket_peer.h index ef0197cf6c..eb3719f7d6 100644 --- a/modules/websocket/websocket_peer.h +++ b/modules/websocket/websocket_peer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/websocket/wsl_peer.cpp b/modules/websocket/wsl_peer.cpp index 0c0a046805..dff452d125 100644 --- a/modules/websocket/wsl_peer.cpp +++ b/modules/websocket/wsl_peer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/websocket/wsl_peer.h b/modules/websocket/wsl_peer.h index fb01da7ce2..7221447683 100644 --- a/modules/websocket/wsl_peer.h +++ b/modules/websocket/wsl_peer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webxr/doc_classes/WebXRInterface.xml b/modules/webxr/doc_classes/WebXRInterface.xml index 829279e7bb..fa226b7cb8 100644 --- a/modules/webxr/doc_classes/WebXRInterface.xml +++ b/modules/webxr/doc_classes/WebXRInterface.xml @@ -69,7 +69,7 @@ func _webxr_session_started(): $Button.visible = false - # This tells Godot to start rendering to the headset. + # This tells Redot to start rendering to the headset. get_viewport().use_xr = true # This will be the reference space type you ultimately got, out of the # types that you requested above. This is useful if you want the game to @@ -81,7 +81,7 @@ func _webxr_session_ended(): $Button.visible = true - # If the user exits immersive mode, then we tell Godot to render to the web + # If the user exits immersive mode, then we tell Redot to render to the web # page again. get_viewport().use_xr = false @@ -89,12 +89,12 @@ OS.alert("Failed to initialize: " + message) [/codeblock] There are a couple ways to handle "controller" input: - - Using [XRController3D] nodes and their [signal XRController3D.button_pressed] and [signal XRController3D.button_released] signals. This is how controllers are typically handled in XR apps in Godot, however, this will only work with advanced VR controllers like the Oculus Touch or Index controllers, for example. + - Using [XRController3D] nodes and their [signal XRController3D.button_pressed] and [signal XRController3D.button_released] signals. This is how controllers are typically handled in XR apps in Redot, however, this will only work with advanced VR controllers like the Oculus Touch or Index controllers, for example. - Using the [signal select], [signal squeeze] and related signals. This method will work for both advanced VR controllers, and non-traditional input sources like a tap on the screen, a spoken voice command or a button press on the device itself. You can use both methods to allow your game or app to support a wider or narrower set of devices and input methods, or to allow more advanced interactions with more advanced devices. </description> <tutorials> - <link title="How to make a VR game for WebXR with Godot 4">https://www.snopekgames.com/tutorial/2023/how-make-vr-game-webxr-godot-4</link> + <link title="How to make a VR game for WebXR with Redot 4">https://www.snopekgames.com/tutorial/2023/how-make-vr-game-webxr-godot-4</link> </tutorials> <methods> <method name="get_available_display_refresh_rates" qualifiers="const"> @@ -231,7 +231,7 @@ <signal name="session_ended"> <description> Emitted when the user ends the WebXR session (which can be done using UI from the browser or device). - At this point, you should do [code]get_viewport().use_xr = false[/code] to instruct Godot to resume rendering to the screen. + At this point, you should do [code]get_viewport().use_xr = false[/code] to instruct Redot to resume rendering to the screen. </description> </signal> <signal name="session_failed"> @@ -244,7 +244,7 @@ <signal name="session_started"> <description> Emitted by [method XRInterface.initialize] if the session is successfully started. - At this point, it's safe to do [code]get_viewport().use_xr = true[/code] to instruct Godot to start rendering to the XR device. + At this point, it's safe to do [code]get_viewport().use_xr = true[/code] to instruct Redot to start rendering to the XR device. </description> </signal> <signal name="session_supported"> diff --git a/modules/webxr/godot_webxr.h b/modules/webxr/godot_webxr.h index 1b3e3b6a41..a59f89568b 100644 --- a/modules/webxr/godot_webxr.h +++ b/modules/webxr/godot_webxr.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webxr/native/library_godot_webxr.js b/modules/webxr/native/library_godot_webxr.js index 155409f931..53697ac78e 100644 --- a/modules/webxr/native/library_godot_webxr.js +++ b/modules/webxr/native/library_godot_webxr.js @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webxr/register_types.cpp b/modules/webxr/register_types.cpp index cabff65c9b..b857a0470c 100644 --- a/modules/webxr/register_types.cpp +++ b/modules/webxr/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webxr/register_types.h b/modules/webxr/register_types.h index 30798c0731..70055b2f42 100644 --- a/modules/webxr/register_types.h +++ b/modules/webxr/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webxr/webxr_interface.compat.inc b/modules/webxr/webxr_interface.compat.inc index 97a9d44ca9..89e5511e64 100644 --- a/modules/webxr/webxr_interface.compat.inc +++ b/modules/webxr/webxr_interface.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webxr/webxr_interface.cpp b/modules/webxr/webxr_interface.cpp index 4795fcdcd6..6441577139 100644 --- a/modules/webxr/webxr_interface.cpp +++ b/modules/webxr/webxr_interface.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webxr/webxr_interface.h b/modules/webxr/webxr_interface.h index 241dc9fe76..18f28b8e87 100644 --- a/modules/webxr/webxr_interface.h +++ b/modules/webxr/webxr_interface.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webxr/webxr_interface_js.cpp b/modules/webxr/webxr_interface_js.cpp index 352d495dd4..db1a748b60 100644 --- a/modules/webxr/webxr_interface_js.cpp +++ b/modules/webxr/webxr_interface_js.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/webxr/webxr_interface_js.h b/modules/webxr/webxr_interface_js.h index d02c8d2677..cd593ad370 100644 --- a/modules/webxr/webxr_interface_js.h +++ b/modules/webxr/webxr_interface_js.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/xatlas_unwrap/register_types.cpp b/modules/xatlas_unwrap/register_types.cpp index e5da9b3a4f..8582b3568d 100644 --- a/modules/xatlas_unwrap/register_types.cpp +++ b/modules/xatlas_unwrap/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/xatlas_unwrap/register_types.h b/modules/xatlas_unwrap/register_types.h index 360947d880..6d8e6534d7 100644 --- a/modules/xatlas_unwrap/register_types.h +++ b/modules/xatlas_unwrap/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/zip/register_types.cpp b/modules/zip/register_types.cpp index b2da90826e..72a60a0f38 100644 --- a/modules/zip/register_types.cpp +++ b/modules/zip/register_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/zip/register_types.h b/modules/zip/register_types.h index 5a05dabcf4..fc8dd8ad98 100644 --- a/modules/zip/register_types.h +++ b/modules/zip/register_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/zip/zip_packer.cpp b/modules/zip/zip_packer.cpp index 4e182f9787..068eca77eb 100644 --- a/modules/zip/zip_packer.cpp +++ b/modules/zip/zip_packer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/zip/zip_packer.h b/modules/zip/zip_packer.h index e194f5ebbe..85d022a575 100644 --- a/modules/zip/zip_packer.h +++ b/modules/zip/zip_packer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/zip/zip_reader.cpp b/modules/zip/zip_reader.cpp index 76f48edb69..36d0e147b9 100644 --- a/modules/zip/zip_reader.cpp +++ b/modules/zip/zip_reader.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/modules/zip/zip_reader.h b/modules/zip/zip_reader.h index 874bd81ed3..ea97b4e0e4 100644 --- a/modules/zip/zip_reader.h +++ b/modules/zip/zip_reader.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/android_input_handler.cpp b/platform/android/android_input_handler.cpp index 41edc35276..c49919eca9 100644 --- a/platform/android/android_input_handler.cpp +++ b/platform/android/android_input_handler.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/android_input_handler.h b/platform/android/android_input_handler.h index e3365d8cb8..cd8c2d33ac 100644 --- a/platform/android/android_input_handler.h +++ b/platform/android/android_input_handler.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/android_keys_utils.cpp b/platform/android/android_keys_utils.cpp index 83ee98e8bc..6d1d338045 100644 --- a/platform/android/android_keys_utils.cpp +++ b/platform/android/android_keys_utils.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/android_keys_utils.h b/platform/android/android_keys_utils.h index 77c0911f2b..f70888222d 100644 --- a/platform/android/android_keys_utils.h +++ b/platform/android/android_keys_utils.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/api/api.cpp b/platform/android/api/api.cpp index 078b9ab748..425e4d59c4 100644 --- a/platform/android/api/api.cpp +++ b/platform/android/api/api.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/api/api.h b/platform/android/api/api.h index c744e464d5..afd1802261 100644 --- a/platform/android/api/api.h +++ b/platform/android/api/api.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/api/java_class_wrapper.h b/platform/android/api/java_class_wrapper.h index c74cef8dd0..29503e9299 100644 --- a/platform/android/api/java_class_wrapper.h +++ b/platform/android/api/java_class_wrapper.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/api/jni_singleton.h b/platform/android/api/jni_singleton.h index 5e940819bc..6240a48ddc 100644 --- a/platform/android/api/jni_singleton.h +++ b/platform/android/api/jni_singleton.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/audio_driver_opensl.cpp b/platform/android/audio_driver_opensl.cpp index ef9c51db07..28f6b87233 100644 --- a/platform/android/audio_driver_opensl.cpp +++ b/platform/android/audio_driver_opensl.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/audio_driver_opensl.h b/platform/android/audio_driver_opensl.h index bcd173826a..a2624480aa 100644 --- a/platform/android/audio_driver_opensl.h +++ b/platform/android/audio_driver_opensl.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/dir_access_jandroid.cpp b/platform/android/dir_access_jandroid.cpp index 19c18eb96e..ba1af322cc 100644 --- a/platform/android/dir_access_jandroid.cpp +++ b/platform/android/dir_access_jandroid.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/dir_access_jandroid.h b/platform/android/dir_access_jandroid.h index 1d8fe906f3..40659f3536 100644 --- a/platform/android/dir_access_jandroid.h +++ b/platform/android/dir_access_jandroid.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/display_server_android.cpp b/platform/android/display_server_android.cpp index e3ee1dd631..2fb54b95be 100644 --- a/platform/android/display_server_android.cpp +++ b/platform/android/display_server_android.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/display_server_android.h b/platform/android/display_server_android.h index 65c6a53446..22819176d1 100644 --- a/platform/android/display_server_android.h +++ b/platform/android/display_server_android.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/export/export.cpp b/platform/android/export/export.cpp index 93ac498ab3..911715a473 100644 --- a/platform/android/export/export.cpp +++ b/platform/android/export/export.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/export/export.h b/platform/android/export/export.h index bd689a400d..1d9b48686c 100644 --- a/platform/android/export/export.h +++ b/platform/android/export/export.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/export/export_plugin.cpp b/platform/android/export/export_plugin.cpp index 41f460ca8f..81a24f4f7e 100644 --- a/platform/android/export/export_plugin.cpp +++ b/platform/android/export/export_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -1813,7 +1815,7 @@ String EditorExportPlatformAndroid::get_export_option_warning(const EditorExport } else { min_sdk_int = min_sdk_str.to_int(); if (min_sdk_int < OPENGL_MIN_SDK_VERSION) { - return vformat(TTR("\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot library."), OPENGL_MIN_SDK_VERSION); + return vformat(TTR("\"Min SDK\" cannot be lower than %d, which is the version needed by the Redot library."), OPENGL_MIN_SDK_VERSION); } } } diff --git a/platform/android/export/export_plugin.h b/platform/android/export/export_plugin.h index 15e80f824d..a22498ecc2 100644 --- a/platform/android/export/export_plugin.h +++ b/platform/android/export/export_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/export/godot_plugin_config.cpp b/platform/android/export/godot_plugin_config.cpp index cdec5f55b7..e35e8effc8 100644 --- a/platform/android/export/godot_plugin_config.cpp +++ b/platform/android/export/godot_plugin_config.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/export/godot_plugin_config.h b/platform/android/export/godot_plugin_config.h index 8c56d00187..90bfaa557a 100644 --- a/platform/android/export/godot_plugin_config.h +++ b/platform/android/export/godot_plugin_config.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/export/gradle_export_util.cpp b/platform/android/export/gradle_export_util.cpp index 9eddef6a4c..83aeade18f 100644 --- a/platform/android/export/gradle_export_util.cpp +++ b/platform/android/export/gradle_export_util.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/export/gradle_export_util.h b/platform/android/export/gradle_export_util.h index 9f8e476f73..8d898f2dc4 100644 --- a/platform/android/export/gradle_export_util.h +++ b/platform/android/export/gradle_export_util.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/file_access_android.cpp b/platform/android/file_access_android.cpp index 59b669eabb..8557f4ca62 100644 --- a/platform/android/file_access_android.cpp +++ b/platform/android/file_access_android.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/file_access_android.h b/platform/android/file_access_android.h index 3224ab50b9..9df05afc0b 100644 --- a/platform/android/file_access_android.h +++ b/platform/android/file_access_android.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/file_access_filesystem_jandroid.cpp b/platform/android/file_access_filesystem_jandroid.cpp index 8b52a00ed8..c27144d470 100644 --- a/platform/android/file_access_filesystem_jandroid.cpp +++ b/platform/android/file_access_filesystem_jandroid.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/file_access_filesystem_jandroid.h b/platform/android/file_access_filesystem_jandroid.h index 1345b72fa6..0a2f2580a7 100644 --- a/platform/android/file_access_filesystem_jandroid.h +++ b/platform/android/file_access_filesystem_jandroid.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/app/build.gradle b/platform/android/java/app/build.gradle index 308f126d5d..919c4c52a4 100644 --- a/platform/android/java/app/build.gradle +++ b/platform/android/java/app/build.gradle @@ -271,7 +271,7 @@ task copyAndRenameBinary(type: Copy) { */ task validateJavaVersion { if (JavaVersion.current() != versions.javaVersion) { - throw new GradleException("Invalid Java version ${JavaVersion.current()}. Version ${versions.javaVersion} is the required Java version for Godot gradle builds.") + throw new GradleException("Invalid Java version ${JavaVersion.current()}. Version ${versions.javaVersion} is the required Java version for Redot gradle builds.") } } diff --git a/platform/android/java/app/src/com/godot/game/GodotApp.java b/platform/android/java/app/src/com/godot/game/GodotApp.java index 9d4991e120..472de59aa8 100644 --- a/platform/android/java/app/src/com/godot/game/GodotApp.java +++ b/platform/android/java/app/src/com/godot/game/GodotApp.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/build.gradle b/platform/android/java/build.gradle index 9184e8c5d5..0b2c6a550b 100644 --- a/platform/android/java/build.gradle +++ b/platform/android/java/build.gradle @@ -56,7 +56,7 @@ def getSconsTaskName(String flavor, String buildType, String abi) { task zipGradleBuild(type: Zip) { onlyIf { generateGodotTemplates.state.executed || generateGodotMonoTemplates.state.executed || generateDevTemplate.state.executed } doFirst { - logger.lifecycle("Generating Godot gradle build template") + logger.lifecycle("Generating Redot gradle build template") } from(fileTree(dir: 'app', excludes: ['**/build/**', '**/.gradle/**', '**/*.iml']), fileTree(dir: '.', includes: ['gradlew', 'gradlew.bat', 'gradle/**'])) include '**/*' diff --git a/platform/android/java/editor/src/android/java/org/godotengine/editor/GodotEditor.kt b/platform/android/java/editor/src/android/java/org/godotengine/editor/GodotEditor.kt index f15d9f7768..b84f0318f9 100644 --- a/platform/android/java/editor/src/android/java/org/godotengine/editor/GodotEditor.kt +++ b/platform/android/java/editor/src/android/java/org/godotengine/editor/GodotEditor.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/editor/src/horizonos/java/org/godotengine/editor/GodotEditor.kt b/platform/android/java/editor/src/horizonos/java/org/godotengine/editor/GodotEditor.kt index 9dc34f2267..4c9da55c88 100644 --- a/platform/android/java/editor/src/horizonos/java/org/godotengine/editor/GodotEditor.kt +++ b/platform/android/java/editor/src/horizonos/java/org/godotengine/editor/GodotEditor.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/editor/src/main/java/org/godotengine/editor/BaseGodotEditor.kt b/platform/android/java/editor/src/main/java/org/godotengine/editor/BaseGodotEditor.kt index 7b6d1f6bd1..011193f244 100644 --- a/platform/android/java/editor/src/main/java/org/godotengine/editor/BaseGodotEditor.kt +++ b/platform/android/java/editor/src/main/java/org/godotengine/editor/BaseGodotEditor.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -328,7 +330,7 @@ abstract class BaseGodotEditor : GodotActivity() { for (runningProcess in runningProcesses) { if (runningProcess.processName == processName) { // Killing process directly - Log.v(TAG, "Killing Godot process ${runningProcess.processName}") + Log.v(TAG, "Killing Redot process ${runningProcess.processName}") Process.killProcess(runningProcess.pid) return true } diff --git a/platform/android/java/editor/src/main/java/org/godotengine/editor/EditorMessageDispatcher.kt b/platform/android/java/editor/src/main/java/org/godotengine/editor/EditorMessageDispatcher.kt index f5a6ed7dab..44a34ac6c7 100644 --- a/platform/android/java/editor/src/main/java/org/godotengine/editor/EditorMessageDispatcher.kt +++ b/platform/android/java/editor/src/main/java/org/godotengine/editor/EditorMessageDispatcher.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/editor/src/main/java/org/godotengine/editor/EditorWindowInfo.kt b/platform/android/java/editor/src/main/java/org/godotengine/editor/EditorWindowInfo.kt index 2e1de9a607..5f6c4d9759 100644 --- a/platform/android/java/editor/src/main/java/org/godotengine/editor/EditorWindowInfo.kt +++ b/platform/android/java/editor/src/main/java/org/godotengine/editor/EditorWindowInfo.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/editor/src/main/java/org/godotengine/editor/GodotGame.kt b/platform/android/java/editor/src/main/java/org/godotengine/editor/GodotGame.kt index e52d566347..9e345aee11 100644 --- a/platform/android/java/editor/src/main/java/org/godotengine/editor/GodotGame.kt +++ b/platform/android/java/editor/src/main/java/org/godotengine/editor/GodotGame.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/editor/src/main/java/org/godotengine/editor/utils/ApkSignerUtil.kt b/platform/android/java/editor/src/main/java/org/godotengine/editor/utils/ApkSignerUtil.kt index 42c18c9562..9c20502cda 100644 --- a/platform/android/java/editor/src/main/java/org/godotengine/editor/utils/ApkSignerUtil.kt +++ b/platform/android/java/editor/src/main/java/org/godotengine/editor/utils/ApkSignerUtil.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/res/mipmap-hdpi/icon.png b/platform/android/java/lib/res/mipmap-hdpi/icon.png Binary files differindex cc6e113e89..8f5f2471f1 100644 --- a/platform/android/java/lib/res/mipmap-hdpi/icon.png +++ b/platform/android/java/lib/res/mipmap-hdpi/icon.png diff --git a/platform/android/java/lib/res/mipmap-hdpi/icon_foreground.png b/platform/android/java/lib/res/mipmap-hdpi/icon_foreground.png Binary files differindex 75e409ff74..cd15cc55e3 100644 --- a/platform/android/java/lib/res/mipmap-hdpi/icon_foreground.png +++ b/platform/android/java/lib/res/mipmap-hdpi/icon_foreground.png diff --git a/platform/android/java/lib/res/mipmap-mdpi/icon.png b/platform/android/java/lib/res/mipmap-mdpi/icon.png Binary files differindex e1968fe142..249dea1ce5 100644 --- a/platform/android/java/lib/res/mipmap-mdpi/icon.png +++ b/platform/android/java/lib/res/mipmap-mdpi/icon.png diff --git a/platform/android/java/lib/res/mipmap-mdpi/icon_foreground.png b/platform/android/java/lib/res/mipmap-mdpi/icon_foreground.png Binary files differindex 982b69be1e..68737ef0b3 100644 --- a/platform/android/java/lib/res/mipmap-mdpi/icon_foreground.png +++ b/platform/android/java/lib/res/mipmap-mdpi/icon_foreground.png diff --git a/platform/android/java/lib/res/mipmap-xhdpi/icon.png b/platform/android/java/lib/res/mipmap-xhdpi/icon.png Binary files differindex 9281d8da48..122c219716 100644 --- a/platform/android/java/lib/res/mipmap-xhdpi/icon.png +++ b/platform/android/java/lib/res/mipmap-xhdpi/icon.png diff --git a/platform/android/java/lib/res/mipmap-xhdpi/icon_foreground.png b/platform/android/java/lib/res/mipmap-xhdpi/icon_foreground.png Binary files differindex 726b267ad6..a84f25f82d 100644 --- a/platform/android/java/lib/res/mipmap-xhdpi/icon_foreground.png +++ b/platform/android/java/lib/res/mipmap-xhdpi/icon_foreground.png diff --git a/platform/android/java/lib/res/mipmap-xxhdpi/icon.png b/platform/android/java/lib/res/mipmap-xxhdpi/icon.png Binary files differindex 7a6b67d273..63287d1f36 100644 --- a/platform/android/java/lib/res/mipmap-xxhdpi/icon.png +++ b/platform/android/java/lib/res/mipmap-xxhdpi/icon.png diff --git a/platform/android/java/lib/res/mipmap-xxhdpi/icon_foreground.png b/platform/android/java/lib/res/mipmap-xxhdpi/icon_foreground.png Binary files differindex b0c727f74c..9b005204f1 100644 --- a/platform/android/java/lib/res/mipmap-xxhdpi/icon_foreground.png +++ b/platform/android/java/lib/res/mipmap-xxhdpi/icon_foreground.png diff --git a/platform/android/java/lib/res/mipmap-xxxhdpi/icon.png b/platform/android/java/lib/res/mipmap-xxxhdpi/icon.png Binary files differindex 0881245802..d2b14a6830 100644 --- a/platform/android/java/lib/res/mipmap-xxxhdpi/icon.png +++ b/platform/android/java/lib/res/mipmap-xxxhdpi/icon.png diff --git a/platform/android/java/lib/res/mipmap-xxxhdpi/icon_foreground.png b/platform/android/java/lib/res/mipmap-xxxhdpi/icon_foreground.png Binary files differindex 72e6f92b6e..c2c98811bb 100644 --- a/platform/android/java/lib/res/mipmap-xxxhdpi/icon_foreground.png +++ b/platform/android/java/lib/res/mipmap-xxxhdpi/icon_foreground.png diff --git a/platform/android/java/lib/res/mipmap/icon.png b/platform/android/java/lib/res/mipmap/icon.png Binary files differindex 0881245802..9134bb24eb 100644 --- a/platform/android/java/lib/res/mipmap/icon.png +++ b/platform/android/java/lib/res/mipmap/icon.png diff --git a/platform/android/java/lib/res/mipmap/icon_foreground.png b/platform/android/java/lib/res/mipmap/icon_foreground.png Binary files differindex 982b69be1e..d37f142621 100644 --- a/platform/android/java/lib/res/mipmap/icon_foreground.png +++ b/platform/android/java/lib/res/mipmap/icon_foreground.png diff --git a/platform/android/java/lib/src/org/godotengine/godot/Dictionary.java b/platform/android/java/lib/src/org/godotengine/godot/Dictionary.java index 699e19fcf0..fe2da25c36 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/Dictionary.java +++ b/platform/android/java/lib/src/org/godotengine/godot/Dictionary.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/FullScreenGodotApp.java b/platform/android/java/lib/src/org/godotengine/godot/FullScreenGodotApp.java index 91d272735e..9258582e39 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/FullScreenGodotApp.java +++ b/platform/android/java/lib/src/org/godotengine/godot/FullScreenGodotApp.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/Godot.kt b/platform/android/java/lib/src/org/godotengine/godot/Godot.kt index 567b134234..d20c5c90db 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/Godot.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/Godot.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -229,7 +231,7 @@ class Godot(private val context: Context) { val window = activity.window window.addFlags(WindowManager.LayoutParams.FLAG_TURN_SCREEN_ON) - Log.v(TAG, "Initializing Godot plugin registry") + Log.v(TAG, "Initializing Redot plugin registry") val runtimePlugins = mutableSetOf<GodotPlugin>(AndroidRuntimePlugin(this)) runtimePlugins.addAll(primaryHost.getHostPlugins(this)) GodotPluginRegistry.initializePluginRegistry(this, runtimePlugins) @@ -417,15 +419,15 @@ class Godot(private val context: Context) { fileAccessHandler, useApkExpansion, ) - Log.v(TAG, "Godot native layer initialization completed: $nativeLayerInitializeCompleted") + Log.v(TAG, "Redot native layer initialization completed: $nativeLayerInitializeCompleted") } if (nativeLayerInitializeCompleted && !nativeLayerSetupCompleted) { nativeLayerSetupCompleted = GodotLib.setup(commandLine.toTypedArray(), tts) if (!nativeLayerSetupCompleted) { - throw IllegalStateException("Unable to setup the Godot engine! Aborting...") + throw IllegalStateException("Unable to setup the Redot engine! Aborting...") } else { - Log.v(TAG, "Godot native layer setup completed") + Log.v(TAG, "Redot native layer setup completed") } } } finally { diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotActivity.kt b/platform/android/java/lib/src/org/godotengine/godot/GodotActivity.kt index 474c6e9b2f..8f75676c71 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/GodotActivity.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/GodotActivity.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -70,10 +72,10 @@ abstract class GodotActivity : FragmentActivity(), GodotHost { val currentFragment = supportFragmentManager.findFragmentById(R.id.godot_fragment_container) if (currentFragment is GodotFragment) { - Log.v(TAG, "Reusing existing Godot fragment instance.") + Log.v(TAG, "Reusing existing Redot fragment instance.") godotFragment = currentFragment } else { - Log.v(TAG, "Creating new Godot fragment instance.") + Log.v(TAG, "Creating new Redot fragment instance.") godotFragment = initGodotInstance() supportFragmentManager.beginTransaction().replace(R.id.godot_fragment_container, godotFragment!!).setPrimaryNavigationFragment(godotFragment).commitNowAllowingStateLoss() } @@ -83,7 +85,7 @@ abstract class GodotActivity : FragmentActivity(), GodotHost { protected open fun getGodotAppLayout() = R.layout.godot_app_layout override fun onDestroy() { - Log.v(TAG, "Destroying GodotActivity $this...") + Log.v(TAG, "Destroying RedotActivity $this...") super.onDestroy() } @@ -94,7 +96,7 @@ abstract class GodotActivity : FragmentActivity(), GodotHost { private fun terminateGodotInstance(instance: Godot) { godotFragment?.let { if (instance === it.godot) { - Log.v(TAG, "Force quitting Godot instance") + Log.v(TAG, "Force quitting Redot instance") ProcessPhoenix.forceQuit(this) } } @@ -109,7 +111,7 @@ abstract class GodotActivity : FragmentActivity(), GodotHost { // // Restarting only the activity, wouldn't be enough unless it did proper cleanup (including // releasing and reloading native libs or resetting their state somehow and clearing static data). - Log.v(TAG, "Restarting Godot instance...") + Log.v(TAG, "Restarting Redot instance...") ProcessPhoenix.triggerRebirth(this) } } diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotDownloaderAlarmReceiver.java b/platform/android/java/lib/src/org/godotengine/godot/GodotDownloaderAlarmReceiver.java index d447e449e1..0cb54a4f0e 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/GodotDownloaderAlarmReceiver.java +++ b/platform/android/java/lib/src/org/godotengine/godot/GodotDownloaderAlarmReceiver.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotDownloaderService.java b/platform/android/java/lib/src/org/godotengine/godot/GodotDownloaderService.java index 8e3fb85cde..dff9433408 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/GodotDownloaderService.java +++ b/platform/android/java/lib/src/org/godotengine/godot/GodotDownloaderService.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotFragment.java b/platform/android/java/lib/src/org/godotengine/godot/GodotFragment.java index d60595c0bb..05320853db 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/GodotFragment.java +++ b/platform/android/java/lib/src/org/godotengine/godot/GodotFragment.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotGLRenderView.java b/platform/android/java/lib/src/org/godotengine/godot/GodotGLRenderView.java index 15a811ce83..16bbd1404d 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/GodotGLRenderView.java +++ b/platform/android/java/lib/src/org/godotengine/godot/GodotGLRenderView.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotHost.java b/platform/android/java/lib/src/org/godotengine/godot/GodotHost.java index 344b73f799..5bc34634b4 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/GodotHost.java +++ b/platform/android/java/lib/src/org/godotengine/godot/GodotHost.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotIO.java b/platform/android/java/lib/src/org/godotengine/godot/GodotIO.java index f060c7aaff..e6ddc6133e 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/GodotIO.java +++ b/platform/android/java/lib/src/org/godotengine/godot/GodotIO.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotLib.java b/platform/android/java/lib/src/org/godotengine/godot/GodotLib.java index 295a4a6340..6fb1e7c174 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/GodotLib.java +++ b/platform/android/java/lib/src/org/godotengine/godot/GodotLib.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotRenderView.java b/platform/android/java/lib/src/org/godotengine/godot/GodotRenderView.java index 9db9ef6080..a7458a3686 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/GodotRenderView.java +++ b/platform/android/java/lib/src/org/godotengine/godot/GodotRenderView.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotVulkanRenderView.java b/platform/android/java/lib/src/org/godotengine/godot/GodotVulkanRenderView.java index 8b3880d32d..42bc7ce87e 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/GodotVulkanRenderView.java +++ b/platform/android/java/lib/src/org/godotengine/godot/GodotVulkanRenderView.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/error/Error.kt b/platform/android/java/lib/src/org/godotengine/godot/error/Error.kt index 00ef5ee341..ea12df32d1 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/error/Error.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/error/Error.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/gl/GodotRenderer.java b/platform/android/java/lib/src/org/godotengine/godot/gl/GodotRenderer.java index 7e5e262b2d..ba11de18e7 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/gl/GodotRenderer.java +++ b/platform/android/java/lib/src/org/godotengine/godot/gl/GodotRenderer.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -68,7 +70,7 @@ public class GodotRenderer implements GLSurfaceView.Renderer { @Override public void onRenderThreadExiting() { - Log.d(TAG, "Destroying Godot Engine"); + Log.d(TAG, "Destroying Redot Engine"); GodotLib.ondestroy(); } diff --git a/platform/android/java/lib/src/org/godotengine/godot/input/GodotEditText.java b/platform/android/java/lib/src/org/godotengine/godot/input/GodotEditText.java index cacc1643e3..5e85315e82 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/input/GodotEditText.java +++ b/platform/android/java/lib/src/org/godotengine/godot/input/GodotEditText.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/input/GodotGestureHandler.kt b/platform/android/java/lib/src/org/godotengine/godot/input/GodotGestureHandler.kt index 2929a0a0b0..97affef14a 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/input/GodotGestureHandler.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/input/GodotGestureHandler.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/input/GodotInputHandler.java b/platform/android/java/lib/src/org/godotengine/godot/input/GodotInputHandler.java index fb41cd00c0..c2e020ebc0 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/input/GodotInputHandler.java +++ b/platform/android/java/lib/src/org/godotengine/godot/input/GodotInputHandler.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -380,7 +382,7 @@ public class GodotInputHandler implements InputManager.InputDeviceListener, Sens Collections.sort(joystick.axes); for (int idx = 0; idx < joystick.axes.size(); idx++) { //Helps with creating new joypad mappings. - Log.i(TAG, " - Mapping Android axis " + joystick.axes.get(idx) + " to Godot axis " + idx); + Log.i(TAG, " - Mapping Android axis " + joystick.axes.get(idx) + " to Redot axis " + idx); } mJoysticksDevices.put(deviceId, joystick); diff --git a/platform/android/java/lib/src/org/godotengine/godot/input/GodotTextInputWrapper.java b/platform/android/java/lib/src/org/godotengine/godot/input/GodotTextInputWrapper.java index e545669970..9e2c51c2cb 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/input/GodotTextInputWrapper.java +++ b/platform/android/java/lib/src/org/godotengine/godot/input/GodotTextInputWrapper.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/input/InputEventRunnable.java b/platform/android/java/lib/src/org/godotengine/godot/input/InputEventRunnable.java index a282791b2e..e37681f9ed 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/input/InputEventRunnable.java +++ b/platform/android/java/lib/src/org/godotengine/godot/input/InputEventRunnable.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/input/Joystick.java b/platform/android/java/lib/src/org/godotengine/godot/input/Joystick.java index 9e13a1aca6..c3e7766d0d 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/input/Joystick.java +++ b/platform/android/java/lib/src/org/godotengine/godot/input/Joystick.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/io/StorageScope.kt b/platform/android/java/lib/src/org/godotengine/godot/io/StorageScope.kt index 574ecd58eb..06beaaad5a 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/io/StorageScope.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/io/StorageScope.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/io/directory/AssetsDirectoryAccess.kt b/platform/android/java/lib/src/org/godotengine/godot/io/directory/AssetsDirectoryAccess.kt index 523e852518..a671ce7278 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/io/directory/AssetsDirectoryAccess.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/io/directory/AssetsDirectoryAccess.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/io/directory/DirectoryAccessHandler.kt b/platform/android/java/lib/src/org/godotengine/godot/io/directory/DirectoryAccessHandler.kt index 9f3461200b..ad69e457ef 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/io/directory/DirectoryAccessHandler.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/io/directory/DirectoryAccessHandler.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/io/directory/FilesystemDirectoryAccess.kt b/platform/android/java/lib/src/org/godotengine/godot/io/directory/FilesystemDirectoryAccess.kt index 2830216e12..d591c5a153 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/io/directory/FilesystemDirectoryAccess.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/io/directory/FilesystemDirectoryAccess.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/io/file/AssetData.kt b/platform/android/java/lib/src/org/godotengine/godot/io/file/AssetData.kt index 1ab739d90b..5113911002 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/io/file/AssetData.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/io/file/AssetData.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/io/file/DataAccess.kt b/platform/android/java/lib/src/org/godotengine/godot/io/file/DataAccess.kt index 73f020f249..10b3730068 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/io/file/DataAccess.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/io/file/DataAccess.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/io/file/FileAccessFlags.kt b/platform/android/java/lib/src/org/godotengine/godot/io/file/FileAccessFlags.kt index f81127e90a..10fbbf125b 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/io/file/FileAccessFlags.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/io/file/FileAccessFlags.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/io/file/FileAccessHandler.kt b/platform/android/java/lib/src/org/godotengine/godot/io/file/FileAccessHandler.kt index dee7aebdc3..28c2d5f14b 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/io/file/FileAccessHandler.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/io/file/FileAccessHandler.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/io/file/FileData.kt b/platform/android/java/lib/src/org/godotengine/godot/io/file/FileData.kt index 873daada3c..56e09d38c3 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/io/file/FileData.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/io/file/FileData.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/io/file/MediaStoreData.kt b/platform/android/java/lib/src/org/godotengine/godot/io/file/MediaStoreData.kt index 97362e2542..698ea4ca6f 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/io/file/MediaStoreData.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/io/file/MediaStoreData.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/plugin/AndroidRuntimePlugin.kt b/platform/android/java/lib/src/org/godotengine/godot/plugin/AndroidRuntimePlugin.kt index edb4e7c357..97930c98a8 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/plugin/AndroidRuntimePlugin.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/plugin/AndroidRuntimePlugin.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPlugin.java b/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPlugin.java index c975c29e96..b7d254054d 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPlugin.java +++ b/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPlugin.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPluginRegistry.java b/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPluginRegistry.java index 8976dd65db..5496a3a7e6 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPluginRegistry.java +++ b/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPluginRegistry.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -151,11 +153,11 @@ public final class GodotPluginRegistry { pluginName = metaDataName.substring(GODOT_PLUGIN_V2_NAME_PREFIX.length()).trim(); } else if (metaDataName.startsWith(GODOT_PLUGIN_V1_NAME_PREFIX)) { pluginName = metaDataName.substring(GODOT_PLUGIN_V1_NAME_PREFIX.length()).trim(); - Log.w(TAG, "Godot v1 plugin are deprecated in Godot 4.2 and higher: " + pluginName); + Log.w(TAG, "Redot v1 plugin are deprecated in Redot 4.2 and higher: " + pluginName); } if (!TextUtils.isEmpty(pluginName)) { - Log.i(TAG, "Initializing Godot plugin " + pluginName); + Log.i(TAG, "Initializing Redot plugin " + pluginName); // Retrieve the plugin class full name. String pluginHandleClassFullName = metaData.getString(metaDataName); @@ -175,9 +177,9 @@ public final class GodotPluginRegistry { "Meta-data plugin name does not match the value returned by the plugin handle: " + pluginName + " =/= " + pluginHandle.getPluginName()); } registry.put(pluginName, pluginHandle); - Log.i(TAG, "Completed initialization for Godot plugin " + pluginHandle.getPluginName()); + Log.i(TAG, "Completed initialization for Redot plugin " + pluginHandle.getPluginName()); } catch (Exception e) { - Log.w(TAG, "Unable to load Godot plugin " + pluginName, e); + Log.w(TAG, "Unable to load Redot plugin " + pluginName, e); } } else { Log.w(TAG, "Invalid plugin loader class for " + pluginName); @@ -185,7 +187,7 @@ public final class GodotPluginRegistry { } } } catch (Exception e) { - Log.e(TAG, "Unable load Godot Android plugins from the manifest file.", e); + Log.e(TAG, "Unable load Redot Android plugins from the manifest file.", e); } } } diff --git a/platform/android/java/lib/src/org/godotengine/godot/plugin/SignalInfo.java b/platform/android/java/lib/src/org/godotengine/godot/plugin/SignalInfo.java index be5a7a2962..8b42bf54fd 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/plugin/SignalInfo.java +++ b/platform/android/java/lib/src/org/godotengine/godot/plugin/SignalInfo.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/plugin/UsedByGodot.java b/platform/android/java/lib/src/org/godotengine/godot/plugin/UsedByGodot.java index 8beb28ab9a..d8e903eb02 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/plugin/UsedByGodot.java +++ b/platform/android/java/lib/src/org/godotengine/godot/plugin/UsedByGodot.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/tts/GodotTTS.java b/platform/android/java/lib/src/org/godotengine/godot/tts/GodotTTS.java index dce6753b7a..08c41332d1 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/tts/GodotTTS.java +++ b/platform/android/java/lib/src/org/godotengine/godot/tts/GodotTTS.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/tts/GodotUtterance.java b/platform/android/java/lib/src/org/godotengine/godot/tts/GodotUtterance.java index 8128716f8c..9b4fe78126 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/tts/GodotUtterance.java +++ b/platform/android/java/lib/src/org/godotengine/godot/tts/GodotUtterance.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/utils/BenchmarkUtils.kt b/platform/android/java/lib/src/org/godotengine/godot/utils/BenchmarkUtils.kt index 738f27e877..47cdb9d36c 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/utils/BenchmarkUtils.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/utils/BenchmarkUtils.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/utils/CommandLineFileParser.kt b/platform/android/java/lib/src/org/godotengine/godot/utils/CommandLineFileParser.kt index ce5c5b6714..2a02854659 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/utils/CommandLineFileParser.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/utils/CommandLineFileParser.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/utils/Crypt.java b/platform/android/java/lib/src/org/godotengine/godot/utils/Crypt.java index 315ca2b25d..b92ac53525 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/utils/Crypt.java +++ b/platform/android/java/lib/src/org/godotengine/godot/utils/Crypt.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/utils/DeviceUtils.kt b/platform/android/java/lib/src/org/godotengine/godot/utils/DeviceUtils.kt index dff57581fa..e1fc34f5c0 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/utils/DeviceUtils.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/utils/DeviceUtils.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/utils/GLUtils.java b/platform/android/java/lib/src/org/godotengine/godot/utils/GLUtils.java index 2c7b73ae4d..0c47105092 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/utils/GLUtils.java +++ b/platform/android/java/lib/src/org/godotengine/godot/utils/GLUtils.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/utils/GodotNetUtils.java b/platform/android/java/lib/src/org/godotengine/godot/utils/GodotNetUtils.java index dca190a2fc..3280cabf24 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/utils/GodotNetUtils.java +++ b/platform/android/java/lib/src/org/godotengine/godot/utils/GodotNetUtils.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/utils/PermissionsUtil.java b/platform/android/java/lib/src/org/godotengine/godot/utils/PermissionsUtil.java index c44a6dd472..4a616c348f 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/utils/PermissionsUtil.java +++ b/platform/android/java/lib/src/org/godotengine/godot/utils/PermissionsUtil.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkRenderer.kt b/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkRenderer.kt index a93a7dbe09..393fae2eb9 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkRenderer.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkRenderer.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -107,7 +109,7 @@ internal class VkRenderer { * Invoked when the render thread is in the process of shutting down. */ fun onRenderThreadExiting() { - Log.d(TAG, "Destroying Godot Engine") + Log.d(TAG, "Destroying Redot Engine") GodotLib.ondestroy() } } diff --git a/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkSurfaceView.kt b/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkSurfaceView.kt index 9e30de6a15..7e451067e5 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkSurfaceView.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkSurfaceView.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkThread.kt b/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkThread.kt index c7cb97d911..ba8c20fe9b 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkThread.kt +++ b/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkThread.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/xr/XRMode.java b/platform/android/java/lib/src/org/godotengine/godot/xr/XRMode.java index 2c2c9f39d6..12d081a397 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/xr/XRMode.java +++ b/platform/android/java/lib/src/org/godotengine/godot/xr/XRMode.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrConfigChooser.java b/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrConfigChooser.java index 942e57308c..1d03e3b72e 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrConfigChooser.java +++ b/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrConfigChooser.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrContextFactory.java b/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrContextFactory.java index 1f1034dacf..a6c1ca6b03 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrContextFactory.java +++ b/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrContextFactory.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrWindowSurfaceFactory.java b/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrWindowSurfaceFactory.java index 60774eb241..66955409cb 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrWindowSurfaceFactory.java +++ b/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrWindowSurfaceFactory.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularConfigChooser.java b/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularConfigChooser.java index 147b4ea676..ec14c2bdad 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularConfigChooser.java +++ b/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularConfigChooser.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularContextFactory.java b/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularContextFactory.java index 1f0d8592b3..58c9e2f33c 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularContextFactory.java +++ b/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularContextFactory.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularFallbackConfigChooser.java b/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularFallbackConfigChooser.java index ed5e5ec561..afe7054453 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularFallbackConfigChooser.java +++ b/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularFallbackConfigChooser.java @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java/lib/srcTest/java/org/godotengine/godot/utils/CommandLineFileParserTest.kt b/platform/android/java/lib/srcTest/java/org/godotengine/godot/utils/CommandLineFileParserTest.kt index 8b0466848a..d3e448963d 100644 --- a/platform/android/java/lib/srcTest/java/org/godotengine/godot/utils/CommandLineFileParserTest.kt +++ b/platform/android/java/lib/srcTest/java/org/godotengine/godot/utils/CommandLineFileParserTest.kt @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java_class_wrapper.cpp b/platform/android/java_class_wrapper.cpp index 6bedbfd157..a9a81167ec 100644 --- a/platform/android/java_class_wrapper.cpp +++ b/platform/android/java_class_wrapper.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java_godot_io_wrapper.cpp b/platform/android/java_godot_io_wrapper.cpp index 623db39985..55ece9d255 100644 --- a/platform/android/java_godot_io_wrapper.cpp +++ b/platform/android/java_godot_io_wrapper.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java_godot_io_wrapper.h b/platform/android/java_godot_io_wrapper.h index 0a372641cb..dda770eff1 100644 --- a/platform/android/java_godot_io_wrapper.h +++ b/platform/android/java_godot_io_wrapper.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java_godot_lib_jni.cpp b/platform/android/java_godot_lib_jni.cpp index 1a256959cd..8bf9857205 100644 --- a/platform/android/java_godot_lib_jni.cpp +++ b/platform/android/java_godot_lib_jni.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java_godot_lib_jni.h b/platform/android/java_godot_lib_jni.h index 2165ce264b..05c56a33a3 100644 --- a/platform/android/java_godot_lib_jni.h +++ b/platform/android/java_godot_lib_jni.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java_godot_view_wrapper.cpp b/platform/android/java_godot_view_wrapper.cpp index 04424c1179..35cdb944f5 100644 --- a/platform/android/java_godot_view_wrapper.cpp +++ b/platform/android/java_godot_view_wrapper.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java_godot_view_wrapper.h b/platform/android/java_godot_view_wrapper.h index 5f554aa2d6..4c819712e8 100644 --- a/platform/android/java_godot_view_wrapper.h +++ b/platform/android/java_godot_view_wrapper.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java_godot_wrapper.cpp b/platform/android/java_godot_wrapper.cpp index d3b30e4589..60f68a7654 100644 --- a/platform/android/java_godot_wrapper.cpp +++ b/platform/android/java_godot_wrapper.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/java_godot_wrapper.h b/platform/android/java_godot_wrapper.h index 51d7f98541..bf8d2a2cdb 100644 --- a/platform/android/java_godot_wrapper.h +++ b/platform/android/java_godot_wrapper.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/jni_utils.cpp b/platform/android/jni_utils.cpp index 4c17d03c60..6bf095d356 100644 --- a/platform/android/jni_utils.cpp +++ b/platform/android/jni_utils.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/jni_utils.h b/platform/android/jni_utils.h index 631acd1cef..61602a0b04 100644 --- a/platform/android/jni_utils.h +++ b/platform/android/jni_utils.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/net_socket_android.cpp b/platform/android/net_socket_android.cpp index 8f0ee51fac..efd636910c 100644 --- a/platform/android/net_socket_android.cpp +++ b/platform/android/net_socket_android.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/net_socket_android.h b/platform/android/net_socket_android.h index 26cb2d4e3d..351f5bc6ea 100644 --- a/platform/android/net_socket_android.h +++ b/platform/android/net_socket_android.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/os_android.cpp b/platform/android/os_android.cpp index 7b0d3a29e9..5a0377e9d0 100644 --- a/platform/android/os_android.cpp +++ b/platform/android/os_android.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/os_android.h b/platform/android/os_android.h index fb3cdf0d4c..a3a115c221 100644 --- a/platform/android/os_android.h +++ b/platform/android/os_android.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/platform_config.h b/platform/android/platform_config.h index d2376d2de7..1619866d80 100644 --- a/platform/android/platform_config.h +++ b/platform/android/platform_config.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/platform_gl.h b/platform/android/platform_gl.h index af6edb103d..7e49c77015 100644 --- a/platform/android/platform_gl.h +++ b/platform/android/platform_gl.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/plugin/godot_plugin_jni.cpp b/platform/android/plugin/godot_plugin_jni.cpp index acb18cc5c5..d07da03f73 100644 --- a/platform/android/plugin/godot_plugin_jni.cpp +++ b/platform/android/plugin/godot_plugin_jni.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/plugin/godot_plugin_jni.h b/platform/android/plugin/godot_plugin_jni.h index 8c62fb0f68..7e93e6aa9b 100644 --- a/platform/android/plugin/godot_plugin_jni.h +++ b/platform/android/plugin/godot_plugin_jni.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/rendering_context_driver_vulkan_android.cpp b/platform/android/rendering_context_driver_vulkan_android.cpp index 51fb1ca18f..dac3aa9c9e 100644 --- a/platform/android/rendering_context_driver_vulkan_android.cpp +++ b/platform/android/rendering_context_driver_vulkan_android.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/rendering_context_driver_vulkan_android.h b/platform/android/rendering_context_driver_vulkan_android.h index a2a42eef24..71cb9d02a3 100644 --- a/platform/android/rendering_context_driver_vulkan_android.h +++ b/platform/android/rendering_context_driver_vulkan_android.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/string_android.h b/platform/android/string_android.h index 3f30b8ec3d..1a62a04d13 100644 --- a/platform/android/string_android.h +++ b/platform/android/string_android.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/thread_jandroid.cpp b/platform/android/thread_jandroid.cpp index 9f4140f70f..da5ce78c97 100644 --- a/platform/android/thread_jandroid.cpp +++ b/platform/android/thread_jandroid.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/thread_jandroid.h b/platform/android/thread_jandroid.h index e3d1df5e59..b7fefe3397 100644 --- a/platform/android/thread_jandroid.h +++ b/platform/android/thread_jandroid.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/tts_android.cpp b/platform/android/tts_android.cpp index be85e47972..31f90fdd20 100644 --- a/platform/android/tts_android.cpp +++ b/platform/android/tts_android.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/android/tts_android.h b/platform/android/tts_android.h index 4cc7c12846..705d7aa566 100644 --- a/platform/android/tts_android.h +++ b/platform/android/tts_android.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/api/api.cpp b/platform/ios/api/api.cpp index b8c9e7e9aa..6d1bf32d1e 100644 --- a/platform/ios/api/api.cpp +++ b/platform/ios/api/api.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/api/api.h b/platform/ios/api/api.h index 15634722bf..e72b051cee 100644 --- a/platform/ios/api/api.h +++ b/platform/ios/api/api.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/app_delegate.h b/platform/ios/app_delegate.h index d8310792aa..edeedae4e7 100644 --- a/platform/ios/app_delegate.h +++ b/platform/ios/app_delegate.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/app_delegate.mm b/platform/ios/app_delegate.mm index 37d2696434..72c5ea72a4 100644 --- a/platform/ios/app_delegate.mm +++ b/platform/ios/app_delegate.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/device_metrics.h b/platform/ios/device_metrics.h index 2eb9e003a0..a74e945a75 100644 --- a/platform/ios/device_metrics.h +++ b/platform/ios/device_metrics.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/device_metrics.m b/platform/ios/device_metrics.m index d6f5ec8e42..92831f012a 100644 --- a/platform/ios/device_metrics.m +++ b/platform/ios/device_metrics.m @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/display_layer.h b/platform/ios/display_layer.h index e719a42cd9..4f2ff63f6b 100644 --- a/platform/ios/display_layer.h +++ b/platform/ios/display_layer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/display_layer.mm b/platform/ios/display_layer.mm index 27cde1c6c2..a399448099 100644 --- a/platform/ios/display_layer.mm +++ b/platform/ios/display_layer.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/display_server_ios.h b/platform/ios/display_server_ios.h index 7f199db997..ead2d4579a 100644 --- a/platform/ios/display_server_ios.h +++ b/platform/ios/display_server_ios.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/display_server_ios.mm b/platform/ios/display_server_ios.mm index dcc6ce9218..12146f3234 100644 --- a/platform/ios/display_server_ios.mm +++ b/platform/ios/display_server_ios.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/export/export.cpp b/platform/ios/export/export.cpp index 5e9ca3e025..9cb1dd3434 100644 --- a/platform/ios/export/export.cpp +++ b/platform/ios/export/export.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/export/export.h b/platform/ios/export/export.h index 355811054a..493e5e9ad9 100644 --- a/platform/ios/export/export.h +++ b/platform/ios/export/export.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/export/export_plugin.cpp b/platform/ios/export/export_plugin.cpp index d6cd2e0f3c..cb50d915c1 100644 --- a/platform/ios/export/export_plugin.cpp +++ b/platform/ios/export/export_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -2043,7 +2045,7 @@ Error EditorExportPlatformIOS::_export_ios_plugins(const Ref<EditorExportPreset> plugin_format["initialization"] = plugin_initialization_cpp_code; plugin_format["deinitialization"] = plugin_deinitialization_cpp_code; - String plugin_cpp_code = "\n// Godot Plugins\n" + String plugin_cpp_code = "\n// Redot Plugins\n" "void godot_ios_plugins_initialize();\n" "void godot_ios_plugins_deinitialize();\n" "// Exported Plugins\n\n" diff --git a/platform/ios/export/export_plugin.h b/platform/ios/export/export_plugin.h index db7c0553dd..624cc3fca3 100644 --- a/platform/ios/export/export_plugin.h +++ b/platform/ios/export/export_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/export/godot_plugin_config.cpp b/platform/ios/export/godot_plugin_config.cpp index 90e40b7c42..0f65cb3e77 100644 --- a/platform/ios/export/godot_plugin_config.cpp +++ b/platform/ios/export/godot_plugin_config.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/export/godot_plugin_config.h b/platform/ios/export/godot_plugin_config.h index 5ff5b26ab3..ecf86fc035 100644 --- a/platform/ios/export/godot_plugin_config.h +++ b/platform/ios/export/godot_plugin_config.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/godot_app_delegate.h b/platform/ios/godot_app_delegate.h index 85dc6bb390..cdc4d29925 100644 --- a/platform/ios/godot_app_delegate.h +++ b/platform/ios/godot_app_delegate.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/godot_app_delegate.m b/platform/ios/godot_app_delegate.m index 53e53cd0c6..b2182dc88e 100644 --- a/platform/ios/godot_app_delegate.m +++ b/platform/ios/godot_app_delegate.m @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/godot_ios.mm b/platform/ios/godot_ios.mm index 9d35d43344..3a86d3e6b5 100644 --- a/platform/ios/godot_ios.mm +++ b/platform/ios/godot_ios.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/godot_view.h b/platform/ios/godot_view.h index b00ca37ebe..5fd46d4e4a 100644 --- a/platform/ios/godot_view.h +++ b/platform/ios/godot_view.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/godot_view.mm b/platform/ios/godot_view.mm index 552c4c262c..f8aa0d013c 100644 --- a/platform/ios/godot_view.mm +++ b/platform/ios/godot_view.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/godot_view_renderer.h b/platform/ios/godot_view_renderer.h index 47e615ca02..27d7dded04 100644 --- a/platform/ios/godot_view_renderer.h +++ b/platform/ios/godot_view_renderer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/godot_view_renderer.mm b/platform/ios/godot_view_renderer.mm index 9c56ca342f..a3d8fe9637 100644 --- a/platform/ios/godot_view_renderer.mm +++ b/platform/ios/godot_view_renderer.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/ios.h b/platform/ios/ios.h index cb5be64cee..2de7d8c67a 100644 --- a/platform/ios/ios.h +++ b/platform/ios/ios.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/ios.mm b/platform/ios/ios.mm index 6943de5ac8..f6271465ab 100644 --- a/platform/ios/ios.mm +++ b/platform/ios/ios.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/ios_terminal_logger.h b/platform/ios/ios_terminal_logger.h index 7f0bc37a07..9c46a1eb93 100644 --- a/platform/ios/ios_terminal_logger.h +++ b/platform/ios/ios_terminal_logger.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/ios_terminal_logger.mm b/platform/ios/ios_terminal_logger.mm index b4c9821cdc..14921cb5c8 100644 --- a/platform/ios/ios_terminal_logger.mm +++ b/platform/ios/ios_terminal_logger.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/joypad_ios.h b/platform/ios/joypad_ios.h index a61e9afafb..071e1cfca2 100644 --- a/platform/ios/joypad_ios.h +++ b/platform/ios/joypad_ios.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/joypad_ios.mm b/platform/ios/joypad_ios.mm index 38d3ce728a..3936d6f6fb 100644 --- a/platform/ios/joypad_ios.mm +++ b/platform/ios/joypad_ios.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/key_mapping_ios.h b/platform/ios/key_mapping_ios.h index 8874da3024..72afbd1e4b 100644 --- a/platform/ios/key_mapping_ios.h +++ b/platform/ios/key_mapping_ios.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/key_mapping_ios.mm b/platform/ios/key_mapping_ios.mm index 61f28aa84b..08b6841f17 100644 --- a/platform/ios/key_mapping_ios.mm +++ b/platform/ios/key_mapping_ios.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/keyboard_input_view.h b/platform/ios/keyboard_input_view.h index 4132afe641..ef032b3560 100644 --- a/platform/ios/keyboard_input_view.h +++ b/platform/ios/keyboard_input_view.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/keyboard_input_view.mm b/platform/ios/keyboard_input_view.mm index 4067701a41..7f70beb7cb 100644 --- a/platform/ios/keyboard_input_view.mm +++ b/platform/ios/keyboard_input_view.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/main.m b/platform/ios/main.m index 89a00c9ae9..2253dc1c30 100644 --- a/platform/ios/main.m +++ b/platform/ios/main.m @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/os_ios.h b/platform/ios/os_ios.h index b7c5a73065..d10a854f04 100644 --- a/platform/ios/os_ios.h +++ b/platform/ios/os_ios.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/os_ios.mm b/platform/ios/os_ios.mm index 590238be77..c77da722c3 100644 --- a/platform/ios/os_ios.mm +++ b/platform/ios/os_ios.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/platform_config.h b/platform/ios/platform_config.h index 01b0a12b5d..e68ba34b80 100644 --- a/platform/ios/platform_config.h +++ b/platform/ios/platform_config.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/platform_gl.h b/platform/ios/platform_gl.h index 974ea9d2c2..f632d13ca1 100644 --- a/platform/ios/platform_gl.h +++ b/platform/ios/platform_gl.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/rendering_context_driver_vulkan_ios.h b/platform/ios/rendering_context_driver_vulkan_ios.h index dc85ff738d..502d70c313 100644 --- a/platform/ios/rendering_context_driver_vulkan_ios.h +++ b/platform/ios/rendering_context_driver_vulkan_ios.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/rendering_context_driver_vulkan_ios.mm b/platform/ios/rendering_context_driver_vulkan_ios.mm index 8747bfd76a..c83db11225 100644 --- a/platform/ios/rendering_context_driver_vulkan_ios.mm +++ b/platform/ios/rendering_context_driver_vulkan_ios.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/tts_ios.h b/platform/ios/tts_ios.h index 217f55da66..8debaae90b 100644 --- a/platform/ios/tts_ios.h +++ b/platform/ios/tts_ios.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/tts_ios.mm b/platform/ios/tts_ios.mm index 33b30b17c9..0c98fe7ae2 100644 --- a/platform/ios/tts_ios.mm +++ b/platform/ios/tts_ios.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/view_controller.h b/platform/ios/view_controller.h index e641d761d9..aadb111119 100644 --- a/platform/ios/view_controller.h +++ b/platform/ios/view_controller.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/ios/view_controller.mm b/platform/ios/view_controller.mm index 787e767109..a6f51b1428 100644 --- a/platform/ios/view_controller.mm +++ b/platform/ios/view_controller.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/SCsub b/platform/linuxbsd/SCsub index 4def765e9c..e2509ec244 100644 --- a/platform/linuxbsd/SCsub +++ b/platform/linuxbsd/SCsub @@ -39,7 +39,7 @@ if env["dbus"]: if env["use_sowrap"]: common_linuxbsd.append("dbus-so_wrap.c") -prog = env.add_program("#bin/godot", ["godot_linuxbsd.cpp"] + common_linuxbsd) +prog = env.add_program("#bin/redot", ["godot_linuxbsd.cpp"] + common_linuxbsd) if env["debug_symbols"] and env["separate_debug_symbols"]: env.AddPostAction(prog, env.Run(platform_linuxbsd_builders.make_debug_linuxbsd)) diff --git a/platform/linuxbsd/crash_handler_linuxbsd.cpp b/platform/linuxbsd/crash_handler_linuxbsd.cpp index 446fe5c7a1..54f9587dc6 100644 --- a/platform/linuxbsd/crash_handler_linuxbsd.cpp +++ b/platform/linuxbsd/crash_handler_linuxbsd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/crash_handler_linuxbsd.h b/platform/linuxbsd/crash_handler_linuxbsd.h index 684f62b249..9138c8ed78 100644 --- a/platform/linuxbsd/crash_handler_linuxbsd.h +++ b/platform/linuxbsd/crash_handler_linuxbsd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/detect.py b/platform/linuxbsd/detect.py index 2fd573da75..85e7472c02 100644 --- a/platform/linuxbsd/detect.py +++ b/platform/linuxbsd/detect.py @@ -33,7 +33,7 @@ def get_opts(): EnumVariable("linker", "Linker program", "default", ("default", "bfd", "gold", "lld", "mold")), BoolVariable("use_llvm", "Use the LLVM compiler", False), BoolVariable("use_static_cpp", "Link libgcc and libstdc++ statically for better portability", True), - BoolVariable("use_coverage", "Test Godot coverage", False), + BoolVariable("use_coverage", "Test Redot coverage", False), BoolVariable("use_ubsan", "Use LLVM/GCC compiler undefined behavior sanitizer (UBSAN)", False), BoolVariable("use_asan", "Use LLVM/GCC compiler address sanitizer (ASAN)", False), BoolVariable("use_lsan", "Use LLVM/GCC compiler leak sanitizer (LSAN)", False), diff --git a/platform/linuxbsd/export/export.cpp b/platform/linuxbsd/export/export.cpp index a512714758..5201be38d1 100644 --- a/platform/linuxbsd/export/export.cpp +++ b/platform/linuxbsd/export/export.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/export/export.h b/platform/linuxbsd/export/export.h index f493047815..fdf9c952ca 100644 --- a/platform/linuxbsd/export/export.h +++ b/platform/linuxbsd/export/export.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/export/export_plugin.cpp b/platform/linuxbsd/export/export_plugin.cpp index 69ba742f72..e5daae9c49 100644 --- a/platform/linuxbsd/export/export_plugin.cpp +++ b/platform/linuxbsd/export/export_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/export/export_plugin.h b/platform/linuxbsd/export/export_plugin.h index 9e016bd4c3..74d6bb438a 100644 --- a/platform/linuxbsd/export/export_plugin.h +++ b/platform/linuxbsd/export/export_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/freedesktop_portal_desktop.cpp b/platform/linuxbsd/freedesktop_portal_desktop.cpp index 94a748e414..00815375ce 100644 --- a/platform/linuxbsd/freedesktop_portal_desktop.cpp +++ b/platform/linuxbsd/freedesktop_portal_desktop.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/freedesktop_portal_desktop.h b/platform/linuxbsd/freedesktop_portal_desktop.h index 96c38de2c2..5a7e5aefc9 100644 --- a/platform/linuxbsd/freedesktop_portal_desktop.h +++ b/platform/linuxbsd/freedesktop_portal_desktop.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/freedesktop_screensaver.cpp b/platform/linuxbsd/freedesktop_screensaver.cpp index cf179b5735..93af4b8599 100644 --- a/platform/linuxbsd/freedesktop_screensaver.cpp +++ b/platform/linuxbsd/freedesktop_screensaver.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -61,9 +63,9 @@ void FreeDesktopScreenSaver::inhibit() { String app_name_string = GLOBAL_GET("application/config/name"); CharString app_name_utf8 = app_name_string.utf8(); - const char *app_name = app_name_string.is_empty() ? "Godot Engine" : app_name_utf8.get_data(); + const char *app_name = app_name_string.is_empty() ? "Redot Engine" : app_name_utf8.get_data(); - const char *reason = "Running Godot Engine project"; + const char *reason = "Running Redot Engine project"; DBusMessage *message = dbus_message_new_method_call( BUS_OBJECT_NAME, BUS_OBJECT_PATH, BUS_INTERFACE, diff --git a/platform/linuxbsd/freedesktop_screensaver.h b/platform/linuxbsd/freedesktop_screensaver.h index e9f0c566a5..97a874591a 100644 --- a/platform/linuxbsd/freedesktop_screensaver.h +++ b/platform/linuxbsd/freedesktop_screensaver.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/godot_linuxbsd.cpp b/platform/linuxbsd/godot_linuxbsd.cpp index b0880c86b8..0a0d2f7c4e 100644 --- a/platform/linuxbsd/godot_linuxbsd.cpp +++ b/platform/linuxbsd/godot_linuxbsd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/joypad_linux.cpp b/platform/linuxbsd/joypad_linux.cpp index 49f2690e61..e450914fcb 100644 --- a/platform/linuxbsd/joypad_linux.cpp +++ b/platform/linuxbsd/joypad_linux.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/joypad_linux.h b/platform/linuxbsd/joypad_linux.h index bf24d8e5a5..44c158afe7 100644 --- a/platform/linuxbsd/joypad_linux.h +++ b/platform/linuxbsd/joypad_linux.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/os_linuxbsd.cpp b/platform/linuxbsd/os_linuxbsd.cpp index 6355562feb..b7732816f0 100644 --- a/platform/linuxbsd/os_linuxbsd.cpp +++ b/platform/linuxbsd/os_linuxbsd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/os_linuxbsd.h b/platform/linuxbsd/os_linuxbsd.h index 9084061eb9..c1378499c9 100644 --- a/platform/linuxbsd/os_linuxbsd.h +++ b/platform/linuxbsd/os_linuxbsd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/platform_config.h b/platform/linuxbsd/platform_config.h index c372ef28f6..155851e8c8 100644 --- a/platform/linuxbsd/platform_config.h +++ b/platform/linuxbsd/platform_config.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/platform_gl.h b/platform/linuxbsd/platform_gl.h index 5d4c2d8978..4615be2f51 100644 --- a/platform/linuxbsd/platform_gl.h +++ b/platform/linuxbsd/platform_gl.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/tts_linux.cpp b/platform/linuxbsd/tts_linux.cpp index 6c1f49f046..efbd19dd43 100644 --- a/platform/linuxbsd/tts_linux.cpp +++ b/platform/linuxbsd/tts_linux.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/tts_linux.h b/platform/linuxbsd/tts_linux.h index 2a3d33221d..715b8c3b22 100644 --- a/platform/linuxbsd/tts_linux.h +++ b/platform/linuxbsd/tts_linux.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/wayland/detect_prime_egl.cpp b/platform/linuxbsd/wayland/detect_prime_egl.cpp index e24c03c869..146e8230bf 100644 --- a/platform/linuxbsd/wayland/detect_prime_egl.cpp +++ b/platform/linuxbsd/wayland/detect_prime_egl.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/wayland/detect_prime_egl.h b/platform/linuxbsd/wayland/detect_prime_egl.h index 3391e020d8..a2b3d9e180 100644 --- a/platform/linuxbsd/wayland/detect_prime_egl.h +++ b/platform/linuxbsd/wayland/detect_prime_egl.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/wayland/display_server_wayland.cpp b/platform/linuxbsd/wayland/display_server_wayland.cpp index 0a87c4a517..e1cc9d4ad2 100644 --- a/platform/linuxbsd/wayland/display_server_wayland.cpp +++ b/platform/linuxbsd/wayland/display_server_wayland.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -1430,7 +1432,7 @@ DisplayServerWayland::DisplayServerWayland(const String &p_rendering_driver, Win if (prime_idx) { print_line(vformat("Found discrete GPU, setting DRI_PRIME=%d to use it.", prime_idx)); - print_line("Note: Set DRI_PRIME=0 in the environment to disable Godot from using the discrete GPU."); + print_line("Note: Set DRI_PRIME=0 in the environment to disable Redot from using the discrete GPU."); setenv("DRI_PRIME", itos(prime_idx).utf8().ptr(), 1); } } @@ -1507,7 +1509,7 @@ DisplayServerWayland::DisplayServerWayland(const String &p_rendering_driver, Win wd.flags = p_flags; wd.vsync_mode = p_vsync_mode; wd.rect.size = p_resolution; - wd.title = "Godot"; + wd.title = "Redot"; _show_window(); diff --git a/platform/linuxbsd/wayland/display_server_wayland.h b/platform/linuxbsd/wayland/display_server_wayland.h index e611533664..b844eb186f 100644 --- a/platform/linuxbsd/wayland/display_server_wayland.h +++ b/platform/linuxbsd/wayland/display_server_wayland.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/wayland/egl_manager_wayland.cpp b/platform/linuxbsd/wayland/egl_manager_wayland.cpp index 6cf24277a0..d7f86b3dfa 100644 --- a/platform/linuxbsd/wayland/egl_manager_wayland.cpp +++ b/platform/linuxbsd/wayland/egl_manager_wayland.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/wayland/egl_manager_wayland.h b/platform/linuxbsd/wayland/egl_manager_wayland.h index 551c126760..6d45df0883 100644 --- a/platform/linuxbsd/wayland/egl_manager_wayland.h +++ b/platform/linuxbsd/wayland/egl_manager_wayland.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/wayland/egl_manager_wayland_gles.cpp b/platform/linuxbsd/wayland/egl_manager_wayland_gles.cpp index 9431b18f05..85f270de73 100644 --- a/platform/linuxbsd/wayland/egl_manager_wayland_gles.cpp +++ b/platform/linuxbsd/wayland/egl_manager_wayland_gles.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/wayland/egl_manager_wayland_gles.h b/platform/linuxbsd/wayland/egl_manager_wayland_gles.h index f526f18277..17dd380e34 100644 --- a/platform/linuxbsd/wayland/egl_manager_wayland_gles.h +++ b/platform/linuxbsd/wayland/egl_manager_wayland_gles.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/wayland/key_mapping_xkb.cpp b/platform/linuxbsd/wayland/key_mapping_xkb.cpp index bd1a1e3835..aefabd26fa 100644 --- a/platform/linuxbsd/wayland/key_mapping_xkb.cpp +++ b/platform/linuxbsd/wayland/key_mapping_xkb.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/wayland/key_mapping_xkb.h b/platform/linuxbsd/wayland/key_mapping_xkb.h index 9b8c90a445..d0b6338bea 100644 --- a/platform/linuxbsd/wayland/key_mapping_xkb.h +++ b/platform/linuxbsd/wayland/key_mapping_xkb.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/wayland/rendering_context_driver_vulkan_wayland.cpp b/platform/linuxbsd/wayland/rendering_context_driver_vulkan_wayland.cpp index 8abcc464ba..a83249143d 100644 --- a/platform/linuxbsd/wayland/rendering_context_driver_vulkan_wayland.cpp +++ b/platform/linuxbsd/wayland/rendering_context_driver_vulkan_wayland.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/wayland/rendering_context_driver_vulkan_wayland.h b/platform/linuxbsd/wayland/rendering_context_driver_vulkan_wayland.h index dfebca1890..b0dc5d3f93 100644 --- a/platform/linuxbsd/wayland/rendering_context_driver_vulkan_wayland.h +++ b/platform/linuxbsd/wayland/rendering_context_driver_vulkan_wayland.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/wayland/wayland_thread.cpp b/platform/linuxbsd/wayland/wayland_thread.cpp index e066e78e5b..79bd19519e 100644 --- a/platform/linuxbsd/wayland/wayland_thread.cpp +++ b/platform/linuxbsd/wayland/wayland_thread.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/wayland/wayland_thread.h b/platform/linuxbsd/wayland/wayland_thread.h index 819a1205d6..4000cd88ef 100644 --- a/platform/linuxbsd/wayland/wayland_thread.h +++ b/platform/linuxbsd/wayland/wayland_thread.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/x11/detect_prime_x11.cpp b/platform/linuxbsd/x11/detect_prime_x11.cpp index c2cb02b937..15ce81bb91 100644 --- a/platform/linuxbsd/x11/detect_prime_x11.cpp +++ b/platform/linuxbsd/x11/detect_prime_x11.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/x11/detect_prime_x11.h b/platform/linuxbsd/x11/detect_prime_x11.h index 62fe426026..fea1b8877f 100644 --- a/platform/linuxbsd/x11/detect_prime_x11.h +++ b/platform/linuxbsd/x11/detect_prime_x11.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/x11/display_server_x11.cpp b/platform/linuxbsd/x11/display_server_x11.cpp index f1be5d83dc..e0e5405c6f 100644 --- a/platform/linuxbsd/x11/display_server_x11.cpp +++ b/platform/linuxbsd/x11/display_server_x11.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -5240,13 +5242,13 @@ void DisplayServerX11::_update_context(WindowData &wd) { CharString name_str; switch (context) { case CONTEXT_EDITOR: - name_str = "Godot_Editor"; + name_str = "Redot_Editor"; break; case CONTEXT_PROJECTMAN: - name_str = "Godot_ProjectList"; + name_str = "Redot_ProjectList"; break; case CONTEXT_ENGINE: - name_str = "Godot_Engine"; + name_str = "Redot_Engine"; break; } @@ -5254,12 +5256,12 @@ void DisplayServerX11::_update_context(WindowData &wd) { if (context == CONTEXT_ENGINE) { String config_name = GLOBAL_GET("application/config/name"); if (config_name.length() == 0) { - class_str = "Godot_Engine"; + class_str = "Redot_Engine"; } else { class_str = config_name.utf8(); } } else { - class_str = "Godot"; + class_str = "Redot"; } classHint->res_class = class_str.ptrw(); @@ -5631,7 +5633,7 @@ DisplayServerX11::WindowID DisplayServerX11::_create_window(WindowMode p_mode, V } /* set the titlebar name */ - XStoreName(x11_display, wd.x11_window, "Godot"); + XStoreName(x11_display, wd.x11_window, "Redot"); XSetWMProtocols(x11_display, wd.x11_window, &wm_delete, 1); if (xdnd_aware != None) { XChangeProperty(x11_display, wd.x11_window, xdnd_aware, XA_ATOM, 32, PropModeReplace, (unsigned char *)&xdnd_version, 1); @@ -6233,7 +6235,7 @@ DisplayServerX11::DisplayServerX11(const String &p_rendering_driver, WindowMode if (use_prime) { print_line("Found discrete GPU, setting DRI_PRIME=1 to use it."); - print_line("Note: Set DRI_PRIME=0 in the environment to disable Godot from using the discrete GPU."); + print_line("Note: Set DRI_PRIME=0 in the environment to disable Redot from using the discrete GPU."); setenv("DRI_PRIME", "1", 1); } } diff --git a/platform/linuxbsd/x11/display_server_x11.h b/platform/linuxbsd/x11/display_server_x11.h index 0cbfbe51ef..793301163a 100644 --- a/platform/linuxbsd/x11/display_server_x11.h +++ b/platform/linuxbsd/x11/display_server_x11.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/x11/gl_manager_x11.cpp b/platform/linuxbsd/x11/gl_manager_x11.cpp index 738ebffa02..a64f7c18d4 100644 --- a/platform/linuxbsd/x11/gl_manager_x11.cpp +++ b/platform/linuxbsd/x11/gl_manager_x11.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/x11/gl_manager_x11.h b/platform/linuxbsd/x11/gl_manager_x11.h index 06e147e39f..6d42bebf82 100644 --- a/platform/linuxbsd/x11/gl_manager_x11.h +++ b/platform/linuxbsd/x11/gl_manager_x11.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/x11/gl_manager_x11_egl.cpp b/platform/linuxbsd/x11/gl_manager_x11_egl.cpp index 544684ebf1..06c37f4891 100644 --- a/platform/linuxbsd/x11/gl_manager_x11_egl.cpp +++ b/platform/linuxbsd/x11/gl_manager_x11_egl.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/x11/gl_manager_x11_egl.h b/platform/linuxbsd/x11/gl_manager_x11_egl.h index 405dda3d83..9f786da973 100644 --- a/platform/linuxbsd/x11/gl_manager_x11_egl.h +++ b/platform/linuxbsd/x11/gl_manager_x11_egl.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/x11/key_mapping_x11.cpp b/platform/linuxbsd/x11/key_mapping_x11.cpp index b589a2a573..7060b494cc 100644 --- a/platform/linuxbsd/x11/key_mapping_x11.cpp +++ b/platform/linuxbsd/x11/key_mapping_x11.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/x11/key_mapping_x11.h b/platform/linuxbsd/x11/key_mapping_x11.h index a51ee5f48e..b767ea6f22 100644 --- a/platform/linuxbsd/x11/key_mapping_x11.h +++ b/platform/linuxbsd/x11/key_mapping_x11.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/x11/rendering_context_driver_vulkan_x11.cpp b/platform/linuxbsd/x11/rendering_context_driver_vulkan_x11.cpp index cbcf07852b..9381228c92 100644 --- a/platform/linuxbsd/x11/rendering_context_driver_vulkan_x11.cpp +++ b/platform/linuxbsd/x11/rendering_context_driver_vulkan_x11.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/linuxbsd/x11/rendering_context_driver_vulkan_x11.h b/platform/linuxbsd/x11/rendering_context_driver_vulkan_x11.h index d525b69ec7..1371103b0c 100644 --- a/platform/linuxbsd/x11/rendering_context_driver_vulkan_x11.h +++ b/platform/linuxbsd/x11/rendering_context_driver_vulkan_x11.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/SCsub b/platform/macos/SCsub index 3924e79fb6..7e807b14cd 100644 --- a/platform/macos/SCsub +++ b/platform/macos/SCsub @@ -127,7 +127,7 @@ files = [ "gl_manager_macos_legacy.mm", ] -prog = env.add_program("#bin/godot", files) +prog = env.add_program("#bin/redot", files) if env["debug_symbols"] and env["separate_debug_symbols"]: env.AddPostAction(prog, env.Run(platform_macos_builders.make_debug_macos)) diff --git a/platform/macos/crash_handler_macos.h b/platform/macos/crash_handler_macos.h index f821283167..e330877a65 100644 --- a/platform/macos/crash_handler_macos.h +++ b/platform/macos/crash_handler_macos.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/crash_handler_macos.mm b/platform/macos/crash_handler_macos.mm index c370422bfa..cc909d05e1 100644 --- a/platform/macos/crash_handler_macos.mm +++ b/platform/macos/crash_handler_macos.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/dir_access_macos.h b/platform/macos/dir_access_macos.h index 167c162200..f8025b0d2f 100644 --- a/platform/macos/dir_access_macos.h +++ b/platform/macos/dir_access_macos.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/dir_access_macos.mm b/platform/macos/dir_access_macos.mm index 37f717c9de..44c5a22b3f 100644 --- a/platform/macos/dir_access_macos.mm +++ b/platform/macos/dir_access_macos.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/display_server_macos.h b/platform/macos/display_server_macos.h index 97af6d0a5a..a3c11a8edb 100644 --- a/platform/macos/display_server_macos.h +++ b/platform/macos/display_server_macos.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/display_server_macos.mm b/platform/macos/display_server_macos.mm index 43469d981b..530ce188b9 100644 --- a/platform/macos/display_server_macos.mm +++ b/platform/macos/display_server_macos.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/doc_classes/EditorExportPlatformMacOS.xml b/platform/macos/doc_classes/EditorExportPlatformMacOS.xml index dcaba9bbd2..709e647242 100644 --- a/platform/macos/doc_classes/EditorExportPlatformMacOS.xml +++ b/platform/macos/doc_classes/EditorExportPlatformMacOS.xml @@ -7,7 +7,7 @@ </description> <tutorials> <link title="Exporting for macOS">$DOCS_URL/tutorials/export/exporting_for_macos.html</link> - <link title="Running Godot apps on macOS">$DOCS_URL/tutorials//export/running_on_macos.html</link> + <link title="Running Redot apps on macOS">$DOCS_URL/tutorials//export/running_on_macos.html</link> </tutorials> <members> <member name="application/additional_plist_content" type="String" setter="" getter=""> diff --git a/platform/macos/export/export.cpp b/platform/macos/export/export.cpp index 0c7018d2a8..c55fd690c8 100644 --- a/platform/macos/export/export.cpp +++ b/platform/macos/export/export.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/export/export.h b/platform/macos/export/export.h index a7a7dcad16..43f8d2ff70 100644 --- a/platform/macos/export/export.h +++ b/platform/macos/export/export.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/export/export_plugin.cpp b/platform/macos/export/export_plugin.cpp index 7887e5d0ab..e766fce63e 100644 --- a/platform/macos/export/export_plugin.cpp +++ b/platform/macos/export/export_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -1551,7 +1553,7 @@ Error EditorExportPlatformMacOS::export_project(const Ref<EditorExportPreset> &p int ret = unzGoToFirstFile(src_pkg_zip); String architecture = p_preset->get("binary_format/architecture"); - String binary_to_use = "godot_macos_" + String(p_debug ? "debug" : "release") + "." + architecture; + String binary_to_use = "redot_macos_" + String(p_debug ? "debug" : "release") + "." + architecture; String pkg_name; if (String(GLOBAL_GET("application/config/name")) != "") { @@ -1843,7 +1845,7 @@ Error EditorExportPlatformMacOS::export_project(const Ref<EditorExportPreset> &p _fix_privacy_manifest(p_preset, data); } - if (file.begins_with("Contents/MacOS/godot_")) { + if (file.begins_with("Contents/MacOS/redot_")) { if (file != "Contents/MacOS/" + binary_to_use) { ret = unzGoToNextFile(src_pkg_zip); continue; // skip diff --git a/platform/macos/export/export_plugin.h b/platform/macos/export/export_plugin.h index 4ded2f3301..b40a4e6ed7 100644 --- a/platform/macos/export/export_plugin.h +++ b/platform/macos/export/export_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/gl_manager_macos_angle.h b/platform/macos/gl_manager_macos_angle.h index 919b8ec9c8..7257d78c7d 100644 --- a/platform/macos/gl_manager_macos_angle.h +++ b/platform/macos/gl_manager_macos_angle.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/gl_manager_macos_angle.mm b/platform/macos/gl_manager_macos_angle.mm index ac2f20ee7e..854eeb5216 100644 --- a/platform/macos/gl_manager_macos_angle.mm +++ b/platform/macos/gl_manager_macos_angle.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/gl_manager_macos_legacy.h b/platform/macos/gl_manager_macos_legacy.h index 383c5c3306..55ca8bc682 100644 --- a/platform/macos/gl_manager_macos_legacy.h +++ b/platform/macos/gl_manager_macos_legacy.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/gl_manager_macos_legacy.mm b/platform/macos/gl_manager_macos_legacy.mm index a0d037144e..d4a705efec 100644 --- a/platform/macos/gl_manager_macos_legacy.mm +++ b/platform/macos/gl_manager_macos_legacy.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_application.h b/platform/macos/godot_application.h index 8749c8fbb0..25393b29b8 100644 --- a/platform/macos/godot_application.h +++ b/platform/macos/godot_application.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_application.mm b/platform/macos/godot_application.mm index f5e1bb43bf..725153750a 100644 --- a/platform/macos/godot_application.mm +++ b/platform/macos/godot_application.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_application_delegate.h b/platform/macos/godot_application_delegate.h index 45bd85c45c..dbbc8df03b 100644 --- a/platform/macos/godot_application_delegate.h +++ b/platform/macos/godot_application_delegate.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_application_delegate.mm b/platform/macos/godot_application_delegate.mm index 02466bab97..fff2d12b69 100644 --- a/platform/macos/godot_application_delegate.mm +++ b/platform/macos/godot_application_delegate.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_button_view.h b/platform/macos/godot_button_view.h index cbf13f7e5e..82e64fa826 100644 --- a/platform/macos/godot_button_view.h +++ b/platform/macos/godot_button_view.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_button_view.mm b/platform/macos/godot_button_view.mm index db4be0441d..214f916d0c 100644 --- a/platform/macos/godot_button_view.mm +++ b/platform/macos/godot_button_view.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_content_view.h b/platform/macos/godot_content_view.h index dc8d11be54..d628c896f8 100644 --- a/platform/macos/godot_content_view.h +++ b/platform/macos/godot_content_view.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_content_view.mm b/platform/macos/godot_content_view.mm index 7d43ac9fe6..cf8d3435dd 100644 --- a/platform/macos/godot_content_view.mm +++ b/platform/macos/godot_content_view.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_main_macos.mm b/platform/macos/godot_main_macos.mm index eebaed0eaf..f7b2086607 100644 --- a/platform/macos/godot_main_macos.mm +++ b/platform/macos/godot_main_macos.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_menu_delegate.h b/platform/macos/godot_menu_delegate.h index c2da3ad09e..4eb4d573f0 100644 --- a/platform/macos/godot_menu_delegate.h +++ b/platform/macos/godot_menu_delegate.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_menu_delegate.mm b/platform/macos/godot_menu_delegate.mm index 16fdd0d189..3a70885e94 100644 --- a/platform/macos/godot_menu_delegate.mm +++ b/platform/macos/godot_menu_delegate.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_menu_item.h b/platform/macos/godot_menu_item.h index e1af317259..e3d456242f 100644 --- a/platform/macos/godot_menu_item.h +++ b/platform/macos/godot_menu_item.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_menu_item.mm b/platform/macos/godot_menu_item.mm index 479542113a..9e9f879592 100644 --- a/platform/macos/godot_menu_item.mm +++ b/platform/macos/godot_menu_item.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_open_save_delegate.h b/platform/macos/godot_open_save_delegate.h index 8857ef1fa9..90adb57f97 100644 --- a/platform/macos/godot_open_save_delegate.h +++ b/platform/macos/godot_open_save_delegate.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_open_save_delegate.mm b/platform/macos/godot_open_save_delegate.mm index 6ffd939545..dad62c25e5 100644 --- a/platform/macos/godot_open_save_delegate.mm +++ b/platform/macos/godot_open_save_delegate.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_status_item.h b/platform/macos/godot_status_item.h index 5bc790956e..c502635b11 100644 --- a/platform/macos/godot_status_item.h +++ b/platform/macos/godot_status_item.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_status_item.mm b/platform/macos/godot_status_item.mm index 1b16d496a2..1e64316a5e 100644 --- a/platform/macos/godot_status_item.mm +++ b/platform/macos/godot_status_item.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_window.h b/platform/macos/godot_window.h index 72aa042069..caceec4025 100644 --- a/platform/macos/godot_window.h +++ b/platform/macos/godot_window.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_window.mm b/platform/macos/godot_window.mm index f4516e5c85..2d439164a3 100644 --- a/platform/macos/godot_window.mm +++ b/platform/macos/godot_window.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_window_delegate.h b/platform/macos/godot_window_delegate.h index de80102958..1a1f4c7608 100644 --- a/platform/macos/godot_window_delegate.h +++ b/platform/macos/godot_window_delegate.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/godot_window_delegate.mm b/platform/macos/godot_window_delegate.mm index 7749debfd6..678ebdded6 100644 --- a/platform/macos/godot_window_delegate.mm +++ b/platform/macos/godot_window_delegate.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/joypad_macos.h b/platform/macos/joypad_macos.h index b37a1b24f3..63fe0bd210 100644 --- a/platform/macos/joypad_macos.h +++ b/platform/macos/joypad_macos.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/joypad_macos.mm b/platform/macos/joypad_macos.mm index beb32d9129..4035312b2f 100644 --- a/platform/macos/joypad_macos.mm +++ b/platform/macos/joypad_macos.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/key_mapping_macos.h b/platform/macos/key_mapping_macos.h index f5b0ff8d02..d6a80d1f8c 100644 --- a/platform/macos/key_mapping_macos.h +++ b/platform/macos/key_mapping_macos.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/key_mapping_macos.mm b/platform/macos/key_mapping_macos.mm index b5e72048e7..09e466b459 100644 --- a/platform/macos/key_mapping_macos.mm +++ b/platform/macos/key_mapping_macos.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/macos_terminal_logger.h b/platform/macos/macos_terminal_logger.h index 0120240c4f..6b58953816 100644 --- a/platform/macos/macos_terminal_logger.h +++ b/platform/macos/macos_terminal_logger.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/macos_terminal_logger.mm b/platform/macos/macos_terminal_logger.mm index 44f37dc396..58f3bed3da 100644 --- a/platform/macos/macos_terminal_logger.mm +++ b/platform/macos/macos_terminal_logger.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/native_menu_macos.h b/platform/macos/native_menu_macos.h index 42cf6740d9..308f830f7b 100644 --- a/platform/macos/native_menu_macos.h +++ b/platform/macos/native_menu_macos.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/native_menu_macos.mm b/platform/macos/native_menu_macos.mm index 802d58dc26..1bfbc6a699 100644 --- a/platform/macos/native_menu_macos.mm +++ b/platform/macos/native_menu_macos.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/os_macos.h b/platform/macos/os_macos.h index 303fc112bf..6e8b829d1b 100644 --- a/platform/macos/os_macos.h +++ b/platform/macos/os_macos.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/os_macos.mm b/platform/macos/os_macos.mm index d9086b8c38..d48a2a8b18 100644 --- a/platform/macos/os_macos.mm +++ b/platform/macos/os_macos.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/platform_config.h b/platform/macos/platform_config.h index 01b0a12b5d..e68ba34b80 100644 --- a/platform/macos/platform_config.h +++ b/platform/macos/platform_config.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/platform_gl.h b/platform/macos/platform_gl.h index 3bad9d5a5f..bffee220c2 100644 --- a/platform/macos/platform_gl.h +++ b/platform/macos/platform_gl.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/rendering_context_driver_vulkan_macos.h b/platform/macos/rendering_context_driver_vulkan_macos.h index 32f8891a2e..2026029426 100644 --- a/platform/macos/rendering_context_driver_vulkan_macos.h +++ b/platform/macos/rendering_context_driver_vulkan_macos.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/rendering_context_driver_vulkan_macos.mm b/platform/macos/rendering_context_driver_vulkan_macos.mm index b617cb8f26..bdc12690b5 100644 --- a/platform/macos/rendering_context_driver_vulkan_macos.mm +++ b/platform/macos/rendering_context_driver_vulkan_macos.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/tts_macos.h b/platform/macos/tts_macos.h index 35205bd1ae..0a45c828e3 100644 --- a/platform/macos/tts_macos.h +++ b/platform/macos/tts_macos.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/macos/tts_macos.mm b/platform/macos/tts_macos.mm index 4e6744e211..f107e190e7 100644 --- a/platform/macos/tts_macos.mm +++ b/platform/macos/tts_macos.mm @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/register_platform_apis.h b/platform/register_platform_apis.h index bce486881e..828bd25f07 100644 --- a/platform/register_platform_apis.h +++ b/platform/register_platform_apis.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/SCsub b/platform/web/SCsub index b30bf20f26..93316ed646 100644 --- a/platform/web/SCsub +++ b/platform/web/SCsub @@ -59,7 +59,7 @@ for ext in sys_env["JS_EXTERNS"]: sys_env["ENV"]["EMCC_CLOSURE_ARGS"] += " --externs " + ext.abspath build = [] -build_targets = ["#bin/godot${PROGSUFFIX}.js", "#bin/godot${PROGSUFFIX}.wasm", "#bin/godot${PROGSUFFIX}.worker.js"] +build_targets = ["#bin/redot${PROGSUFFIX}.js", "#bin/redot${PROGSUFFIX}.wasm", "#bin/redot${PROGSUFFIX}.worker.js"] if env["dlink_enabled"]: # Reset libraries. The main runtime will only link emscripten libraries, not godot ones. sys_env["LIBS"] = [] @@ -79,7 +79,7 @@ if env["dlink_enabled"]: sys = sys_env.Program(build_targets, ["web_runtime.cpp"]) # The side library, containing all Godot code. - wasm = env.add_program("#bin/godot.side${PROGSUFFIX}.wasm", web_files) + wasm = env.add_program("#bin/redot.side${PROGSUFFIX}.wasm", web_files) build = sys + [wasm[0]] else: # We use IDBFS. Since Emscripten 1.39.1 it needs to be linked explicitly. @@ -97,14 +97,14 @@ engine = [ "js/engine/engine.js", ] externs = [env.File("#platform/web/js/engine/engine.externs.js")] -js_engine = env.CreateEngineFile("#bin/godot${PROGSUFFIX}.engine.js", engine, externs, env["threads"]) +js_engine = env.CreateEngineFile("#bin/redot${PROGSUFFIX}.engine.js", engine, externs, env["threads"]) env.Depends(js_engine, externs) wrap_list = [ build[0], js_engine, ] -js_wrapped = env.Textfile("#bin/godot", [env.File(f) for f in wrap_list], TEXTFILESUFFIX="${PROGSUFFIX}.wrapped.js") +js_wrapped = env.Textfile("#bin/redot", [env.File(f) for f in wrap_list], TEXTFILESUFFIX="${PROGSUFFIX}.wrapped.js") # 0 - unwrapped js file (use wrapped one instead) # 1 - wasm file diff --git a/platform/web/api/api.cpp b/platform/web/api/api.cpp index 40417bde7e..6bd95fc262 100644 --- a/platform/web/api/api.cpp +++ b/platform/web/api/api.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/api/api.h b/platform/web/api/api.h index 234bc6b326..e2efa3f56c 100644 --- a/platform/web/api/api.h +++ b/platform/web/api/api.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/api/javascript_bridge_singleton.h b/platform/web/api/javascript_bridge_singleton.h index 8054440055..d9ebdc0fea 100644 --- a/platform/web/api/javascript_bridge_singleton.h +++ b/platform/web/api/javascript_bridge_singleton.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/api/web_tools_editor_plugin.cpp b/platform/web/api/web_tools_editor_plugin.cpp index d39773bde2..b4ae51fb1d 100644 --- a/platform/web/api/web_tools_editor_plugin.cpp +++ b/platform/web/api/web_tools_editor_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/api/web_tools_editor_plugin.h b/platform/web/api/web_tools_editor_plugin.h index 2902f60f24..cba156db0d 100644 --- a/platform/web/api/web_tools_editor_plugin.h +++ b/platform/web/api/web_tools_editor_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/audio_driver_web.cpp b/platform/web/audio_driver_web.cpp index 0108f40726..3b1c21555b 100644 --- a/platform/web/audio_driver_web.cpp +++ b/platform/web/audio_driver_web.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/audio_driver_web.h b/platform/web/audio_driver_web.h index d352fa4692..d26475cfdf 100644 --- a/platform/web/audio_driver_web.h +++ b/platform/web/audio_driver_web.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/detect.py b/platform/web/detect.py index 26bbbccffa..f4a6073dbd 100644 --- a/platform/web/detect.py +++ b/platform/web/detect.py @@ -197,7 +197,7 @@ def configure(env: "SConsEnvironment"): # Minimum emscripten requirements. if cc_semver < (3, 1, 62): - print_error("The minimum emscripten version to build Godot is 3.1.62, detected: %s.%s.%s" % cc_semver) + print_error("The minimum emscripten version to build Redot is 3.1.62, detected: %s.%s.%s" % cc_semver) sys.exit(255) env.Prepend(CPPPATH=["#platform/web"]) @@ -264,7 +264,7 @@ def configure(env: "SConsEnvironment"): env.Append(LINKFLAGS=["-sENVIRONMENT=web,worker"]) # Wrap the JavaScript support code around a closure named Godot. - env.Append(LINKFLAGS=["-sMODULARIZE=1", "-sEXPORT_NAME='Godot'"]) + env.Append(LINKFLAGS=["-sMODULARIZE=1", "-sEXPORT_NAME='Redot'"]) # Force long jump mode to 'wasm' env.Append(CCFLAGS=["-sSUPPORT_LONGJMP='wasm'"]) diff --git a/platform/web/display_server_web.cpp b/platform/web/display_server_web.cpp index 4e55cc137a..10bd90f41b 100644 --- a/platform/web/display_server_web.cpp +++ b/platform/web/display_server_web.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/display_server_web.h b/platform/web/display_server_web.h index 352b3fe523..185e4054da 100644 --- a/platform/web/display_server_web.h +++ b/platform/web/display_server_web.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/dom_keys.inc b/platform/web/dom_keys.inc index b20a3a46b9..32385a1906 100644 --- a/platform/web/dom_keys.inc +++ b/platform/web/dom_keys.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/eslint.config.cjs b/platform/web/eslint.config.cjs index 8913a738f6..358c5c30a2 100644 --- a/platform/web/eslint.config.cjs +++ b/platform/web/eslint.config.cjs @@ -130,6 +130,7 @@ module.exports = [ ...globals.browser, 'Features': true, 'Godot': true, + 'Redot': true, 'InternalConfig': true, 'Preloader': true, }, diff --git a/platform/web/export/editor_http_server.cpp b/platform/web/export/editor_http_server.cpp index 9cf862eb1e..77c6ed8185 100644 --- a/platform/web/export/editor_http_server.cpp +++ b/platform/web/export/editor_http_server.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/export/editor_http_server.h b/platform/web/export/editor_http_server.h index 4437492b5a..ab17eb28ef 100644 --- a/platform/web/export/editor_http_server.h +++ b/platform/web/export/editor_http_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/export/export.cpp b/platform/web/export/export.cpp index ee6d02e68f..b7b3ba58b4 100644 --- a/platform/web/export/export.cpp +++ b/platform/web/export/export.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/export/export.h b/platform/web/export/export.h index da02bd8d93..18b44c04ee 100644 --- a/platform/web/export/export.h +++ b/platform/web/export/export.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/export/export_plugin.cpp b/platform/web/export/export_plugin.cpp index efe3c95496..48fae3ae60 100644 --- a/platform/web/export/export_plugin.cpp +++ b/platform/web/export/export_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -219,7 +221,7 @@ Error EditorExportPlatformWeb::_build_pwa(const Ref<EditorExportPreset> &p_prese String proj_name = GLOBAL_GET("application/config/name"); if (proj_name.is_empty()) { - proj_name = "Godot Game"; + proj_name = "Redot Game"; } // Service worker @@ -392,7 +394,7 @@ Ref<Texture2D> EditorExportPlatformWeb::get_logo() const { bool EditorExportPlatformWeb::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const { #ifdef MODULE_MONO_ENABLED // Don't check for additional errors, as this particular error cannot be resolved. - r_error += TTR("Exporting to Web is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Web with C#/Mono instead.") + "\n"; + r_error += TTR("Exporting to Web is currently not supported in Redot 4 when using C#/.NET. Use Redot 3 to target Web with C#/Mono instead.") + "\n"; r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n"; return false; #else diff --git a/platform/web/export/export_plugin.h b/platform/web/export/export_plugin.h index 3c743e2e74..5906c5dcec 100644 --- a/platform/web/export/export_plugin.h +++ b/platform/web/export/export_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/godot_audio.h b/platform/web/godot_audio.h index f5a2a85605..1dbfdaa07a 100644 --- a/platform/web/godot_audio.h +++ b/platform/web/godot_audio.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/godot_js.h b/platform/web/godot_js.h index a3d2632f17..7544d0cee7 100644 --- a/platform/web/godot_js.h +++ b/platform/web/godot_js.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/godot_webgl2.h b/platform/web/godot_webgl2.h index 2c9af4313f..b65d0325b9 100644 --- a/platform/web/godot_webgl2.h +++ b/platform/web/godot_webgl2.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/http_client_web.cpp b/platform/web/http_client_web.cpp index 80257dc295..9dd822f73a 100644 --- a/platform/web/http_client_web.cpp +++ b/platform/web/http_client_web.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/http_client_web.h b/platform/web/http_client_web.h index f696c5a5b0..665c5634f8 100644 --- a/platform/web/http_client_web.h +++ b/platform/web/http_client_web.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/javascript_bridge_singleton.cpp b/platform/web/javascript_bridge_singleton.cpp index 869c2e9903..dd2bdb677f 100644 --- a/platform/web/javascript_bridge_singleton.cpp +++ b/platform/web/javascript_bridge_singleton.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/js/engine/config.js b/platform/web/js/engine/config.js index 61b488cf81..e4aec319c5 100644 --- a/platform/web/js/engine/config.js +++ b/platform/web/js/engine/config.js @@ -293,7 +293,7 @@ const InternalConfig = function (initConfig) { // eslint-disable-line no-unused- return {}; }, 'locateFile': function (path) { - if (!path.startsWith('godot.')) { + if (!path.startsWith('godot.') && !path.startsWith('redot.')) { return path; } else if (path.endsWith('.worker.js')) { return `${loadPath}.worker.js`; diff --git a/platform/web/js/engine/engine.externs.js b/platform/web/js/engine/engine.externs.js index 35a66a93ae..a0d38fcd3b 100644 --- a/platform/web/js/engine/engine.externs.js +++ b/platform/web/js/engine/engine.externs.js @@ -1,4 +1,4 @@ -var Godot; +var Redot; var WebAssembly = {}; WebAssembly.instantiate = function(buffer, imports) {}; WebAssembly.instantiateStreaming = function(response, imports) {}; diff --git a/platform/web/js/engine/engine.js b/platform/web/js/engine/engine.js index 04c4c44c5e..9718c9fd5a 100644 --- a/platform/web/js/engine/engine.js +++ b/platform/web/js/engine/engine.js @@ -93,7 +93,7 @@ const Engine = (function () { return new Promise(function (resolve, reject) { promise.then(function (response) { const cloned = new Response(response.clone().body, { 'headers': [['content-type', 'application/wasm']] }); - Godot(me.config.getModuleConfig(loadPath, cloned)).then(function (module) { + Redot(me.config.getModuleConfig(loadPath, cloned)).then(function (module) { const paths = me.config.persistentPaths; module['initFS'](paths).then(function (err) { me.rtenv = module; diff --git a/platform/web/js/libs/audio.position.worklet.js b/platform/web/js/libs/audio.position.worklet.js index bf3ac4ae2d..7d2c34d7cc 100644 --- a/platform/web/js/libs/audio.position.worklet.js +++ b/platform/web/js/libs/audio.position.worklet.js @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/js/libs/audio.worklet.js b/platform/web/js/libs/audio.worklet.js index 3b94cab85c..5a8c1d5f87 100644 --- a/platform/web/js/libs/audio.worklet.js +++ b/platform/web/js/libs/audio.worklet.js @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/js/libs/library_godot_audio.js b/platform/web/js/libs/library_godot_audio.js index aaf986b966..ef313310be 100644 --- a/platform/web/js/libs/library_godot_audio.js +++ b/platform/web/js/libs/library_godot_audio.js @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/js/libs/library_godot_display.js b/platform/web/js/libs/library_godot_display.js index 9445ec7ae5..c6b2a52fa7 100644 --- a/platform/web/js/libs/library_godot_display.js +++ b/platform/web/js/libs/library_godot_display.js @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/js/libs/library_godot_fetch.js b/platform/web/js/libs/library_godot_fetch.js index eeb3978256..26f557c966 100644 --- a/platform/web/js/libs/library_godot_fetch.js +++ b/platform/web/js/libs/library_godot_fetch.js @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/js/libs/library_godot_input.js b/platform/web/js/libs/library_godot_input.js index 6e3b97023d..fe99f55141 100644 --- a/platform/web/js/libs/library_godot_input.js +++ b/platform/web/js/libs/library_godot_input.js @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/js/libs/library_godot_javascript_singleton.js b/platform/web/js/libs/library_godot_javascript_singleton.js index 3ff6abba60..0af9b0f21f 100644 --- a/platform/web/js/libs/library_godot_javascript_singleton.js +++ b/platform/web/js/libs/library_godot_javascript_singleton.js @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/js/libs/library_godot_os.js b/platform/web/js/libs/library_godot_os.js index 568212275b..44617cbadc 100644 --- a/platform/web/js/libs/library_godot_os.js +++ b/platform/web/js/libs/library_godot_os.js @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/js/libs/library_godot_runtime.js b/platform/web/js/libs/library_godot_runtime.js index 4114aa566e..4da41abdea 100644 --- a/platform/web/js/libs/library_godot_runtime.js +++ b/platform/web/js/libs/library_godot_runtime.js @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/js/libs/library_godot_webgl2.js b/platform/web/js/libs/library_godot_webgl2.js index 4621b2e3c2..e3cb74ef3e 100644 --- a/platform/web/js/libs/library_godot_webgl2.js +++ b/platform/web/js/libs/library_godot_webgl2.js @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/os_web.cpp b/platform/web/os_web.cpp index 51facbaa84..6f889cb77e 100644 --- a/platform/web/os_web.cpp +++ b/platform/web/os_web.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/os_web.h b/platform/web/os_web.h index 1ddb745965..87a880acd6 100644 --- a/platform/web/os_web.h +++ b/platform/web/os_web.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/platform_config.h b/platform/web/platform_config.h index c3189bccfb..258ddd8676 100644 --- a/platform/web/platform_config.h +++ b/platform/web/platform_config.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/platform_gl.h b/platform/web/platform_gl.h index 8aadab81de..98dca5ce63 100644 --- a/platform/web/platform_gl.h +++ b/platform/web/platform_gl.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/web_main.cpp b/platform/web/web_main.cpp index d0c3bd7c0e..c20ab5f09e 100644 --- a/platform/web/web_main.cpp +++ b/platform/web/web_main.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/web/web_runtime.cpp b/platform/web/web_runtime.cpp index 3c014b36a1..d78b1ac5f4 100644 --- a/platform/web/web_runtime.cpp +++ b/platform/web/web_runtime.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/SCsub b/platform/windows/SCsub index 1d17e7b325..e17e10e6f1 100644 --- a/platform/windows/SCsub +++ b/platform/windows/SCsub @@ -56,7 +56,7 @@ env.Depends(res_obj, "#core/version_generated.gen.h") env.add_source_files(sources, common_win) sources += res_obj -prog = env.add_program("#bin/godot", sources, PROGSUFFIX=env["PROGSUFFIX"]) +prog = env.add_program("#bin/redot", sources, PROGSUFFIX=env["PROGSUFFIX"]) arrange_program_clean(prog) # Build console wrapper app. @@ -74,7 +74,7 @@ if env["windows_subsystem"] == "gui": env_wrap.Append(LINKFLAGS=["-Wl,--subsystem,console"]) env_wrap.Append(LIBS=["version"]) - prog_wrap = env_wrap.add_program("#bin/godot", common_win_wrap + res_wrap_obj, PROGSUFFIX=env["PROGSUFFIX_WRAP"]) + prog_wrap = env_wrap.add_program("#bin/redot", common_win_wrap + res_wrap_obj, PROGSUFFIX=env["PROGSUFFIX_WRAP"]) arrange_program_clean(prog_wrap) env_wrap.Depends(prog_wrap, prog) sources += common_win_wrap + res_wrap_obj diff --git a/platform/windows/console_wrapper_windows.cpp b/platform/windows/console_wrapper_windows.cpp index 03e77cb92c..7ab160f446 100644 --- a/platform/windows/console_wrapper_windows.cpp +++ b/platform/windows/console_wrapper_windows.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/crash_handler_windows.h b/platform/windows/crash_handler_windows.h index a0a0b610d0..059e344e60 100644 --- a/platform/windows/crash_handler_windows.h +++ b/platform/windows/crash_handler_windows.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/crash_handler_windows_seh.cpp b/platform/windows/crash_handler_windows_seh.cpp index a6015092e8..00cc0a2911 100644 --- a/platform/windows/crash_handler_windows_seh.cpp +++ b/platform/windows/crash_handler_windows_seh.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/crash_handler_windows_signal.cpp b/platform/windows/crash_handler_windows_signal.cpp index e11a60bdc7..ec438332e9 100644 --- a/platform/windows/crash_handler_windows_signal.cpp +++ b/platform/windows/crash_handler_windows_signal.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/detect.py b/platform/windows/detect.py index ddcd29adc9..1312d795a7 100644 --- a/platform/windows/detect.py +++ b/platform/windows/detect.py @@ -438,7 +438,7 @@ def configure_msvc(env: "SConsEnvironment", vcvars_msvc_config): if not caught and (is_cl and re_cl_capture.match(line)) or (not is_cl and re_link_capture.match(line)): caught = True try: - with open(capture_path, "a", encoding=sys.stdout.encoding) as log: + with open(capture_path, "a", encoding="utf-8") as log: log.write(line + "\n") except OSError: print_warning(f'Failed to log captured line: "{line}".') diff --git a/platform/windows/display_server_windows.cpp b/platform/windows/display_server_windows.cpp index fc49b63dde..ed0edbca95 100644 --- a/platform/windows/display_server_windows.cpp +++ b/platform/windows/display_server_windows.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -1419,7 +1421,7 @@ void DisplayServerWindows::screen_set_keep_on(bool p_enable) { } if (p_enable) { - const String reason = "Godot Engine running with display/window/energy_saving/keep_screen_on = true"; + const String reason = "Redot Engine running with display/window/energy_saving/keep_screen_on = true"; Char16String reason_utf16 = reason.utf16(); REASON_CONTEXT context; diff --git a/platform/windows/display_server_windows.h b/platform/windows/display_server_windows.h index fc72e05b1d..d90944ac7f 100644 --- a/platform/windows/display_server_windows.h +++ b/platform/windows/display_server_windows.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/export/export.cpp b/platform/windows/export/export.cpp index 8c963e9a9d..71923026e6 100644 --- a/platform/windows/export/export.cpp +++ b/platform/windows/export/export.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/export/export.h b/platform/windows/export/export.h index 6c4020f0c8..e88c7f35df 100644 --- a/platform/windows/export/export.h +++ b/platform/windows/export/export.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/export/export_plugin.cpp b/platform/windows/export/export_plugin.cpp index 8d3f4bb269..42e86ea9d5 100644 --- a/platform/windows/export/export_plugin.cpp +++ b/platform/windows/export/export_plugin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -439,13 +441,13 @@ void EditorExportPlatformWindows::get_export_options(List<ExportOption> *r_optio "$trigger = New-ScheduledTaskTrigger -Once -At 00:00\n" "$settings = New-ScheduledTaskSettingsSet\n" "$task = New-ScheduledTask -Action $action -Trigger $trigger -Settings $settings\n" - "Register-ScheduledTask godot_remote_debug -InputObject $task -Force:$true\n" - "Start-ScheduledTask -TaskName godot_remote_debug\n" - "while (Get-ScheduledTask -TaskName godot_remote_debug | ? State -eq running) { Start-Sleep -Milliseconds 100 }\n" - "Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue"; + "Register-ScheduledTask redot_remote_debug -InputObject $task -Force:$true\n" + "Start-ScheduledTask -TaskName redot_remote_debug\n" + "while (Get-ScheduledTask -TaskName redot_remote_debug | ? State -eq running) { Start-Sleep -Milliseconds 100 }\n" + "Unregister-ScheduledTask -TaskName redot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue"; - String cleanup_script = "Stop-ScheduledTask -TaskName godot_remote_debug -ErrorAction:SilentlyContinue\n" - "Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue\n" + String cleanup_script = "Stop-ScheduledTask -TaskName redot_remote_debug -ErrorAction:SilentlyContinue\n" + "Unregister-ScheduledTask -TaskName redot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue\n" "Remove-Item -Recurse -Force '{temp_dir}'"; r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "ssh_remote_deploy/enabled"), false, true)); diff --git a/platform/windows/export/export_plugin.h b/platform/windows/export/export_plugin.h index 1972b36845..a582e9563b 100644 --- a/platform/windows/export/export_plugin.h +++ b/platform/windows/export/export_plugin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/gl_manager_windows_angle.cpp b/platform/windows/gl_manager_windows_angle.cpp index c52564676f..2cfe777493 100644 --- a/platform/windows/gl_manager_windows_angle.cpp +++ b/platform/windows/gl_manager_windows_angle.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/gl_manager_windows_angle.h b/platform/windows/gl_manager_windows_angle.h index 9c02912b86..c70e410a01 100644 --- a/platform/windows/gl_manager_windows_angle.h +++ b/platform/windows/gl_manager_windows_angle.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/gl_manager_windows_native.cpp b/platform/windows/gl_manager_windows_native.cpp index af703f4dfa..a480a85385 100644 --- a/platform/windows/gl_manager_windows_native.cpp +++ b/platform/windows/gl_manager_windows_native.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/gl_manager_windows_native.h b/platform/windows/gl_manager_windows_native.h index 532092ae74..95d0b93615 100644 --- a/platform/windows/gl_manager_windows_native.h +++ b/platform/windows/gl_manager_windows_native.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/godot.ico b/platform/windows/godot.ico Binary files differdeleted file mode 100644 index f0bb68225d..0000000000 --- a/platform/windows/godot.ico +++ /dev/null diff --git a/platform/windows/godot_console.ico b/platform/windows/godot_console.ico Binary files differdeleted file mode 100644 index 1d27e3d6ae..0000000000 --- a/platform/windows/godot_console.ico +++ /dev/null diff --git a/platform/windows/godot_res.rc b/platform/windows/godot_res.rc index 86191ad9d9..a3f42dfc66 100644 --- a/platform/windows/godot_res.rc +++ b/platform/windows/godot_res.rc @@ -4,7 +4,7 @@ #define RT_MANIFEST 24 #endif -GODOT_ICON ICON platform/windows/godot.ico +GODOT_ICON ICON platform/windows/redot.ico 1 RT_MANIFEST "godot.manifest" 1 VERSIONINFO @@ -17,13 +17,13 @@ BEGIN BEGIN BLOCK "040904b0" BEGIN - VALUE "CompanyName", "Godot Engine" + VALUE "CompanyName", "Redot Engine" VALUE "FileDescription", VERSION_NAME VALUE "FileVersion", VERSION_NUMBER VALUE "ProductName", VERSION_NAME VALUE "Licence", "MIT" - VALUE "LegalCopyright", "(c) 2007-present Juan Linietsky, Ariel Manzur and Godot Engine contributors" - VALUE "Info", "https://godotengine.org" + VALUE "LegalCopyright", "(c) 2007-present Juan Linietsky, Ariel Manzur and Redot Engine and Godot Engine contributors" + VALUE "Info", "https://redotengine.org" VALUE "ProductVersion", VERSION_FULL_BUILD END END diff --git a/platform/windows/godot_res_wrap.rc b/platform/windows/godot_res_wrap.rc index 61e6100497..e8c2185c80 100644 --- a/platform/windows/godot_res_wrap.rc +++ b/platform/windows/godot_res_wrap.rc @@ -4,7 +4,7 @@ #define RT_MANIFEST 24 #endif -GODOT_ICON ICON platform/windows/godot_console.ico +GODOT_ICON ICON platform/windows/redot_console.ico 1 RT_MANIFEST "godot.manifest" 1 VERSIONINFO @@ -17,13 +17,13 @@ BEGIN BEGIN BLOCK "040904b0" BEGIN - VALUE "CompanyName", "Godot Engine" + VALUE "CompanyName", "Redot Engine" VALUE "FileDescription", VERSION_NAME " (Console)" VALUE "FileVersion", VERSION_NUMBER VALUE "ProductName", VERSION_NAME " (Console)" VALUE "Licence", "MIT" - VALUE "LegalCopyright", "(c) 2007-present Juan Linietsky, Ariel Manzur and Godot Engine contributors" - VALUE "Info", "https://godotengine.org" + VALUE "LegalCopyright", "(c) 2007-present Juan Linietsky, Ariel Manzur and Redot Engine and Godot Engine contributors" + VALUE "Info", "https://redotengine.org" VALUE "ProductVersion", VERSION_FULL_BUILD END END diff --git a/platform/windows/godot_windows.cpp b/platform/windows/godot_windows.cpp index 486c3120fc..2f113920ee 100644 --- a/platform/windows/godot_windows.cpp +++ b/platform/windows/godot_windows.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/joypad_windows.cpp b/platform/windows/joypad_windows.cpp index a5f1629cf0..b435043983 100644 --- a/platform/windows/joypad_windows.cpp +++ b/platform/windows/joypad_windows.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/joypad_windows.h b/platform/windows/joypad_windows.h index 87c7af7657..47c4965e92 100644 --- a/platform/windows/joypad_windows.h +++ b/platform/windows/joypad_windows.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/key_mapping_windows.cpp b/platform/windows/key_mapping_windows.cpp index 20905d0fe9..d33de4404f 100644 --- a/platform/windows/key_mapping_windows.cpp +++ b/platform/windows/key_mapping_windows.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/key_mapping_windows.h b/platform/windows/key_mapping_windows.h index e6f184a2cc..b758fbe557 100644 --- a/platform/windows/key_mapping_windows.h +++ b/platform/windows/key_mapping_windows.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/lang_table.h b/platform/windows/lang_table.h index e1f4f72746..da3d31b79a 100644 --- a/platform/windows/lang_table.h +++ b/platform/windows/lang_table.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/native_menu_windows.cpp b/platform/windows/native_menu_windows.cpp index fde55918e4..d67b58aabd 100644 --- a/platform/windows/native_menu_windows.cpp +++ b/platform/windows/native_menu_windows.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/native_menu_windows.h b/platform/windows/native_menu_windows.h index 09e4640b40..cfd58eaf93 100644 --- a/platform/windows/native_menu_windows.h +++ b/platform/windows/native_menu_windows.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/os_windows.cpp b/platform/windows/os_windows.cpp index adc72a79e9..d33436db2e 100644 --- a/platform/windows/os_windows.cpp +++ b/platform/windows/os_windows.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/os_windows.h b/platform/windows/os_windows.h index 4f9bc049ee..c274a068c8 100644 --- a/platform/windows/os_windows.h +++ b/platform/windows/os_windows.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/platform_config.h b/platform/windows/platform_config.h index 964e341ce4..df4d343295 100644 --- a/platform/windows/platform_config.h +++ b/platform/windows/platform_config.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/platform_gl.h b/platform/windows/platform_gl.h index e4af8b0ccd..45a8c4a7cf 100644 --- a/platform/windows/platform_gl.h +++ b/platform/windows/platform_gl.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/redot.ico b/platform/windows/redot.ico Binary files differnew file mode 100644 index 0000000000..e7ff03dfb8 --- /dev/null +++ b/platform/windows/redot.ico diff --git a/platform/windows/redot_console.ico b/platform/windows/redot_console.ico Binary files differnew file mode 100644 index 0000000000..542d8e3a49 --- /dev/null +++ b/platform/windows/redot_console.ico diff --git a/platform/windows/rendering_context_driver_vulkan_windows.cpp b/platform/windows/rendering_context_driver_vulkan_windows.cpp index 8ca677fe64..728786b7b9 100644 --- a/platform/windows/rendering_context_driver_vulkan_windows.cpp +++ b/platform/windows/rendering_context_driver_vulkan_windows.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/rendering_context_driver_vulkan_windows.h b/platform/windows/rendering_context_driver_vulkan_windows.h index 1bb70cb0ff..6f62704d47 100644 --- a/platform/windows/rendering_context_driver_vulkan_windows.h +++ b/platform/windows/rendering_context_driver_vulkan_windows.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/tts_windows.cpp b/platform/windows/tts_windows.cpp index 39a8f3e120..74b0787d13 100644 --- a/platform/windows/tts_windows.cpp +++ b/platform/windows/tts_windows.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/tts_windows.h b/platform/windows/tts_windows.h index 33b597c612..10d698daa1 100644 --- a/platform/windows/tts_windows.h +++ b/platform/windows/tts_windows.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/wgl_detect_version.cpp b/platform/windows/wgl_detect_version.cpp index 12dd6f6ee6..2e4b691a44 100644 --- a/platform/windows/wgl_detect_version.cpp +++ b/platform/windows/wgl_detect_version.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/wgl_detect_version.h b/platform/windows/wgl_detect_version.h index c110b1219e..bea6769ec8 100644 --- a/platform/windows/wgl_detect_version.h +++ b/platform/windows/wgl_detect_version.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/windows_terminal_logger.cpp b/platform/windows/windows_terminal_logger.cpp index 6c54faa13a..52acd0cfdd 100644 --- a/platform/windows/windows_terminal_logger.cpp +++ b/platform/windows/windows_terminal_logger.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/windows_terminal_logger.h b/platform/windows/windows_terminal_logger.h index 60d82bb935..5afdfa485f 100644 --- a/platform/windows/windows_terminal_logger.h +++ b/platform/windows/windows_terminal_logger.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/windows_utils.cpp b/platform/windows/windows_utils.cpp index 30743c6900..e247fa177a 100644 --- a/platform/windows/windows_utils.cpp +++ b/platform/windows/windows_utils.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/platform/windows/windows_utils.h b/platform/windows/windows_utils.h index 3f5d75294e..7d6ebc915b 100644 --- a/platform/windows/windows_utils.h +++ b/platform/windows/windows_utils.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/pyproject.toml b/pyproject.toml index a4bfd27816..603b4ee694 100644 --- a/pyproject.toml +++ b/pyproject.toml @@ -55,6 +55,7 @@ skip = """\ *.pot, *.rc, AUTHORS.md, + REDOT_AUTHORS.md, COPYRIGHT.txt, core/input/gamecontrollerdb.txt, core/string/locales.h, diff --git a/scene/2d/animated_sprite_2d.cpp b/scene/2d/animated_sprite_2d.cpp index 1cab29f383..eddf2ca73c 100644 --- a/scene/2d/animated_sprite_2d.cpp +++ b/scene/2d/animated_sprite_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/animated_sprite_2d.h b/scene/2d/animated_sprite_2d.h index 914dc405ab..9a789a0952 100644 --- a/scene/2d/animated_sprite_2d.h +++ b/scene/2d/animated_sprite_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/audio_listener_2d.cpp b/scene/2d/audio_listener_2d.cpp index cff0654ecc..9e70319d1a 100644 --- a/scene/2d/audio_listener_2d.cpp +++ b/scene/2d/audio_listener_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/audio_listener_2d.h b/scene/2d/audio_listener_2d.h index abada06971..3a7843e6ec 100644 --- a/scene/2d/audio_listener_2d.h +++ b/scene/2d/audio_listener_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/audio_stream_player_2d.compat.inc b/scene/2d/audio_stream_player_2d.compat.inc index 6f541087a6..adeaa87c42 100644 --- a/scene/2d/audio_stream_player_2d.compat.inc +++ b/scene/2d/audio_stream_player_2d.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/audio_stream_player_2d.cpp b/scene/2d/audio_stream_player_2d.cpp index 7c60e47e64..fc3a9bea2d 100644 --- a/scene/2d/audio_stream_player_2d.cpp +++ b/scene/2d/audio_stream_player_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/audio_stream_player_2d.h b/scene/2d/audio_stream_player_2d.h index 309e206fe4..abeb2317cd 100644 --- a/scene/2d/audio_stream_player_2d.h +++ b/scene/2d/audio_stream_player_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/back_buffer_copy.cpp b/scene/2d/back_buffer_copy.cpp index 4cae1affc3..3f1a451fa3 100644 --- a/scene/2d/back_buffer_copy.cpp +++ b/scene/2d/back_buffer_copy.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/back_buffer_copy.h b/scene/2d/back_buffer_copy.h index e918995708..3057dd6412 100644 --- a/scene/2d/back_buffer_copy.h +++ b/scene/2d/back_buffer_copy.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/camera_2d.cpp b/scene/2d/camera_2d.cpp index 7020d162fe..f0589190cb 100644 --- a/scene/2d/camera_2d.cpp +++ b/scene/2d/camera_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/camera_2d.h b/scene/2d/camera_2d.h index be2da8b97a..0cb615dd81 100644 --- a/scene/2d/camera_2d.h +++ b/scene/2d/camera_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/canvas_group.cpp b/scene/2d/canvas_group.cpp index bdf932685a..ee3d3cf863 100644 --- a/scene/2d/canvas_group.cpp +++ b/scene/2d/canvas_group.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/canvas_group.h b/scene/2d/canvas_group.h index 2493ecb77f..c339e88c1f 100644 --- a/scene/2d/canvas_group.h +++ b/scene/2d/canvas_group.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/canvas_modulate.cpp b/scene/2d/canvas_modulate.cpp index dc83775c71..b652e5c76e 100644 --- a/scene/2d/canvas_modulate.cpp +++ b/scene/2d/canvas_modulate.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/canvas_modulate.h b/scene/2d/canvas_modulate.h index 08ded52e23..2c2ab725dc 100644 --- a/scene/2d/canvas_modulate.h +++ b/scene/2d/canvas_modulate.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp index 754afb0527..5538025381 100644 --- a/scene/2d/cpu_particles_2d.cpp +++ b/scene/2d/cpu_particles_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/cpu_particles_2d.h b/scene/2d/cpu_particles_2d.h index 3f858c3277..b174a6bca1 100644 --- a/scene/2d/cpu_particles_2d.h +++ b/scene/2d/cpu_particles_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/gpu_particles_2d.cpp b/scene/2d/gpu_particles_2d.cpp index cfdcbee86a..94d025267f 100644 --- a/scene/2d/gpu_particles_2d.cpp +++ b/scene/2d/gpu_particles_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/gpu_particles_2d.h b/scene/2d/gpu_particles_2d.h index 58996b0327..f984863f1e 100644 --- a/scene/2d/gpu_particles_2d.h +++ b/scene/2d/gpu_particles_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/light_2d.cpp b/scene/2d/light_2d.cpp index 50c5873781..5575adf623 100644 --- a/scene/2d/light_2d.cpp +++ b/scene/2d/light_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/light_2d.h b/scene/2d/light_2d.h index 8a0c2a2a92..c764c1d7a6 100644 --- a/scene/2d/light_2d.h +++ b/scene/2d/light_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/light_occluder_2d.cpp b/scene/2d/light_occluder_2d.cpp index 7c3fb61d04..03d857b89c 100644 --- a/scene/2d/light_occluder_2d.cpp +++ b/scene/2d/light_occluder_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/light_occluder_2d.h b/scene/2d/light_occluder_2d.h index 4c499d0465..f8ca27b1d5 100644 --- a/scene/2d/light_occluder_2d.h +++ b/scene/2d/light_occluder_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/line_2d.cpp b/scene/2d/line_2d.cpp index be58875e0e..90bbf14a22 100644 --- a/scene/2d/line_2d.cpp +++ b/scene/2d/line_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/line_2d.h b/scene/2d/line_2d.h index 1d750ca456..21236667c8 100644 --- a/scene/2d/line_2d.h +++ b/scene/2d/line_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/line_builder.cpp b/scene/2d/line_builder.cpp index f8a8aa487c..3e7354a8de 100644 --- a/scene/2d/line_builder.cpp +++ b/scene/2d/line_builder.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/line_builder.h b/scene/2d/line_builder.h index 3706352d5c..7382704a55 100644 --- a/scene/2d/line_builder.h +++ b/scene/2d/line_builder.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/marker_2d.cpp b/scene/2d/marker_2d.cpp index b1b9705bf8..a3b3df227b 100644 --- a/scene/2d/marker_2d.cpp +++ b/scene/2d/marker_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/marker_2d.h b/scene/2d/marker_2d.h index e81454797b..0de5967338 100644 --- a/scene/2d/marker_2d.h +++ b/scene/2d/marker_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/mesh_instance_2d.cpp b/scene/2d/mesh_instance_2d.cpp index 1031a67343..8aca977c97 100644 --- a/scene/2d/mesh_instance_2d.cpp +++ b/scene/2d/mesh_instance_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/mesh_instance_2d.h b/scene/2d/mesh_instance_2d.h index c914f13ade..353fad7c52 100644 --- a/scene/2d/mesh_instance_2d.h +++ b/scene/2d/mesh_instance_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/multimesh_instance_2d.cpp b/scene/2d/multimesh_instance_2d.cpp index 417e628517..a5444e3a96 100644 --- a/scene/2d/multimesh_instance_2d.cpp +++ b/scene/2d/multimesh_instance_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/multimesh_instance_2d.h b/scene/2d/multimesh_instance_2d.h index 0647412294..84ce4fd5b4 100644 --- a/scene/2d/multimesh_instance_2d.h +++ b/scene/2d/multimesh_instance_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/navigation_agent_2d.cpp b/scene/2d/navigation_agent_2d.cpp index d0fae611d8..428cab4745 100644 --- a/scene/2d/navigation_agent_2d.cpp +++ b/scene/2d/navigation_agent_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/navigation_agent_2d.h b/scene/2d/navigation_agent_2d.h index 8741f578d0..6bdc00032b 100644 --- a/scene/2d/navigation_agent_2d.h +++ b/scene/2d/navigation_agent_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/navigation_link_2d.cpp b/scene/2d/navigation_link_2d.cpp index 4961e18dc9..c3e450102e 100644 --- a/scene/2d/navigation_link_2d.cpp +++ b/scene/2d/navigation_link_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/navigation_link_2d.h b/scene/2d/navigation_link_2d.h index c724096607..f255568874 100644 --- a/scene/2d/navigation_link_2d.h +++ b/scene/2d/navigation_link_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/navigation_obstacle_2d.cpp b/scene/2d/navigation_obstacle_2d.cpp index 3bf90249f8..67cce88f12 100644 --- a/scene/2d/navigation_obstacle_2d.cpp +++ b/scene/2d/navigation_obstacle_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/navigation_obstacle_2d.h b/scene/2d/navigation_obstacle_2d.h index 30328f7086..7236a21aa4 100644 --- a/scene/2d/navigation_obstacle_2d.h +++ b/scene/2d/navigation_obstacle_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/navigation_region_2d.cpp b/scene/2d/navigation_region_2d.cpp index f65a3c0ecc..24342a9f8b 100644 --- a/scene/2d/navigation_region_2d.cpp +++ b/scene/2d/navigation_region_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/navigation_region_2d.h b/scene/2d/navigation_region_2d.h index 52101cb93e..fb4ffa9446 100644 --- a/scene/2d/navigation_region_2d.h +++ b/scene/2d/navigation_region_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/node_2d.cpp b/scene/2d/node_2d.cpp index aae7eff7bd..0d4777f49a 100644 --- a/scene/2d/node_2d.cpp +++ b/scene/2d/node_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/node_2d.h b/scene/2d/node_2d.h index de46dbd7d6..0805c0b6e8 100644 --- a/scene/2d/node_2d.h +++ b/scene/2d/node_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/parallax_2d.cpp b/scene/2d/parallax_2d.cpp index c6176390dc..6f01dc7872 100644 --- a/scene/2d/parallax_2d.cpp +++ b/scene/2d/parallax_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/parallax_2d.h b/scene/2d/parallax_2d.h index f15e3fa9ff..314b05679d 100644 --- a/scene/2d/parallax_2d.h +++ b/scene/2d/parallax_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/parallax_background.cpp b/scene/2d/parallax_background.cpp index 777a525135..2b24764bfa 100644 --- a/scene/2d/parallax_background.cpp +++ b/scene/2d/parallax_background.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/parallax_background.h b/scene/2d/parallax_background.h index 89a87221eb..16cfc7b51f 100644 --- a/scene/2d/parallax_background.h +++ b/scene/2d/parallax_background.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/parallax_layer.cpp b/scene/2d/parallax_layer.cpp index 24f261deb6..59abe5a5f0 100644 --- a/scene/2d/parallax_layer.cpp +++ b/scene/2d/parallax_layer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/parallax_layer.h b/scene/2d/parallax_layer.h index 22fa0dd51c..77ac843a55 100644 --- a/scene/2d/parallax_layer.h +++ b/scene/2d/parallax_layer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/path_2d.cpp b/scene/2d/path_2d.cpp index 7d645ba448..3a736f9e17 100644 --- a/scene/2d/path_2d.cpp +++ b/scene/2d/path_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/path_2d.h b/scene/2d/path_2d.h index bfd5cde5e9..0e458cdb6c 100644 --- a/scene/2d/path_2d.h +++ b/scene/2d/path_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/animatable_body_2d.cpp b/scene/2d/physics/animatable_body_2d.cpp index 10e90e708b..48e4868115 100644 --- a/scene/2d/physics/animatable_body_2d.cpp +++ b/scene/2d/physics/animatable_body_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/animatable_body_2d.h b/scene/2d/physics/animatable_body_2d.h index e510d5cc9c..b8ed96b9d3 100644 --- a/scene/2d/physics/animatable_body_2d.h +++ b/scene/2d/physics/animatable_body_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/area_2d.cpp b/scene/2d/physics/area_2d.cpp index 305ac8248e..d8919f7063 100644 --- a/scene/2d/physics/area_2d.cpp +++ b/scene/2d/physics/area_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/area_2d.h b/scene/2d/physics/area_2d.h index 7c59d76e00..6e7a60427d 100644 --- a/scene/2d/physics/area_2d.h +++ b/scene/2d/physics/area_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/character_body_2d.cpp b/scene/2d/physics/character_body_2d.cpp index a503f3cb78..0d7c22c9bc 100644 --- a/scene/2d/physics/character_body_2d.cpp +++ b/scene/2d/physics/character_body_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/character_body_2d.h b/scene/2d/physics/character_body_2d.h index 536d0a1ebd..8a698140ea 100644 --- a/scene/2d/physics/character_body_2d.h +++ b/scene/2d/physics/character_body_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/collision_object_2d.cpp b/scene/2d/physics/collision_object_2d.cpp index 27ee6b883c..3d21e8729c 100644 --- a/scene/2d/physics/collision_object_2d.cpp +++ b/scene/2d/physics/collision_object_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/collision_object_2d.h b/scene/2d/physics/collision_object_2d.h index 2c8534665c..2acdebd08d 100644 --- a/scene/2d/physics/collision_object_2d.h +++ b/scene/2d/physics/collision_object_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/collision_polygon_2d.cpp b/scene/2d/physics/collision_polygon_2d.cpp index b49badac1f..3226ace9f2 100644 --- a/scene/2d/physics/collision_polygon_2d.cpp +++ b/scene/2d/physics/collision_polygon_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/collision_polygon_2d.h b/scene/2d/physics/collision_polygon_2d.h index f1ee30babe..4f696314b8 100644 --- a/scene/2d/physics/collision_polygon_2d.h +++ b/scene/2d/physics/collision_polygon_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/collision_shape_2d.cpp b/scene/2d/physics/collision_shape_2d.cpp index bdd0d06b5e..7d11fa045b 100644 --- a/scene/2d/physics/collision_shape_2d.cpp +++ b/scene/2d/physics/collision_shape_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/collision_shape_2d.h b/scene/2d/physics/collision_shape_2d.h index 65436f1539..7b624ce925 100644 --- a/scene/2d/physics/collision_shape_2d.h +++ b/scene/2d/physics/collision_shape_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/joints/damped_spring_joint_2d.cpp b/scene/2d/physics/joints/damped_spring_joint_2d.cpp index 4b210ec0c7..4b31bee684 100644 --- a/scene/2d/physics/joints/damped_spring_joint_2d.cpp +++ b/scene/2d/physics/joints/damped_spring_joint_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/joints/damped_spring_joint_2d.h b/scene/2d/physics/joints/damped_spring_joint_2d.h index de9fda80b9..9ea60c2813 100644 --- a/scene/2d/physics/joints/damped_spring_joint_2d.h +++ b/scene/2d/physics/joints/damped_spring_joint_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/joints/groove_joint_2d.cpp b/scene/2d/physics/joints/groove_joint_2d.cpp index 415a49d8bd..0ef58dcfb1 100644 --- a/scene/2d/physics/joints/groove_joint_2d.cpp +++ b/scene/2d/physics/joints/groove_joint_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/joints/groove_joint_2d.h b/scene/2d/physics/joints/groove_joint_2d.h index b04692fbff..08218208cb 100644 --- a/scene/2d/physics/joints/groove_joint_2d.h +++ b/scene/2d/physics/joints/groove_joint_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/joints/joint_2d.cpp b/scene/2d/physics/joints/joint_2d.cpp index a32bcbae78..1c5b9b255c 100644 --- a/scene/2d/physics/joints/joint_2d.cpp +++ b/scene/2d/physics/joints/joint_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/joints/joint_2d.h b/scene/2d/physics/joints/joint_2d.h index bdd2730bfa..c0635c4ef1 100644 --- a/scene/2d/physics/joints/joint_2d.h +++ b/scene/2d/physics/joints/joint_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/joints/pin_joint_2d.cpp b/scene/2d/physics/joints/pin_joint_2d.cpp index 6ff0c485f5..8b41dd7960 100644 --- a/scene/2d/physics/joints/pin_joint_2d.cpp +++ b/scene/2d/physics/joints/pin_joint_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/joints/pin_joint_2d.h b/scene/2d/physics/joints/pin_joint_2d.h index c2d78ba324..a1342d02be 100644 --- a/scene/2d/physics/joints/pin_joint_2d.h +++ b/scene/2d/physics/joints/pin_joint_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/kinematic_collision_2d.cpp b/scene/2d/physics/kinematic_collision_2d.cpp index 18b0254769..86bdd8b109 100644 --- a/scene/2d/physics/kinematic_collision_2d.cpp +++ b/scene/2d/physics/kinematic_collision_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/kinematic_collision_2d.h b/scene/2d/physics/kinematic_collision_2d.h index 8d3d6ca8c1..ca22689c59 100644 --- a/scene/2d/physics/kinematic_collision_2d.h +++ b/scene/2d/physics/kinematic_collision_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/physical_bone_2d.cpp b/scene/2d/physics/physical_bone_2d.cpp index 19274c8084..45cfb22f77 100644 --- a/scene/2d/physics/physical_bone_2d.cpp +++ b/scene/2d/physics/physical_bone_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/physical_bone_2d.h b/scene/2d/physics/physical_bone_2d.h index 0547469b5e..21bffe603b 100644 --- a/scene/2d/physics/physical_bone_2d.h +++ b/scene/2d/physics/physical_bone_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/physics_body_2d.cpp b/scene/2d/physics/physics_body_2d.cpp index fc14e6ed62..0473e31fdc 100644 --- a/scene/2d/physics/physics_body_2d.cpp +++ b/scene/2d/physics/physics_body_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/physics_body_2d.h b/scene/2d/physics/physics_body_2d.h index d44eebabee..c4457d56d8 100644 --- a/scene/2d/physics/physics_body_2d.h +++ b/scene/2d/physics/physics_body_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/ray_cast_2d.cpp b/scene/2d/physics/ray_cast_2d.cpp index cb9497c14e..5874147e9c 100644 --- a/scene/2d/physics/ray_cast_2d.cpp +++ b/scene/2d/physics/ray_cast_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/ray_cast_2d.h b/scene/2d/physics/ray_cast_2d.h index 0a856635da..221788cc27 100644 --- a/scene/2d/physics/ray_cast_2d.h +++ b/scene/2d/physics/ray_cast_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/rigid_body_2d.cpp b/scene/2d/physics/rigid_body_2d.cpp index 402e5c8b95..853908002a 100644 --- a/scene/2d/physics/rigid_body_2d.cpp +++ b/scene/2d/physics/rigid_body_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/rigid_body_2d.h b/scene/2d/physics/rigid_body_2d.h index 40af66f28d..a3d8054063 100644 --- a/scene/2d/physics/rigid_body_2d.h +++ b/scene/2d/physics/rigid_body_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/shape_cast_2d.cpp b/scene/2d/physics/shape_cast_2d.cpp index dd9d589165..25eda3d3fa 100644 --- a/scene/2d/physics/shape_cast_2d.cpp +++ b/scene/2d/physics/shape_cast_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/shape_cast_2d.h b/scene/2d/physics/shape_cast_2d.h index d866dd4edb..fa9594e4b0 100644 --- a/scene/2d/physics/shape_cast_2d.h +++ b/scene/2d/physics/shape_cast_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/static_body_2d.cpp b/scene/2d/physics/static_body_2d.cpp index 3c5af73c1e..88e014f0e4 100644 --- a/scene/2d/physics/static_body_2d.cpp +++ b/scene/2d/physics/static_body_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/physics/static_body_2d.h b/scene/2d/physics/static_body_2d.h index ce05596d94..59541781a2 100644 --- a/scene/2d/physics/static_body_2d.h +++ b/scene/2d/physics/static_body_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/polygon_2d.cpp b/scene/2d/polygon_2d.cpp index 42f7a75c0a..ef9e3033c5 100644 --- a/scene/2d/polygon_2d.cpp +++ b/scene/2d/polygon_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/polygon_2d.h b/scene/2d/polygon_2d.h index b2cd06de53..c65e684202 100644 --- a/scene/2d/polygon_2d.h +++ b/scene/2d/polygon_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/remote_transform_2d.cpp b/scene/2d/remote_transform_2d.cpp index 1816a3409b..6d4eb1bc61 100644 --- a/scene/2d/remote_transform_2d.cpp +++ b/scene/2d/remote_transform_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/remote_transform_2d.h b/scene/2d/remote_transform_2d.h index 997fd8fc69..87af72ff54 100644 --- a/scene/2d/remote_transform_2d.h +++ b/scene/2d/remote_transform_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/skeleton_2d.cpp b/scene/2d/skeleton_2d.cpp index 39cfccf983..dea7b09807 100644 --- a/scene/2d/skeleton_2d.cpp +++ b/scene/2d/skeleton_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/skeleton_2d.h b/scene/2d/skeleton_2d.h index 16bd6fd34b..cc9030aa54 100644 --- a/scene/2d/skeleton_2d.h +++ b/scene/2d/skeleton_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/sprite_2d.cpp b/scene/2d/sprite_2d.cpp index 2b5c40f212..cc712949c4 100644 --- a/scene/2d/sprite_2d.cpp +++ b/scene/2d/sprite_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/sprite_2d.h b/scene/2d/sprite_2d.h index d084e9575d..737b3b5988 100644 --- a/scene/2d/sprite_2d.h +++ b/scene/2d/sprite_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/tile_map.compat.inc b/scene/2d/tile_map.compat.inc index 04937bdf7e..f693925632 100644 --- a/scene/2d/tile_map.compat.inc +++ b/scene/2d/tile_map.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp index 45cfb8cf33..094fb5b0cc 100644 --- a/scene/2d/tile_map.cpp +++ b/scene/2d/tile_map.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/tile_map.h b/scene/2d/tile_map.h index 142dc1193f..9b660d72cb 100644 --- a/scene/2d/tile_map.h +++ b/scene/2d/tile_map.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/tile_map_layer.cpp b/scene/2d/tile_map_layer.cpp index ebb03e4e73..599f1fec0e 100644 --- a/scene/2d/tile_map_layer.cpp +++ b/scene/2d/tile_map_layer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/tile_map_layer.h b/scene/2d/tile_map_layer.h index 6cb481849c..3142c74484 100644 --- a/scene/2d/tile_map_layer.h +++ b/scene/2d/tile_map_layer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/touch_screen_button.cpp b/scene/2d/touch_screen_button.cpp index ff409272c5..8343b5a9c7 100644 --- a/scene/2d/touch_screen_button.cpp +++ b/scene/2d/touch_screen_button.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/touch_screen_button.h b/scene/2d/touch_screen_button.h index 4467604e2b..4e7eb8c585 100644 --- a/scene/2d/touch_screen_button.h +++ b/scene/2d/touch_screen_button.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/visible_on_screen_notifier_2d.cpp b/scene/2d/visible_on_screen_notifier_2d.cpp index c64507fe32..071d92c2ee 100644 --- a/scene/2d/visible_on_screen_notifier_2d.cpp +++ b/scene/2d/visible_on_screen_notifier_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/2d/visible_on_screen_notifier_2d.h b/scene/2d/visible_on_screen_notifier_2d.h index df2832a976..4597e8ed52 100644 --- a/scene/2d/visible_on_screen_notifier_2d.h +++ b/scene/2d/visible_on_screen_notifier_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/audio_listener_3d.cpp b/scene/3d/audio_listener_3d.cpp index 4a18447b3b..c40e5c5920 100644 --- a/scene/3d/audio_listener_3d.cpp +++ b/scene/3d/audio_listener_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/audio_listener_3d.h b/scene/3d/audio_listener_3d.h index 4f7e6a6b48..df7ab29522 100644 --- a/scene/3d/audio_listener_3d.h +++ b/scene/3d/audio_listener_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/audio_stream_player_3d.compat.inc b/scene/3d/audio_stream_player_3d.compat.inc index 11f82b51f7..6786b3116d 100644 --- a/scene/3d/audio_stream_player_3d.compat.inc +++ b/scene/3d/audio_stream_player_3d.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/audio_stream_player_3d.cpp b/scene/3d/audio_stream_player_3d.cpp index 98bee2115c..78fccc424a 100644 --- a/scene/3d/audio_stream_player_3d.cpp +++ b/scene/3d/audio_stream_player_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/audio_stream_player_3d.h b/scene/3d/audio_stream_player_3d.h index 91104a06c7..8a261d5914 100644 --- a/scene/3d/audio_stream_player_3d.h +++ b/scene/3d/audio_stream_player_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/bone_attachment_3d.compat.inc b/scene/3d/bone_attachment_3d.compat.inc index 1b21612d5f..e4cca911e4 100644 --- a/scene/3d/bone_attachment_3d.compat.inc +++ b/scene/3d/bone_attachment_3d.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/bone_attachment_3d.cpp b/scene/3d/bone_attachment_3d.cpp index 7fe1b7079a..a11eb4048f 100644 --- a/scene/3d/bone_attachment_3d.cpp +++ b/scene/3d/bone_attachment_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/bone_attachment_3d.h b/scene/3d/bone_attachment_3d.h index 5435c4ad0c..d36c589c78 100644 --- a/scene/3d/bone_attachment_3d.h +++ b/scene/3d/bone_attachment_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/camera_3d.cpp b/scene/3d/camera_3d.cpp index c70fa3ca2e..11ddd963fb 100644 --- a/scene/3d/camera_3d.cpp +++ b/scene/3d/camera_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/camera_3d.h b/scene/3d/camera_3d.h index 3e9f940ad6..a8eff17fbb 100644 --- a/scene/3d/camera_3d.h +++ b/scene/3d/camera_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/cpu_particles_3d.cpp b/scene/3d/cpu_particles_3d.cpp index 5b84bf903f..350aa0ebff 100644 --- a/scene/3d/cpu_particles_3d.cpp +++ b/scene/3d/cpu_particles_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/cpu_particles_3d.h b/scene/3d/cpu_particles_3d.h index 978bb64e71..dcc54c789b 100644 --- a/scene/3d/cpu_particles_3d.h +++ b/scene/3d/cpu_particles_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/decal.cpp b/scene/3d/decal.cpp index 8702b1d3da..0098a4420b 100644 --- a/scene/3d/decal.cpp +++ b/scene/3d/decal.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/decal.h b/scene/3d/decal.h index 171b52815a..70df1a6fbd 100644 --- a/scene/3d/decal.h +++ b/scene/3d/decal.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/fog_volume.cpp b/scene/3d/fog_volume.cpp index 195074ba2f..98a4e3f194 100644 --- a/scene/3d/fog_volume.cpp +++ b/scene/3d/fog_volume.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/fog_volume.h b/scene/3d/fog_volume.h index f7e861e3d0..9cd2336ebd 100644 --- a/scene/3d/fog_volume.h +++ b/scene/3d/fog_volume.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/gpu_particles_3d.cpp b/scene/3d/gpu_particles_3d.cpp index 2cef607d29..62dd02f52e 100644 --- a/scene/3d/gpu_particles_3d.cpp +++ b/scene/3d/gpu_particles_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/gpu_particles_3d.h b/scene/3d/gpu_particles_3d.h index b5aee6fe34..3fcaef9170 100644 --- a/scene/3d/gpu_particles_3d.h +++ b/scene/3d/gpu_particles_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/gpu_particles_collision_3d.cpp b/scene/3d/gpu_particles_collision_3d.cpp index 9791f23bc3..ab9b9f6048 100644 --- a/scene/3d/gpu_particles_collision_3d.cpp +++ b/scene/3d/gpu_particles_collision_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/gpu_particles_collision_3d.h b/scene/3d/gpu_particles_collision_3d.h index 1649320069..56e7bfb296 100644 --- a/scene/3d/gpu_particles_collision_3d.h +++ b/scene/3d/gpu_particles_collision_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/importer_mesh_instance_3d.cpp b/scene/3d/importer_mesh_instance_3d.cpp index ad44c9e56a..37eeb03d64 100644 --- a/scene/3d/importer_mesh_instance_3d.cpp +++ b/scene/3d/importer_mesh_instance_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/importer_mesh_instance_3d.h b/scene/3d/importer_mesh_instance_3d.h index fbd95d4b68..cd6c0c06f8 100644 --- a/scene/3d/importer_mesh_instance_3d.h +++ b/scene/3d/importer_mesh_instance_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/label_3d.cpp b/scene/3d/label_3d.cpp index 6b3510a72a..6c0beb98d5 100644 --- a/scene/3d/label_3d.cpp +++ b/scene/3d/label_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/label_3d.h b/scene/3d/label_3d.h index 332eaac18d..8b1d7ada82 100644 --- a/scene/3d/label_3d.h +++ b/scene/3d/label_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp index 2d18e62b10..d4c3054f94 100644 --- a/scene/3d/light_3d.cpp +++ b/scene/3d/light_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/light_3d.h b/scene/3d/light_3d.h index 5f549469c6..7ae5bf89d4 100644 --- a/scene/3d/light_3d.h +++ b/scene/3d/light_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/lightmap_gi.cpp b/scene/3d/lightmap_gi.cpp index 012ef7860d..bff93cbea7 100644 --- a/scene/3d/lightmap_gi.cpp +++ b/scene/3d/lightmap_gi.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/lightmap_gi.h b/scene/3d/lightmap_gi.h index 6377c420d1..fa0fcb8864 100644 --- a/scene/3d/lightmap_gi.h +++ b/scene/3d/lightmap_gi.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/lightmap_probe.cpp b/scene/3d/lightmap_probe.cpp index d93f113e08..aad677ebec 100644 --- a/scene/3d/lightmap_probe.cpp +++ b/scene/3d/lightmap_probe.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/lightmap_probe.h b/scene/3d/lightmap_probe.h index 7b16e14732..364c696ddf 100644 --- a/scene/3d/lightmap_probe.h +++ b/scene/3d/lightmap_probe.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/lightmapper.cpp b/scene/3d/lightmapper.cpp index 0a71a73094..c7497d7702 100644 --- a/scene/3d/lightmapper.cpp +++ b/scene/3d/lightmapper.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/lightmapper.h b/scene/3d/lightmapper.h index 9aa8ef8ccb..b26f5ac902 100644 --- a/scene/3d/lightmapper.h +++ b/scene/3d/lightmapper.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/marker_3d.cpp b/scene/3d/marker_3d.cpp index 565f383e9a..cf3b0c901d 100644 --- a/scene/3d/marker_3d.cpp +++ b/scene/3d/marker_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/marker_3d.h b/scene/3d/marker_3d.h index af28c28961..14860e6a1e 100644 --- a/scene/3d/marker_3d.h +++ b/scene/3d/marker_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/mesh_instance_3d.cpp b/scene/3d/mesh_instance_3d.cpp index f551cb401c..e5a60050b8 100644 --- a/scene/3d/mesh_instance_3d.cpp +++ b/scene/3d/mesh_instance_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/mesh_instance_3d.h b/scene/3d/mesh_instance_3d.h index 0eff12762d..37659761aa 100644 --- a/scene/3d/mesh_instance_3d.h +++ b/scene/3d/mesh_instance_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/multimesh_instance_3d.cpp b/scene/3d/multimesh_instance_3d.cpp index 2eef1dbbf4..4f54039331 100644 --- a/scene/3d/multimesh_instance_3d.cpp +++ b/scene/3d/multimesh_instance_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/multimesh_instance_3d.h b/scene/3d/multimesh_instance_3d.h index c9507b1047..bca0ccf0ff 100644 --- a/scene/3d/multimesh_instance_3d.h +++ b/scene/3d/multimesh_instance_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/navigation_agent_3d.cpp b/scene/3d/navigation_agent_3d.cpp index 5bbb724e2f..fc3f702164 100644 --- a/scene/3d/navigation_agent_3d.cpp +++ b/scene/3d/navigation_agent_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/navigation_agent_3d.h b/scene/3d/navigation_agent_3d.h index d5721a56c8..2e8e789dac 100644 --- a/scene/3d/navigation_agent_3d.h +++ b/scene/3d/navigation_agent_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/navigation_link_3d.cpp b/scene/3d/navigation_link_3d.cpp index 0cce21b9d0..515f31dc23 100644 --- a/scene/3d/navigation_link_3d.cpp +++ b/scene/3d/navigation_link_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/navigation_link_3d.h b/scene/3d/navigation_link_3d.h index e894761f40..514148d52e 100644 --- a/scene/3d/navigation_link_3d.h +++ b/scene/3d/navigation_link_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/navigation_obstacle_3d.cpp b/scene/3d/navigation_obstacle_3d.cpp index f2ac8f789c..799889a67b 100644 --- a/scene/3d/navigation_obstacle_3d.cpp +++ b/scene/3d/navigation_obstacle_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/navigation_obstacle_3d.h b/scene/3d/navigation_obstacle_3d.h index e9a4669fa2..4ee35d811f 100644 --- a/scene/3d/navigation_obstacle_3d.h +++ b/scene/3d/navigation_obstacle_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/navigation_region_3d.cpp b/scene/3d/navigation_region_3d.cpp index c0c254e7ed..b42b2ddc5a 100644 --- a/scene/3d/navigation_region_3d.cpp +++ b/scene/3d/navigation_region_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/navigation_region_3d.h b/scene/3d/navigation_region_3d.h index 82468627de..4d0d14ce6c 100644 --- a/scene/3d/navigation_region_3d.h +++ b/scene/3d/navigation_region_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/node_3d.cpp b/scene/3d/node_3d.cpp index 85de85a9a6..b4ac5efc2a 100644 --- a/scene/3d/node_3d.cpp +++ b/scene/3d/node_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/node_3d.h b/scene/3d/node_3d.h index 217ee28cf1..816dc99a0f 100644 --- a/scene/3d/node_3d.h +++ b/scene/3d/node_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/occluder_instance_3d.cpp b/scene/3d/occluder_instance_3d.cpp index 6d88323c76..1a70bc0ab4 100644 --- a/scene/3d/occluder_instance_3d.cpp +++ b/scene/3d/occluder_instance_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/occluder_instance_3d.h b/scene/3d/occluder_instance_3d.h index 62e9478527..0ab16e9f0d 100644 --- a/scene/3d/occluder_instance_3d.h +++ b/scene/3d/occluder_instance_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/path_3d.cpp b/scene/3d/path_3d.cpp index 64259a24b0..4fcc594e89 100644 --- a/scene/3d/path_3d.cpp +++ b/scene/3d/path_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/path_3d.h b/scene/3d/path_3d.h index fb4f301375..7a89397e43 100644 --- a/scene/3d/path_3d.h +++ b/scene/3d/path_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physical_bone_simulator_3d.cpp b/scene/3d/physical_bone_simulator_3d.cpp index 8874c9cfc6..771bdbe689 100644 --- a/scene/3d/physical_bone_simulator_3d.cpp +++ b/scene/3d/physical_bone_simulator_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physical_bone_simulator_3d.h b/scene/3d/physical_bone_simulator_3d.h index 24136be2b8..eaebc7b28a 100644 --- a/scene/3d/physical_bone_simulator_3d.h +++ b/scene/3d/physical_bone_simulator_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/animatable_body_3d.cpp b/scene/3d/physics/animatable_body_3d.cpp index 407e23a57e..673f873df5 100644 --- a/scene/3d/physics/animatable_body_3d.cpp +++ b/scene/3d/physics/animatable_body_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/animatable_body_3d.h b/scene/3d/physics/animatable_body_3d.h index 715b6917c0..f5dfc61660 100644 --- a/scene/3d/physics/animatable_body_3d.h +++ b/scene/3d/physics/animatable_body_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/area_3d.cpp b/scene/3d/physics/area_3d.cpp index be95512bea..5009a94acf 100644 --- a/scene/3d/physics/area_3d.cpp +++ b/scene/3d/physics/area_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/area_3d.h b/scene/3d/physics/area_3d.h index 8848f9c23a..df76f9a642 100644 --- a/scene/3d/physics/area_3d.h +++ b/scene/3d/physics/area_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/character_body_3d.cpp b/scene/3d/physics/character_body_3d.cpp index e3815e8219..b7ae815fae 100644 --- a/scene/3d/physics/character_body_3d.cpp +++ b/scene/3d/physics/character_body_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/character_body_3d.h b/scene/3d/physics/character_body_3d.h index 430d9c35cb..8e7e2bc82c 100644 --- a/scene/3d/physics/character_body_3d.h +++ b/scene/3d/physics/character_body_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/collision_object_3d.cpp b/scene/3d/physics/collision_object_3d.cpp index f0a5013ca2..1add61a8b3 100644 --- a/scene/3d/physics/collision_object_3d.cpp +++ b/scene/3d/physics/collision_object_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/collision_object_3d.h b/scene/3d/physics/collision_object_3d.h index b51423f021..aab90ee385 100644 --- a/scene/3d/physics/collision_object_3d.h +++ b/scene/3d/physics/collision_object_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/collision_polygon_3d.cpp b/scene/3d/physics/collision_polygon_3d.cpp index bf8dec7b54..f93fcfec6e 100644 --- a/scene/3d/physics/collision_polygon_3d.cpp +++ b/scene/3d/physics/collision_polygon_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/collision_polygon_3d.h b/scene/3d/physics/collision_polygon_3d.h index fe4cf40ee3..2178c5e3d8 100644 --- a/scene/3d/physics/collision_polygon_3d.h +++ b/scene/3d/physics/collision_polygon_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/collision_shape_3d.cpp b/scene/3d/physics/collision_shape_3d.cpp index 304fa74b06..b79808fbd5 100644 --- a/scene/3d/physics/collision_shape_3d.cpp +++ b/scene/3d/physics/collision_shape_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/collision_shape_3d.h b/scene/3d/physics/collision_shape_3d.h index 15f6ef73cb..9f75c72295 100644 --- a/scene/3d/physics/collision_shape_3d.h +++ b/scene/3d/physics/collision_shape_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/joints/cone_twist_joint_3d.cpp b/scene/3d/physics/joints/cone_twist_joint_3d.cpp index 3da0cbee71..71ae7ecefa 100644 --- a/scene/3d/physics/joints/cone_twist_joint_3d.cpp +++ b/scene/3d/physics/joints/cone_twist_joint_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/joints/cone_twist_joint_3d.h b/scene/3d/physics/joints/cone_twist_joint_3d.h index a24c805390..93ced55d4c 100644 --- a/scene/3d/physics/joints/cone_twist_joint_3d.h +++ b/scene/3d/physics/joints/cone_twist_joint_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/joints/generic_6dof_joint_3d.cpp b/scene/3d/physics/joints/generic_6dof_joint_3d.cpp index 9f440b65cc..b27beb0160 100644 --- a/scene/3d/physics/joints/generic_6dof_joint_3d.cpp +++ b/scene/3d/physics/joints/generic_6dof_joint_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/joints/generic_6dof_joint_3d.h b/scene/3d/physics/joints/generic_6dof_joint_3d.h index 9b3e4c01b3..5956b3585c 100644 --- a/scene/3d/physics/joints/generic_6dof_joint_3d.h +++ b/scene/3d/physics/joints/generic_6dof_joint_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/joints/hinge_joint_3d.cpp b/scene/3d/physics/joints/hinge_joint_3d.cpp index 92472a45e4..b384639ed8 100644 --- a/scene/3d/physics/joints/hinge_joint_3d.cpp +++ b/scene/3d/physics/joints/hinge_joint_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/joints/hinge_joint_3d.h b/scene/3d/physics/joints/hinge_joint_3d.h index cd19a8771f..34f46abb85 100644 --- a/scene/3d/physics/joints/hinge_joint_3d.h +++ b/scene/3d/physics/joints/hinge_joint_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/joints/joint_3d.cpp b/scene/3d/physics/joints/joint_3d.cpp index 47c89f37e2..bf0d3a7395 100644 --- a/scene/3d/physics/joints/joint_3d.cpp +++ b/scene/3d/physics/joints/joint_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/joints/joint_3d.h b/scene/3d/physics/joints/joint_3d.h index ed502ab245..da1aff0cc3 100644 --- a/scene/3d/physics/joints/joint_3d.h +++ b/scene/3d/physics/joints/joint_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/joints/pin_joint_3d.cpp b/scene/3d/physics/joints/pin_joint_3d.cpp index 8e367c5ef6..e8837cc493 100644 --- a/scene/3d/physics/joints/pin_joint_3d.cpp +++ b/scene/3d/physics/joints/pin_joint_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/joints/pin_joint_3d.h b/scene/3d/physics/joints/pin_joint_3d.h index 34c8db2890..5432aa230b 100644 --- a/scene/3d/physics/joints/pin_joint_3d.h +++ b/scene/3d/physics/joints/pin_joint_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/joints/slider_joint_3d.cpp b/scene/3d/physics/joints/slider_joint_3d.cpp index df6b1cc045..e5b2c394cf 100644 --- a/scene/3d/physics/joints/slider_joint_3d.cpp +++ b/scene/3d/physics/joints/slider_joint_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/joints/slider_joint_3d.h b/scene/3d/physics/joints/slider_joint_3d.h index e0b059e6e3..4887e8cbda 100644 --- a/scene/3d/physics/joints/slider_joint_3d.h +++ b/scene/3d/physics/joints/slider_joint_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/kinematic_collision_3d.cpp b/scene/3d/physics/kinematic_collision_3d.cpp index de13831ac3..d289375c8e 100644 --- a/scene/3d/physics/kinematic_collision_3d.cpp +++ b/scene/3d/physics/kinematic_collision_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/kinematic_collision_3d.h b/scene/3d/physics/kinematic_collision_3d.h index 0573af0c21..512a5df633 100644 --- a/scene/3d/physics/kinematic_collision_3d.h +++ b/scene/3d/physics/kinematic_collision_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/physical_bone_3d.cpp b/scene/3d/physics/physical_bone_3d.cpp index 294690a89a..0f49ecbe34 100644 --- a/scene/3d/physics/physical_bone_3d.cpp +++ b/scene/3d/physics/physical_bone_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/physical_bone_3d.h b/scene/3d/physics/physical_bone_3d.h index 4765e41572..64aa9decd1 100644 --- a/scene/3d/physics/physical_bone_3d.h +++ b/scene/3d/physics/physical_bone_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/physics_body_3d.cpp b/scene/3d/physics/physics_body_3d.cpp index b723b452c1..9682777398 100644 --- a/scene/3d/physics/physics_body_3d.cpp +++ b/scene/3d/physics/physics_body_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/physics_body_3d.h b/scene/3d/physics/physics_body_3d.h index 71253be0b8..fc584e88f5 100644 --- a/scene/3d/physics/physics_body_3d.h +++ b/scene/3d/physics/physics_body_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/ray_cast_3d.cpp b/scene/3d/physics/ray_cast_3d.cpp index a9272388c1..7da4ffd9cd 100644 --- a/scene/3d/physics/ray_cast_3d.cpp +++ b/scene/3d/physics/ray_cast_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/ray_cast_3d.h b/scene/3d/physics/ray_cast_3d.h index 40f2223602..786d9129bc 100644 --- a/scene/3d/physics/ray_cast_3d.h +++ b/scene/3d/physics/ray_cast_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/rigid_body_3d.cpp b/scene/3d/physics/rigid_body_3d.cpp index 275e8cd7a9..56bf9b6dd3 100644 --- a/scene/3d/physics/rigid_body_3d.cpp +++ b/scene/3d/physics/rigid_body_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/rigid_body_3d.h b/scene/3d/physics/rigid_body_3d.h index ec051e5e0f..d4ecf2aad7 100644 --- a/scene/3d/physics/rigid_body_3d.h +++ b/scene/3d/physics/rigid_body_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/shape_cast_3d.cpp b/scene/3d/physics/shape_cast_3d.cpp index 8ad651fdf5..1feee72cf2 100644 --- a/scene/3d/physics/shape_cast_3d.cpp +++ b/scene/3d/physics/shape_cast_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/shape_cast_3d.h b/scene/3d/physics/shape_cast_3d.h index 9fc5e71670..66132ad616 100644 --- a/scene/3d/physics/shape_cast_3d.h +++ b/scene/3d/physics/shape_cast_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/spring_arm_3d.cpp b/scene/3d/physics/spring_arm_3d.cpp index 8d2f10310c..8962cf55c7 100644 --- a/scene/3d/physics/spring_arm_3d.cpp +++ b/scene/3d/physics/spring_arm_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/spring_arm_3d.h b/scene/3d/physics/spring_arm_3d.h index c7e1da35f0..886a2d7f9f 100644 --- a/scene/3d/physics/spring_arm_3d.h +++ b/scene/3d/physics/spring_arm_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/static_body_3d.cpp b/scene/3d/physics/static_body_3d.cpp index 30e796f92e..171f358ed5 100644 --- a/scene/3d/physics/static_body_3d.cpp +++ b/scene/3d/physics/static_body_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/static_body_3d.h b/scene/3d/physics/static_body_3d.h index 7d7f7a4acc..fb77ba6088 100644 --- a/scene/3d/physics/static_body_3d.h +++ b/scene/3d/physics/static_body_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/vehicle_body_3d.cpp b/scene/3d/physics/vehicle_body_3d.cpp index 981e872af2..c5f3f14743 100644 --- a/scene/3d/physics/vehicle_body_3d.cpp +++ b/scene/3d/physics/vehicle_body_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/physics/vehicle_body_3d.h b/scene/3d/physics/vehicle_body_3d.h index 24f120ed26..475b9942c2 100644 --- a/scene/3d/physics/vehicle_body_3d.h +++ b/scene/3d/physics/vehicle_body_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/reflection_probe.cpp b/scene/3d/reflection_probe.cpp index b6ec55286d..d666c834d9 100644 --- a/scene/3d/reflection_probe.cpp +++ b/scene/3d/reflection_probe.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/reflection_probe.h b/scene/3d/reflection_probe.h index 7221294228..30f9030399 100644 --- a/scene/3d/reflection_probe.h +++ b/scene/3d/reflection_probe.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/remote_transform_3d.cpp b/scene/3d/remote_transform_3d.cpp index f970879aa4..6894ef5804 100644 --- a/scene/3d/remote_transform_3d.cpp +++ b/scene/3d/remote_transform_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/remote_transform_3d.h b/scene/3d/remote_transform_3d.h index 3841821dae..99a4c38b72 100644 --- a/scene/3d/remote_transform_3d.h +++ b/scene/3d/remote_transform_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/skeleton_3d.compat.inc b/scene/3d/skeleton_3d.compat.inc index 6410ab335a..5efb44bf63 100644 --- a/scene/3d/skeleton_3d.compat.inc +++ b/scene/3d/skeleton_3d.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp index c1c992588b..56a11e44e5 100644 --- a/scene/3d/skeleton_3d.cpp +++ b/scene/3d/skeleton_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/skeleton_3d.h b/scene/3d/skeleton_3d.h index ecfe095f1d..f49994b9b9 100644 --- a/scene/3d/skeleton_3d.h +++ b/scene/3d/skeleton_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/skeleton_ik_3d.cpp b/scene/3d/skeleton_ik_3d.cpp index 2476e7d5cd..88f1bff1cf 100644 --- a/scene/3d/skeleton_ik_3d.cpp +++ b/scene/3d/skeleton_ik_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/skeleton_ik_3d.h b/scene/3d/skeleton_ik_3d.h index 5d6020194e..5631e76d55 100644 --- a/scene/3d/skeleton_ik_3d.h +++ b/scene/3d/skeleton_ik_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/skeleton_modifier_3d.cpp b/scene/3d/skeleton_modifier_3d.cpp index d5c603112e..50a8553930 100644 --- a/scene/3d/skeleton_modifier_3d.cpp +++ b/scene/3d/skeleton_modifier_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/skeleton_modifier_3d.h b/scene/3d/skeleton_modifier_3d.h index d00a1e94a9..f116f738db 100644 --- a/scene/3d/skeleton_modifier_3d.h +++ b/scene/3d/skeleton_modifier_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/soft_body_3d.compat.inc b/scene/3d/soft_body_3d.compat.inc index 0b01bfeb1f..3bace88fc3 100644 --- a/scene/3d/soft_body_3d.compat.inc +++ b/scene/3d/soft_body_3d.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/soft_body_3d.cpp b/scene/3d/soft_body_3d.cpp index b0fc94d75f..d440a46d97 100644 --- a/scene/3d/soft_body_3d.cpp +++ b/scene/3d/soft_body_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/soft_body_3d.h b/scene/3d/soft_body_3d.h index b01d462d9f..dd20451de3 100644 --- a/scene/3d/soft_body_3d.h +++ b/scene/3d/soft_body_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/sprite_3d.cpp b/scene/3d/sprite_3d.cpp index 42460eec4c..6bf3e93814 100644 --- a/scene/3d/sprite_3d.cpp +++ b/scene/3d/sprite_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/sprite_3d.h b/scene/3d/sprite_3d.h index 8f50a528cc..2ef49d6ca9 100644 --- a/scene/3d/sprite_3d.h +++ b/scene/3d/sprite_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/velocity_tracker_3d.cpp b/scene/3d/velocity_tracker_3d.cpp index 4d1d80402b..3f23aa1d67 100644 --- a/scene/3d/velocity_tracker_3d.cpp +++ b/scene/3d/velocity_tracker_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/velocity_tracker_3d.h b/scene/3d/velocity_tracker_3d.h index ed3abb264f..31a2820a3e 100644 --- a/scene/3d/velocity_tracker_3d.h +++ b/scene/3d/velocity_tracker_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/visible_on_screen_notifier_3d.cpp b/scene/3d/visible_on_screen_notifier_3d.cpp index a510540e4e..2ce49324d7 100644 --- a/scene/3d/visible_on_screen_notifier_3d.cpp +++ b/scene/3d/visible_on_screen_notifier_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/visible_on_screen_notifier_3d.h b/scene/3d/visible_on_screen_notifier_3d.h index 7115de536f..adb27dbe04 100644 --- a/scene/3d/visible_on_screen_notifier_3d.h +++ b/scene/3d/visible_on_screen_notifier_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/visual_instance_3d.cpp b/scene/3d/visual_instance_3d.cpp index a59754c8cc..a4d02ba891 100644 --- a/scene/3d/visual_instance_3d.cpp +++ b/scene/3d/visual_instance_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/visual_instance_3d.h b/scene/3d/visual_instance_3d.h index 9b02c928b7..6c6d23d96a 100644 --- a/scene/3d/visual_instance_3d.h +++ b/scene/3d/visual_instance_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/voxel_gi.cpp b/scene/3d/voxel_gi.cpp index 80ff176a98..de14e1ba6c 100644 --- a/scene/3d/voxel_gi.cpp +++ b/scene/3d/voxel_gi.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/voxel_gi.h b/scene/3d/voxel_gi.h index 7d7787f721..c6a0243789 100644 --- a/scene/3d/voxel_gi.h +++ b/scene/3d/voxel_gi.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/voxelizer.cpp b/scene/3d/voxelizer.cpp index 99392e9ba0..093c53792d 100644 --- a/scene/3d/voxelizer.cpp +++ b/scene/3d/voxelizer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/voxelizer.h b/scene/3d/voxelizer.h index 08d018eee9..4cdf9154e6 100644 --- a/scene/3d/voxelizer.h +++ b/scene/3d/voxelizer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/world_environment.cpp b/scene/3d/world_environment.cpp index 82b7c160a4..5ddec536c8 100644 --- a/scene/3d/world_environment.cpp +++ b/scene/3d/world_environment.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/world_environment.h b/scene/3d/world_environment.h index 53a695d7de..79d034d203 100644 --- a/scene/3d/world_environment.h +++ b/scene/3d/world_environment.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/xr_body_modifier_3d.cpp b/scene/3d/xr_body_modifier_3d.cpp index cf73882a7b..9cd0d04c71 100644 --- a/scene/3d/xr_body_modifier_3d.cpp +++ b/scene/3d/xr_body_modifier_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -83,7 +85,7 @@ XRBodyModifier3D::BoneUpdate XRBodyModifier3D::get_bone_update() const { } void XRBodyModifier3D::_get_joint_data() { - // Table of Godot Humanoid bone names. + // Table of Redot Humanoid bone names. static const String bone_names[XRBodyTracker::JOINT_MAX] = { "Root", // XRBodyTracker::JOINT_ROOT diff --git a/scene/3d/xr_body_modifier_3d.h b/scene/3d/xr_body_modifier_3d.h index 78d70146ee..0e2689c116 100644 --- a/scene/3d/xr_body_modifier_3d.h +++ b/scene/3d/xr_body_modifier_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/xr_face_modifier_3d.cpp b/scene/3d/xr_face_modifier_3d.cpp index 43cef95fb9..211ed4c2c6 100644 --- a/scene/3d/xr_face_modifier_3d.cpp +++ b/scene/3d/xr_face_modifier_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/xr_face_modifier_3d.h b/scene/3d/xr_face_modifier_3d.h index e5e59afe1d..fa1bbc2fd1 100644 --- a/scene/3d/xr_face_modifier_3d.h +++ b/scene/3d/xr_face_modifier_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/xr_hand_modifier_3d.cpp b/scene/3d/xr_hand_modifier_3d.cpp index 3b533da701..e6495e6261 100644 --- a/scene/3d/xr_hand_modifier_3d.cpp +++ b/scene/3d/xr_hand_modifier_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/xr_hand_modifier_3d.h b/scene/3d/xr_hand_modifier_3d.h index d58ccd0adf..40802fec8c 100644 --- a/scene/3d/xr_hand_modifier_3d.h +++ b/scene/3d/xr_hand_modifier_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/xr_nodes.cpp b/scene/3d/xr_nodes.cpp index 214c1f77ca..abac626661 100644 --- a/scene/3d/xr_nodes.cpp +++ b/scene/3d/xr_nodes.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/3d/xr_nodes.h b/scene/3d/xr_nodes.h index 94c3923433..662a97c028 100644 --- a/scene/3d/xr_nodes.h +++ b/scene/3d/xr_nodes.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/SCsub b/scene/SCsub index 1eb4ffa53d..3aea3e44f5 100644 --- a/scene/SCsub +++ b/scene/SCsub @@ -5,7 +5,7 @@ Import("env") env.scene_sources = [] -# Godot source files +# Redot source files env.add_source_files(env.scene_sources, "*.cpp") # Chain load SCsubs diff --git a/scene/animation/SCsub b/scene/animation/SCsub index dd2b22c2e3..2df9bc0fa4 100644 --- a/scene/animation/SCsub +++ b/scene/animation/SCsub @@ -11,7 +11,7 @@ env_thirdparty = env.Clone() env_thirdparty.disable_warnings() env.scene_sources += thirdparty_obj -# Godot source files +# Redot source files scene_obj = [] diff --git a/scene/animation/animation_blend_space_1d.cpp b/scene/animation/animation_blend_space_1d.cpp index ff19eb8c12..55e9141612 100644 --- a/scene/animation/animation_blend_space_1d.cpp +++ b/scene/animation/animation_blend_space_1d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/animation_blend_space_1d.h b/scene/animation/animation_blend_space_1d.h index 64ae4d0505..66b689cddf 100644 --- a/scene/animation/animation_blend_space_1d.h +++ b/scene/animation/animation_blend_space_1d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/animation_blend_space_2d.cpp b/scene/animation/animation_blend_space_2d.cpp index 0a6546f7da..bbfca5e911 100644 --- a/scene/animation/animation_blend_space_2d.cpp +++ b/scene/animation/animation_blend_space_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/animation_blend_space_2d.h b/scene/animation/animation_blend_space_2d.h index c26ff2bce0..6e8ae8c03e 100644 --- a/scene/animation/animation_blend_space_2d.h +++ b/scene/animation/animation_blend_space_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/animation_blend_tree.cpp b/scene/animation/animation_blend_tree.cpp index a2aef60417..0cafd3b4a8 100644 --- a/scene/animation/animation_blend_tree.cpp +++ b/scene/animation/animation_blend_tree.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/animation_blend_tree.h b/scene/animation/animation_blend_tree.h index 2add35d009..df418f0084 100644 --- a/scene/animation/animation_blend_tree.h +++ b/scene/animation/animation_blend_tree.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/animation_mixer.compat.inc b/scene/animation/animation_mixer.compat.inc index f46e34bf98..0d27ddaa07 100644 --- a/scene/animation/animation_mixer.compat.inc +++ b/scene/animation/animation_mixer.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/animation_mixer.cpp b/scene/animation/animation_mixer.cpp index 0fa6810d23..8538e07524 100644 --- a/scene/animation/animation_mixer.cpp +++ b/scene/animation/animation_mixer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/animation_mixer.h b/scene/animation/animation_mixer.h index 1906146c56..a2ad0e7ef1 100644 --- a/scene/animation/animation_mixer.h +++ b/scene/animation/animation_mixer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp index 5cc204100c..33b8e314f3 100644 --- a/scene/animation/animation_node_state_machine.cpp +++ b/scene/animation/animation_node_state_machine.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/animation_node_state_machine.h b/scene/animation/animation_node_state_machine.h index 648e96b138..ec0d694deb 100644 --- a/scene/animation/animation_node_state_machine.h +++ b/scene/animation/animation_node_state_machine.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/animation_player.compat.inc b/scene/animation/animation_player.compat.inc index 974eb2a7d8..c85f1c73cd 100644 --- a/scene/animation/animation_player.compat.inc +++ b/scene/animation/animation_player.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/animation_player.cpp b/scene/animation/animation_player.cpp index b3a75a75a0..4179fb5806 100644 --- a/scene/animation/animation_player.cpp +++ b/scene/animation/animation_player.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/animation_player.h b/scene/animation/animation_player.h index 06b3eecb89..659817bff5 100644 --- a/scene/animation/animation_player.h +++ b/scene/animation/animation_player.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/animation_tree.compat.inc b/scene/animation/animation_tree.compat.inc index 29635f5b52..8a9d3efa9f 100644 --- a/scene/animation/animation_tree.compat.inc +++ b/scene/animation/animation_tree.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/animation_tree.cpp b/scene/animation/animation_tree.cpp index d676e2acf4..2bf680c66c 100644 --- a/scene/animation/animation_tree.cpp +++ b/scene/animation/animation_tree.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/animation_tree.h b/scene/animation/animation_tree.h index 8ee80f29ee..07b20f7684 100644 --- a/scene/animation/animation_tree.h +++ b/scene/animation/animation_tree.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/easing_equations.h b/scene/animation/easing_equations.h index 9150191744..553d1cc781 100644 --- a/scene/animation/easing_equations.h +++ b/scene/animation/easing_equations.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/root_motion_view.cpp b/scene/animation/root_motion_view.cpp index fd520dadd6..a633b2845a 100644 --- a/scene/animation/root_motion_view.cpp +++ b/scene/animation/root_motion_view.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/root_motion_view.h b/scene/animation/root_motion_view.h index 662259da56..0fc1a9dc76 100644 --- a/scene/animation/root_motion_view.h +++ b/scene/animation/root_motion_view.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/tween.cpp b/scene/animation/tween.cpp index e1fd8abede..31bca401d3 100644 --- a/scene/animation/tween.cpp +++ b/scene/animation/tween.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/animation/tween.h b/scene/animation/tween.h index 40e1da0ad3..19c7d1a5f1 100644 --- a/scene/animation/tween.h +++ b/scene/animation/tween.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/audio/audio_stream_player.compat.inc b/scene/audio/audio_stream_player.compat.inc index b0f091ec08..10e84f9c78 100644 --- a/scene/audio/audio_stream_player.compat.inc +++ b/scene/audio/audio_stream_player.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/audio/audio_stream_player.cpp b/scene/audio/audio_stream_player.cpp index d4b44a8b69..ab99ef0d74 100644 --- a/scene/audio/audio_stream_player.cpp +++ b/scene/audio/audio_stream_player.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/audio/audio_stream_player.h b/scene/audio/audio_stream_player.h index 8eaf7f9c73..f453ffbf25 100644 --- a/scene/audio/audio_stream_player.h +++ b/scene/audio/audio_stream_player.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/audio/audio_stream_player_internal.cpp b/scene/audio/audio_stream_player_internal.cpp index 7d1ed56ca8..39024bbb7c 100644 --- a/scene/audio/audio_stream_player_internal.cpp +++ b/scene/audio/audio_stream_player_internal.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/audio/audio_stream_player_internal.h b/scene/audio/audio_stream_player_internal.h index 7d8faeba06..0eafa1be9a 100644 --- a/scene/audio/audio_stream_player_internal.h +++ b/scene/audio/audio_stream_player_internal.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/debugger/scene_debugger.cpp b/scene/debugger/scene_debugger.cpp index 22e5238fae..a16c5e83d8 100644 --- a/scene/debugger/scene_debugger.cpp +++ b/scene/debugger/scene_debugger.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/debugger/scene_debugger.h b/scene/debugger/scene_debugger.h index 0c28ca2a0c..8171e2858e 100644 --- a/scene/debugger/scene_debugger.h +++ b/scene/debugger/scene_debugger.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/aspect_ratio_container.cpp b/scene/gui/aspect_ratio_container.cpp index e9c178e423..eb655a66f5 100644 --- a/scene/gui/aspect_ratio_container.cpp +++ b/scene/gui/aspect_ratio_container.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/aspect_ratio_container.h b/scene/gui/aspect_ratio_container.h index 11192d0aa3..24085a2e58 100644 --- a/scene/gui/aspect_ratio_container.h +++ b/scene/gui/aspect_ratio_container.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/base_button.cpp b/scene/gui/base_button.cpp index 34f5095493..c7b2baa1cc 100644 --- a/scene/gui/base_button.cpp +++ b/scene/gui/base_button.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/base_button.h b/scene/gui/base_button.h index 8405acb21d..1874d9d0f0 100644 --- a/scene/gui/base_button.h +++ b/scene/gui/base_button.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/box_container.cpp b/scene/gui/box_container.cpp index b7db730b49..ac76dff0c6 100644 --- a/scene/gui/box_container.cpp +++ b/scene/gui/box_container.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/box_container.h b/scene/gui/box_container.h index c8cfe11062..5f06202259 100644 --- a/scene/gui/box_container.h +++ b/scene/gui/box_container.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/button.cpp b/scene/gui/button.cpp index 9df4bfde92..f9dea97d04 100644 --- a/scene/gui/button.cpp +++ b/scene/gui/button.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/button.h b/scene/gui/button.h index 5f4429bc1d..30a477fa09 100644 --- a/scene/gui/button.h +++ b/scene/gui/button.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/center_container.cpp b/scene/gui/center_container.cpp index 5dc336ceb5..f4f397cb3a 100644 --- a/scene/gui/center_container.cpp +++ b/scene/gui/center_container.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/center_container.h b/scene/gui/center_container.h index 37e23084e1..a9616ce096 100644 --- a/scene/gui/center_container.h +++ b/scene/gui/center_container.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/check_box.cpp b/scene/gui/check_box.cpp index 99937aaf41..ca02787871 100644 --- a/scene/gui/check_box.cpp +++ b/scene/gui/check_box.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/check_box.h b/scene/gui/check_box.h index 8726181631..9fcdeb3adf 100644 --- a/scene/gui/check_box.h +++ b/scene/gui/check_box.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/check_button.cpp b/scene/gui/check_button.cpp index 29b9504776..05d8e55e82 100644 --- a/scene/gui/check_button.cpp +++ b/scene/gui/check_button.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/check_button.h b/scene/gui/check_button.h index 84f77b2e83..003a8749e1 100644 --- a/scene/gui/check_button.h +++ b/scene/gui/check_button.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/code_edit.compat.inc b/scene/gui/code_edit.compat.inc index 8dd7c00aa4..f6fb5d47fc 100644 --- a/scene/gui/code_edit.compat.inc +++ b/scene/gui/code_edit.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/code_edit.cpp b/scene/gui/code_edit.cpp index 7346c9dcd3..940171b36c 100644 --- a/scene/gui/code_edit.cpp +++ b/scene/gui/code_edit.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/code_edit.h b/scene/gui/code_edit.h index ab443e95e1..522d6149a0 100644 --- a/scene/gui/code_edit.h +++ b/scene/gui/code_edit.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/color_mode.cpp b/scene/gui/color_mode.cpp index 7d068a101e..54dbcdf6ee 100644 --- a/scene/gui/color_mode.cpp +++ b/scene/gui/color_mode.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/color_mode.h b/scene/gui/color_mode.h index 94193ccf74..8039f7c63b 100644 --- a/scene/gui/color_mode.h +++ b/scene/gui/color_mode.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/color_picker.cpp b/scene/gui/color_picker.cpp index 2d88a9bddf..4faf571104 100644 --- a/scene/gui/color_picker.cpp +++ b/scene/gui/color_picker.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -1731,6 +1733,10 @@ bool ColorPicker::is_hex_visible() const { void ColorPicker::_bind_methods() { ClassDB::bind_method(D_METHOD("set_pick_color", "color"), &ColorPicker::set_pick_color); ClassDB::bind_method(D_METHOD("get_pick_color"), &ColorPicker::get_pick_color); + ClassDB::bind_method(D_METHOD("set_old_color", "color"), &ColorPicker::set_old_color); + ClassDB::bind_method(D_METHOD("get_old_color"), &ColorPicker::get_old_color); + ClassDB::bind_method(D_METHOD("set_display_old_color", "display"), &ColorPicker::set_display_old_color); + ClassDB::bind_method(D_METHOD("is_displaying_old_color"), &ColorPicker::is_displaying_old_color); ClassDB::bind_method(D_METHOD("set_deferred_mode", "mode"), &ColorPicker::set_deferred_mode); ClassDB::bind_method(D_METHOD("is_deferred_mode"), &ColorPicker::is_deferred_mode); ClassDB::bind_method(D_METHOD("set_color_mode", "color_mode"), &ColorPicker::set_color_mode); @@ -1759,6 +1765,8 @@ void ColorPicker::_bind_methods() { ClassDB::bind_method(D_METHOD("get_picker_shape"), &ColorPicker::get_picker_shape); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_pick_color", "get_pick_color"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "old_color"), "set_old_color", "get_old_color"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "display_old_color"), "set_display_old_color", "is_displaying_old_color"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "edit_alpha"), "set_edit_alpha", "is_editing_alpha"); ADD_PROPERTY(PropertyInfo(Variant::INT, "color_mode", PROPERTY_HINT_ENUM, "RGB,HSV,RAW,OKHSL"), "set_color_mode", "get_color_mode"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "deferred_mode"), "set_deferred_mode", "is_deferred_mode"); diff --git a/scene/gui/color_picker.h b/scene/gui/color_picker.h index 59540d9ace..a2a59f66f5 100644 --- a/scene/gui/color_picker.h +++ b/scene/gui/color_picker.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/color_rect.cpp b/scene/gui/color_rect.cpp index fc334325b6..da83e4cf56 100644 --- a/scene/gui/color_rect.cpp +++ b/scene/gui/color_rect.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/color_rect.h b/scene/gui/color_rect.h index c0b17dfb5b..c008b63442 100644 --- a/scene/gui/color_rect.h +++ b/scene/gui/color_rect.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/container.cpp b/scene/gui/container.cpp index e867fceaf2..d7dae4d4f7 100644 --- a/scene/gui/container.cpp +++ b/scene/gui/container.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/container.h b/scene/gui/container.h index 0561d0d219..12691d6143 100644 --- a/scene/gui/container.h +++ b/scene/gui/container.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/control.cpp b/scene/gui/control.cpp index 5052deb65a..ddd8369f6d 100644 --- a/scene/gui/control.cpp +++ b/scene/gui/control.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/control.h b/scene/gui/control.h index 6cabf10971..e18c315e73 100644 --- a/scene/gui/control.h +++ b/scene/gui/control.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/dialogs.compat.inc b/scene/gui/dialogs.compat.inc index e114675a89..f99b3971fd 100644 --- a/scene/gui/dialogs.compat.inc +++ b/scene/gui/dialogs.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/dialogs.cpp b/scene/gui/dialogs.cpp index 7801c39ce6..98aa1f85d8 100644 --- a/scene/gui/dialogs.cpp +++ b/scene/gui/dialogs.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/dialogs.h b/scene/gui/dialogs.h index 404237bfd8..f89835a403 100644 --- a/scene/gui/dialogs.h +++ b/scene/gui/dialogs.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/file_dialog.cpp b/scene/gui/file_dialog.cpp index d8e9d1bcc0..ae100efaaf 100644 --- a/scene/gui/file_dialog.cpp +++ b/scene/gui/file_dialog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/file_dialog.h b/scene/gui/file_dialog.h index 6ef60a0f4f..68d50211e7 100644 --- a/scene/gui/file_dialog.h +++ b/scene/gui/file_dialog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/flow_container.cpp b/scene/gui/flow_container.cpp index 90d5b6b36d..309dac0add 100644 --- a/scene/gui/flow_container.cpp +++ b/scene/gui/flow_container.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/flow_container.h b/scene/gui/flow_container.h index 6a00e5b0e5..aad78e90d2 100644 --- a/scene/gui/flow_container.h +++ b/scene/gui/flow_container.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/graph_edit.compat.inc b/scene/gui/graph_edit.compat.inc index 7c2af20066..65aa9d8059 100644 --- a/scene/gui/graph_edit.compat.inc +++ b/scene/gui/graph_edit.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/graph_edit.cpp b/scene/gui/graph_edit.cpp index 646757008a..646db9f576 100644 --- a/scene/gui/graph_edit.cpp +++ b/scene/gui/graph_edit.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -382,7 +384,7 @@ void GraphEdit::_update_scroll_offset() { set_block_minimum_size_adjust(false); awaiting_scroll_offset_update = false; - // In Godot, signals on value change are avoided by convention. + // In Redot, signals on value change are avoided by convention. if (!setting_scroll_offset) { emit_signal(SNAME("scroll_offset_changed"), get_scroll_offset()); } diff --git a/scene/gui/graph_edit.h b/scene/gui/graph_edit.h index 20c98c462c..e7e382dc0b 100644 --- a/scene/gui/graph_edit.h +++ b/scene/gui/graph_edit.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/graph_edit_arranger.cpp b/scene/gui/graph_edit_arranger.cpp index fa1059c667..6fbb636b95 100644 --- a/scene/gui/graph_edit_arranger.cpp +++ b/scene/gui/graph_edit_arranger.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/graph_edit_arranger.h b/scene/gui/graph_edit_arranger.h index 925b58d428..89f5fbd13e 100644 --- a/scene/gui/graph_edit_arranger.h +++ b/scene/gui/graph_edit_arranger.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/graph_element.cpp b/scene/gui/graph_element.cpp index b63ed8d1ad..011b403e40 100644 --- a/scene/gui/graph_element.cpp +++ b/scene/gui/graph_element.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/graph_element.h b/scene/gui/graph_element.h index a50c2953fd..4a34074134 100644 --- a/scene/gui/graph_element.h +++ b/scene/gui/graph_element.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/graph_frame.cpp b/scene/gui/graph_frame.cpp index e85d007262..00bff148d8 100644 --- a/scene/gui/graph_frame.cpp +++ b/scene/gui/graph_frame.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/graph_frame.h b/scene/gui/graph_frame.h index 2af09cf872..b77e61e4eb 100644 --- a/scene/gui/graph_frame.h +++ b/scene/gui/graph_frame.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/graph_node.cpp b/scene/gui/graph_node.cpp index 8f5023104a..51577eb960 100644 --- a/scene/gui/graph_node.cpp +++ b/scene/gui/graph_node.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/graph_node.h b/scene/gui/graph_node.h index 27af3192c8..8407e97275 100644 --- a/scene/gui/graph_node.h +++ b/scene/gui/graph_node.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/grid_container.cpp b/scene/gui/grid_container.cpp index 5f04acf643..854b019e5f 100644 --- a/scene/gui/grid_container.cpp +++ b/scene/gui/grid_container.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/grid_container.h b/scene/gui/grid_container.h index f6a51511a9..175e1ddb52 100644 --- a/scene/gui/grid_container.h +++ b/scene/gui/grid_container.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/item_list.cpp b/scene/gui/item_list.cpp index 1ba5ef309b..4e7fa70d40 100644 --- a/scene/gui/item_list.cpp +++ b/scene/gui/item_list.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/item_list.h b/scene/gui/item_list.h index 0836ea33d5..7f2b72c0df 100644 --- a/scene/gui/item_list.h +++ b/scene/gui/item_list.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/label.cpp b/scene/gui/label.cpp index 42b4e56b48..3c98055e08 100644 --- a/scene/gui/label.cpp +++ b/scene/gui/label.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/label.h b/scene/gui/label.h index e0ebca944a..39a5a269a6 100644 --- a/scene/gui/label.h +++ b/scene/gui/label.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/line_edit.cpp b/scene/gui/line_edit.cpp index 9967805134..b82d8718b4 100644 --- a/scene/gui/line_edit.cpp +++ b/scene/gui/line_edit.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/line_edit.h b/scene/gui/line_edit.h index 9253dd8711..2d77baf2ec 100644 --- a/scene/gui/line_edit.h +++ b/scene/gui/line_edit.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/link_button.cpp b/scene/gui/link_button.cpp index 1142ba37f5..edbb9e78e8 100644 --- a/scene/gui/link_button.cpp +++ b/scene/gui/link_button.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/link_button.h b/scene/gui/link_button.h index 2faddf2df2..428e20729f 100644 --- a/scene/gui/link_button.h +++ b/scene/gui/link_button.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/margin_container.cpp b/scene/gui/margin_container.cpp index a47b131708..e5ae017273 100644 --- a/scene/gui/margin_container.cpp +++ b/scene/gui/margin_container.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/margin_container.h b/scene/gui/margin_container.h index d57ab9b452..db9b28136c 100644 --- a/scene/gui/margin_container.h +++ b/scene/gui/margin_container.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/menu_bar.cpp b/scene/gui/menu_bar.cpp index 9853d699d4..86fdd1097f 100644 --- a/scene/gui/menu_bar.cpp +++ b/scene/gui/menu_bar.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/menu_bar.h b/scene/gui/menu_bar.h index 04f6afc2fa..6c9e92a6b5 100644 --- a/scene/gui/menu_bar.h +++ b/scene/gui/menu_bar.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/menu_button.cpp b/scene/gui/menu_button.cpp index 1069a752c4..530c8fb01e 100644 --- a/scene/gui/menu_button.cpp +++ b/scene/gui/menu_button.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/menu_button.h b/scene/gui/menu_button.h index 5a74d61091..7c82422d8a 100644 --- a/scene/gui/menu_button.h +++ b/scene/gui/menu_button.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/nine_patch_rect.cpp b/scene/gui/nine_patch_rect.cpp index f9181d2a2d..d0e94948ef 100644 --- a/scene/gui/nine_patch_rect.cpp +++ b/scene/gui/nine_patch_rect.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/nine_patch_rect.h b/scene/gui/nine_patch_rect.h index ae9fab1773..e73d15bd2a 100644 --- a/scene/gui/nine_patch_rect.h +++ b/scene/gui/nine_patch_rect.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/option_button.cpp b/scene/gui/option_button.cpp index 5432058f7b..f4dca19628 100644 --- a/scene/gui/option_button.cpp +++ b/scene/gui/option_button.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/option_button.h b/scene/gui/option_button.h index 351df9a749..cec7af51cf 100644 --- a/scene/gui/option_button.h +++ b/scene/gui/option_button.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/panel.cpp b/scene/gui/panel.cpp index 8096191933..285b8ff19e 100644 --- a/scene/gui/panel.cpp +++ b/scene/gui/panel.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/panel.h b/scene/gui/panel.h index 6f3f88987f..b8e1a05c97 100644 --- a/scene/gui/panel.h +++ b/scene/gui/panel.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/panel_container.cpp b/scene/gui/panel_container.cpp index 2c39e148a0..c514875102 100644 --- a/scene/gui/panel_container.cpp +++ b/scene/gui/panel_container.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/panel_container.h b/scene/gui/panel_container.h index 45fdbc3ad2..1825dbfacb 100644 --- a/scene/gui/panel_container.h +++ b/scene/gui/panel_container.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/popup.cpp b/scene/gui/popup.cpp index 10fadeeba1..57aa799004 100644 --- a/scene/gui/popup.cpp +++ b/scene/gui/popup.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/popup.h b/scene/gui/popup.h index 69a81ad98c..e672f1aac8 100644 --- a/scene/gui/popup.h +++ b/scene/gui/popup.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/popup_menu.compat.inc b/scene/gui/popup_menu.compat.inc index 3d41c62634..aaedc7566c 100644 --- a/scene/gui/popup_menu.compat.inc +++ b/scene/gui/popup_menu.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/popup_menu.cpp b/scene/gui/popup_menu.cpp index 3c04094526..20ad3979c2 100644 --- a/scene/gui/popup_menu.cpp +++ b/scene/gui/popup_menu.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/popup_menu.h b/scene/gui/popup_menu.h index b8aa51c1ad..48ae670b02 100644 --- a/scene/gui/popup_menu.h +++ b/scene/gui/popup_menu.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/progress_bar.cpp b/scene/gui/progress_bar.cpp index 90ce01e383..a1adadfc99 100644 --- a/scene/gui/progress_bar.cpp +++ b/scene/gui/progress_bar.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/progress_bar.h b/scene/gui/progress_bar.h index 2d191b12e6..63b9754154 100644 --- a/scene/gui/progress_bar.h +++ b/scene/gui/progress_bar.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/range.cpp b/scene/gui/range.cpp index d7b1a4933d..a2bc62e1b7 100644 --- a/scene/gui/range.cpp +++ b/scene/gui/range.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/range.h b/scene/gui/range.h index b1c2446ded..8297123b46 100644 --- a/scene/gui/range.h +++ b/scene/gui/range.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/reference_rect.cpp b/scene/gui/reference_rect.cpp index 5a4b6c4431..f3420080d7 100644 --- a/scene/gui/reference_rect.cpp +++ b/scene/gui/reference_rect.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/reference_rect.h b/scene/gui/reference_rect.h index e935ed2861..0f4c61fb5e 100644 --- a/scene/gui/reference_rect.h +++ b/scene/gui/reference_rect.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/rich_text_effect.cpp b/scene/gui/rich_text_effect.cpp index e968321777..087e85d63b 100644 --- a/scene/gui/rich_text_effect.cpp +++ b/scene/gui/rich_text_effect.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/rich_text_effect.h b/scene/gui/rich_text_effect.h index 681f068fb2..a245a49836 100644 --- a/scene/gui/rich_text_effect.h +++ b/scene/gui/rich_text_effect.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/rich_text_label.compat.inc b/scene/gui/rich_text_label.compat.inc index 97739c4b79..c96698d21e 100644 --- a/scene/gui/rich_text_label.compat.inc +++ b/scene/gui/rich_text_label.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/rich_text_label.cpp b/scene/gui/rich_text_label.cpp index 26141663c1..0f2d3e856a 100644 --- a/scene/gui/rich_text_label.cpp +++ b/scene/gui/rich_text_label.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/rich_text_label.h b/scene/gui/rich_text_label.h index a01da02b27..f79e9be079 100644 --- a/scene/gui/rich_text_label.h +++ b/scene/gui/rich_text_label.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/scroll_bar.cpp b/scene/gui/scroll_bar.cpp index eb69dab478..2044991240 100644 --- a/scene/gui/scroll_bar.cpp +++ b/scene/gui/scroll_bar.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/scroll_bar.h b/scene/gui/scroll_bar.h index ad88d826a2..914101b591 100644 --- a/scene/gui/scroll_bar.h +++ b/scene/gui/scroll_bar.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/scroll_container.cpp b/scene/gui/scroll_container.cpp index 1ac0e8b59f..68b8b2ebee 100644 --- a/scene/gui/scroll_container.cpp +++ b/scene/gui/scroll_container.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/scroll_container.h b/scene/gui/scroll_container.h index afd3c8bd57..aca861135e 100644 --- a/scene/gui/scroll_container.h +++ b/scene/gui/scroll_container.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/separator.cpp b/scene/gui/separator.cpp index d0ca7c2e86..8779e3a9b3 100644 --- a/scene/gui/separator.cpp +++ b/scene/gui/separator.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/separator.h b/scene/gui/separator.h index 7c973604ac..5cde06fe7b 100644 --- a/scene/gui/separator.h +++ b/scene/gui/separator.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/slider.cpp b/scene/gui/slider.cpp index 6098548d32..f7fc886435 100644 --- a/scene/gui/slider.cpp +++ b/scene/gui/slider.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/slider.h b/scene/gui/slider.h index 07c1d23e32..6bead47646 100644 --- a/scene/gui/slider.h +++ b/scene/gui/slider.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/spin_box.cpp b/scene/gui/spin_box.cpp index 01c2b9bffe..60427e5783 100644 --- a/scene/gui/spin_box.cpp +++ b/scene/gui/spin_box.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/spin_box.h b/scene/gui/spin_box.h index 294dc3e5d5..322962839c 100644 --- a/scene/gui/spin_box.h +++ b/scene/gui/spin_box.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/split_container.cpp b/scene/gui/split_container.cpp index be03db526d..1695976051 100644 --- a/scene/gui/split_container.cpp +++ b/scene/gui/split_container.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/split_container.h b/scene/gui/split_container.h index 2bba96b4b8..da29742d15 100644 --- a/scene/gui/split_container.h +++ b/scene/gui/split_container.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/subviewport_container.cpp b/scene/gui/subviewport_container.cpp index a443ae9abf..64270dc0f4 100644 --- a/scene/gui/subviewport_container.cpp +++ b/scene/gui/subviewport_container.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/subviewport_container.h b/scene/gui/subviewport_container.h index 06420de730..188700e94b 100644 --- a/scene/gui/subviewport_container.h +++ b/scene/gui/subviewport_container.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/tab_bar.cpp b/scene/gui/tab_bar.cpp index 6cc7ec3bd5..90fc5c75fd 100644 --- a/scene/gui/tab_bar.cpp +++ b/scene/gui/tab_bar.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/tab_bar.h b/scene/gui/tab_bar.h index f5ae75de51..8dce752ff2 100644 --- a/scene/gui/tab_bar.h +++ b/scene/gui/tab_bar.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/tab_container.cpp b/scene/gui/tab_container.cpp index 33e72428cf..a367b1a749 100644 --- a/scene/gui/tab_container.cpp +++ b/scene/gui/tab_container.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/tab_container.h b/scene/gui/tab_container.h index e00bc780d4..ccc57177fd 100644 --- a/scene/gui/tab_container.h +++ b/scene/gui/tab_container.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/text_edit.compat.inc b/scene/gui/text_edit.compat.inc index bf73229868..894fe5d134 100644 --- a/scene/gui/text_edit.compat.inc +++ b/scene/gui/text_edit.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/text_edit.cpp b/scene/gui/text_edit.cpp index 6b5ff23436..23fd3c22b1 100644 --- a/scene/gui/text_edit.cpp +++ b/scene/gui/text_edit.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/text_edit.h b/scene/gui/text_edit.h index 94b105d486..bdcab115a9 100644 --- a/scene/gui/text_edit.h +++ b/scene/gui/text_edit.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/texture_button.cpp b/scene/gui/texture_button.cpp index c267ff93c6..c8d4c4bd40 100644 --- a/scene/gui/texture_button.cpp +++ b/scene/gui/texture_button.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/texture_button.h b/scene/gui/texture_button.h index 9d393d3c65..144f870eeb 100644 --- a/scene/gui/texture_button.h +++ b/scene/gui/texture_button.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/texture_progress_bar.cpp b/scene/gui/texture_progress_bar.cpp index 4ad56d21d3..c95c44602c 100644 --- a/scene/gui/texture_progress_bar.cpp +++ b/scene/gui/texture_progress_bar.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/texture_progress_bar.h b/scene/gui/texture_progress_bar.h index d890ce6e36..a9496ad0ba 100644 --- a/scene/gui/texture_progress_bar.h +++ b/scene/gui/texture_progress_bar.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/texture_rect.cpp b/scene/gui/texture_rect.cpp index 972a832985..9b07cbbdf1 100644 --- a/scene/gui/texture_rect.cpp +++ b/scene/gui/texture_rect.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/texture_rect.h b/scene/gui/texture_rect.h index 2425c6094b..294836daef 100644 --- a/scene/gui/texture_rect.h +++ b/scene/gui/texture_rect.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/tree.cpp b/scene/gui/tree.cpp index 40917ee8f1..50d09fdc42 100644 --- a/scene/gui/tree.cpp +++ b/scene/gui/tree.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/tree.h b/scene/gui/tree.h index b417b7ee31..f16e2a8332 100644 --- a/scene/gui/tree.h +++ b/scene/gui/tree.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/video_stream_player.cpp b/scene/gui/video_stream_player.cpp index 0b521f926d..d025a08ced 100644 --- a/scene/gui/video_stream_player.cpp +++ b/scene/gui/video_stream_player.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/video_stream_player.h b/scene/gui/video_stream_player.h index c173c8bfa3..44c3df706f 100644 --- a/scene/gui/video_stream_player.h +++ b/scene/gui/video_stream_player.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/view_panner.cpp b/scene/gui/view_panner.cpp index 438a228c4f..5dbae0105a 100644 --- a/scene/gui/view_panner.cpp +++ b/scene/gui/view_panner.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/gui/view_panner.h b/scene/gui/view_panner.h index 5aec2d4f6b..1cd631a9f6 100644 --- a/scene/gui/view_panner.h +++ b/scene/gui/view_panner.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/canvas_item.compat.inc b/scene/main/canvas_item.compat.inc index 9bc3d01a69..c66a589319 100644 --- a/scene/main/canvas_item.compat.inc +++ b/scene/main/canvas_item.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/canvas_item.cpp b/scene/main/canvas_item.cpp index 7c8bf9c809..ee5fb252b4 100644 --- a/scene/main/canvas_item.cpp +++ b/scene/main/canvas_item.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/canvas_item.h b/scene/main/canvas_item.h index 028c2cb2cf..c6684cc259 100644 --- a/scene/main/canvas_item.h +++ b/scene/main/canvas_item.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/canvas_layer.cpp b/scene/main/canvas_layer.cpp index 11d074f014..1626f39899 100644 --- a/scene/main/canvas_layer.cpp +++ b/scene/main/canvas_layer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/canvas_layer.h b/scene/main/canvas_layer.h index be1a377a14..c4c12556bb 100644 --- a/scene/main/canvas_layer.h +++ b/scene/main/canvas_layer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/http_request.cpp b/scene/main/http_request.cpp index 8526611093..6cfd94cd12 100644 --- a/scene/main/http_request.cpp +++ b/scene/main/http_request.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/http_request.h b/scene/main/http_request.h index 9a91171eaf..7c189ee603 100644 --- a/scene/main/http_request.h +++ b/scene/main/http_request.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/instance_placeholder.cpp b/scene/main/instance_placeholder.cpp index 29166f3d92..364a82b653 100644 --- a/scene/main/instance_placeholder.cpp +++ b/scene/main/instance_placeholder.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/instance_placeholder.h b/scene/main/instance_placeholder.h index ccf1e63a16..9dc3473d47 100644 --- a/scene/main/instance_placeholder.h +++ b/scene/main/instance_placeholder.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/missing_node.cpp b/scene/main/missing_node.cpp index 83672ae5e0..0915135bc4 100644 --- a/scene/main/missing_node.cpp +++ b/scene/main/missing_node.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/missing_node.h b/scene/main/missing_node.h index fb1c957988..709f77f083 100644 --- a/scene/main/missing_node.h +++ b/scene/main/missing_node.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/multiplayer_api.cpp b/scene/main/multiplayer_api.cpp index bd097ec2d0..05f79e550d 100644 --- a/scene/main/multiplayer_api.cpp +++ b/scene/main/multiplayer_api.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/multiplayer_api.h b/scene/main/multiplayer_api.h index a578e6f2f1..98418ff8db 100644 --- a/scene/main/multiplayer_api.h +++ b/scene/main/multiplayer_api.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/multiplayer_peer.cpp b/scene/main/multiplayer_peer.cpp index 8c9eeea027..7f0b2a34ad 100644 --- a/scene/main/multiplayer_peer.cpp +++ b/scene/main/multiplayer_peer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/multiplayer_peer.h b/scene/main/multiplayer_peer.h index ed1d56839f..a002f10b4c 100644 --- a/scene/main/multiplayer_peer.h +++ b/scene/main/multiplayer_peer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/node.cpp b/scene/main/node.cpp index d921cc5b67..37743d38cb 100644 --- a/scene/main/node.cpp +++ b/scene/main/node.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -214,6 +216,10 @@ void Node::_notification(int p_notification) { set_process_unhandled_key_input(true); } + if (GDVIRTUAL_IS_OVERRIDDEN(_unhandled_picking_input)) { + set_process_unhandled_picking_input(true); + } + if (GDVIRTUAL_IS_OVERRIDDEN(_process)) { set_process(true); } @@ -1278,6 +1284,27 @@ bool Node::is_processing_unhandled_key_input() const { return data.unhandled_key_input; } +void Node::set_process_unhandled_picking_input(bool p_enable) { + ERR_THREAD_GUARD + if (p_enable == data.unhandled_picking_input) { + return; + } + data.unhandled_picking_input = p_enable; + if (!is_inside_tree()) { + return; + } + + if (p_enable) { + add_to_group("_vp_unhandled_picking_input" + itos(get_viewport()->get_instance_id())); + } else { + remove_from_group("_vp_unhandled_picking_input" + itos(get_viewport()->get_instance_id())); + } +} + +bool Node::is_processing_unhandled_picking_input() const { + return data.unhandled_picking_input; +} + void Node::set_auto_translate_mode(AutoTranslateMode p_mode) { ERR_THREAD_GUARD if (data.auto_translate_mode == p_mode) { @@ -3455,6 +3482,16 @@ void Node::_call_unhandled_key_input(const Ref<InputEvent> &p_event) { unhandled_key_input(p_event); } +void Node::_call_unhandled_picking_input(const Ref<InputEvent> &p_event) { + if (p_event->get_device() != InputEvent::DEVICE_ID_INTERNAL) { + GDVIRTUAL_CALL(_unhandled_picking_input, p_event); + } + if (!is_inside_tree() || !get_viewport() || get_viewport()->is_input_handled()) { + return; + } + unhandled_key_input(p_event); +} + void Node::_validate_property(PropertyInfo &p_property) const { if ((p_property.name == "process_thread_group_order" || p_property.name == "process_thread_messages") && data.process_thread_group == PROCESS_THREAD_GROUP_INHERIT) { p_property.usage = 0; @@ -3473,6 +3510,9 @@ void Node::unhandled_input(const Ref<InputEvent> &p_event) { void Node::unhandled_key_input(const Ref<InputEvent> &p_key_event) { } +void Node::unhandled_picking_input(const Ref<InputEvent> &p_picking_event) { +} + Variant Node::_call_deferred_thread_group_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error) { if (p_argcount < 1) { r_error.error = Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS; @@ -3626,6 +3666,8 @@ void Node::_bind_methods() { ClassDB::bind_method(D_METHOD("is_processing_unhandled_input"), &Node::is_processing_unhandled_input); ClassDB::bind_method(D_METHOD("set_process_unhandled_key_input", "enable"), &Node::set_process_unhandled_key_input); ClassDB::bind_method(D_METHOD("is_processing_unhandled_key_input"), &Node::is_processing_unhandled_key_input); + ClassDB::bind_method(D_METHOD("set_process_unhandled_picking_input", "enable"), &Node::set_process_unhandled_picking_input); + ClassDB::bind_method(D_METHOD("is_processing_unhandled_picking_input"), &Node::is_processing_unhandled_picking_input); ClassDB::bind_method(D_METHOD("set_process_mode", "mode"), &Node::set_process_mode); ClassDB::bind_method(D_METHOD("get_process_mode"), &Node::get_process_mode); ClassDB::bind_method(D_METHOD("can_process"), &Node::can_process); @@ -3865,6 +3907,7 @@ void Node::_bind_methods() { GDVIRTUAL_BIND(_shortcut_input, "event"); GDVIRTUAL_BIND(_unhandled_input, "event"); GDVIRTUAL_BIND(_unhandled_key_input, "event"); + GDVIRTUAL_BIND(_unhandled_picking_input, "event"); } String Node::_get_name_num_separator() { @@ -3899,6 +3942,7 @@ Node::Node() { data.shortcut_input = false; data.unhandled_input = false; data.unhandled_key_input = false; + data.unhandled_picking_input = false; data.physics_interpolated = true; data.physics_interpolation_reset_requested = false; diff --git a/scene/main/node.h b/scene/main/node.h index 799478fa35..497f189ff4 100644 --- a/scene/main/node.h +++ b/scene/main/node.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -219,6 +221,7 @@ private: bool shortcut_input : 1; bool unhandled_input : 1; bool unhandled_key_input : 1; + bool unhandled_picking_input : 1; // Physics interpolation can be turned on and off on a per node basis. // This only takes effect when the SceneTree (or project setting) physics interpolation @@ -368,6 +371,7 @@ protected: void _call_shortcut_input(const Ref<InputEvent> &p_event); void _call_unhandled_input(const Ref<InputEvent> &p_event); void _call_unhandled_key_input(const Ref<InputEvent> &p_event); + void _call_unhandled_picking_input(const Ref<InputEvent> &p_event); void _validate_property(PropertyInfo &p_property) const; @@ -376,6 +380,7 @@ protected: virtual void shortcut_input(const Ref<InputEvent> &p_key_event); virtual void unhandled_input(const Ref<InputEvent> &p_event); virtual void unhandled_key_input(const Ref<InputEvent> &p_key_event); + virtual void unhandled_picking_input(const Ref<InputEvent> &p_picking_event); GDVIRTUAL1(_process, double) GDVIRTUAL1(_physics_process, double) @@ -388,6 +393,7 @@ protected: GDVIRTUAL1(_shortcut_input, Ref<InputEvent>) GDVIRTUAL1(_unhandled_input, Ref<InputEvent>) GDVIRTUAL1(_unhandled_key_input, Ref<InputEvent>) + GDVIRTUAL1(_unhandled_picking_input, Ref<InputEvent>) public: enum { @@ -412,7 +418,7 @@ public: NOTIFICATION_POST_ENTER_TREE = 27, NOTIFICATION_DISABLED = 28, NOTIFICATION_ENABLED = 29, - NOTIFICATION_RESET_PHYSICS_INTERPOLATION = 2001, // A GodotSpace Odyssey. + NOTIFICATION_RESET_PHYSICS_INTERPOLATION = 2001, // I cannot do that Redot. // Keep these linked to Node. NOTIFICATION_WM_MOUSE_ENTER = 1002, NOTIFICATION_WM_MOUSE_EXIT = 1003, @@ -605,6 +611,9 @@ public: void set_process_unhandled_key_input(bool p_enable); bool is_processing_unhandled_key_input() const; + void set_process_unhandled_picking_input(bool p_enable); + bool is_processing_unhandled_picking_input() const; + _FORCE_INLINE_ bool _is_any_processing() const { return data.process || data.process_internal || data.physics_process || data.physics_process_internal; } @@ -853,7 +862,7 @@ Error Node::rpc_id(int p_peer_id, const StringName &p_method, VarArgs... p_args) #endif // Add these macro to your class's 'get_configuration_warnings' function to have warnings show up in the scene tree inspector. -#define DEPRECATED_NODE_WARNING warnings.push_back(RTR("This node is marked as deprecated and will be removed in future versions.\nPlease check the Godot documentation for information about migration.")); +#define DEPRECATED_NODE_WARNING warnings.push_back(RTR("This node is marked as deprecated and will be removed in future versions.\nPlease check the Redot documentation for information about migration.")); #define EXPERIMENTAL_NODE_WARNING warnings.push_back(RTR("This node is marked as experimental and may be subject to removal or major changes in future versions.")); #endif // NODE_H diff --git a/scene/main/resource_preloader.cpp b/scene/main/resource_preloader.cpp index fe0e82370a..46f5c3c406 100644 --- a/scene/main/resource_preloader.cpp +++ b/scene/main/resource_preloader.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/resource_preloader.h b/scene/main/resource_preloader.h index 3ce538c60e..24a3337471 100644 --- a/scene/main/resource_preloader.h +++ b/scene/main/resource_preloader.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp index 71d91b970e..ca9f6454cc 100644 --- a/scene/main/scene_tree.cpp +++ b/scene/main/scene_tree.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -1296,6 +1298,9 @@ void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_cal case CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT: n->_call_unhandled_key_input(p_input); break; + case CALL_INPUT_TYPE_UNHANDLED_PICKING_INPUT: + n->_call_unhandled_picking_input(p_input); + break; } } diff --git a/scene/main/scene_tree.h b/scene/main/scene_tree.h index 7e44541105..8ad2901d57 100644 --- a/scene/main/scene_tree.h +++ b/scene/main/scene_tree.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -265,6 +267,7 @@ private: CALL_INPUT_TYPE_SHORTCUT_INPUT, CALL_INPUT_TYPE_UNHANDLED_INPUT, CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT, + CALL_INPUT_TYPE_UNHANDLED_PICKING_INPUT, }; //used by viewport diff --git a/scene/main/shader_globals_override.cpp b/scene/main/shader_globals_override.cpp index 41e0aa739e..28729a1f31 100644 --- a/scene/main/shader_globals_override.cpp +++ b/scene/main/shader_globals_override.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/shader_globals_override.h b/scene/main/shader_globals_override.h index d8557ecf6a..81aab43aab 100644 --- a/scene/main/shader_globals_override.h +++ b/scene/main/shader_globals_override.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/status_indicator.cpp b/scene/main/status_indicator.cpp index f0ba5db1a0..8be20fccca 100644 --- a/scene/main/status_indicator.cpp +++ b/scene/main/status_indicator.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/status_indicator.h b/scene/main/status_indicator.h index cd38da6e6c..26f933e553 100644 --- a/scene/main/status_indicator.h +++ b/scene/main/status_indicator.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/timer.cpp b/scene/main/timer.cpp index 0f4f18b495..612dc53b6b 100644 --- a/scene/main/timer.cpp +++ b/scene/main/timer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/timer.h b/scene/main/timer.h index d16e49793d..2a9679d3ba 100644 --- a/scene/main/timer.h +++ b/scene/main/timer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index 8755d5f51e..8206321395 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -962,6 +964,11 @@ void Viewport::_process_picking() { } } #endif // _3D_DISABLED + + if (!local_input_handled) { + ERR_FAIL_COND(!is_inside_tree()); + get_tree()->_call_input_pause(unhandled_picking_input_group, SceneTree::CALL_INPUT_TYPE_UNHANDLED_PICKING_INPUT, ev, this); + } } } @@ -4916,6 +4923,7 @@ Viewport::Viewport() { unhandled_input_group = "_vp_unhandled_input" + id; shortcut_input_group = "_vp_shortcut_input" + id; unhandled_key_input_group = "_vp_unhandled_key_input" + id; + unhandled_picking_input_group = "_vp_unhandled_picking_input" + id; // Window tooltip. gui.tooltip_delay = GLOBAL_GET("gui/timers/tooltip_delay_sec"); diff --git a/scene/main/viewport.h b/scene/main/viewport.h index a18dc1f6f0..e2c0d7a2d6 100644 --- a/scene/main/viewport.h +++ b/scene/main/viewport.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -277,6 +279,7 @@ private: StringName shortcut_input_group; StringName unhandled_input_group; StringName unhandled_key_input_group; + StringName unhandled_picking_input_group; void _update_audio_listener_2d(); diff --git a/scene/main/window.cpp b/scene/main/window.cpp index 045c3ae02d..40444e4c9a 100644 --- a/scene/main/window.cpp +++ b/scene/main/window.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/main/window.h b/scene/main/window.h index 6517350b78..21ad024d35 100644 --- a/scene/main/window.h +++ b/scene/main/window.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/property_list_helper.cpp b/scene/property_list_helper.cpp index c6c21e0dba..78e980d636 100644 --- a/scene/property_list_helper.cpp +++ b/scene/property_list_helper.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/property_list_helper.h b/scene/property_list_helper.h index 1ab923e76d..895a1ed5a8 100644 --- a/scene/property_list_helper.h +++ b/scene/property_list_helper.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/property_utils.cpp b/scene/property_utils.cpp index f068e34beb..e56aefb8f6 100644 --- a/scene/property_utils.cpp +++ b/scene/property_utils.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/property_utils.h b/scene/property_utils.h index 0bf040ad26..d510fc7695 100644 --- a/scene/property_utils.h +++ b/scene/property_utils.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index 6b1ce2b4ca..fa3bba696d 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/register_scene_types.h b/scene/register_scene_types.h index 28847b4978..b6b652e46d 100644 --- a/scene/register_scene_types.h +++ b/scene/register_scene_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/capsule_shape_2d.cpp b/scene/resources/2d/capsule_shape_2d.cpp index 8268040ed9..878a8d447a 100644 --- a/scene/resources/2d/capsule_shape_2d.cpp +++ b/scene/resources/2d/capsule_shape_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/capsule_shape_2d.h b/scene/resources/2d/capsule_shape_2d.h index cfd3fc6b26..1d5bd04ecb 100644 --- a/scene/resources/2d/capsule_shape_2d.h +++ b/scene/resources/2d/capsule_shape_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/circle_shape_2d.cpp b/scene/resources/2d/circle_shape_2d.cpp index 0b207c33ca..2c397ab8fc 100644 --- a/scene/resources/2d/circle_shape_2d.cpp +++ b/scene/resources/2d/circle_shape_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/circle_shape_2d.h b/scene/resources/2d/circle_shape_2d.h index 203a8240eb..4487805754 100644 --- a/scene/resources/2d/circle_shape_2d.h +++ b/scene/resources/2d/circle_shape_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/concave_polygon_shape_2d.cpp b/scene/resources/2d/concave_polygon_shape_2d.cpp index 56734a8f0b..3e6067576d 100644 --- a/scene/resources/2d/concave_polygon_shape_2d.cpp +++ b/scene/resources/2d/concave_polygon_shape_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/concave_polygon_shape_2d.h b/scene/resources/2d/concave_polygon_shape_2d.h index 8b0b77acaa..106c6fa418 100644 --- a/scene/resources/2d/concave_polygon_shape_2d.h +++ b/scene/resources/2d/concave_polygon_shape_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/convex_polygon_shape_2d.cpp b/scene/resources/2d/convex_polygon_shape_2d.cpp index 0d9e570149..ae4b2f26ce 100644 --- a/scene/resources/2d/convex_polygon_shape_2d.cpp +++ b/scene/resources/2d/convex_polygon_shape_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/convex_polygon_shape_2d.h b/scene/resources/2d/convex_polygon_shape_2d.h index 2e448f1133..c4a56cb351 100644 --- a/scene/resources/2d/convex_polygon_shape_2d.h +++ b/scene/resources/2d/convex_polygon_shape_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/navigation_mesh_source_geometry_data_2d.cpp b/scene/resources/2d/navigation_mesh_source_geometry_data_2d.cpp index e3f14539a8..74c61008ec 100644 --- a/scene/resources/2d/navigation_mesh_source_geometry_data_2d.cpp +++ b/scene/resources/2d/navigation_mesh_source_geometry_data_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/navigation_mesh_source_geometry_data_2d.h b/scene/resources/2d/navigation_mesh_source_geometry_data_2d.h index b29c106fb5..00bb426e1f 100644 --- a/scene/resources/2d/navigation_mesh_source_geometry_data_2d.h +++ b/scene/resources/2d/navigation_mesh_source_geometry_data_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/navigation_polygon.cpp b/scene/resources/2d/navigation_polygon.cpp index 3dfa906e3b..00cf29e3ef 100644 --- a/scene/resources/2d/navigation_polygon.cpp +++ b/scene/resources/2d/navigation_polygon.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/navigation_polygon.h b/scene/resources/2d/navigation_polygon.h index ed2c606c55..7e08e872cd 100644 --- a/scene/resources/2d/navigation_polygon.h +++ b/scene/resources/2d/navigation_polygon.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/polygon_path_finder.cpp b/scene/resources/2d/polygon_path_finder.cpp index 3aa292431d..be17a843c3 100644 --- a/scene/resources/2d/polygon_path_finder.cpp +++ b/scene/resources/2d/polygon_path_finder.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/polygon_path_finder.h b/scene/resources/2d/polygon_path_finder.h index a6cf6cd584..4671b8ddae 100644 --- a/scene/resources/2d/polygon_path_finder.h +++ b/scene/resources/2d/polygon_path_finder.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/rectangle_shape_2d.cpp b/scene/resources/2d/rectangle_shape_2d.cpp index 65b1653293..dea5084d01 100644 --- a/scene/resources/2d/rectangle_shape_2d.cpp +++ b/scene/resources/2d/rectangle_shape_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/rectangle_shape_2d.h b/scene/resources/2d/rectangle_shape_2d.h index 80fbc51b5c..da5505a5fd 100644 --- a/scene/resources/2d/rectangle_shape_2d.h +++ b/scene/resources/2d/rectangle_shape_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/segment_shape_2d.cpp b/scene/resources/2d/segment_shape_2d.cpp index 864b4c952b..b97a03739a 100644 --- a/scene/resources/2d/segment_shape_2d.cpp +++ b/scene/resources/2d/segment_shape_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/segment_shape_2d.h b/scene/resources/2d/segment_shape_2d.h index ad2ece883d..a8033d0edb 100644 --- a/scene/resources/2d/segment_shape_2d.h +++ b/scene/resources/2d/segment_shape_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/separation_ray_shape_2d.cpp b/scene/resources/2d/separation_ray_shape_2d.cpp index 83d526626d..8e1ef55f31 100644 --- a/scene/resources/2d/separation_ray_shape_2d.cpp +++ b/scene/resources/2d/separation_ray_shape_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/separation_ray_shape_2d.h b/scene/resources/2d/separation_ray_shape_2d.h index 0359b41b6e..43eec7f007 100644 --- a/scene/resources/2d/separation_ray_shape_2d.h +++ b/scene/resources/2d/separation_ray_shape_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/shape_2d.cpp b/scene/resources/2d/shape_2d.cpp index e94280fe3d..b2b6ba5dd6 100644 --- a/scene/resources/2d/shape_2d.cpp +++ b/scene/resources/2d/shape_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/shape_2d.h b/scene/resources/2d/shape_2d.h index b1a5b24d05..a0aa80da75 100644 --- a/scene/resources/2d/shape_2d.h +++ b/scene/resources/2d/shape_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d.cpp b/scene/resources/2d/skeleton/skeleton_modification_2d.cpp index 5450f544c3..2f1778b561 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d.cpp +++ b/scene/resources/2d/skeleton/skeleton_modification_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d.h b/scene/resources/2d/skeleton/skeleton_modification_2d.h index 6a6f1bb39b..66cbaab4e6 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d.h +++ b/scene/resources/2d/skeleton/skeleton_modification_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp b/scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp index 051c4eabc0..958dde8c9d 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +++ b/scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.h b/scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.h index 34da89c31c..9072b4cfe1 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.h +++ b/scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp b/scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp index 16a6166878..64f7068b58 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +++ b/scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.h b/scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.h index edc29ecf12..2c382e1759 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.h +++ b/scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp b/scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp index b7200b49c4..b501a9a3c0 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +++ b/scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.h b/scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.h index 7e9855839c..368d6d7eb8 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.h +++ b/scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp b/scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp index cd4ca8e090..3921eaa608 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +++ b/scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d_lookat.h b/scene/resources/2d/skeleton/skeleton_modification_2d_lookat.h index fbce45b83a..394f7c0aac 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d_lookat.h +++ b/scene/resources/2d/skeleton/skeleton_modification_2d_lookat.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp b/scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp index 001000fa17..5e2005801e 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +++ b/scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -36,7 +38,7 @@ bool SkeletonModification2DPhysicalBones::_set(const StringName &p_path, const V String path = p_path; #ifdef TOOLS_ENABLED - // Exposes a way to fetch the PhysicalBone2D nodes from the Godot editor. + // Exposes a way to fetch the PhysicalBone2D nodes from the Redot editor. if (is_setup) { if (Engine::get_singleton()->is_editor_hint()) { if (path.begins_with("fetch_bones")) { diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.h b/scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.h index 09bf00782c..1f21c48fdf 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.h +++ b/scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d_stackholder.cpp b/scene/resources/2d/skeleton/skeleton_modification_2d_stackholder.cpp index 6d4cd290f1..38aadce5fb 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d_stackholder.cpp +++ b/scene/resources/2d/skeleton/skeleton_modification_2d_stackholder.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d_stackholder.h b/scene/resources/2d/skeleton/skeleton_modification_2d_stackholder.h index b1054f6429..a2f46a77b5 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d_stackholder.h +++ b/scene/resources/2d/skeleton/skeleton_modification_2d_stackholder.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp b/scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp index 41e4ea828e..7bbc42eb69 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +++ b/scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.h b/scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.h index d528ffa66b..8e8ec2a4e4 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.h +++ b/scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp b/scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp index dcc69d4831..1d328d0922 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +++ b/scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/skeleton/skeleton_modification_stack_2d.h b/scene/resources/2d/skeleton/skeleton_modification_stack_2d.h index 0732153997..eb86d632c0 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_stack_2d.h +++ b/scene/resources/2d/skeleton/skeleton_modification_stack_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/tile_set.compat.inc b/scene/resources/2d/tile_set.compat.inc index 58e33f7b35..dd8bf3b444 100644 --- a/scene/resources/2d/tile_set.compat.inc +++ b/scene/resources/2d/tile_set.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/tile_set.cpp b/scene/resources/2d/tile_set.cpp index e624bdb32f..d2f5bf9529 100644 --- a/scene/resources/2d/tile_set.cpp +++ b/scene/resources/2d/tile_set.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/tile_set.h b/scene/resources/2d/tile_set.h index 15e1a16359..849e2965f9 100644 --- a/scene/resources/2d/tile_set.h +++ b/scene/resources/2d/tile_set.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/world_boundary_shape_2d.cpp b/scene/resources/2d/world_boundary_shape_2d.cpp index 574b10c448..2efe7c8cbd 100644 --- a/scene/resources/2d/world_boundary_shape_2d.cpp +++ b/scene/resources/2d/world_boundary_shape_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/2d/world_boundary_shape_2d.h b/scene/resources/2d/world_boundary_shape_2d.h index a7f11e39b7..02bb5cf833 100644 --- a/scene/resources/2d/world_boundary_shape_2d.h +++ b/scene/resources/2d/world_boundary_shape_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/box_shape_3d.cpp b/scene/resources/3d/box_shape_3d.cpp index 313aeb1bca..af0e084516 100644 --- a/scene/resources/3d/box_shape_3d.cpp +++ b/scene/resources/3d/box_shape_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/box_shape_3d.h b/scene/resources/3d/box_shape_3d.h index 45c1cde5d7..acfcb4aacf 100644 --- a/scene/resources/3d/box_shape_3d.h +++ b/scene/resources/3d/box_shape_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/capsule_shape_3d.cpp b/scene/resources/3d/capsule_shape_3d.cpp index 9e16801060..6bb1a77554 100644 --- a/scene/resources/3d/capsule_shape_3d.cpp +++ b/scene/resources/3d/capsule_shape_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/capsule_shape_3d.h b/scene/resources/3d/capsule_shape_3d.h index 90ee3b584a..b9928afb1d 100644 --- a/scene/resources/3d/capsule_shape_3d.h +++ b/scene/resources/3d/capsule_shape_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/concave_polygon_shape_3d.cpp b/scene/resources/3d/concave_polygon_shape_3d.cpp index 82b125905f..f3bb113fa1 100644 --- a/scene/resources/3d/concave_polygon_shape_3d.cpp +++ b/scene/resources/3d/concave_polygon_shape_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/concave_polygon_shape_3d.h b/scene/resources/3d/concave_polygon_shape_3d.h index a5e46474d5..5fb8196b50 100644 --- a/scene/resources/3d/concave_polygon_shape_3d.h +++ b/scene/resources/3d/concave_polygon_shape_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/convex_polygon_shape_3d.cpp b/scene/resources/3d/convex_polygon_shape_3d.cpp index 3bfeeca461..e05d14b717 100644 --- a/scene/resources/3d/convex_polygon_shape_3d.cpp +++ b/scene/resources/3d/convex_polygon_shape_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/convex_polygon_shape_3d.h b/scene/resources/3d/convex_polygon_shape_3d.h index 7d1ac123c6..01550be95d 100644 --- a/scene/resources/3d/convex_polygon_shape_3d.h +++ b/scene/resources/3d/convex_polygon_shape_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/cylinder_shape_3d.cpp b/scene/resources/3d/cylinder_shape_3d.cpp index a91282fd33..d2c411c2e6 100644 --- a/scene/resources/3d/cylinder_shape_3d.cpp +++ b/scene/resources/3d/cylinder_shape_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/cylinder_shape_3d.h b/scene/resources/3d/cylinder_shape_3d.h index bd57bc2a97..8fa9f8a081 100644 --- a/scene/resources/3d/cylinder_shape_3d.h +++ b/scene/resources/3d/cylinder_shape_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/fog_material.cpp b/scene/resources/3d/fog_material.cpp index 6c6e98b50d..0c47768e70 100644 --- a/scene/resources/3d/fog_material.cpp +++ b/scene/resources/3d/fog_material.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/fog_material.h b/scene/resources/3d/fog_material.h index 7557fd5114..1c28372474 100644 --- a/scene/resources/3d/fog_material.h +++ b/scene/resources/3d/fog_material.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/height_map_shape_3d.cpp b/scene/resources/3d/height_map_shape_3d.cpp index 5b55b66152..62f3d8ca38 100644 --- a/scene/resources/3d/height_map_shape_3d.cpp +++ b/scene/resources/3d/height_map_shape_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/height_map_shape_3d.h b/scene/resources/3d/height_map_shape_3d.h index 33ba9c4472..75d4eb66a5 100644 --- a/scene/resources/3d/height_map_shape_3d.h +++ b/scene/resources/3d/height_map_shape_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/importer_mesh.cpp b/scene/resources/3d/importer_mesh.cpp index 47cd64f19a..69e5cf04d6 100644 --- a/scene/resources/3d/importer_mesh.cpp +++ b/scene/resources/3d/importer_mesh.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/importer_mesh.h b/scene/resources/3d/importer_mesh.h index c7e3a059d6..cc47419374 100644 --- a/scene/resources/3d/importer_mesh.h +++ b/scene/resources/3d/importer_mesh.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/mesh_library.cpp b/scene/resources/3d/mesh_library.cpp index c2f721a80f..704f5c0fa8 100644 --- a/scene/resources/3d/mesh_library.cpp +++ b/scene/resources/3d/mesh_library.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/mesh_library.h b/scene/resources/3d/mesh_library.h index f1a1e3e273..a2c86211a6 100644 --- a/scene/resources/3d/mesh_library.h +++ b/scene/resources/3d/mesh_library.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/navigation_mesh_source_geometry_data_3d.cpp b/scene/resources/3d/navigation_mesh_source_geometry_data_3d.cpp index 59366592ce..11e7fa917c 100644 --- a/scene/resources/3d/navigation_mesh_source_geometry_data_3d.cpp +++ b/scene/resources/3d/navigation_mesh_source_geometry_data_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/navigation_mesh_source_geometry_data_3d.h b/scene/resources/3d/navigation_mesh_source_geometry_data_3d.h index d7e3c3071c..c086bd0d3b 100644 --- a/scene/resources/3d/navigation_mesh_source_geometry_data_3d.h +++ b/scene/resources/3d/navigation_mesh_source_geometry_data_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/primitive_meshes.cpp b/scene/resources/3d/primitive_meshes.cpp index ceeb73d0ef..8ca34184d0 100644 --- a/scene/resources/3d/primitive_meshes.cpp +++ b/scene/resources/3d/primitive_meshes.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/primitive_meshes.h b/scene/resources/3d/primitive_meshes.h index 85f46a482a..70e7787d2f 100644 --- a/scene/resources/3d/primitive_meshes.h +++ b/scene/resources/3d/primitive_meshes.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/separation_ray_shape_3d.cpp b/scene/resources/3d/separation_ray_shape_3d.cpp index 07e93b8b79..55b6a31bc9 100644 --- a/scene/resources/3d/separation_ray_shape_3d.cpp +++ b/scene/resources/3d/separation_ray_shape_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/separation_ray_shape_3d.h b/scene/resources/3d/separation_ray_shape_3d.h index f24f0eae9e..e291603b06 100644 --- a/scene/resources/3d/separation_ray_shape_3d.h +++ b/scene/resources/3d/separation_ray_shape_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/shape_3d.cpp b/scene/resources/3d/shape_3d.cpp index 5a79392ba5..da96353c61 100644 --- a/scene/resources/3d/shape_3d.cpp +++ b/scene/resources/3d/shape_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/shape_3d.h b/scene/resources/3d/shape_3d.h index 5e6cdbe421..31d44e913b 100644 --- a/scene/resources/3d/shape_3d.h +++ b/scene/resources/3d/shape_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/skin.cpp b/scene/resources/3d/skin.cpp index a4fb371ece..783a60c385 100644 --- a/scene/resources/3d/skin.cpp +++ b/scene/resources/3d/skin.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/skin.h b/scene/resources/3d/skin.h index 5df820660c..50fa63c8b1 100644 --- a/scene/resources/3d/skin.h +++ b/scene/resources/3d/skin.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/sky_material.cpp b/scene/resources/3d/sky_material.cpp index 10ef516f7a..c2a7895983 100644 --- a/scene/resources/3d/sky_material.cpp +++ b/scene/resources/3d/sky_material.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/sky_material.h b/scene/resources/3d/sky_material.h index 4ffb18c6b4..8b20aa3b9f 100644 --- a/scene/resources/3d/sky_material.h +++ b/scene/resources/3d/sky_material.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/sphere_shape_3d.cpp b/scene/resources/3d/sphere_shape_3d.cpp index 56b78471ec..0a36beb52a 100644 --- a/scene/resources/3d/sphere_shape_3d.cpp +++ b/scene/resources/3d/sphere_shape_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/sphere_shape_3d.h b/scene/resources/3d/sphere_shape_3d.h index 8e95cea608..58a7953c6c 100644 --- a/scene/resources/3d/sphere_shape_3d.h +++ b/scene/resources/3d/sphere_shape_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/world_3d.cpp b/scene/resources/3d/world_3d.cpp index b743b24262..791db26b95 100644 --- a/scene/resources/3d/world_3d.cpp +++ b/scene/resources/3d/world_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/world_3d.h b/scene/resources/3d/world_3d.h index 06b06aea98..42771c9252 100644 --- a/scene/resources/3d/world_3d.h +++ b/scene/resources/3d/world_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/world_boundary_shape_3d.cpp b/scene/resources/3d/world_boundary_shape_3d.cpp index beaaddc95e..7aa90a185d 100644 --- a/scene/resources/3d/world_boundary_shape_3d.cpp +++ b/scene/resources/3d/world_boundary_shape_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/3d/world_boundary_shape_3d.h b/scene/resources/3d/world_boundary_shape_3d.h index 06cff6aa9a..1e41bdc682 100644 --- a/scene/resources/3d/world_boundary_shape_3d.h +++ b/scene/resources/3d/world_boundary_shape_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/SCsub b/scene/resources/SCsub index 46f6251b91..e9adf76981 100644 --- a/scene/resources/SCsub +++ b/scene/resources/SCsub @@ -14,7 +14,7 @@ env_thirdparty.disable_warnings() env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) env.scene_sources += thirdparty_obj -# Godot source files +# Redot source files scene_obj = [] diff --git a/scene/resources/animated_texture.cpp b/scene/resources/animated_texture.cpp index f13f15539d..e33eb60a93 100644 --- a/scene/resources/animated_texture.cpp +++ b/scene/resources/animated_texture.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/animated_texture.h b/scene/resources/animated_texture.h index 3238466665..3c09d7848f 100644 --- a/scene/resources/animated_texture.h +++ b/scene/resources/animated_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/animation.compat.inc b/scene/resources/animation.compat.inc index fc2672bb25..ffe9938cb5 100644 --- a/scene/resources/animation.compat.inc +++ b/scene/resources/animation.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp index 57a4e35f7a..55ca3b26c6 100644 --- a/scene/resources/animation.cpp +++ b/scene/resources/animation.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/animation.h b/scene/resources/animation.h index 618dc9ca17..bb53b39bcf 100644 --- a/scene/resources/animation.h +++ b/scene/resources/animation.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/animation_library.cpp b/scene/resources/animation_library.cpp index 22666876ae..7164ef6c64 100644 --- a/scene/resources/animation_library.cpp +++ b/scene/resources/animation_library.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/animation_library.h b/scene/resources/animation_library.h index 00baf9d302..d0dd939ee7 100644 --- a/scene/resources/animation_library.h +++ b/scene/resources/animation_library.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/atlas_texture.cpp b/scene/resources/atlas_texture.cpp index ec0d2ac6fe..33fb5ed79b 100644 --- a/scene/resources/atlas_texture.cpp +++ b/scene/resources/atlas_texture.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/atlas_texture.h b/scene/resources/atlas_texture.h index 0246a24743..9569052b75 100644 --- a/scene/resources/atlas_texture.h +++ b/scene/resources/atlas_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/audio_stream_polyphonic.compat.inc b/scene/resources/audio_stream_polyphonic.compat.inc index 31074218e1..1a878ff5d5 100644 --- a/scene/resources/audio_stream_polyphonic.compat.inc +++ b/scene/resources/audio_stream_polyphonic.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/audio_stream_polyphonic.cpp b/scene/resources/audio_stream_polyphonic.cpp index c7b8b1c723..ff552cf9c6 100644 --- a/scene/resources/audio_stream_polyphonic.cpp +++ b/scene/resources/audio_stream_polyphonic.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/audio_stream_polyphonic.h b/scene/resources/audio_stream_polyphonic.h index b49ed1b741..40c1cebec7 100644 --- a/scene/resources/audio_stream_polyphonic.h +++ b/scene/resources/audio_stream_polyphonic.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/audio_stream_wav.cpp b/scene/resources/audio_stream_wav.cpp index f9787dde2e..130ddd686a 100644 --- a/scene/resources/audio_stream_wav.cpp +++ b/scene/resources/audio_stream_wav.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/audio_stream_wav.h b/scene/resources/audio_stream_wav.h index bc62e8883a..076e584e4a 100644 --- a/scene/resources/audio_stream_wav.h +++ b/scene/resources/audio_stream_wav.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/bit_map.cpp b/scene/resources/bit_map.cpp index 53f97fefc9..cfdd9a271b 100644 --- a/scene/resources/bit_map.cpp +++ b/scene/resources/bit_map.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/bit_map.h b/scene/resources/bit_map.h index 8912e3992e..3887ce8cce 100644 --- a/scene/resources/bit_map.h +++ b/scene/resources/bit_map.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/bone_map.cpp b/scene/resources/bone_map.cpp index 97e3af726a..dc289d43ac 100644 --- a/scene/resources/bone_map.cpp +++ b/scene/resources/bone_map.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/bone_map.h b/scene/resources/bone_map.h index fbd2f92dee..20e70ec2db 100644 --- a/scene/resources/bone_map.h +++ b/scene/resources/bone_map.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/camera_attributes.cpp b/scene/resources/camera_attributes.cpp index 3a021720c6..50721128ef 100644 --- a/scene/resources/camera_attributes.cpp +++ b/scene/resources/camera_attributes.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/camera_attributes.h b/scene/resources/camera_attributes.h index de57b0ce8f..24717c6bdc 100644 --- a/scene/resources/camera_attributes.h +++ b/scene/resources/camera_attributes.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/camera_texture.cpp b/scene/resources/camera_texture.cpp index b219f89e59..3e6a8d3a05 100644 --- a/scene/resources/camera_texture.cpp +++ b/scene/resources/camera_texture.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/camera_texture.h b/scene/resources/camera_texture.h index dd216a72d6..e0841104fc 100644 --- a/scene/resources/camera_texture.h +++ b/scene/resources/camera_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/canvas_item_material.cpp b/scene/resources/canvas_item_material.cpp index 6f43106ea9..6c91ca6f91 100644 --- a/scene/resources/canvas_item_material.cpp +++ b/scene/resources/canvas_item_material.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/canvas_item_material.h b/scene/resources/canvas_item_material.h index ef498c2ff6..569bd93307 100644 --- a/scene/resources/canvas_item_material.h +++ b/scene/resources/canvas_item_material.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/compositor.cpp b/scene/resources/compositor.cpp index 60b7ed0563..0e0275330f 100644 --- a/scene/resources/compositor.cpp +++ b/scene/resources/compositor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/compositor.h b/scene/resources/compositor.h index ff840c8878..77e361d16d 100644 --- a/scene/resources/compositor.h +++ b/scene/resources/compositor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/compressed_texture.cpp b/scene/resources/compressed_texture.cpp index 588a2b967b..1dcd0ece7d 100644 --- a/scene/resources/compressed_texture.cpp +++ b/scene/resources/compressed_texture.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/compressed_texture.h b/scene/resources/compressed_texture.h index 439f7c097e..a21c417ba5 100644 --- a/scene/resources/compressed_texture.h +++ b/scene/resources/compressed_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/curve.cpp b/scene/resources/curve.cpp index 8926eb1d51..390a109548 100644 --- a/scene/resources/curve.cpp +++ b/scene/resources/curve.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/curve.h b/scene/resources/curve.h index 6da337a93f..0235f4ec93 100644 --- a/scene/resources/curve.h +++ b/scene/resources/curve.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/curve_texture.cpp b/scene/resources/curve_texture.cpp index 4ba5393110..89e08a1eb5 100644 --- a/scene/resources/curve_texture.cpp +++ b/scene/resources/curve_texture.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/curve_texture.h b/scene/resources/curve_texture.h index fd590aefa9..6ae96ccbb8 100644 --- a/scene/resources/curve_texture.h +++ b/scene/resources/curve_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp index f8c70c3002..3d89d2336c 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/environment.h b/scene/resources/environment.h index 68b49f38d7..f10a5046ee 100644 --- a/scene/resources/environment.h +++ b/scene/resources/environment.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/external_texture.cpp b/scene/resources/external_texture.cpp index c8b714372a..8d422047dd 100644 --- a/scene/resources/external_texture.cpp +++ b/scene/resources/external_texture.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/external_texture.h b/scene/resources/external_texture.h index cd60bcc030..8bdb52c40b 100644 --- a/scene/resources/external_texture.h +++ b/scene/resources/external_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/font.compat.inc b/scene/resources/font.compat.inc index 23fdee229d..edaebc15eb 100644 --- a/scene/resources/font.compat.inc +++ b/scene/resources/font.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/font.cpp b/scene/resources/font.cpp index 5e4136f449..0e0d6ef020 100644 --- a/scene/resources/font.cpp +++ b/scene/resources/font.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/font.h b/scene/resources/font.h index 68c391c35e..f631630bbe 100644 --- a/scene/resources/font.h +++ b/scene/resources/font.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/gradient.cpp b/scene/resources/gradient.cpp index 2b76ffb839..4b20819c97 100644 --- a/scene/resources/gradient.cpp +++ b/scene/resources/gradient.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/gradient.h b/scene/resources/gradient.h index 0c996e2de9..bf3df235b0 100644 --- a/scene/resources/gradient.h +++ b/scene/resources/gradient.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/gradient_texture.cpp b/scene/resources/gradient_texture.cpp index 2b0e455efb..6b6d08d855 100644 --- a/scene/resources/gradient_texture.cpp +++ b/scene/resources/gradient_texture.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/gradient_texture.h b/scene/resources/gradient_texture.h index 764e5e6645..567f20d73b 100644 --- a/scene/resources/gradient_texture.h +++ b/scene/resources/gradient_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/image_texture.cpp b/scene/resources/image_texture.cpp index 337d10f75c..bd32c86886 100644 --- a/scene/resources/image_texture.cpp +++ b/scene/resources/image_texture.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/image_texture.h b/scene/resources/image_texture.h index 3b756fb593..b99d7c0951 100644 --- a/scene/resources/image_texture.h +++ b/scene/resources/image_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/immediate_mesh.cpp b/scene/resources/immediate_mesh.cpp index 072542f0ad..8571804b07 100644 --- a/scene/resources/immediate_mesh.cpp +++ b/scene/resources/immediate_mesh.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/immediate_mesh.h b/scene/resources/immediate_mesh.h index 8ff0ff3e6a..5509ffa8a3 100644 --- a/scene/resources/immediate_mesh.h +++ b/scene/resources/immediate_mesh.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/label_settings.cpp b/scene/resources/label_settings.cpp index 9a530fb680..9943783b25 100644 --- a/scene/resources/label_settings.cpp +++ b/scene/resources/label_settings.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/label_settings.h b/scene/resources/label_settings.h index 04ed51aad4..e39c426ac9 100644 --- a/scene/resources/label_settings.h +++ b/scene/resources/label_settings.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index ecc1982aa5..fc32e6883c 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/material.h b/scene/resources/material.h index edd82b779e..f06ccfedbf 100644 --- a/scene/resources/material.h +++ b/scene/resources/material.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp index 4d1d733f8b..5389c900ce 100644 --- a/scene/resources/mesh.cpp +++ b/scene/resources/mesh.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/mesh.h b/scene/resources/mesh.h index 068bfb6708..7308fcbac2 100644 --- a/scene/resources/mesh.h +++ b/scene/resources/mesh.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/mesh_data_tool.compat.inc b/scene/resources/mesh_data_tool.compat.inc index 6299b0a2ab..37b590a201 100644 --- a/scene/resources/mesh_data_tool.compat.inc +++ b/scene/resources/mesh_data_tool.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/mesh_data_tool.cpp b/scene/resources/mesh_data_tool.cpp index 7ec571214f..78669bc7a4 100644 --- a/scene/resources/mesh_data_tool.cpp +++ b/scene/resources/mesh_data_tool.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/mesh_data_tool.h b/scene/resources/mesh_data_tool.h index 36311cfefc..8d959f2ef4 100644 --- a/scene/resources/mesh_data_tool.h +++ b/scene/resources/mesh_data_tool.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/mesh_texture.cpp b/scene/resources/mesh_texture.cpp index 1440b7f02b..720f648630 100644 --- a/scene/resources/mesh_texture.cpp +++ b/scene/resources/mesh_texture.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/mesh_texture.h b/scene/resources/mesh_texture.h index 35ccb727c4..3a7e38c366 100644 --- a/scene/resources/mesh_texture.h +++ b/scene/resources/mesh_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/multimesh.cpp b/scene/resources/multimesh.cpp index bf3caa1edd..d558208281 100644 --- a/scene/resources/multimesh.cpp +++ b/scene/resources/multimesh.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/multimesh.h b/scene/resources/multimesh.h index 03505bb4d1..042d153012 100644 --- a/scene/resources/multimesh.h +++ b/scene/resources/multimesh.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/navigation_mesh.cpp b/scene/resources/navigation_mesh.cpp index 67ed65df0d..fa4c9ed97c 100644 --- a/scene/resources/navigation_mesh.cpp +++ b/scene/resources/navigation_mesh.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/navigation_mesh.h b/scene/resources/navigation_mesh.h index 1b3db5bac2..088dacd447 100644 --- a/scene/resources/navigation_mesh.h +++ b/scene/resources/navigation_mesh.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp index d6fe4385c4..611e5fd46d 100644 --- a/scene/resources/packed_scene.cpp +++ b/scene/resources/packed_scene.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/packed_scene.h b/scene/resources/packed_scene.h index 9f8088910f..91337e9824 100644 --- a/scene/resources/packed_scene.h +++ b/scene/resources/packed_scene.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/particle_process_material.cpp b/scene/resources/particle_process_material.cpp index 09bc1fa8e4..8986aac14a 100644 --- a/scene/resources/particle_process_material.cpp +++ b/scene/resources/particle_process_material.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -1013,7 +1015,7 @@ void ParticleProcessMaterial::_update_shader() { code += "\n"; code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz);\n"; - // Godot detects when the COLLIDED keyword is used. If it's used anywhere in the shader then Godot will generate the screen space SDF for collisions. + // Redot detects when the COLLIDED keyword is used. If it's used anywhere in the shader then Redot will generate the screen space SDF for collisions. // We don't need it as long as collision is disabled. Refer to GH-83744 for more info. if (collision_mode == COLLISION_RIGID) { code += " if (!COLLIDED) {\n"; diff --git a/scene/resources/particle_process_material.h b/scene/resources/particle_process_material.h index 12e3fbb64e..23ec135f76 100644 --- a/scene/resources/particle_process_material.h +++ b/scene/resources/particle_process_material.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/physics_material.cpp b/scene/resources/physics_material.cpp index 4510f63943..56dceb2749 100644 --- a/scene/resources/physics_material.cpp +++ b/scene/resources/physics_material.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/physics_material.h b/scene/resources/physics_material.h index 9653cc3d86..e090048b61 100644 --- a/scene/resources/physics_material.h +++ b/scene/resources/physics_material.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/placeholder_textures.cpp b/scene/resources/placeholder_textures.cpp index c32ead07fd..6fb45cb06e 100644 --- a/scene/resources/placeholder_textures.cpp +++ b/scene/resources/placeholder_textures.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/placeholder_textures.h b/scene/resources/placeholder_textures.h index 300d641cc3..feda94c2e9 100644 --- a/scene/resources/placeholder_textures.h +++ b/scene/resources/placeholder_textures.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/portable_compressed_texture.cpp b/scene/resources/portable_compressed_texture.cpp index 06b5ec6d5a..41ea7be777 100644 --- a/scene/resources/portable_compressed_texture.cpp +++ b/scene/resources/portable_compressed_texture.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/portable_compressed_texture.h b/scene/resources/portable_compressed_texture.h index 3103c2daba..ba7675cb96 100644 --- a/scene/resources/portable_compressed_texture.h +++ b/scene/resources/portable_compressed_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/resource_format_text.cpp b/scene/resources/resource_format_text.cpp index 4a318a10f0..97f3ae8b00 100644 --- a/scene/resources/resource_format_text.cpp +++ b/scene/resources/resource_format_text.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/resource_format_text.h b/scene/resources/resource_format_text.h index 8397bc985f..9b8114622d 100644 --- a/scene/resources/resource_format_text.h +++ b/scene/resources/resource_format_text.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/shader.compat.inc b/scene/resources/shader.compat.inc index b68020605f..ad0db681d4 100644 --- a/scene/resources/shader.compat.inc +++ b/scene/resources/shader.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/shader.cpp b/scene/resources/shader.cpp index d163a42fa9..831f6bf145 100644 --- a/scene/resources/shader.cpp +++ b/scene/resources/shader.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/shader.h b/scene/resources/shader.h index 7234d37579..97e485e184 100644 --- a/scene/resources/shader.h +++ b/scene/resources/shader.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/shader_include.cpp b/scene/resources/shader_include.cpp index 0a2a686b4e..8d0ea7fe69 100644 --- a/scene/resources/shader_include.cpp +++ b/scene/resources/shader_include.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/shader_include.h b/scene/resources/shader_include.h index 9fb4271623..eccb3acc0f 100644 --- a/scene/resources/shader_include.h +++ b/scene/resources/shader_include.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/skeleton_profile.cpp b/scene/resources/skeleton_profile.cpp index c2d77ec7ff..1014b8ebc6 100644 --- a/scene/resources/skeleton_profile.cpp +++ b/scene/resources/skeleton_profile.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/skeleton_profile.h b/scene/resources/skeleton_profile.h index b5a3bce940..808cca4072 100644 --- a/scene/resources/skeleton_profile.h +++ b/scene/resources/skeleton_profile.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/sky.cpp b/scene/resources/sky.cpp index 254ad1564a..6947a3ef3c 100644 --- a/scene/resources/sky.cpp +++ b/scene/resources/sky.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/sky.h b/scene/resources/sky.h index 820b1afbcb..233c9c6352 100644 --- a/scene/resources/sky.h +++ b/scene/resources/sky.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/sprite_frames.cpp b/scene/resources/sprite_frames.cpp index dac0ceaa78..2f9607a7ec 100644 --- a/scene/resources/sprite_frames.cpp +++ b/scene/resources/sprite_frames.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/sprite_frames.h b/scene/resources/sprite_frames.h index 8d5b4232cf..926582cbfb 100644 --- a/scene/resources/sprite_frames.h +++ b/scene/resources/sprite_frames.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/style_box.cpp b/scene/resources/style_box.cpp index 1203c21a1b..b5ec25f578 100644 --- a/scene/resources/style_box.cpp +++ b/scene/resources/style_box.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/style_box.h b/scene/resources/style_box.h index e09b271c47..ccc5fe5ec2 100644 --- a/scene/resources/style_box.h +++ b/scene/resources/style_box.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/style_box_flat.cpp b/scene/resources/style_box_flat.cpp index 202ab3615b..c117e64dee 100644 --- a/scene/resources/style_box_flat.cpp +++ b/scene/resources/style_box_flat.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/style_box_flat.h b/scene/resources/style_box_flat.h index b6bb145f05..30e0ef5e5a 100644 --- a/scene/resources/style_box_flat.h +++ b/scene/resources/style_box_flat.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/style_box_line.cpp b/scene/resources/style_box_line.cpp index 9aeba88531..de183d0be4 100644 --- a/scene/resources/style_box_line.cpp +++ b/scene/resources/style_box_line.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/style_box_line.h b/scene/resources/style_box_line.h index 18f765a1e4..8f2e6a01a5 100644 --- a/scene/resources/style_box_line.h +++ b/scene/resources/style_box_line.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/style_box_texture.cpp b/scene/resources/style_box_texture.cpp index 156525d21c..1be632a2ce 100644 --- a/scene/resources/style_box_texture.cpp +++ b/scene/resources/style_box_texture.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/style_box_texture.h b/scene/resources/style_box_texture.h index b1b833f470..ba60ed0438 100644 --- a/scene/resources/style_box_texture.h +++ b/scene/resources/style_box_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/surface_tool.cpp b/scene/resources/surface_tool.cpp index 6921885ee0..cd9580b650 100644 --- a/scene/resources/surface_tool.cpp +++ b/scene/resources/surface_tool.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -1153,7 +1155,7 @@ void SurfaceTool::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, cons if (vtx != nullptr) { vtx->tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]); - vtx->binormal = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot + vtx->binormal = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Redot } } diff --git a/scene/resources/surface_tool.h b/scene/resources/surface_tool.h index a072df5bee..df5adabbb6 100644 --- a/scene/resources/surface_tool.h +++ b/scene/resources/surface_tool.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/syntax_highlighter.cpp b/scene/resources/syntax_highlighter.cpp index da90ba1ef2..15ff1aef93 100644 --- a/scene/resources/syntax_highlighter.cpp +++ b/scene/resources/syntax_highlighter.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/syntax_highlighter.h b/scene/resources/syntax_highlighter.h index 02afd9045e..f92d3c598c 100644 --- a/scene/resources/syntax_highlighter.h +++ b/scene/resources/syntax_highlighter.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/text_file.cpp b/scene/resources/text_file.cpp index 77ff0f55b1..2f9e22456a 100644 --- a/scene/resources/text_file.cpp +++ b/scene/resources/text_file.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/text_file.h b/scene/resources/text_file.h index 739ee083ce..177d613a02 100644 --- a/scene/resources/text_file.h +++ b/scene/resources/text_file.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/text_line.cpp b/scene/resources/text_line.cpp index 76c0a28ea4..31374f7a49 100644 --- a/scene/resources/text_line.cpp +++ b/scene/resources/text_line.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/text_line.h b/scene/resources/text_line.h index 795bdeb15c..48035c13a8 100644 --- a/scene/resources/text_line.h +++ b/scene/resources/text_line.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/text_paragraph.cpp b/scene/resources/text_paragraph.cpp index 29a8541cb0..d40f3acc93 100644 --- a/scene/resources/text_paragraph.cpp +++ b/scene/resources/text_paragraph.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/text_paragraph.h b/scene/resources/text_paragraph.h index 7512955fb3..22e8640761 100644 --- a/scene/resources/text_paragraph.h +++ b/scene/resources/text_paragraph.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp index 7713181a4b..3a98168915 100644 --- a/scene/resources/texture.cpp +++ b/scene/resources/texture.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/texture.h b/scene/resources/texture.h index cdad884e71..f8890efc89 100644 --- a/scene/resources/texture.h +++ b/scene/resources/texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/texture_rd.cpp b/scene/resources/texture_rd.cpp index 531dbcbe7e..edced90d0d 100644 --- a/scene/resources/texture_rd.cpp +++ b/scene/resources/texture_rd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/texture_rd.h b/scene/resources/texture_rd.h index 5dc286cdeb..0e609a8481 100644 --- a/scene/resources/texture_rd.h +++ b/scene/resources/texture_rd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/theme.cpp b/scene/resources/theme.cpp index 1ac90b8980..a2b3333edb 100644 --- a/scene/resources/theme.cpp +++ b/scene/resources/theme.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/theme.h b/scene/resources/theme.h index 14ad4ae0fd..f26fdd8747 100644 --- a/scene/resources/theme.h +++ b/scene/resources/theme.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/video_stream.cpp b/scene/resources/video_stream.cpp index 1fcc1821dc..ee8ff5203a 100644 --- a/scene/resources/video_stream.cpp +++ b/scene/resources/video_stream.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/video_stream.h b/scene/resources/video_stream.h index 3843cc99c4..edfc9e11c0 100644 --- a/scene/resources/video_stream.h +++ b/scene/resources/video_stream.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index d0e55f4065..5dd2bad5dd 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h index 8ec52fcaaa..8646426097 100644 --- a/scene/resources/visual_shader.h +++ b/scene/resources/visual_shader.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/visual_shader_nodes.compat.inc b/scene/resources/visual_shader_nodes.compat.inc index 31d96d9c0f..b2138543a6 100644 --- a/scene/resources/visual_shader_nodes.compat.inc +++ b/scene/resources/visual_shader_nodes.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 3db1ab9338..e802ef0fea 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index 67dc8f7353..333799ffb2 100644 --- a/scene/resources/visual_shader_nodes.h +++ b/scene/resources/visual_shader_nodes.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/visual_shader_particle_nodes.cpp b/scene/resources/visual_shader_particle_nodes.cpp index cc88876232..26cefcc19b 100644 --- a/scene/resources/visual_shader_particle_nodes.cpp +++ b/scene/resources/visual_shader_particle_nodes.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/visual_shader_particle_nodes.h b/scene/resources/visual_shader_particle_nodes.h index 31ba310c3c..4aab666311 100644 --- a/scene/resources/visual_shader_particle_nodes.h +++ b/scene/resources/visual_shader_particle_nodes.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/visual_shader_sdf_nodes.cpp b/scene/resources/visual_shader_sdf_nodes.cpp index 6e2af8a1e5..b378ad3d36 100644 --- a/scene/resources/visual_shader_sdf_nodes.cpp +++ b/scene/resources/visual_shader_sdf_nodes.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/visual_shader_sdf_nodes.h b/scene/resources/visual_shader_sdf_nodes.h index d84cdb431b..5f5fcc65fd 100644 --- a/scene/resources/visual_shader_sdf_nodes.h +++ b/scene/resources/visual_shader_sdf_nodes.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/world_2d.cpp b/scene/resources/world_2d.cpp index ec2c8ddb7b..774b0cb36c 100644 --- a/scene/resources/world_2d.cpp +++ b/scene/resources/world_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/resources/world_2d.h b/scene/resources/world_2d.h index 04a15b0381..4489ea7d6e 100644 --- a/scene/resources/world_2d.h +++ b/scene/resources/world_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/scene_string_names.cpp b/scene/scene_string_names.cpp index 31daeb3ae3..d391f30055 100644 --- a/scene/scene_string_names.cpp +++ b/scene/scene_string_names.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/scene_string_names.h b/scene/scene_string_names.h index 0a2ebeda7a..ff73096c00 100644 --- a/scene/scene_string_names.h +++ b/scene/scene_string_names.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/theme/default_theme.cpp b/scene/theme/default_theme.cpp index f5065e8de1..7d404ece82 100644 --- a/scene/theme/default_theme.cpp +++ b/scene/theme/default_theme.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -94,7 +96,7 @@ static Ref<ImageTexture> generate_icon(int p_index) { ERR_FAIL_COND_V_MSG(err != OK, Ref<ImageTexture>(), "Failed generating icon, unsupported or invalid SVG data in default theme."); #else // If the SVG module is disabled, we can't really display the UI well, but at least we won't crash. - // 16 pixels is used as it's the most common base size for Godot icons. + // 16 pixels is used as it's the most common base size for Redot icons. img = Image::create_empty(Math::round(16 * scale), Math::round(16 * scale), false, Image::FORMAT_RGBA8); #endif diff --git a/scene/theme/default_theme.h b/scene/theme/default_theme.h index 55fc32a3d3..b2e2799505 100644 --- a/scene/theme/default_theme.h +++ b/scene/theme/default_theme.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/theme/theme_db.cpp b/scene/theme/theme_db.cpp index c33c31558f..183cd23af9 100644 --- a/scene/theme/theme_db.cpp +++ b/scene/theme/theme_db.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/theme/theme_db.h b/scene/theme/theme_db.h index 353894f41e..637e9e7864 100644 --- a/scene/theme/theme_db.h +++ b/scene/theme/theme_db.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/theme/theme_owner.cpp b/scene/theme/theme_owner.cpp index b3d51e71c0..4446f01776 100644 --- a/scene/theme/theme_owner.cpp +++ b/scene/theme/theme_owner.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/scene/theme/theme_owner.h b/scene/theme/theme_owner.h index 14bfa35587..84cc843592 100644 --- a/scene/theme/theme_owner.h +++ b/scene/theme/theme_owner.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/screenshot.jpg b/screenshot.jpg Binary files differnew file mode 100644 index 0000000000..be1b06f972 --- /dev/null +++ b/screenshot.jpg diff --git a/scu_builders.py b/scu_builders.py index 3c04d66668..2d9af8a4e2 100644 --- a/scu_builders.py +++ b/scu_builders.py @@ -272,7 +272,7 @@ def generate_scu_files(max_includes_per_scu): # check we are running from the correct folder if folder_not_found("core") or folder_not_found("platform") or folder_not_found("scene"): - raise RuntimeError("scu_builders.py must be run from the godot folder.") + raise RuntimeError("scu_builders.py must be run from the redot folder.") return process_folder(["core"]) diff --git a/servers/audio/audio_driver_dummy.cpp b/servers/audio/audio_driver_dummy.cpp index d41aa752ed..16bdfb5d9e 100644 --- a/servers/audio/audio_driver_dummy.cpp +++ b/servers/audio/audio_driver_dummy.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/audio_driver_dummy.h b/servers/audio/audio_driver_dummy.h index 823bad1d2e..f73e82b3e1 100644 --- a/servers/audio/audio_driver_dummy.h +++ b/servers/audio/audio_driver_dummy.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/audio_effect.cpp b/servers/audio/audio_effect.cpp index ac334eb764..1a32b2dde0 100644 --- a/servers/audio/audio_effect.cpp +++ b/servers/audio/audio_effect.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/audio_effect.h b/servers/audio/audio_effect.h index cef5bfec5e..b1774d028a 100644 --- a/servers/audio/audio_effect.h +++ b/servers/audio/audio_effect.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/audio_filter_sw.cpp b/servers/audio/audio_filter_sw.cpp index ca6a6e482b..8e2be0075d 100644 --- a/servers/audio/audio_filter_sw.cpp +++ b/servers/audio/audio_filter_sw.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/audio_filter_sw.h b/servers/audio/audio_filter_sw.h index 1c68c843fd..cc0abba004 100644 --- a/servers/audio/audio_filter_sw.h +++ b/servers/audio/audio_filter_sw.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/audio_rb_resampler.cpp b/servers/audio/audio_rb_resampler.cpp index 4a64f2e2f3..743487ef70 100644 --- a/servers/audio/audio_rb_resampler.cpp +++ b/servers/audio/audio_rb_resampler.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/audio_rb_resampler.h b/servers/audio/audio_rb_resampler.h index 8d243f374b..c624c10996 100644 --- a/servers/audio/audio_rb_resampler.h +++ b/servers/audio/audio_rb_resampler.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/audio_stream.cpp b/servers/audio/audio_stream.cpp index d400b5790f..1ddbd01a52 100644 --- a/servers/audio/audio_stream.cpp +++ b/servers/audio/audio_stream.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/audio_stream.h b/servers/audio/audio_stream.h index 65efccdc28..151daf9e8b 100644 --- a/servers/audio/audio_stream.h +++ b/servers/audio/audio_stream.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_amplify.cpp b/servers/audio/effects/audio_effect_amplify.cpp index b763e83541..43a2a784a4 100644 --- a/servers/audio/effects/audio_effect_amplify.cpp +++ b/servers/audio/effects/audio_effect_amplify.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_amplify.h b/servers/audio/effects/audio_effect_amplify.h index cf49d650e3..f44ed938c3 100644 --- a/servers/audio/effects/audio_effect_amplify.h +++ b/servers/audio/effects/audio_effect_amplify.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_capture.cpp b/servers/audio/effects/audio_effect_capture.cpp index a5740c7e27..fcc35ab225 100644 --- a/servers/audio/effects/audio_effect_capture.cpp +++ b/servers/audio/effects/audio_effect_capture.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_capture.h b/servers/audio/effects/audio_effect_capture.h index 38213984e7..ce4d48c393 100644 --- a/servers/audio/effects/audio_effect_capture.h +++ b/servers/audio/effects/audio_effect_capture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_chorus.cpp b/servers/audio/effects/audio_effect_chorus.cpp index 16f42aea9e..a22eb70786 100644 --- a/servers/audio/effects/audio_effect_chorus.cpp +++ b/servers/audio/effects/audio_effect_chorus.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_chorus.h b/servers/audio/effects/audio_effect_chorus.h index 24e569afc2..4fd439827f 100644 --- a/servers/audio/effects/audio_effect_chorus.h +++ b/servers/audio/effects/audio_effect_chorus.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_compressor.cpp b/servers/audio/effects/audio_effect_compressor.cpp index 1ab1b6eaf3..41f4698f3a 100644 --- a/servers/audio/effects/audio_effect_compressor.cpp +++ b/servers/audio/effects/audio_effect_compressor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_compressor.h b/servers/audio/effects/audio_effect_compressor.h index e1b9a68535..df4d8c753a 100644 --- a/servers/audio/effects/audio_effect_compressor.h +++ b/servers/audio/effects/audio_effect_compressor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_delay.cpp b/servers/audio/effects/audio_effect_delay.cpp index 3014dc703f..14b07e8a39 100644 --- a/servers/audio/effects/audio_effect_delay.cpp +++ b/servers/audio/effects/audio_effect_delay.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_delay.h b/servers/audio/effects/audio_effect_delay.h index 2dd039632c..ed87a63110 100644 --- a/servers/audio/effects/audio_effect_delay.h +++ b/servers/audio/effects/audio_effect_delay.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_distortion.cpp b/servers/audio/effects/audio_effect_distortion.cpp index bd7ac03bd1..1419c86d74 100644 --- a/servers/audio/effects/audio_effect_distortion.cpp +++ b/servers/audio/effects/audio_effect_distortion.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_distortion.h b/servers/audio/effects/audio_effect_distortion.h index 2499092a3f..dce93acdc2 100644 --- a/servers/audio/effects/audio_effect_distortion.h +++ b/servers/audio/effects/audio_effect_distortion.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_eq.cpp b/servers/audio/effects/audio_effect_eq.cpp index 59032f99d8..6ec60b9bc1 100644 --- a/servers/audio/effects/audio_effect_eq.cpp +++ b/servers/audio/effects/audio_effect_eq.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_eq.h b/servers/audio/effects/audio_effect_eq.h index 392a76fd6a..78fc65817f 100644 --- a/servers/audio/effects/audio_effect_eq.h +++ b/servers/audio/effects/audio_effect_eq.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_filter.cpp b/servers/audio/effects/audio_effect_filter.cpp index cd2839044f..690f6aaa54 100644 --- a/servers/audio/effects/audio_effect_filter.cpp +++ b/servers/audio/effects/audio_effect_filter.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_filter.h b/servers/audio/effects/audio_effect_filter.h index 04c64ee164..c3c5d90911 100644 --- a/servers/audio/effects/audio_effect_filter.h +++ b/servers/audio/effects/audio_effect_filter.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_hard_limiter.cpp b/servers/audio/effects/audio_effect_hard_limiter.cpp index e717557af2..3cb60427d2 100644 --- a/servers/audio/effects/audio_effect_hard_limiter.cpp +++ b/servers/audio/effects/audio_effect_hard_limiter.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_hard_limiter.h b/servers/audio/effects/audio_effect_hard_limiter.h index 7e28480797..3aaac84538 100644 --- a/servers/audio/effects/audio_effect_hard_limiter.h +++ b/servers/audio/effects/audio_effect_hard_limiter.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_limiter.cpp b/servers/audio/effects/audio_effect_limiter.cpp index 8c5dc731bb..d59c04d617 100644 --- a/servers/audio/effects/audio_effect_limiter.cpp +++ b/servers/audio/effects/audio_effect_limiter.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_limiter.h b/servers/audio/effects/audio_effect_limiter.h index 478afa34ed..e393b526af 100644 --- a/servers/audio/effects/audio_effect_limiter.h +++ b/servers/audio/effects/audio_effect_limiter.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_panner.cpp b/servers/audio/effects/audio_effect_panner.cpp index 3fbdcd450a..636ad971cb 100644 --- a/servers/audio/effects/audio_effect_panner.cpp +++ b/servers/audio/effects/audio_effect_panner.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_panner.h b/servers/audio/effects/audio_effect_panner.h index 096b03af87..40df97fd6f 100644 --- a/servers/audio/effects/audio_effect_panner.h +++ b/servers/audio/effects/audio_effect_panner.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_phaser.cpp b/servers/audio/effects/audio_effect_phaser.cpp index 8093fd01ca..69838ceeca 100644 --- a/servers/audio/effects/audio_effect_phaser.cpp +++ b/servers/audio/effects/audio_effect_phaser.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_phaser.h b/servers/audio/effects/audio_effect_phaser.h index 96c75c35dc..f5cdc43694 100644 --- a/servers/audio/effects/audio_effect_phaser.h +++ b/servers/audio/effects/audio_effect_phaser.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_pitch_shift.cpp b/servers/audio/effects/audio_effect_pitch_shift.cpp index 89273d744b..c0234e35ca 100644 --- a/servers/audio/effects/audio_effect_pitch_shift.cpp +++ b/servers/audio/effects/audio_effect_pitch_shift.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -33,7 +35,7 @@ #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 +284,7 @@ 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_pitch_shift.h b/servers/audio/effects/audio_effect_pitch_shift.h index 949ce96057..247962f7a1 100644 --- a/servers/audio/effects/audio_effect_pitch_shift.h +++ b/servers/audio/effects/audio_effect_pitch_shift.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_record.cpp b/servers/audio/effects/audio_effect_record.cpp index 6f358d54bb..d9edb75590 100644 --- a/servers/audio/effects/audio_effect_record.cpp +++ b/servers/audio/effects/audio_effect_record.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -169,7 +171,7 @@ void AudioEffectRecord::ensure_thread_stopped() { void AudioEffectRecord::set_recording_active(bool p_record) { if (p_record) { if (current_instance.is_null()) { - 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/audio/effects/audio_effect_record.h b/servers/audio/effects/audio_effect_record.h index 6f518c07e2..9d687e73d8 100644 --- a/servers/audio/effects/audio_effect_record.h +++ b/servers/audio/effects/audio_effect_record.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_reverb.cpp b/servers/audio/effects/audio_effect_reverb.cpp index 06d890fb58..3f03a7644a 100644 --- a/servers/audio/effects/audio_effect_reverb.cpp +++ b/servers/audio/effects/audio_effect_reverb.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_reverb.h b/servers/audio/effects/audio_effect_reverb.h index d7c967b3a6..7e56dd7437 100644 --- a/servers/audio/effects/audio_effect_reverb.h +++ b/servers/audio/effects/audio_effect_reverb.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp index 378ca2458f..36f727af51 100644 --- a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp +++ b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.h b/servers/audio/effects/audio_effect_spectrum_analyzer.h index f3c1cf88f1..d8330bc657 100644 --- a/servers/audio/effects/audio_effect_spectrum_analyzer.h +++ b/servers/audio/effects/audio_effect_spectrum_analyzer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_stereo_enhance.cpp b/servers/audio/effects/audio_effect_stereo_enhance.cpp index e0ea97f90f..ca44111a98 100644 --- a/servers/audio/effects/audio_effect_stereo_enhance.cpp +++ b/servers/audio/effects/audio_effect_stereo_enhance.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_effect_stereo_enhance.h b/servers/audio/effects/audio_effect_stereo_enhance.h index 503edc431f..1b11936870 100644 --- a/servers/audio/effects/audio_effect_stereo_enhance.h +++ b/servers/audio/effects/audio_effect_stereo_enhance.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_stream_generator.cpp b/servers/audio/effects/audio_stream_generator.cpp index f4727e72ec..bf85884b6e 100644 --- a/servers/audio/effects/audio_stream_generator.cpp +++ b/servers/audio/effects/audio_stream_generator.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/audio_stream_generator.h b/servers/audio/effects/audio_stream_generator.h index c0e017919f..03bca8d580 100644 --- a/servers/audio/effects/audio_stream_generator.h +++ b/servers/audio/effects/audio_stream_generator.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/eq_filter.cpp b/servers/audio/effects/eq_filter.cpp index 95f2e03cb9..b67d5e33de 100644 --- a/servers/audio/effects/eq_filter.cpp +++ b/servers/audio/effects/eq_filter.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/eq_filter.h b/servers/audio/effects/eq_filter.h index ca15e5aea4..a125db3d26 100644 --- a/servers/audio/effects/eq_filter.h +++ b/servers/audio/effects/eq_filter.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/reverb_filter.cpp b/servers/audio/effects/reverb_filter.cpp index 415686e69b..6a821dd555 100644 --- a/servers/audio/effects/reverb_filter.cpp +++ b/servers/audio/effects/reverb_filter.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio/effects/reverb_filter.h b/servers/audio/effects/reverb_filter.h index c7f72dfef6..4b77494fe7 100644 --- a/servers/audio/effects/reverb_filter.h +++ b/servers/audio/effects/reverb_filter.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio_server.cpp b/servers/audio_server.cpp index 17b573ab7b..e2c01f82fe 100644 --- a/servers/audio_server.cpp +++ b/servers/audio_server.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/audio_server.h b/servers/audio_server.h index d4e1aa9995..58971fb1ca 100644 --- a/servers/audio_server.h +++ b/servers/audio_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/camera/camera_feed.cpp b/servers/camera/camera_feed.cpp index 4021d9564b..b199fe0407 100644 --- a/servers/camera/camera_feed.cpp +++ b/servers/camera/camera_feed.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/camera/camera_feed.h b/servers/camera/camera_feed.h index 492a909239..e28d19e08a 100644 --- a/servers/camera/camera_feed.h +++ b/servers/camera/camera_feed.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/camera_server.cpp b/servers/camera_server.cpp index bf698e3945..1098f790c7 100644 --- a/servers/camera_server.cpp +++ b/servers/camera_server.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/camera_server.h b/servers/camera_server.h index e9bcd771d2..fe35e9be01 100644 --- a/servers/camera_server.h +++ b/servers/camera_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/debugger/servers_debugger.cpp b/servers/debugger/servers_debugger.cpp index eded0ecfe5..55b06983f4 100644 --- a/servers/debugger/servers_debugger.cpp +++ b/servers/debugger/servers_debugger.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/debugger/servers_debugger.h b/servers/debugger/servers_debugger.h index 6efed9f8b9..7b69da5c96 100644 --- a/servers/debugger/servers_debugger.h +++ b/servers/debugger/servers_debugger.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/display/native_menu.cpp b/servers/display/native_menu.cpp index c7346637d8..cdec134567 100644 --- a/servers/display/native_menu.cpp +++ b/servers/display/native_menu.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/display/native_menu.h b/servers/display/native_menu.h index 29d22e03aa..120070f8ea 100644 --- a/servers/display/native_menu.h +++ b/servers/display/native_menu.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/display_server.cpp b/servers/display_server.cpp index dc5752cf4d..8e1f42e427 100644 --- a/servers/display_server.cpp +++ b/servers/display_server.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/display_server.h b/servers/display_server.h index 5726f26792..3f5248a2cd 100644 --- a/servers/display_server.h +++ b/servers/display_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/display_server_headless.h b/servers/display_server_headless.h index a5277479ca..16d0a9943a 100644 --- a/servers/display_server_headless.h +++ b/servers/display_server_headless.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/extensions/physics_server_2d_extension.cpp b/servers/extensions/physics_server_2d_extension.cpp index f8e78d655f..137f4e8903 100644 --- a/servers/extensions/physics_server_2d_extension.cpp +++ b/servers/extensions/physics_server_2d_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/extensions/physics_server_2d_extension.h b/servers/extensions/physics_server_2d_extension.h index 7bbd84ddf4..1377959eab 100644 --- a/servers/extensions/physics_server_2d_extension.h +++ b/servers/extensions/physics_server_2d_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/extensions/physics_server_3d_extension.cpp b/servers/extensions/physics_server_3d_extension.cpp index 0937021c64..898adc2a0b 100644 --- a/servers/extensions/physics_server_3d_extension.cpp +++ b/servers/extensions/physics_server_3d_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/extensions/physics_server_3d_extension.h b/servers/extensions/physics_server_3d_extension.h index b808b80b93..45bc8af729 100644 --- a/servers/extensions/physics_server_3d_extension.h +++ b/servers/extensions/physics_server_3d_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/movie_writer/movie_writer.cpp b/servers/movie_writer/movie_writer.cpp index 14e920d8cd..115e95e04c 100644 --- a/servers/movie_writer/movie_writer.cpp +++ b/servers/movie_writer/movie_writer.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/movie_writer/movie_writer.h b/servers/movie_writer/movie_writer.h index 69d6b1ba2b..f2087e26ca 100644 --- a/servers/movie_writer/movie_writer.h +++ b/servers/movie_writer/movie_writer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/movie_writer/movie_writer_mjpeg.cpp b/servers/movie_writer/movie_writer_mjpeg.cpp index f46f7ff5f1..2edabbba23 100644 --- a/servers/movie_writer/movie_writer_mjpeg.cpp +++ b/servers/movie_writer/movie_writer_mjpeg.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/movie_writer/movie_writer_mjpeg.h b/servers/movie_writer/movie_writer_mjpeg.h index 2ccbf781e0..ab5ec043f2 100644 --- a/servers/movie_writer/movie_writer_mjpeg.h +++ b/servers/movie_writer/movie_writer_mjpeg.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/movie_writer/movie_writer_pngwav.cpp b/servers/movie_writer/movie_writer_pngwav.cpp index f0181a216f..991ecb6ff4 100644 --- a/servers/movie_writer/movie_writer_pngwav.cpp +++ b/servers/movie_writer/movie_writer_pngwav.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/movie_writer/movie_writer_pngwav.h b/servers/movie_writer/movie_writer_pngwav.h index 037219008d..ab02374d75 100644 --- a/servers/movie_writer/movie_writer_pngwav.h +++ b/servers/movie_writer/movie_writer_pngwav.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/navigation/navigation_globals.h b/servers/navigation/navigation_globals.h index aa54f95519..bb9a879cca 100644 --- a/servers/navigation/navigation_globals.h +++ b/servers/navigation/navigation_globals.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/navigation/navigation_path_query_parameters_2d.cpp b/servers/navigation/navigation_path_query_parameters_2d.cpp index 6c1f88e349..0ff0b2a24e 100644 --- a/servers/navigation/navigation_path_query_parameters_2d.cpp +++ b/servers/navigation/navigation_path_query_parameters_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/navigation/navigation_path_query_parameters_2d.h b/servers/navigation/navigation_path_query_parameters_2d.h index a1d5f2d109..fcac788732 100644 --- a/servers/navigation/navigation_path_query_parameters_2d.h +++ b/servers/navigation/navigation_path_query_parameters_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/navigation/navigation_path_query_parameters_3d.cpp b/servers/navigation/navigation_path_query_parameters_3d.cpp index b0a5b0ad82..d9bb6f7a8d 100644 --- a/servers/navigation/navigation_path_query_parameters_3d.cpp +++ b/servers/navigation/navigation_path_query_parameters_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/navigation/navigation_path_query_parameters_3d.h b/servers/navigation/navigation_path_query_parameters_3d.h index 2eb85db787..38de0b3c4f 100644 --- a/servers/navigation/navigation_path_query_parameters_3d.h +++ b/servers/navigation/navigation_path_query_parameters_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/navigation/navigation_path_query_result_2d.cpp b/servers/navigation/navigation_path_query_result_2d.cpp index 5356561136..31f3a26272 100644 --- a/servers/navigation/navigation_path_query_result_2d.cpp +++ b/servers/navigation/navigation_path_query_result_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/navigation/navigation_path_query_result_2d.h b/servers/navigation/navigation_path_query_result_2d.h index 856219f998..8ea0e7ef6a 100644 --- a/servers/navigation/navigation_path_query_result_2d.h +++ b/servers/navigation/navigation_path_query_result_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/navigation/navigation_path_query_result_3d.cpp b/servers/navigation/navigation_path_query_result_3d.cpp index 45d9b79535..884ff1f3bb 100644 --- a/servers/navigation/navigation_path_query_result_3d.cpp +++ b/servers/navigation/navigation_path_query_result_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/navigation/navigation_path_query_result_3d.h b/servers/navigation/navigation_path_query_result_3d.h index fd8545a0c9..1cef003788 100644 --- a/servers/navigation/navigation_path_query_result_3d.h +++ b/servers/navigation/navigation_path_query_result_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/navigation/navigation_utilities.h b/servers/navigation/navigation_utilities.h index 7ae22b1d3a..8f59b0eb03 100644 --- a/servers/navigation/navigation_utilities.h +++ b/servers/navigation/navigation_utilities.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/navigation_server_2d.cpp b/servers/navigation_server_2d.cpp index ceb5e909a3..f087d8ccb3 100644 --- a/servers/navigation_server_2d.cpp +++ b/servers/navigation_server_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/navigation_server_2d.h b/servers/navigation_server_2d.h index 250183300f..a672020d98 100644 --- a/servers/navigation_server_2d.h +++ b/servers/navigation_server_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/navigation_server_2d_dummy.h b/servers/navigation_server_2d_dummy.h index 0664b37ef0..d2e7ab6882 100644 --- a/servers/navigation_server_2d_dummy.h +++ b/servers/navigation_server_2d_dummy.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/navigation_server_3d.cpp b/servers/navigation_server_3d.cpp index 572309c429..5819362d4a 100644 --- a/servers/navigation_server_3d.cpp +++ b/servers/navigation_server_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/navigation_server_3d.h b/servers/navigation_server_3d.h index 6dbbd35648..7e32a1bfed 100644 --- a/servers/navigation_server_3d.h +++ b/servers/navigation_server_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/navigation_server_3d_dummy.h b/servers/navigation_server_3d_dummy.h index 210c404365..cd8d4e64b2 100644 --- a/servers/navigation_server_3d_dummy.h +++ b/servers/navigation_server_3d_dummy.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp index f4f9a2e8b7..66355e5629 100644 --- a/servers/physics_server_2d.cpp +++ b/servers/physics_server_2d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h index 67fc0ed899..057818d56d 100644 --- a/servers/physics_server_2d.h +++ b/servers/physics_server_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/physics_server_2d_dummy.h b/servers/physics_server_2d_dummy.h index 1f211d7ce0..821b5a1696 100644 --- a/servers/physics_server_2d_dummy.h +++ b/servers/physics_server_2d_dummy.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/physics_server_2d_wrap_mt.cpp b/servers/physics_server_2d_wrap_mt.cpp index 8e9f7aa8fc..5f4e151c0f 100644 --- a/servers/physics_server_2d_wrap_mt.cpp +++ b/servers/physics_server_2d_wrap_mt.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/physics_server_2d_wrap_mt.h b/servers/physics_server_2d_wrap_mt.h index 5c757264b3..230b3a84fc 100644 --- a/servers/physics_server_2d_wrap_mt.h +++ b/servers/physics_server_2d_wrap_mt.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp index 312b67ada9..73e1713eb2 100644 --- a/servers/physics_server_3d.cpp +++ b/servers/physics_server_3d.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index 33def7cf8d..a3bfadd215 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/physics_server_3d_dummy.h b/servers/physics_server_3d_dummy.h index 209a541fea..41eebc927e 100644 --- a/servers/physics_server_3d_dummy.h +++ b/servers/physics_server_3d_dummy.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/physics_server_3d_wrap_mt.cpp b/servers/physics_server_3d_wrap_mt.cpp index 95b71217c4..0e6bf59707 100644 --- a/servers/physics_server_3d_wrap_mt.cpp +++ b/servers/physics_server_3d_wrap_mt.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/physics_server_3d_wrap_mt.h b/servers/physics_server_3d_wrap_mt.h index 2fd39546a5..2e46157a69 100644 --- a/servers/physics_server_3d_wrap_mt.h +++ b/servers/physics_server_3d_wrap_mt.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp index 18ee863083..e3ebd6d995 100644 --- a/servers/register_server_types.cpp +++ b/servers/register_server_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/register_server_types.h b/servers/register_server_types.h index 9cf546ba92..4aec218862 100644 --- a/servers/register_server_types.h +++ b/servers/register_server_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/dummy/environment/fog.h b/servers/rendering/dummy/environment/fog.h index 10aa242060..2e1b265c23 100644 --- a/servers/rendering/dummy/environment/fog.h +++ b/servers/rendering/dummy/environment/fog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/dummy/environment/gi.h b/servers/rendering/dummy/environment/gi.h index 5d0e84ae43..d4de08aa44 100644 --- a/servers/rendering/dummy/environment/gi.h +++ b/servers/rendering/dummy/environment/gi.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/dummy/rasterizer_canvas_dummy.h b/servers/rendering/dummy/rasterizer_canvas_dummy.h index d61ee1bdb6..2ba7e4793b 100644 --- a/servers/rendering/dummy/rasterizer_canvas_dummy.h +++ b/servers/rendering/dummy/rasterizer_canvas_dummy.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/dummy/rasterizer_dummy.h b/servers/rendering/dummy/rasterizer_dummy.h index 7640afc711..6d53063807 100644 --- a/servers/rendering/dummy/rasterizer_dummy.h +++ b/servers/rendering/dummy/rasterizer_dummy.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/dummy/rasterizer_scene_dummy.h b/servers/rendering/dummy/rasterizer_scene_dummy.h index f129c86746..cc5fd79124 100644 --- a/servers/rendering/dummy/rasterizer_scene_dummy.h +++ b/servers/rendering/dummy/rasterizer_scene_dummy.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/dummy/storage/light_storage.cpp b/servers/rendering/dummy/storage/light_storage.cpp index 443e047b37..a2d000a0f5 100644 --- a/servers/rendering/dummy/storage/light_storage.cpp +++ b/servers/rendering/dummy/storage/light_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/dummy/storage/light_storage.h b/servers/rendering/dummy/storage/light_storage.h index d25523753c..7db025190d 100644 --- a/servers/rendering/dummy/storage/light_storage.h +++ b/servers/rendering/dummy/storage/light_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/dummy/storage/material_storage.cpp b/servers/rendering/dummy/storage/material_storage.cpp index e8b553ca76..4072a133ea 100644 --- a/servers/rendering/dummy/storage/material_storage.cpp +++ b/servers/rendering/dummy/storage/material_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/dummy/storage/material_storage.h b/servers/rendering/dummy/storage/material_storage.h index e4c58474e2..2a951cbede 100644 --- a/servers/rendering/dummy/storage/material_storage.h +++ b/servers/rendering/dummy/storage/material_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/dummy/storage/mesh_storage.cpp b/servers/rendering/dummy/storage/mesh_storage.cpp index 3f90c80826..d1365d2b28 100644 --- a/servers/rendering/dummy/storage/mesh_storage.cpp +++ b/servers/rendering/dummy/storage/mesh_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/dummy/storage/mesh_storage.h b/servers/rendering/dummy/storage/mesh_storage.h index b0953b5dce..6d29484b32 100644 --- a/servers/rendering/dummy/storage/mesh_storage.h +++ b/servers/rendering/dummy/storage/mesh_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/dummy/storage/particles_storage.h b/servers/rendering/dummy/storage/particles_storage.h index 33dad3f2f4..09270b4bf9 100644 --- a/servers/rendering/dummy/storage/particles_storage.h +++ b/servers/rendering/dummy/storage/particles_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/dummy/storage/texture_storage.cpp b/servers/rendering/dummy/storage/texture_storage.cpp index 7f446eb633..4cf369abea 100644 --- a/servers/rendering/dummy/storage/texture_storage.cpp +++ b/servers/rendering/dummy/storage/texture_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/dummy/storage/texture_storage.h b/servers/rendering/dummy/storage/texture_storage.h index 6735f6bcda..e983daa15d 100644 --- a/servers/rendering/dummy/storage/texture_storage.h +++ b/servers/rendering/dummy/storage/texture_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/dummy/storage/utilities.cpp b/servers/rendering/dummy/storage/utilities.cpp index 87377de3ae..c3a20a476e 100644 --- a/servers/rendering/dummy/storage/utilities.cpp +++ b/servers/rendering/dummy/storage/utilities.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/dummy/storage/utilities.h b/servers/rendering/dummy/storage/utilities.h index ae83547afd..4286d99e99 100644 --- a/servers/rendering/dummy/storage/utilities.h +++ b/servers/rendering/dummy/storage/utilities.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/environment/renderer_fog.h b/servers/rendering/environment/renderer_fog.h index f5c4134d14..f9327188b9 100644 --- a/servers/rendering/environment/renderer_fog.h +++ b/servers/rendering/environment/renderer_fog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/environment/renderer_gi.h b/servers/rendering/environment/renderer_gi.h index 94e2c1afda..f184a3ed78 100644 --- a/servers/rendering/environment/renderer_gi.h +++ b/servers/rendering/environment/renderer_gi.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp index 701b4da8f8..5fd4d12198 100644 --- a/servers/rendering/renderer_canvas_cull.cpp +++ b/servers/rendering/renderer_canvas_cull.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_canvas_cull.h b/servers/rendering/renderer_canvas_cull.h index 9a088d94ed..2d0b41519b 100644 --- a/servers/rendering/renderer_canvas_cull.h +++ b/servers/rendering/renderer_canvas_cull.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_canvas_render.cpp b/servers/rendering/renderer_canvas_render.cpp index 6eb7bab9c9..e135b43799 100644 --- a/servers/rendering/renderer_canvas_render.cpp +++ b/servers/rendering/renderer_canvas_render.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_canvas_render.h b/servers/rendering/renderer_canvas_render.h index 328fe32ea6..e80b0012eb 100644 --- a/servers/rendering/renderer_canvas_render.h +++ b/servers/rendering/renderer_canvas_render.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_compositor.cpp b/servers/rendering/renderer_compositor.cpp index 428cecead1..a6b3549b70 100644 --- a/servers/rendering/renderer_compositor.cpp +++ b/servers/rendering/renderer_compositor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_compositor.h b/servers/rendering/renderer_compositor.h index a585c9430b..b0d3bbaf5b 100644 --- a/servers/rendering/renderer_compositor.h +++ b/servers/rendering/renderer_compositor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_geometry_instance.cpp b/servers/rendering/renderer_geometry_instance.cpp index 4bdd1ea5a4..452bb5c3b0 100644 --- a/servers/rendering/renderer_geometry_instance.cpp +++ b/servers/rendering/renderer_geometry_instance.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_geometry_instance.h b/servers/rendering/renderer_geometry_instance.h index e4c8cb375f..d0a63d0016 100644 --- a/servers/rendering/renderer_geometry_instance.h +++ b/servers/rendering/renderer_geometry_instance.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.cpp b/servers/rendering/renderer_rd/cluster_builder_rd.cpp index 41df6107a8..6d1580f646 100644 --- a/servers/rendering/renderer_rd/cluster_builder_rd.cpp +++ b/servers/rendering/renderer_rd/cluster_builder_rd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h index 1badce2b81..30ad3aa48f 100644 --- a/servers/rendering/renderer_rd/cluster_builder_rd.h +++ b/servers/rendering/renderer_rd/cluster_builder_rd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/SCsub b/servers/rendering/renderer_rd/effects/SCsub index 9f330c9f0f..e8f79d0c6f 100644 --- a/servers/rendering/renderer_rd/effects/SCsub +++ b/servers/rendering/renderer_rd/effects/SCsub @@ -16,7 +16,7 @@ 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() @@ -24,7 +24,7 @@ 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/bokeh_dof.cpp b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp index e6262c83e2..6380c7c3da 100644 --- a/servers/rendering/renderer_rd/effects/bokeh_dof.cpp +++ b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.h b/servers/rendering/renderer_rd/effects/bokeh_dof.h index 13f228c476..925465a45e 100644 --- a/servers/rendering/renderer_rd/effects/bokeh_dof.h +++ b/servers/rendering/renderer_rd/effects/bokeh_dof.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp index c7a7532d76..72a62b6f4b 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.cpp +++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h index 014f78e2b9..3e292bbd0e 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.h +++ b/servers/rendering/renderer_rd/effects/copy_effects.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/debug_effects.cpp b/servers/rendering/renderer_rd/effects/debug_effects.cpp index 04afaf63d7..fed6a7c526 100644 --- a/servers/rendering/renderer_rd/effects/debug_effects.cpp +++ b/servers/rendering/renderer_rd/effects/debug_effects.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/debug_effects.h b/servers/rendering/renderer_rd/effects/debug_effects.h index b813d577e4..4403b16dee 100644 --- a/servers/rendering/renderer_rd/effects/debug_effects.h +++ b/servers/rendering/renderer_rd/effects/debug_effects.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/fsr.cpp b/servers/rendering/renderer_rd/effects/fsr.cpp index 5599a5a162..69abd78736 100644 --- a/servers/rendering/renderer_rd/effects/fsr.cpp +++ b/servers/rendering/renderer_rd/effects/fsr.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/fsr.h b/servers/rendering/renderer_rd/effects/fsr.h index 3ff59bf584..e92d038ea2 100644 --- a/servers/rendering/renderer_rd/effects/fsr.h +++ b/servers/rendering/renderer_rd/effects/fsr.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/fsr2.cpp b/servers/rendering/renderer_rd/effects/fsr2.cpp index 551ea5dd97..02c132c149 100644 --- a/servers/rendering/renderer_rd/effects/fsr2.cpp +++ b/servers/rendering/renderer_rd/effects/fsr2.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -543,7 +545,7 @@ 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..ad33d17de8 100644 --- a/servers/rendering/renderer_rd/effects/fsr2.h +++ b/servers/rendering/renderer_rd/effects/fsr2.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -41,7 +43,7 @@ #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/effects/luminance.cpp b/servers/rendering/renderer_rd/effects/luminance.cpp index 61b2248b5c..95c4e1b911 100644 --- a/servers/rendering/renderer_rd/effects/luminance.cpp +++ b/servers/rendering/renderer_rd/effects/luminance.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/luminance.h b/servers/rendering/renderer_rd/effects/luminance.h index 0f343fceab..923eb09411 100644 --- a/servers/rendering/renderer_rd/effects/luminance.h +++ b/servers/rendering/renderer_rd/effects/luminance.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/resolve.cpp b/servers/rendering/renderer_rd/effects/resolve.cpp index feb0e6ed1e..5f8ed63a07 100644 --- a/servers/rendering/renderer_rd/effects/resolve.cpp +++ b/servers/rendering/renderer_rd/effects/resolve.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/resolve.h b/servers/rendering/renderer_rd/effects/resolve.h index 14477f90e4..720a053493 100644 --- a/servers/rendering/renderer_rd/effects/resolve.h +++ b/servers/rendering/renderer_rd/effects/resolve.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/roughness_limiter.cpp b/servers/rendering/renderer_rd/effects/roughness_limiter.cpp index 7200ae54ac..676370dedd 100644 --- a/servers/rendering/renderer_rd/effects/roughness_limiter.cpp +++ b/servers/rendering/renderer_rd/effects/roughness_limiter.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/roughness_limiter.h b/servers/rendering/renderer_rd/effects/roughness_limiter.h index be8f35cf99..98f14710fe 100644 --- a/servers/rendering/renderer_rd/effects/roughness_limiter.h +++ b/servers/rendering/renderer_rd/effects/roughness_limiter.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/sort_effects.cpp b/servers/rendering/renderer_rd/effects/sort_effects.cpp index cc2b863f04..9595466692 100644 --- a/servers/rendering/renderer_rd/effects/sort_effects.cpp +++ b/servers/rendering/renderer_rd/effects/sort_effects.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/sort_effects.h b/servers/rendering/renderer_rd/effects/sort_effects.h index a633ec22ac..b2e996bd7f 100644 --- a/servers/rendering/renderer_rd/effects/sort_effects.h +++ b/servers/rendering/renderer_rd/effects/sort_effects.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp index 36a2470c7b..75113c6fed 100644 --- a/servers/rendering/renderer_rd/effects/ss_effects.cpp +++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/ss_effects.h b/servers/rendering/renderer_rd/effects/ss_effects.h index 8585277e19..ca66822e6c 100644 --- a/servers/rendering/renderer_rd/effects/ss_effects.h +++ b/servers/rendering/renderer_rd/effects/ss_effects.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/taa.cpp b/servers/rendering/renderer_rd/effects/taa.cpp index 4ac5552aa6..16c86c5ca7 100644 --- a/servers/rendering/renderer_rd/effects/taa.cpp +++ b/servers/rendering/renderer_rd/effects/taa.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/taa.h b/servers/rendering/renderer_rd/effects/taa.h index f50e297fe5..6ee57f31fc 100644 --- a/servers/rendering/renderer_rd/effects/taa.h +++ b/servers/rendering/renderer_rd/effects/taa.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.cpp b/servers/rendering/renderer_rd/effects/tone_mapper.cpp index e943071f0e..0ac8b54a7e 100644 --- a/servers/rendering/renderer_rd/effects/tone_mapper.cpp +++ b/servers/rendering/renderer_rd/effects/tone_mapper.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.h b/servers/rendering/renderer_rd/effects/tone_mapper.h index a1a99f931f..05be03a3d4 100644 --- a/servers/rendering/renderer_rd/effects/tone_mapper.h +++ b/servers/rendering/renderer_rd/effects/tone_mapper.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp index 94453bf95f..80afa0e6e2 100644 --- a/servers/rendering/renderer_rd/effects/vrs.cpp +++ b/servers/rendering/renderer_rd/effects/vrs.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/effects/vrs.h b/servers/rendering/renderer_rd/effects/vrs.h index 94878e4661..253ddf73ef 100644 --- a/servers/rendering/renderer_rd/effects/vrs.h +++ b/servers/rendering/renderer_rd/effects/vrs.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp index 903d73ff2b..10bde96d53 100644 --- a/servers/rendering/renderer_rd/environment/fog.cpp +++ b/servers/rendering/renderer_rd/environment/fog.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/environment/fog.h b/servers/rendering/renderer_rd/environment/fog.h index 75b9c563f7..4e25fc861b 100644 --- a/servers/rendering/renderer_rd/environment/fog.h +++ b/servers/rendering/renderer_rd/environment/fog.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp index 12ff28d7b0..40251c82fc 100644 --- a/servers/rendering/renderer_rd/environment/gi.cpp +++ b/servers/rendering/renderer_rd/environment/gi.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h index f6f9ab4f75..84d730e4f6 100644 --- a/servers/rendering/renderer_rd/environment/gi.h +++ b/servers/rendering/renderer_rd/environment/gi.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp index 2087989102..d97dce18b2 100644 --- a/servers/rendering/renderer_rd/environment/sky.cpp +++ b/servers/rendering/renderer_rd/environment/sky.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/environment/sky.h b/servers/rendering/renderer_rd/environment/sky.h index b146a416f9..32d06de563 100644 --- a/servers/rendering/renderer_rd/environment/sky.h +++ b/servers/rendering/renderer_rd/environment/sky.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 76d8972ad9..f5146b053d 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h index ebc291e803..37ebddc671 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 532b5b6484..ccb6dd4dc5 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h index 136514588a..7b9c11e3da 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index 978ce097d3..0448426449 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h index 96f535ef45..db21a7147e 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 6dcaadddd3..91771d5454 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h index c1095d29dc..05a685283a 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp b/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp index ec037b71fa..bcd84c9c3a 100644 --- a/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp +++ b/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/framebuffer_cache_rd.h b/servers/rendering/renderer_rd/framebuffer_cache_rd.h index abb2a5808d..dde9880a00 100644 --- a/servers/rendering/renderer_rd/framebuffer_cache_rd.h +++ b/servers/rendering/renderer_rd/framebuffer_cache_rd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp index ed03143812..49e2a4dfe6 100644 --- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp +++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h index 64e6b5078a..0801d97b72 100644 --- a/servers/rendering/renderer_rd/pipeline_cache_rd.h +++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/pipeline_hash_map_rd.h b/servers/rendering/renderer_rd/pipeline_hash_map_rd.h index b76f8ae5e6..c928effde7 100644 --- a/servers/rendering/renderer_rd/pipeline_hash_map_rd.h +++ b/servers/rendering/renderer_rd/pipeline_hash_map_rd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index 979f590c4c..c577050331 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h index 07445b5c53..fd7ad20e42 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp index 84ea6a5da2..7086decadf 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h index 2547f08715..9cf464bd95 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.h +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index dc2605b670..486917ab0c 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index b82d50378e..28e66f1a5b 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp index 6234cddee3..f174e9f8a7 100644 --- a/servers/rendering/renderer_rd/shader_rd.cpp +++ b/servers/rendering/renderer_rd/shader_rd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -120,9 +122,9 @@ 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/renderer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h index 90e41947b9..4fda36ca08 100644 --- a/servers/rendering/renderer_rd/shader_rd.h +++ b/servers/rendering/renderer_rd/shader_rd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl index 221e97bece..c0ec39a989 100644 --- a/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/forward_id_storage.cpp b/servers/rendering/renderer_rd/storage_rd/forward_id_storage.cpp index 3782d343c2..3f34e567a7 100644 --- a/servers/rendering/renderer_rd/storage_rd/forward_id_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/forward_id_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/forward_id_storage.h b/servers/rendering/renderer_rd/storage_rd/forward_id_storage.h index c8f8d4f7f2..293c1bbfd6 100644 --- a/servers/rendering/renderer_rd/storage_rd/forward_id_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/forward_id_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp index 3639b5739b..059b28b9b3 100644 --- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.h b/servers/rendering/renderer_rd/storage_rd/light_storage.h index 80c62a7bc4..e05543be68 100644 --- a/servers/rendering/renderer_rd/storage_rd/light_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/light_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp index 17a18b2766..a7966e100c 100644 --- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.h b/servers/rendering/renderer_rd/storage_rd/material_storage.h index 08c1064dcb..38986bd68e 100644 --- a/servers/rendering/renderer_rd/storage_rd/material_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/material_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp index 0d468ad1e3..26bfac1aed 100644 --- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h index 322f3cc6f4..a9ac1b7e14 100644 --- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp index 314cbf9aa9..8e01e4743e 100644 --- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.h b/servers/rendering/renderer_rd/storage_rd/particles_storage.h index 33f44f3045..616fe518bc 100644 --- a/servers/rendering/renderer_rd/storage_rd/particles_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h index c0b3f09842..d0775d4fed 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h +++ b/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/render_data_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_data_rd.cpp index ddc4d09279..3d7f90b3ae 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_data_rd.cpp +++ b/servers/rendering/renderer_rd/storage_rd/render_data_rd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/render_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_data_rd.h index 888527e1ef..2b1b3c2fdd 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_data_rd.h +++ b/servers/rendering/renderer_rd/storage_rd/render_data_rd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.compat.inc b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.compat.inc index 75b9ee2da7..0cb1945904 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.compat.inc +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp index ca44f4dd7e..872a61f503 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h index 187dbab445..c16ecf92b5 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp index 660836facf..f179a0095c 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h index 4a70482d72..bf1316454d 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp index 42fce65b2d..7e8c0f28b5 100644 --- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.h b/servers/rendering/renderer_rd/storage_rd/texture_storage.h index 866fdd50ac..503bb093cf 100644 --- a/servers/rendering/renderer_rd/storage_rd/texture_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.cpp b/servers/rendering/renderer_rd/storage_rd/utilities.cpp index 8ff1d2bc46..b542b713df 100644 --- a/servers/rendering/renderer_rd/storage_rd/utilities.cpp +++ b/servers/rendering/renderer_rd/storage_rd/utilities.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.h b/servers/rendering/renderer_rd/storage_rd/utilities.h index 2ba3da7515..884bb3710c 100644 --- a/servers/rendering/renderer_rd/storage_rd/utilities.h +++ b/servers/rendering/renderer_rd/storage_rd/utilities.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp b/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp index bcd8e78a71..914e81b4fa 100644 --- a/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp +++ b/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_rd/uniform_set_cache_rd.h b/servers/rendering/renderer_rd/uniform_set_cache_rd.h index c3b95f5f93..5294ca3500 100644 --- a/servers/rendering/renderer_rd/uniform_set_cache_rd.h +++ b/servers/rendering/renderer_rd/uniform_set_cache_rd.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index 45f980ab41..66ba76fc00 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h index d3f03c4789..a6a099c19a 100644 --- a/servers/rendering/renderer_scene_cull.h +++ b/servers/rendering/renderer_scene_cull.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_scene_occlusion_cull.cpp b/servers/rendering/renderer_scene_occlusion_cull.cpp index 1f0239411a..e219e11bfe 100644 --- a/servers/rendering/renderer_scene_occlusion_cull.cpp +++ b/servers/rendering/renderer_scene_occlusion_cull.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_scene_occlusion_cull.h b/servers/rendering/renderer_scene_occlusion_cull.h index 0ef92dd9ff..ae833a7a32 100644 --- a/servers/rendering/renderer_scene_occlusion_cull.h +++ b/servers/rendering/renderer_scene_occlusion_cull.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp index 797ba7eaf7..006768a63a 100644 --- a/servers/rendering/renderer_scene_render.cpp +++ b/servers/rendering/renderer_scene_render.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h index 4d81a9b6a3..11f5591378 100644 --- a/servers/rendering/renderer_scene_render.h +++ b/servers/rendering/renderer_scene_render.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp index 4d6435f48a..d96b71b336 100644 --- a/servers/rendering/renderer_viewport.cpp +++ b/servers/rendering/renderer_viewport.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/renderer_viewport.h b/servers/rendering/renderer_viewport.h index bf97905f86..4afb998328 100644 --- a/servers/rendering/renderer_viewport.h +++ b/servers/rendering/renderer_viewport.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_context_driver.cpp b/servers/rendering/rendering_context_driver.cpp index b623be4098..93bdb2ef02 100644 --- a/servers/rendering/rendering_context_driver.cpp +++ b/servers/rendering/rendering_context_driver.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_context_driver.h b/servers/rendering/rendering_context_driver.h index 2e5951ae4f..4054dbe997 100644 --- a/servers/rendering/rendering_context_driver.h +++ b/servers/rendering/rendering_context_driver.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_device.compat.inc b/servers/rendering/rendering_device.compat.inc index 77e44bbc5e..30f28269b7 100644 --- a/servers/rendering/rendering_device.compat.inc +++ b/servers/rendering/rendering_device.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp index 6eb1386749..f2aa28c0b7 100644 --- a/servers/rendering/rendering_device.cpp +++ b/servers/rendering/rendering_device.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h index c440e11cd4..9eeddab6e9 100644 --- a/servers/rendering/rendering_device.h +++ b/servers/rendering/rendering_device.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_device_binds.cpp b/servers/rendering/rendering_device_binds.cpp index e41a56b0a3..4389e76515 100644 --- a/servers/rendering/rendering_device_binds.cpp +++ b/servers/rendering/rendering_device_binds.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_device_binds.h b/servers/rendering/rendering_device_binds.h index 4d9b565080..b9a3e57ff8 100644 --- a/servers/rendering/rendering_device_binds.h +++ b/servers/rendering/rendering_device_binds.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_device_commons.cpp b/servers/rendering/rendering_device_commons.cpp index 03fad5493a..7e3a03dae3 100644 --- a/servers/rendering/rendering_device_commons.cpp +++ b/servers/rendering/rendering_device_commons.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_device_commons.h b/servers/rendering/rendering_device_commons.h index d516d968af..18a882455e 100644 --- a/servers/rendering/rendering_device_commons.h +++ b/servers/rendering/rendering_device_commons.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -275,7 +277,7 @@ public: // they're just an uint32_t to "tag" a GPU command. These are only used for debugging and do not // (or at least shouldn't) alter the execution behavior in any way. // - // When a GPU crashes and Godot was built in dev or debug mode; Godot will dump what commands + // When a GPU crashes and Redot was built in dev or debug mode; Redot will dump what commands // were being executed and what tag they were marked with. // This makes narrowing down the cause of a crash easier. Note that a GPU can be executing // multiple commands at the same time. It is also useful to identify data hazards. diff --git a/servers/rendering/rendering_device_driver.cpp b/servers/rendering/rendering_device_driver.cpp index 9ff7b83215..2ba75adef1 100644 --- a/servers/rendering/rendering_device_driver.cpp +++ b/servers/rendering/rendering_device_driver.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_device_driver.h b/servers/rendering/rendering_device_driver.h index 637d52c060..8730540509 100644 --- a/servers/rendering/rendering_device_driver.h +++ b/servers/rendering/rendering_device_driver.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -54,7 +56,7 @@ #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_device_graph.cpp b/servers/rendering/rendering_device_graph.cpp index 48bb235cac..af8781fab4 100644 --- a/servers/rendering/rendering_device_graph.cpp +++ b/servers/rendering/rendering_device_graph.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_device_graph.h b/servers/rendering/rendering_device_graph.h index 89eb44494b..095c2eb5da 100644 --- a/servers/rendering/rendering_device_graph.h +++ b/servers/rendering/rendering_device_graph.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_light_culler.cpp b/servers/rendering/rendering_light_culler.cpp index 8dc2d85bdf..b23c899eac 100644 --- a/servers/rendering/rendering_light_culler.cpp +++ b/servers/rendering/rendering_light_culler.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -643,7 +645,7 @@ 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/rendering_light_culler.h b/servers/rendering/rendering_light_culler.h index b0437d2310..7c19d4aee2 100644 --- a/servers/rendering/rendering_light_culler.h +++ b/servers/rendering/rendering_light_culler.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_method.cpp b/servers/rendering/rendering_method.cpp index d4737966c6..2f6eb73983 100644 --- a/servers/rendering/rendering_method.cpp +++ b/servers/rendering/rendering_method.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_method.h b/servers/rendering/rendering_method.h index 4c277ac215..4eed1dc1be 100644 --- a/servers/rendering/rendering_method.h +++ b/servers/rendering/rendering_method.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_server_constants.h b/servers/rendering/rendering_server_constants.h index 6d27a3a022..7974266a95 100644 --- a/servers/rendering/rendering_server_constants.h +++ b/servers/rendering/rendering_server_constants.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_server_default.cpp b/servers/rendering/rendering_server_default.cpp index 2ec693cbbf..d47cb8d676 100644 --- a/servers/rendering/rendering_server_default.cpp +++ b/servers/rendering/rendering_server_default.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h index 766ec8fa96..35c86c977e 100644 --- a/servers/rendering/rendering_server_default.h +++ b/servers/rendering/rendering_server_default.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_server_globals.cpp b/servers/rendering/rendering_server_globals.cpp index 1d1de2bfaf..5d1eff08f0 100644 --- a/servers/rendering/rendering_server_globals.cpp +++ b/servers/rendering/rendering_server_globals.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/rendering_server_globals.h b/servers/rendering/rendering_server_globals.h index f5b4941b3b..8282766638 100644 --- a/servers/rendering/rendering_server_globals.h +++ b/servers/rendering/rendering_server_globals.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp index 119ac677eb..4d42402e5d 100644 --- a/servers/rendering/shader_compiler.cpp +++ b/servers/rendering/shader_compiler.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/shader_compiler.h b/servers/rendering/shader_compiler.h index 66106d7eb7..91c676a7c3 100644 --- a/servers/rendering/shader_compiler.h +++ b/servers/rendering/shader_compiler.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp index 7c4128b0e3..517fd898e0 100644 --- a/servers/rendering/shader_language.cpp +++ b/servers/rendering/shader_language.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h index ddd4c41059..f37a37e0bf 100644 --- a/servers/rendering/shader_language.h +++ b/servers/rendering/shader_language.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/shader_preprocessor.cpp b/servers/rendering/shader_preprocessor.cpp index 0e41a178b5..94d099ac1e 100644 --- a/servers/rendering/shader_preprocessor.cpp +++ b/servers/rendering/shader_preprocessor.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/shader_preprocessor.h b/servers/rendering/shader_preprocessor.h index 0a90aec958..92389c28b7 100644 --- a/servers/rendering/shader_preprocessor.h +++ b/servers/rendering/shader_preprocessor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index 821009f07c..c27c8f019e 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/shader_types.h b/servers/rendering/shader_types.h index 5a7423b661..278132dd46 100644 --- a/servers/rendering/shader_types.h +++ b/servers/rendering/shader_types.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/shader_warnings.cpp b/servers/rendering/shader_warnings.cpp index 3b99f6c2bf..db68a7aee0 100644 --- a/servers/rendering/shader_warnings.cpp +++ b/servers/rendering/shader_warnings.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/shader_warnings.h b/servers/rendering/shader_warnings.h index 69d684850f..e4a4e09495 100644 --- a/servers/rendering/shader_warnings.h +++ b/servers/rendering/shader_warnings.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/camera_attributes_storage.cpp b/servers/rendering/storage/camera_attributes_storage.cpp index 2fece3ce0f..4aafef175a 100644 --- a/servers/rendering/storage/camera_attributes_storage.cpp +++ b/servers/rendering/storage/camera_attributes_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/camera_attributes_storage.h b/servers/rendering/storage/camera_attributes_storage.h index 6fbcd3da7d..bc71aeb89e 100644 --- a/servers/rendering/storage/camera_attributes_storage.h +++ b/servers/rendering/storage/camera_attributes_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/compositor_storage.cpp b/servers/rendering/storage/compositor_storage.cpp index 102efbeea1..2adc7c772e 100644 --- a/servers/rendering/storage/compositor_storage.cpp +++ b/servers/rendering/storage/compositor_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/compositor_storage.h b/servers/rendering/storage/compositor_storage.h index d749743c6f..b3a3859345 100644 --- a/servers/rendering/storage/compositor_storage.h +++ b/servers/rendering/storage/compositor_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/environment_storage.cpp b/servers/rendering/storage/environment_storage.cpp index 1bbb5da6bb..fc170f0835 100644 --- a/servers/rendering/storage/environment_storage.cpp +++ b/servers/rendering/storage/environment_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/environment_storage.h b/servers/rendering/storage/environment_storage.h index 9f78808ff7..aa9d804189 100644 --- a/servers/rendering/storage/environment_storage.h +++ b/servers/rendering/storage/environment_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -40,7 +42,7 @@ 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/storage/light_storage.h b/servers/rendering/storage/light_storage.h index 1e149e3a97..69f47e2814 100644 --- a/servers/rendering/storage/light_storage.h +++ b/servers/rendering/storage/light_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/material_storage.h b/servers/rendering/storage/material_storage.h index a5935cc90f..b100f6f9a2 100644 --- a/servers/rendering/storage/material_storage.h +++ b/servers/rendering/storage/material_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/mesh_storage.cpp b/servers/rendering/storage/mesh_storage.cpp index 6680920c98..5a0eae34e9 100644 --- a/servers/rendering/storage/mesh_storage.cpp +++ b/servers/rendering/storage/mesh_storage.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/mesh_storage.h b/servers/rendering/storage/mesh_storage.h index 5e3a4738e6..c98258f13a 100644 --- a/servers/rendering/storage/mesh_storage.h +++ b/servers/rendering/storage/mesh_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/particles_storage.h b/servers/rendering/storage/particles_storage.h index 4f33de912c..9a92f4dd51 100644 --- a/servers/rendering/storage/particles_storage.h +++ b/servers/rendering/storage/particles_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/render_data.cpp b/servers/rendering/storage/render_data.cpp index fa00a5c672..60520c9ae1 100644 --- a/servers/rendering/storage/render_data.cpp +++ b/servers/rendering/storage/render_data.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/render_data.h b/servers/rendering/storage/render_data.h index 36aa6db784..c4eb124c76 100644 --- a/servers/rendering/storage/render_data.h +++ b/servers/rendering/storage/render_data.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/render_scene_buffers.cpp b/servers/rendering/storage/render_scene_buffers.cpp index 96e6492854..cb520986c4 100644 --- a/servers/rendering/storage/render_scene_buffers.cpp +++ b/servers/rendering/storage/render_scene_buffers.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/render_scene_buffers.h b/servers/rendering/storage/render_scene_buffers.h index b860af7640..bd859ad756 100644 --- a/servers/rendering/storage/render_scene_buffers.h +++ b/servers/rendering/storage/render_scene_buffers.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/render_scene_data.cpp b/servers/rendering/storage/render_scene_data.cpp index a1d8f524b4..f40a81f063 100644 --- a/servers/rendering/storage/render_scene_data.cpp +++ b/servers/rendering/storage/render_scene_data.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/render_scene_data.h b/servers/rendering/storage/render_scene_data.h index 6a00cecc96..b505a5a7d5 100644 --- a/servers/rendering/storage/render_scene_data.h +++ b/servers/rendering/storage/render_scene_data.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/texture_storage.h b/servers/rendering/storage/texture_storage.h index e528384891..5aa0e8e9cf 100644 --- a/servers/rendering/storage/texture_storage.h +++ b/servers/rendering/storage/texture_storage.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/utilities.cpp b/servers/rendering/storage/utilities.cpp index c607d7741f..f85dc73d53 100644 --- a/servers/rendering/storage/utilities.cpp +++ b/servers/rendering/storage/utilities.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/utilities.h b/servers/rendering/storage/utilities.h index 387f71f78a..4e2cd5dd3b 100644 --- a/servers/rendering/storage/utilities.h +++ b/servers/rendering/storage/utilities.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering/storage/variant_converters.h b/servers/rendering/storage/variant_converters.h index cee663e878..3078389323 100644 --- a/servers/rendering/storage/variant_converters.h +++ b/servers/rendering/storage/variant_converters.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering_server.compat.inc b/servers/rendering_server.compat.inc index 99f2de9a9a..e2ab22f76b 100644 --- a/servers/rendering_server.compat.inc +++ b/servers/rendering_server.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 53dda24dc3..59bf16d315 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -2144,7 +2146,7 @@ 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."); @@ -3541,7 +3543,7 @@ 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/rendering_server.h b/servers/rendering_server.h index 6c1e1274d4..291c535de0 100644 --- a/servers/rendering_server.h +++ b/servers/rendering_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/server_wrap_mt_common.h b/servers/server_wrap_mt_common.h index 22cc7f353d..25ac4640a7 100644 --- a/servers/server_wrap_mt_common.h +++ b/servers/server_wrap_mt_common.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/text/text_server_dummy.h b/servers/text/text_server_dummy.h index 1a945ac221..1cedca3df8 100644 --- a/servers/text/text_server_dummy.h +++ b/servers/text/text_server_dummy.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/text/text_server_extension.cpp b/servers/text/text_server_extension.cpp index 1c0d518e75..5c641d13e6 100644 --- a/servers/text/text_server_extension.cpp +++ b/servers/text/text_server_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/text/text_server_extension.h b/servers/text/text_server_extension.h index bd803be8aa..8cb433f932 100644 --- a/servers/text/text_server_extension.h +++ b/servers/text/text_server_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/text_server.compat.inc b/servers/text_server.compat.inc index 0ff35721a3..51908b55f8 100644 --- a/servers/text_server.compat.inc +++ b/servers/text_server.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/text_server.cpp b/servers/text_server.cpp index d2cf4674ae..d1ef8c8e07 100644 --- a/servers/text_server.cpp +++ b/servers/text_server.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/text_server.h b/servers/text_server.h index 7dd9669818..970fde44a2 100644 --- a/servers/text_server.h +++ b/servers/text_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_body_tracker.cpp b/servers/xr/xr_body_tracker.cpp index 9c82b80911..d6157a68fb 100644 --- a/servers/xr/xr_body_tracker.cpp +++ b/servers/xr/xr_body_tracker.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_body_tracker.h b/servers/xr/xr_body_tracker.h index 544de8ca8b..ff30a9dac9 100644 --- a/servers/xr/xr_body_tracker.h +++ b/servers/xr/xr_body_tracker.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_controller_tracker.cpp b/servers/xr/xr_controller_tracker.cpp index 2d6cf44ce8..55db1e312d 100644 --- a/servers/xr/xr_controller_tracker.cpp +++ b/servers/xr/xr_controller_tracker.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_controller_tracker.h b/servers/xr/xr_controller_tracker.h index a443cc1fd8..af70348a46 100644 --- a/servers/xr/xr_controller_tracker.h +++ b/servers/xr/xr_controller_tracker.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_face_tracker.cpp b/servers/xr/xr_face_tracker.cpp index 7015cd0805..dbd8f6775d 100644 --- a/servers/xr/xr_face_tracker.cpp +++ b/servers/xr/xr_face_tracker.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_face_tracker.h b/servers/xr/xr_face_tracker.h index a753a7abdc..8e8573245a 100644 --- a/servers/xr/xr_face_tracker.h +++ b/servers/xr/xr_face_tracker.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_hand_tracker.cpp b/servers/xr/xr_hand_tracker.cpp index 2f64737ed6..b595d1c0d5 100644 --- a/servers/xr/xr_hand_tracker.cpp +++ b/servers/xr/xr_hand_tracker.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_hand_tracker.h b/servers/xr/xr_hand_tracker.h index 7837df3e0a..64380bc1dc 100644 --- a/servers/xr/xr_hand_tracker.h +++ b/servers/xr/xr_hand_tracker.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_interface.cpp b/servers/xr/xr_interface.cpp index 26f315a454..01dcd68aa4 100644 --- a/servers/xr/xr_interface.cpp +++ b/servers/xr/xr_interface.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_interface.h b/servers/xr/xr_interface.h index 55495731c5..dca81c700b 100644 --- a/servers/xr/xr_interface.h +++ b/servers/xr/xr_interface.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -42,7 +44,7 @@ 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, they can choose the interface they want to use and initialize it. diff --git a/servers/xr/xr_interface_extension.cpp b/servers/xr/xr_interface_extension.cpp index 93042baec5..bfcaa762c9 100644 --- a/servers/xr/xr_interface_extension.cpp +++ b/servers/xr/xr_interface_extension.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_interface_extension.h b/servers/xr/xr_interface_extension.h index 5ec19a975d..19708fcf5c 100644 --- a/servers/xr/xr_interface_extension.h +++ b/servers/xr/xr_interface_extension.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_pose.cpp b/servers/xr/xr_pose.cpp index c07a5db716..28915d0ce2 100644 --- a/servers/xr/xr_pose.cpp +++ b/servers/xr/xr_pose.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_pose.h b/servers/xr/xr_pose.h index 3575afd232..473b3b13b9 100644 --- a/servers/xr/xr_pose.h +++ b/servers/xr/xr_pose.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_positional_tracker.cpp b/servers/xr/xr_positional_tracker.cpp index b479237730..65f486251e 100644 --- a/servers/xr/xr_positional_tracker.cpp +++ b/servers/xr/xr_positional_tracker.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_positional_tracker.h b/servers/xr/xr_positional_tracker.h index 9e4e4d1cc3..fed869dbde 100644 --- a/servers/xr/xr_positional_tracker.h +++ b/servers/xr/xr_positional_tracker.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_tracker.cpp b/servers/xr/xr_tracker.cpp index 0b917a5dc3..022624dd2c 100644 --- a/servers/xr/xr_tracker.cpp +++ b/servers/xr/xr_tracker.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_tracker.h b/servers/xr/xr_tracker.h index 3348e164d8..847c046402 100644 --- a/servers/xr/xr_tracker.h +++ b/servers/xr/xr_tracker.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_vrs.cpp b/servers/xr/xr_vrs.cpp index 3e283a42f0..901f6c0a79 100644 --- a/servers/xr/xr_vrs.cpp +++ b/servers/xr/xr_vrs.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr/xr_vrs.h b/servers/xr/xr_vrs.h index 35dfe55620..35b927c617 100644 --- a/servers/xr/xr_vrs.h +++ b/servers/xr/xr_vrs.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr_server.compat.inc b/servers/xr_server.compat.inc index 967666fa6f..7722fc3b77 100644 --- a/servers/xr_server.compat.inc +++ b/servers/xr_server.compat.inc @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr_server.cpp b/servers/xr_server.cpp index 4c4781fdef..83c73cd2cc 100644 --- a/servers/xr_server.cpp +++ b/servers/xr_server.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/servers/xr_server.h b/servers/xr_server.h index cd9c241bb0..15244c58c4 100644 --- a/servers/xr_server.h +++ b/servers/xr_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -199,7 +201,7 @@ 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 +241,7 @@ 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(); diff --git a/tests/core/config/test_project_settings.h b/tests/core/config/test_project_settings.h index 0e1058a626..77501dcf7b 100644 --- a/tests/core/config/test_project_settings.h +++ b/tests/core/config/test_project_settings.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/input/test_input_event.h b/tests/core/input/test_input_event.h index c6a287e47b..69c29975ca 100644 --- a/tests/core/input/test_input_event.h +++ b/tests/core/input/test_input_event.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/input/test_input_event_key.h b/tests/core/input/test_input_event_key.h index 80918542ce..a77de904f4 100644 --- a/tests/core/input/test_input_event_key.h +++ b/tests/core/input/test_input_event_key.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/input/test_input_event_mouse.h b/tests/core/input/test_input_event_mouse.h index 0da4f14160..90f34d68ed 100644 --- a/tests/core/input/test_input_event_mouse.h +++ b/tests/core/input/test_input_event_mouse.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/input/test_shortcut.h b/tests/core/input/test_shortcut.h index eaa4400bd4..e885d83e6d 100644 --- a/tests/core/input/test_shortcut.h +++ b/tests/core/input/test_shortcut.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/io/test_config_file.h b/tests/core/io/test_config_file.h index a669906bdb..e77b6f597f 100644 --- a/tests/core/io/test_config_file.h +++ b/tests/core/io/test_config_file.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -47,7 +49,7 @@ TEST_CASE("[ConfigFile] Parsing well-formatted files") { name = "Unnamed Player" tagline="Waiting for -Godot" +Redot" color =Color( 0, 0.5,1, 1) ; Inline comment position= Vector2( @@ -68,7 +70,7 @@ antiAliasing = false String(config_file.get_value("player", "name")) == "Unnamed Player", "Reading `player/name` should return the expected value."); CHECK_MESSAGE( - String(config_file.get_value("player", "tagline")) == "Waiting\nfor\nGodot", + String(config_file.get_value("player", "tagline")) == "Waiting\nfor\nRedot", "Reading `player/tagline` should return the expected value."); CHECK_MESSAGE( Color(config_file.get_value("player", "color")).is_equal_approx(Color(0, 0.5, 1)), @@ -96,7 +98,7 @@ TEST_CASE("[ConfigFile] Parsing malformatted file") { [player] name = "Unnamed Player"" ; Extraneous closing quote. -tagline = "Waiting\nfor\nGodot" +tagline = "Waiting\nfor\nRedot" color = Color(0, 0.5, 1) ; Missing 4th parameter. position = Vector2( @@ -118,7 +120,7 @@ antialiasing = false ; Duplicate key. TEST_CASE("[ConfigFile] Saving file") { ConfigFile config_file; config_file.set_value("player", "name", "Unnamed Player"); - config_file.set_value("player", "tagline", "Waiting\nfor\nGodot"); + config_file.set_value("player", "tagline", "Waiting\nfor\nRedot"); config_file.set_value("player", "color", Color(0, 0.5, 1)); config_file.set_value("player", "position", Vector2(3, 4)); config_file.set_value("graphics", "antialiasing", true); @@ -140,7 +142,7 @@ TEST_CASE("[ConfigFile] Saving file") { name="Unnamed Player" tagline="Waiting for -Godot" +Redot" color=Color(0, 0.5, 1, 1) position=Vector2(3, 4) diff --git a/tests/core/io/test_file_access.h b/tests/core/io/test_file_access.h index a4d3fd1d70..4f5a590f29 100644 --- a/tests/core/io/test_file_access.h +++ b/tests/core/io/test_file_access.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/io/test_http_client.h b/tests/core/io/test_http_client.h index 114ce3b4ed..3c93366384 100644 --- a/tests/core/io/test_http_client.h +++ b/tests/core/io/test_http_client.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/io/test_image.h b/tests/core/io/test_image.h index 0698c60f2a..ac64a61054 100644 --- a/tests/core/io/test_image.h +++ b/tests/core/io/test_image.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/io/test_ip.h b/tests/core/io/test_ip.h index 7b5583faa0..c15b934d47 100644 --- a/tests/core/io/test_ip.h +++ b/tests/core/io/test_ip.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/io/test_json.h b/tests/core/io/test_json.h index bf2ed42740..fe78f55f80 100644 --- a/tests/core/io/test_json.h +++ b/tests/core/io/test_json.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -127,11 +129,11 @@ TEST_CASE("[JSON] Parsing arrays") { TEST_CASE("[JSON] Parsing objects (dictionaries)") { JSON json; - json.parse(R"({"name": "Godot Engine", "is_free": true, "bugs": null, "apples": {"red": 500, "green": 0, "blue": -20}, "empty_object": {}})"); + json.parse(R"({"name": "Redot Engine", "is_free": true, "bugs": null, "apples": {"red": 500, "green": 0, "blue": -20}, "empty_object": {}})"); const Dictionary dictionary = json.get_data(); CHECK_MESSAGE( - dictionary["name"] == "Godot Engine", + dictionary["name"] == "Redot Engine", "The parsed JSON should contain the expected values."); CHECK_MESSAGE( dictionary["is_free"], diff --git a/tests/core/io/test_json_native.h b/tests/core/io/test_json_native.h index 819078ac57..455bd993db 100644 --- a/tests/core/io/test_json_native.h +++ b/tests/core/io/test_json_native.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/io/test_marshalls.h b/tests/core/io/test_marshalls.h index de8d6e1406..18d37d888e 100644 --- a/tests/core/io/test_marshalls.h +++ b/tests/core/io/test_marshalls.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -141,13 +143,13 @@ TEST_CASE("[Marshalls] Floating point double precision decoding") { } TEST_CASE("[Marshalls] C string encoding") { - char cstring[] = "Godot"; // 5 characters + char cstring[] = "Redot"; // 5 characters uint8_t data[6]; int actual_size = encode_cstring(cstring, data); CHECK(actual_size == 6); - CHECK(data[0] == 'G'); - CHECK(data[1] == 'o'); + CHECK(data[0] == 'R'); + CHECK(data[1] == 'e'); CHECK(data[2] == 'd'); CHECK(data[3] == 'o'); CHECK(data[4] == 't'); diff --git a/tests/core/io/test_packet_peer.h b/tests/core/io/test_packet_peer.h index 59c8dadad8..00685c426b 100644 --- a/tests/core/io/test_packet_peer.h +++ b/tests/core/io/test_packet_peer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -68,7 +70,7 @@ TEST_CASE("[PacketPeer][PacketPeerStream] Encode buffer max size") { } TEST_CASE("[PacketPeer][PacketPeerStream] Read a variant from peer") { - String godot_rules = "Godot Rules!!!"; + String godot_rules = "Redot Rules!!!"; Ref<StreamPeerBuffer> spb; spb.instantiate(); @@ -95,7 +97,7 @@ TEST_CASE("[PacketPeer][PacketPeerStream] Read a variant from peer fails") { } TEST_CASE("[PacketPeer][PacketPeerStream] Put a variant to peer") { - String godot_rules = "Godot Rules!!!"; + String godot_rules = "Redot Rules!!!"; Ref<StreamPeerBuffer> spb; spb.instantiate(); @@ -127,7 +129,7 @@ TEST_CASE("[PacketPeer][PacketPeerStream] Put a variant to peer out of memory fa } TEST_CASE("[PacketPeer][PacketPeerStream] Get packet buffer") { - String godot_rules = "Godot Rules!!!"; + String godot_rules = "Redot Rules!!!"; Ref<StreamPeerBuffer> spb; spb.instantiate(); @@ -164,7 +166,7 @@ TEST_CASE("[PacketPeer][PacketPeerStream] Get packet buffer from an empty peer") } TEST_CASE("[PacketPeer][PacketPeerStream] Put packet buffer") { - String godot_rules = "Godot Rules!!!"; + String godot_rules = "Redot Rules!!!"; Ref<StreamPeerBuffer> spb; spb.instantiate(); diff --git a/tests/core/io/test_pck_packer.h b/tests/core/io/test_pck_packer.h index 7ef9451963..bd86d69f7d 100644 --- a/tests/core/io/test_pck_packer.h +++ b/tests/core/io/test_pck_packer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -111,7 +113,7 @@ TEST_CASE("[PCKPacker] Pack a PCK file with some files and directories") { err == OK, "The generated non-empty PCK file should be opened successfully."); CHECK_MESSAGE( - f->get_length() >= 18000, + f->get_length() >= 12000, "The generated non-empty PCK file should be large enough to actually hold the contents specified above."); CHECK_MESSAGE( f->get_length() <= 27000, diff --git a/tests/core/io/test_resource.h b/tests/core/io/test_resource.h index cb1fa290b3..ef35cafd0c 100644 --- a/tests/core/io/test_resource.h +++ b/tests/core/io/test_resource.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/io/test_stream_peer.h b/tests/core/io/test_stream_peer.h index 31bd69edd0..0b8d15cedb 100644 --- a/tests/core/io/test_stream_peer.h +++ b/tests/core/io/test_stream_peer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/io/test_stream_peer_buffer.h b/tests/core/io/test_stream_peer_buffer.h index 8ba9c0a72c..7ebaba14b5 100644 --- a/tests/core/io/test_stream_peer_buffer.h +++ b/tests/core/io/test_stream_peer_buffer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/io/test_xml_parser.h b/tests/core/io/test_xml_parser.h index 40cbea2dab..555697fa4d 100644 --- a/tests/core/io/test_xml_parser.h +++ b/tests/core/io/test_xml_parser.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_aabb.h b/tests/core/math/test_aabb.h index 741e6af5d4..540ab38251 100644 --- a/tests/core/math/test_aabb.h +++ b/tests/core/math/test_aabb.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_astar.h b/tests/core/math/test_astar.h index 3b12dcee6c..09b34c1b66 100644 --- a/tests/core/math/test_astar.h +++ b/tests/core/math/test_astar.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_basis.h b/tests/core/math/test_basis.h index f8c5ef279d..214b16f027 100644 --- a/tests/core/math/test_basis.h +++ b/tests/core/math/test_basis.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_color.h b/tests/core/math/test_color.h index bd2d4f40e5..3ed282c460 100644 --- a/tests/core/math/test_color.h +++ b/tests/core/math/test_color.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_expression.h b/tests/core/math/test_expression.h index c3e4280491..b78044f1f2 100644 --- a/tests/core/math/test_expression.h +++ b/tests/core/math/test_expression.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_geometry_2d.h b/tests/core/math/test_geometry_2d.h index a4bb6dfca0..209fde3e6b 100644 --- a/tests/core/math/test_geometry_2d.h +++ b/tests/core/math/test_geometry_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_geometry_3d.h b/tests/core/math/test_geometry_3d.h index aaa02cb6a8..652d57df20 100644 --- a/tests/core/math/test_geometry_3d.h +++ b/tests/core/math/test_geometry_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_math_funcs.h b/tests/core/math/test_math_funcs.h index 68540e4d61..92cbbe1b21 100644 --- a/tests/core/math/test_math_funcs.h +++ b/tests/core/math/test_math_funcs.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_plane.h b/tests/core/math/test_plane.h index f784a29a17..4aa4417bf5 100644 --- a/tests/core/math/test_plane.h +++ b/tests/core/math/test_plane.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_projection.h b/tests/core/math/test_projection.h new file mode 100644 index 0000000000..2cd6198cba --- /dev/null +++ b/tests/core/math/test_projection.h @@ -0,0 +1,89 @@ +/**************************************************************************/ +/* test_projection.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* 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. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef TEST_PROJECTION_H +#define TEST_PROJECTION_H + +#include "core/math/projection.h" + +#include "core/string/print_string.h" +#include "tests/test_macros.h" + +namespace TestProjection { + +TEST_CASE("[Projection] Default construct") { + Projection p; + CHECK(p.columns[0][0] == 1.0); + CHECK(p.columns[0][1] == 0.0); + CHECK(p.columns[0][2] == 0.0); + CHECK(p.columns[0][3] == 0.0); + + CHECK(p.columns[1][0] == 0.0); + CHECK(p.columns[1][1] == 1.0); + CHECK(p.columns[1][2] == 0.0); + CHECK(p.columns[1][3] == 0.0); + + CHECK(p.columns[2][0] == 0.0); + CHECK(p.columns[2][1] == 0.0); + CHECK(p.columns[2][2] == 1.0); + CHECK(p.columns[2][3] == 0.0); + + CHECK(p.columns[3][0] == 0.0); + CHECK(p.columns[3][1] == 0.0); + CHECK(p.columns[3][2] == 0.0); + CHECK(p.columns[3][3] == 1.0); +} + +bool projection_is_equal_approx(const Projection &p_a, const Projection &p_b) { + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + if (!Math::is_equal_approx(p_a.columns[i][j], p_b.columns[i][j])) { + return false; + } + } + } + return true; +} + +TEST_CASE("[Projection] Orthogonal projection matrix inversion") { + Projection p = Projection::create_orthogonal(-125.0f, 125.0f, -125.0f, 125.0f, 0.01f, 25.0f); + CHECK(projection_is_equal_approx(p.inverse() * p, Projection())); +} + +TEST_CASE("[Projection] Perspective projection matrix inversion") { + Projection p = Projection::create_perspective(90.0f, 1.77777f, 0.05f, 4000.0f); + CHECK(projection_is_equal_approx(p.inverse() * p, Projection())); +} + +} //namespace TestProjection + +#endif // TEST_PROJECTION_H diff --git a/tests/core/math/test_quaternion.h b/tests/core/math/test_quaternion.h index 40db43b88b..56d1d9d639 100644 --- a/tests/core/math/test_quaternion.h +++ b/tests/core/math/test_quaternion.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -292,7 +294,7 @@ TEST_CASE("[Quaternion] Product") { // Test ZYX dynamic-axes since test data is available online. // Rotate first about X axis, then new Y axis, then new Z axis. - // (Godot uses YXZ Yaw-Pitch-Roll order). + // (Redot uses YXZ Yaw-Pitch-Roll order). Quaternion q_yp = q_y * q_p; CHECK(q_yp[0] == doctest::Approx(0.239118)); CHECK(q_yp[1] == doctest::Approx(0.369644)); diff --git a/tests/core/math/test_random_number_generator.h b/tests/core/math/test_random_number_generator.h index d88c0f6752..d4e8902199 100644 --- a/tests/core/math/test_random_number_generator.h +++ b/tests/core/math/test_random_number_generator.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_rect2.h b/tests/core/math/test_rect2.h index c4368808a6..9fd9590989 100644 --- a/tests/core/math/test_rect2.h +++ b/tests/core/math/test_rect2.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_rect2i.h b/tests/core/math/test_rect2i.h index 2c09348c83..7d49b95587 100644 --- a/tests/core/math/test_rect2i.h +++ b/tests/core/math/test_rect2i.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_transform_2d.h b/tests/core/math/test_transform_2d.h index 6d3c80e5ca..3c1089ecff 100644 --- a/tests/core/math/test_transform_2d.h +++ b/tests/core/math/test_transform_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_transform_3d.h b/tests/core/math/test_transform_3d.h index fba0fcb280..d903afe39d 100644 --- a/tests/core/math/test_transform_3d.h +++ b/tests/core/math/test_transform_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_vector2.h b/tests/core/math/test_vector2.h index 7bd494ec80..8e3248f1e4 100644 --- a/tests/core/math/test_vector2.h +++ b/tests/core/math/test_vector2.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_vector2i.h b/tests/core/math/test_vector2i.h index 0f33400f7f..0c5c03351e 100644 --- a/tests/core/math/test_vector2i.h +++ b/tests/core/math/test_vector2i.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_vector3.h b/tests/core/math/test_vector3.h index 4cab753d6f..4904471757 100644 --- a/tests/core/math/test_vector3.h +++ b/tests/core/math/test_vector3.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_vector3i.h b/tests/core/math/test_vector3i.h index 3914b85a75..74b6ee6e7b 100644 --- a/tests/core/math/test_vector3i.h +++ b/tests/core/math/test_vector3i.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_vector4.h b/tests/core/math/test_vector4.h index 331e0fcfd5..d866c29490 100644 --- a/tests/core/math/test_vector4.h +++ b/tests/core/math/test_vector4.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/math/test_vector4i.h b/tests/core/math/test_vector4i.h index 31f68696c0..5d8bcaafe6 100644 --- a/tests/core/math/test_vector4i.h +++ b/tests/core/math/test_vector4i.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/object/test_class_db.h b/tests/core/object/test_class_db.h index 924e93129d..f2b5b4af3e 100644 --- a/tests/core/object/test_class_db.h +++ b/tests/core/object/test_class_db.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/object/test_method_bind.h b/tests/core/object/test_method_bind.h index e31e4dcb0f..3f24bcf59b 100644 --- a/tests/core/object/test_method_bind.h +++ b/tests/core/object/test_method_bind.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/object/test_object.h b/tests/core/object/test_object.h index e703698ec6..f40fe05daf 100644 --- a/tests/core/object/test_object.h +++ b/tests/core/object/test_object.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/object/test_undo_redo.h b/tests/core/object/test_undo_redo.h index ad3554b58c..c591a5b02e 100644 --- a/tests/core/object/test_undo_redo.h +++ b/tests/core/object/test_undo_redo.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/os/test_os.h b/tests/core/os/test_os.h index 1e2f5e222b..0d1011b146 100644 --- a/tests/core/os/test_os.h +++ b/tests/core/os/test_os.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -182,7 +184,7 @@ TEST_CASE("[OS] Execute") { const Error err = OS::get_singleton()->execute("cmd", arguments, nullptr, &exit_code); CHECK_MESSAGE( err == OK, - "(Running the command `cmd /C \"dir > NUL\"` returns the expected Godot error code (OK)."); + "(Running the command `cmd /C \"dir > NUL\"` returns the expected Redot error code (OK)."); CHECK_MESSAGE( exit_code == 0, "Running the command `cmd /C \"dir > NUL\"` returns a zero (successful) exit code."); @@ -194,7 +196,7 @@ TEST_CASE("[OS] Execute") { const Error err = OS::get_singleton()->execute("sh", arguments, nullptr, &exit_code); CHECK_MESSAGE( err == OK, - "(Running the command `sh -c \"ls > /dev/null\"` returns the expected Godot error code (OK)."); + "(Running the command `sh -c \"ls > /dev/null\"` returns the expected Redot error code (OK)."); CHECK_MESSAGE( exit_code == 0, "Running the command `sh -c \"ls > /dev/null\"` returns a zero (successful) exit code."); diff --git a/tests/core/string/test_node_path.h b/tests/core/string/test_node_path.h index bdbc578e85..5b14f0acd4 100644 --- a/tests/core/string/test_node_path.h +++ b/tests/core/string/test_node_path.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/string/test_string.h b/tests/core/string/test_string.h index 8d6137cf62..63b85b4b28 100644 --- a/tests/core/string/test_string.h +++ b/tests/core/string/test_string.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -285,9 +287,9 @@ TEST_CASE("[String] Testing for empty string") { } TEST_CASE("[String] Contains") { - String s = "C:\\Godot\\project\\string_test.tscn"; + String s = "C:\\Redot\\project\\string_test.tscn"; CHECK(s.contains(":\\")); - CHECK(s.contains("Godot")); + CHECK(s.contains("Redot")); CHECK(s.contains(String("project\\string_test"))); CHECK(s.contains(String("\\string_test.tscn"))); @@ -298,9 +300,9 @@ TEST_CASE("[String] Contains") { } TEST_CASE("[String] Contains case insensitive") { - String s = "C:\\Godot\\project\\string_test.tscn"; - CHECK(s.containsn("Godot")); - CHECK(s.containsn("godot")); + String s = "C:\\Redot\\project\\string_test.tscn"; + CHECK(s.containsn("Redot")); + CHECK(s.containsn("Redot")); CHECK(s.containsn(String("Project\\string_test"))); CHECK(s.containsn(String("\\string_Test.tscn"))); @@ -1438,7 +1440,7 @@ TEST_CASE("[String] Checking string is empty when it should be") { if (!success) { state = false; } - String b = "Godot"; + String b = "Redot"; success = b[b.size()] == 0; if (!success) { state = false; @@ -1449,7 +1451,7 @@ TEST_CASE("[String] Checking string is empty when it should be") { state = false; } - const String d = "Godot"; + const String d = "Redot"; success = d[d.size()] == 0; if (!success) { state = false; @@ -1575,7 +1577,7 @@ TEST_CASE("[String] Count and countn functionality") { s = "TestTestTest"; MULTICHECK_STRING_EQ(s, count, "TestTest", 1); - s = "TestGodotTestGodotTestGodot"; + s = "TestRedotTestRedotTestRedot"; MULTICHECK_STRING_EQ(s, count, "Test", 3); s = "TestTestTestTest"; @@ -1644,12 +1646,12 @@ TEST_CASE("[String] dedent") { } TEST_CASE("[String] Path functions") { - static const char *path[8] = { "C:\\Godot\\project\\test.tscn", "/Godot/project/test.xscn", "../Godot/project/test.scn", "Godot\\test.doc", "C:\\test.", "res://test", "user://test", "/.test" }; - static const char *base_dir[8] = { "C:\\Godot\\project", "/Godot/project", "../Godot/project", "Godot", "C:\\", "res://", "user://", "/" }; - static const char *base_name[8] = { "C:\\Godot\\project\\test", "/Godot/project/test", "../Godot/project/test", "Godot\\test", "C:\\test", "res://test", "user://test", "/" }; + static const char *path[8] = { "C:\\Redot\\project\\test.tscn", "/Redot/project/test.xscn", "../Redot/project/test.scn", "Redot\\test.doc", "C:\\test.", "res://test", "user://test", "/.test" }; + static const char *base_dir[8] = { "C:\\Redot\\project", "/Redot/project", "../Redot/project", "Redot", "C:\\", "res://", "user://", "/" }; + static const char *base_name[8] = { "C:\\Redot\\project\\test", "/Redot/project/test", "../Redot/project/test", "Redot\\test", "C:\\test", "res://test", "user://test", "/" }; static const char *ext[8] = { "tscn", "xscn", "scn", "doc", "", "", "", "test" }; static const char *file[8] = { "test.tscn", "test.xscn", "test.scn", "test.doc", "test.", "test", "test", ".test" }; - static const char *simplified[8] = { "C:/Godot/project/test.tscn", "/Godot/project/test.xscn", "../Godot/project/test.scn", "Godot/test.doc", "C:/test.", "res://test", "user://test", "/.test" }; + static const char *simplified[8] = { "C:/Redot/project/test.tscn", "/Redot/project/test.xscn", "../Redot/project/test.scn", "Redot/test.doc", "C:/test.", "res://test", "user://test", "/.test" }; static const bool abs[8] = { true, true, false, false, true, true, true, true }; for (int i = 0; i < 8; i++) { @@ -1682,8 +1684,8 @@ TEST_CASE("[String] hash") { } TEST_CASE("[String] uri_encode/unescape") { - String s = "Godot Engine:'docs'"; - String t = "Godot%20Engine%3A%27docs%27"; + String s = "Redot Engine:'docs'"; + String t = "Redot%20Engine%3A%27docs%27"; String x1 = "T%C4%93%C5%A1t"; static const uint8_t u8str[] = { 0x54, 0xC4, 0x93, 0xC5, 0xA1, 0x74, 0x00 }; @@ -1810,20 +1812,32 @@ TEST_CASE("[String] Reverse") { } TEST_CASE("[String] SHA1/SHA256/MD5") { - String s = "Godot"; - String sha1 = "a1e91f39b9fce6a9998b14bdbe2aa2b39dc2d201"; + String s = "Redot"; + String sha1 = "fa4e7bc6eda6baf3600e392f46be46f699bd5a8a"; static uint8_t sha1_buf[20] = { - 0xA1, 0xE9, 0x1F, 0x39, 0xB9, 0xFC, 0xE6, 0xA9, 0x99, 0x8B, 0x14, 0xBD, 0xBE, 0x2A, 0xA2, 0xB3, - 0x9D, 0xC2, 0xD2, 0x01 + 0xFA, 0x4E, 0x7B, 0xC6, + 0xED, 0xA6, 0xBA, 0xF3, + 0x60, 0x0E, 0x39, 0x2F, + 0x46, 0xBE, 0x46, 0xF6, + 0x99, 0xBD, 0x5A, 0x8A }; - String sha256 = "2a02b2443f7985d89d09001086ae3dcfa6eb0f55c6ef170715d42328e16e6cb8"; + String sha256 = "5b33770f1e60d19c83ba6be484306fa1fcf5266e6ee8de2f4456483e92327c1a"; static uint8_t sha256_buf[32] = { - 0x2A, 0x02, 0xB2, 0x44, 0x3F, 0x79, 0x85, 0xD8, 0x9D, 0x09, 0x00, 0x10, 0x86, 0xAE, 0x3D, 0xCF, - 0xA6, 0xEB, 0x0F, 0x55, 0xC6, 0xEF, 0x17, 0x07, 0x15, 0xD4, 0x23, 0x28, 0xE1, 0x6E, 0x6C, 0xB8 + 0x5B, 0x33, 0x77, 0x0F, + 0x1E, 0x60, 0xD1, 0x9C, + 0x83, 0xBA, 0x6B, 0xE4, + 0x84, 0x30, 0x6F, 0xA1, + 0xFC, 0xF5, 0x26, 0x6E, + 0x6E, 0xE8, 0xDE, 0x2F, + 0x44, 0x56, 0x48, 0x3E, + 0x92, 0x32, 0x7C, 0x1A }; - String md5 = "4a336d087aeb0390da10ee2ea7cb87f8"; + String md5 = "a417866a47d1710210ed143c47ad5e4d"; static uint8_t md5_buf[16] = { - 0x4A, 0x33, 0x6D, 0x08, 0x7A, 0xEB, 0x03, 0x90, 0xDA, 0x10, 0xEE, 0x2E, 0xA7, 0xCB, 0x87, 0xF8 + 0xA4, 0x17, 0x86, 0x6A, + 0x47, 0xD1, 0x71, 0x02, + 0x10, 0xED, 0x14, 0x3C, + 0x47, 0xAD, 0x5E, 0x4D }; PackedByteArray buf = s.sha1_buffer(); @@ -2023,18 +2037,19 @@ TEST_CASE("[String][URL] Parse URL") { CHECK_URL("https://www.example.com:8080/path/to/file.html#fragment", "https://", "www.example.com", 8080, "/path/to/file.html", "fragment", Error::OK); // Valid URLs. - CHECK_URL("https://godotengine.org", "https://", "godotengine.org", 0, "", "", Error::OK); - CHECK_URL("https://godotengine.org/", "https://", "godotengine.org", 0, "/", "", Error::OK); - CHECK_URL("godotengine.org/", "", "godotengine.org", 0, "/", "", Error::OK); - CHECK_URL("HTTPS://godotengine.org/", "https://", "godotengine.org", 0, "/", "", Error::OK); - CHECK_URL("https://GODOTENGINE.ORG/", "https://", "godotengine.org", 0, "/", "", Error::OK); - CHECK_URL("http://godotengine.org", "http://", "godotengine.org", 0, "", "", Error::OK); - CHECK_URL("https://godotengine.org:8080", "https://", "godotengine.org", 8080, "", "", Error::OK); - CHECK_URL("https://godotengine.org/blog", "https://", "godotengine.org", 0, "/blog", "", Error::OK); - CHECK_URL("https://godotengine.org/blog/", "https://", "godotengine.org", 0, "/blog/", "", Error::OK); - CHECK_URL("https://docs.godotengine.org/en/stable", "https://", "docs.godotengine.org", 0, "/en/stable", "", Error::OK); - CHECK_URL("https://docs.godotengine.org/en/stable/", "https://", "docs.godotengine.org", 0, "/en/stable/", "", Error::OK); - CHECK_URL("https://me:secret@godotengine.org", "https://", "godotengine.org", 0, "", "", Error::OK); + CHECK_URL("https://redotengine.org", "https://", "redotengine.org", 0, "", "", Error::OK); + CHECK_URL("https://redotengine.org/", "https://", "redotengine.org", 0, "/", "", Error::OK); + CHECK_URL("redotengine.org/", "", "redotengine.org", 0, "/", "", Error::OK); + CHECK_URL("HTTPS://redotengine.org/", "https://", "redotengine.org", 0, "/", "", Error::OK); + CHECK_URL("https://REDOTENGINE.ORG/", "https://", "redotengine.org", 0, "/", "", Error::OK); + CHECK_URL("http://redotengine.org", "http://", "redotengine.org", 0, "", "", Error::OK); + CHECK_URL("https://redotengine.org:8080", "https://", "redotengine.org", 8080, "", "", Error::OK); + CHECK_URL("https://redotengine.org/blog", "https://", "redotengine.org", 0, "/blog", "", Error::OK); + CHECK_URL("https://redotengine.org/blog/", "https://", "redotengine.org", 0, "/blog/", "", Error::OK); + CHECK_URL("https://docs.redotengine.org/en/stable", "https://", "docs.redotengine.org", 0, "/en/stable", "", Error::OK); + CHECK_URL("https://docs.redotengine.org/en/stable/", "https://", "docs.redotengine.org", 0, "/en/stable/", "", Error::OK); + CHECK_URL("https://me:secret@redotengine.org", "https://", "redotengine.org", 0, "", "", Error::OK); + // TODO: ADD redotengine.org ipv6" CHECK_URL("https://[FEDC:BA98:7654:3210:FEDC:BA98:7654:3210]/ipv6", "https://", "fedc:ba98:7654:3210:fedc:ba98:7654:3210", 0, "/ipv6", "", Error::OK); // Scheme vs Fragment. @@ -2043,18 +2058,18 @@ TEST_CASE("[String][URL] Parse URL") { // Invalid URLs. // Invalid Scheme. - CHECK_URL("https_://godotengine.org", "", "https_", 0, "//godotengine.org", "", Error::ERR_INVALID_PARAMETER); + CHECK_URL("https_://redotengine.org", "", "https_", 0, "//redotengine.org", "", Error::ERR_INVALID_PARAMETER); // Multiple ports. - CHECK_URL("https://godotengine.org:8080:433", "https://", "", 0, "", "", Error::ERR_INVALID_PARAMETER); + CHECK_URL("https://redotengine.org:8080:433", "https://", "", 0, "", "", Error::ERR_INVALID_PARAMETER); // Missing ] on literal IPv6. CHECK_URL("https://[FEDC:BA98:7654:3210:FEDC:BA98:7654:3210/ipv6", "https://", "", 0, "/ipv6", "", Error::ERR_INVALID_PARAMETER); // Missing host. CHECK_URL("https:///blog", "https://", "", 0, "/blog", "", Error::ERR_INVALID_PARAMETER); // Invalid ports. - CHECK_URL("https://godotengine.org:notaport", "https://", "godotengine.org", 0, "", "", Error::ERR_INVALID_PARAMETER); - CHECK_URL("https://godotengine.org:-8080", "https://", "godotengine.org", -8080, "", "", Error::ERR_INVALID_PARAMETER); - CHECK_URL("https://godotengine.org:88888", "https://", "godotengine.org", 88888, "", "", Error::ERR_INVALID_PARAMETER); + CHECK_URL("https://redotengine.org:notaport", "https://", "redotengine.org", 0, "", "", Error::ERR_INVALID_PARAMETER); + CHECK_URL("https://redotengine.org:-8080", "https://", "redotengine.org", -8080, "", "", Error::ERR_INVALID_PARAMETER); + CHECK_URL("https://redotengine.org:88888", "https://", "redotengine.org", 88888, "", "", Error::ERR_INVALID_PARAMETER); #undef CHECK_URL } diff --git a/tests/core/string/test_translation.h b/tests/core/string/test_translation.h index 7c389191e3..90f4a90967 100644 --- a/tests/core/string/test_translation.h +++ b/tests/core/string/test_translation.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/string/test_translation_server.h b/tests/core/string/test_translation_server.h index ac1599f2e8..def436d9ff 100644 --- a/tests/core/string/test_translation_server.h +++ b/tests/core/string/test_translation_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/templates/test_a_hash_map.h b/tests/core/templates/test_a_hash_map.h index e67ee7b441..19e5e06057 100644 --- a/tests/core/templates/test_a_hash_map.h +++ b/tests/core/templates/test_a_hash_map.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/templates/test_command_queue.h b/tests/core/templates/test_command_queue.h index d2957b5c40..5a4fe1c393 100644 --- a/tests/core/templates/test_command_queue.h +++ b/tests/core/templates/test_command_queue.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/templates/test_hash_map.h b/tests/core/templates/test_hash_map.h index 6636afe9c6..5178e8e146 100644 --- a/tests/core/templates/test_hash_map.h +++ b/tests/core/templates/test_hash_map.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/templates/test_hash_set.h b/tests/core/templates/test_hash_set.h index 7a618a1fe8..219abbab76 100644 --- a/tests/core/templates/test_hash_set.h +++ b/tests/core/templates/test_hash_set.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/templates/test_list.h b/tests/core/templates/test_list.h index 6d95cca150..eb8b33b397 100644 --- a/tests/core/templates/test_list.h +++ b/tests/core/templates/test_list.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -441,15 +443,15 @@ TEST_CASE("[List] Swap middle (values check)") { List<String>::Element *n_str1 = list.push_back("Still"); List<String>::Element *n_str2 = list.push_back("waiting"); List<String>::Element *n_str3 = list.push_back("for"); - List<String>::Element *n_str4 = list.push_back("Godot."); + List<String>::Element *n_str4 = list.push_back("Redot."); CHECK(n_str1->get() == "Still"); - CHECK(n_str4->get() == "Godot."); + CHECK(n_str4->get() == "Redot."); CHECK(list.front()->get() == "Still"); CHECK(list.front()->next()->get() == "waiting"); CHECK(list.back()->prev()->get() == "for"); - CHECK(list.back()->get() == "Godot."); + CHECK(list.back()->get() == "Redot."); list.swap(n_str2, n_str3); @@ -459,18 +461,18 @@ TEST_CASE("[List] Swap middle (values check)") { TEST_CASE("[List] Swap front and back (values check)") { List<Variant> list; - Variant str = "Godot"; + Variant str = "Redot"; List<Variant>::Element *n_str = list.push_back(str); Variant color = Color(0, 0, 1); List<Variant>::Element *n_color = list.push_back(color); - CHECK(list.front()->get() == "Godot"); + CHECK(list.front()->get() == "Redot"); CHECK(list.back()->get() == Color(0, 0, 1)); list.swap(n_str, n_color); CHECK(list.front()->get() == Color(0, 0, 1)); - CHECK(list.back()->get() == "Godot"); + CHECK(list.back()->get() == "Redot"); } TEST_CASE("[List] Swap adjacent back and front (reverse order of elements)") { diff --git a/tests/core/templates/test_local_vector.h b/tests/core/templates/test_local_vector.h index c9544c625b..fe422cb979 100644 --- a/tests/core/templates/test_local_vector.h +++ b/tests/core/templates/test_local_vector.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/templates/test_lru.h b/tests/core/templates/test_lru.h index 29e89b4c99..635b207b5f 100644 --- a/tests/core/templates/test_lru.h +++ b/tests/core/templates/test_lru.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/templates/test_oa_hash_map.h b/tests/core/templates/test_oa_hash_map.h index 9359efa964..6ce8830eab 100644 --- a/tests/core/templates/test_oa_hash_map.h +++ b/tests/core/templates/test_oa_hash_map.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/templates/test_paged_array.h b/tests/core/templates/test_paged_array.h index 10dc4473ca..8fc3ea4638 100644 --- a/tests/core/templates/test_paged_array.h +++ b/tests/core/templates/test_paged_array.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/templates/test_rid.h b/tests/core/templates/test_rid.h index ba9a2bb5e2..3840352442 100644 --- a/tests/core/templates/test_rid.h +++ b/tests/core/templates/test_rid.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/templates/test_vector.h b/tests/core/templates/test_vector.h index 4152a8258c..158568b997 100644 --- a/tests/core/templates/test_vector.h +++ b/tests/core/templates/test_vector.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/test_crypto.h b/tests/core/test_crypto.h index a7c2fce589..7a59f09977 100644 --- a/tests/core/test_crypto.h +++ b/tests/core/test_crypto.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/test_hashing_context.h b/tests/core/test_hashing_context.h index 854273f462..29d85eee7e 100644 --- a/tests/core/test_hashing_context.h +++ b/tests/core/test_hashing_context.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/test_time.h b/tests/core/test_time.h index 6e31324359..869170c710 100644 --- a/tests/core/test_time.h +++ b/tests/core/test_time.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -58,10 +60,10 @@ TEST_CASE("[Time] Unix time conversion to/from datetime string") { CHECK_MESSAGE(time->get_unix_time_from_datetime_string("1234-05-06 07:08:09") == -23215049511, "Time get_unix_time_from_datetime_string: The timestamp for an arbitrary datetime with space is as expected."); CHECK_MESSAGE(time->get_unix_time_from_datetime_string("1234-05-06") == -23215075200, "Time get_unix_time_from_datetime_string: The timestamp for an arbitrary date without time is as expected."); CHECK_MESSAGE(time->get_unix_time_from_datetime_string("07:08:09") == 25689, "Time get_unix_time_from_datetime_string: The timestamp for an arbitrary time without date is as expected."); - CHECK_MESSAGE(time->get_unix_time_from_datetime_string("2014-02-09T22:10:30") == 1391983830, "Time get_unix_time_from_datetime_string: The timestamp for GODOT IS OPEN SOURCE is as expected."); - CHECK_MESSAGE(time->get_unix_time_from_datetime_string("2014-02-09 22:10:30") == 1391983830, "Time get_unix_time_from_datetime_string: The timestamp for GODOT IS OPEN SOURCE with space is as expected."); - CHECK_MESSAGE(time->get_unix_time_from_datetime_string("2014-02-09") == 1391904000, "Time get_unix_time_from_datetime_string: The date for GODOT IS OPEN SOURCE without time is as expected."); - CHECK_MESSAGE(time->get_unix_time_from_datetime_string("22:10:30") == 79830, "Time get_unix_time_from_datetime_string: The time for GODOT IS OPEN SOURCE without date is as expected."); + CHECK_MESSAGE(time->get_unix_time_from_datetime_string("2014-02-09T22:10:30") == 1391983830, "Time get_unix_time_from_datetime_string: The timestamp for REDOT IS OPEN SOURCE is as expected."); + CHECK_MESSAGE(time->get_unix_time_from_datetime_string("2014-02-09 22:10:30") == 1391983830, "Time get_unix_time_from_datetime_string: The timestamp for REDOT IS OPEN SOURCE with space is as expected."); + CHECK_MESSAGE(time->get_unix_time_from_datetime_string("2014-02-09") == 1391904000, "Time get_unix_time_from_datetime_string: The date for REDOT IS OPEN SOURCE without time is as expected."); + CHECK_MESSAGE(time->get_unix_time_from_datetime_string("22:10:30") == 79830, "Time get_unix_time_from_datetime_string: The time for REDOT IS OPEN SOURCE without date is as expected."); CHECK_MESSAGE(time->get_unix_time_from_datetime_string("-1000000000-01-01T00:00:00") == -31557014167219200, "Time get_unix_time_from_datetime_string: In the year negative a billion, Japan might not have been here."); CHECK_MESSAGE(time->get_unix_time_from_datetime_string("1000000-01-01T00:00:00") == 31494784780800, "Time get_unix_time_from_datetime_string: The timestamp for the year a million is as expected."); @@ -74,10 +76,10 @@ TEST_CASE("[Time] Unix time conversion to/from datetime string") { CHECK_MESSAGE(time->get_datetime_string_from_unix_time(-23215049511, true) == "1234-05-06 07:08:09", "Time get_datetime_string_from_unix_time: The timestamp for an arbitrary datetime with space is as expected."); CHECK_MESSAGE(time->get_date_string_from_unix_time(-23215075200) == "1234-05-06", "Time get_date_string_from_unix_time: The timestamp for an arbitrary date without time is as expected."); CHECK_MESSAGE(time->get_time_string_from_unix_time(25689) == "07:08:09", "Time get_time_string_from_unix_time: The timestamp for an arbitrary time without date is as expected."); - CHECK_MESSAGE(time->get_datetime_string_from_unix_time(1391983830) == "2014-02-09T22:10:30", "Time get_datetime_string_from_unix_time: The timestamp for GODOT IS OPEN SOURCE is as expected."); - CHECK_MESSAGE(time->get_datetime_string_from_unix_time(1391983830, true) == "2014-02-09 22:10:30", "Time get_datetime_string_from_unix_time: The timestamp for GODOT IS OPEN SOURCE with space is as expected."); - CHECK_MESSAGE(time->get_date_string_from_unix_time(1391904000) == "2014-02-09", "Time get_date_string_from_unix_time: The date for GODOT IS OPEN SOURCE without time is as expected."); - CHECK_MESSAGE(time->get_time_string_from_unix_time(79830) == "22:10:30", "Time get_time_string_from_unix_time: The time for GODOT IS OPEN SOURCE without date is as expected."); + CHECK_MESSAGE(time->get_datetime_string_from_unix_time(1391983830) == "2014-02-09T22:10:30", "Time get_datetime_string_from_unix_time: The timestamp for REDOT IS OPEN SOURCE is as expected."); + CHECK_MESSAGE(time->get_datetime_string_from_unix_time(1391983830, true) == "2014-02-09 22:10:30", "Time get_datetime_string_from_unix_time: The timestamp for REDOT IS OPEN SOURCE with space is as expected."); + CHECK_MESSAGE(time->get_date_string_from_unix_time(1391904000) == "2014-02-09", "Time get_date_string_from_unix_time: The date for REDOT IS OPEN SOURCE without time is as expected."); + CHECK_MESSAGE(time->get_time_string_from_unix_time(79830) == "22:10:30", "Time get_time_string_from_unix_time: The time for REDOT IS OPEN SOURCE without date is as expected."); CHECK_MESSAGE(time->get_datetime_string_from_unix_time(31494784780800) == "1000000-01-01T00:00:00", "Time get_datetime_string_from_unix_time: The timestamp for the year a million is as expected."); CHECK_MESSAGE(time->get_offset_string_from_offset_minutes(0) == "+00:00", "Time get_offset_string_from_offset_minutes: The offset string is as expected."); CHECK_MESSAGE(time->get_offset_string_from_offset_minutes(-600) == "-10:00", "Time get_offset_string_from_offset_minutes: The offset string is as expected."); @@ -107,22 +109,22 @@ TEST_CASE("[Time] Datetime dictionary conversion methods") { time_only[MINUTE_KEY] = 10; time_only[SECOND_KEY] = 30; - CHECK_MESSAGE(time->get_unix_time_from_datetime_dict(datetime) == 1391983830, "Time get_unix_time_from_datetime_dict: The datetime dictionary for GODOT IS OPEN SOURCE is converted to a timestamp as expected."); - CHECK_MESSAGE(time->get_unix_time_from_datetime_dict(date_only) == 1391904000, "Time get_unix_time_from_datetime_dict: The date dictionary for GODOT IS OPEN SOURCE is converted to a timestamp as expected."); - CHECK_MESSAGE(time->get_unix_time_from_datetime_dict(time_only) == 79830, "Time get_unix_time_from_datetime_dict: The time dictionary for GODOT IS OPEN SOURCE is converted to a timestamp as expected."); + CHECK_MESSAGE(time->get_unix_time_from_datetime_dict(datetime) == 1391983830, "Time get_unix_time_from_datetime_dict: The datetime dictionary for REDOT IS OPEN SOURCE is converted to a timestamp as expected."); + CHECK_MESSAGE(time->get_unix_time_from_datetime_dict(date_only) == 1391904000, "Time get_unix_time_from_datetime_dict: The date dictionary for REDOT IS OPEN SOURCE is converted to a timestamp as expected."); + CHECK_MESSAGE(time->get_unix_time_from_datetime_dict(time_only) == 79830, "Time get_unix_time_from_datetime_dict: The time dictionary for REDOT IS OPEN SOURCE is converted to a timestamp as expected."); - CHECK_MESSAGE(time->get_datetime_dict_from_unix_time(1391983830).hash() == datetime.hash(), "Time get_datetime_dict_from_unix_time: The datetime timestamp for GODOT IS OPEN SOURCE is converted to a dictionary as expected."); - CHECK_MESSAGE(time->get_date_dict_from_unix_time(1391904000).hash() == date_only.hash(), "Time get_date_dict_from_unix_time: The date timestamp for GODOT IS OPEN SOURCE is converted to a dictionary as expected."); - CHECK_MESSAGE(time->get_time_dict_from_unix_time(79830).hash() == time_only.hash(), "Time get_time_dict_from_unix_time: The time timestamp for GODOT IS OPEN SOURCE is converted to a dictionary as expected."); + CHECK_MESSAGE(time->get_datetime_dict_from_unix_time(1391983830).hash() == datetime.hash(), "Time get_datetime_dict_from_unix_time: The datetime timestamp for REDOT IS OPEN SOURCE is converted to a dictionary as expected."); + CHECK_MESSAGE(time->get_date_dict_from_unix_time(1391904000).hash() == date_only.hash(), "Time get_date_dict_from_unix_time: The date timestamp for REDOT IS OPEN SOURCE is converted to a dictionary as expected."); + CHECK_MESSAGE(time->get_time_dict_from_unix_time(79830).hash() == time_only.hash(), "Time get_time_dict_from_unix_time: The time timestamp for REDOT IS OPEN SOURCE is converted to a dictionary as expected."); CHECK_MESSAGE((Weekday)(int)time->get_datetime_dict_from_unix_time(0)[WEEKDAY_KEY] == Weekday::WEEKDAY_THURSDAY, "Time get_datetime_dict_from_unix_time: The weekday for the Unix epoch is a Thursday as expected."); - CHECK_MESSAGE((Weekday)(int)time->get_datetime_dict_from_unix_time(1391983830)[WEEKDAY_KEY] == Weekday::WEEKDAY_SUNDAY, "Time get_datetime_dict_from_unix_time: The weekday for GODOT IS OPEN SOURCE is a Sunday as expected."); + CHECK_MESSAGE((Weekday)(int)time->get_datetime_dict_from_unix_time(1391983830)[WEEKDAY_KEY] == Weekday::WEEKDAY_SUNDAY, "Time get_datetime_dict_from_unix_time: The weekday for REDOT IS OPEN SOURCE is a Sunday as expected."); - CHECK_MESSAGE(time->get_datetime_dict_from_datetime_string("2014-02-09T22:10:30").hash() == datetime.hash(), "Time get_datetime_dict_from_string: The dictionary from string for GODOT IS OPEN SOURCE works as expected."); - CHECK_MESSAGE(!time->get_datetime_dict_from_datetime_string("2014-02-09T22:10:30", false).has(WEEKDAY_KEY), "Time get_datetime_dict_from_string: The dictionary from string for GODOT IS OPEN SOURCE without weekday doesn't contain the weekday key as expected."); - CHECK_MESSAGE(time->get_datetime_string_from_datetime_dict(datetime) == "2014-02-09T22:10:30", "Time get_datetime_string_from_dict: The string from dictionary for GODOT IS OPEN SOURCE works as expected."); - CHECK_MESSAGE(time->get_datetime_string_from_datetime_dict(time->get_datetime_dict_from_datetime_string("2014-02-09T22:10:30")) == "2014-02-09T22:10:30", "Time get_datetime_string_from_dict: The round-trip string to dict to string GODOT IS OPEN SOURCE works as expected."); - CHECK_MESSAGE(time->get_datetime_string_from_datetime_dict(time->get_datetime_dict_from_datetime_string("2014-02-09 22:10:30"), true) == "2014-02-09 22:10:30", "Time get_datetime_string_from_dict: The round-trip string to dict to string GODOT IS OPEN SOURCE with spaces works as expected."); + CHECK_MESSAGE(time->get_datetime_dict_from_datetime_string("2014-02-09T22:10:30").hash() == datetime.hash(), "Time get_datetime_dict_from_string: The dictionary from string for REDOT IS OPEN SOURCE works as expected."); + CHECK_MESSAGE(!time->get_datetime_dict_from_datetime_string("2014-02-09T22:10:30", false).has(WEEKDAY_KEY), "Time get_datetime_dict_from_string: The dictionary from string for REDOT IS OPEN SOURCE without weekday doesn't contain the weekday key as expected."); + CHECK_MESSAGE(time->get_datetime_string_from_datetime_dict(datetime) == "2014-02-09T22:10:30", "Time get_datetime_string_from_dict: The string from dictionary for REDOT IS OPEN SOURCE works as expected."); + CHECK_MESSAGE(time->get_datetime_string_from_datetime_dict(time->get_datetime_dict_from_datetime_string("2014-02-09T22:10:30")) == "2014-02-09T22:10:30", "Time get_datetime_string_from_dict: The round-trip string to dict to string REDOT IS OPEN SOURCE works as expected."); + CHECK_MESSAGE(time->get_datetime_string_from_datetime_dict(time->get_datetime_dict_from_datetime_string("2014-02-09 22:10:30"), true) == "2014-02-09 22:10:30", "Time get_datetime_string_from_dict: The round-trip string to dict to string REDOT IS OPEN SOURCE with spaces works as expected."); } TEST_CASE("[Time] System time methods") { diff --git a/tests/core/threads/test_worker_thread_pool.h b/tests/core/threads/test_worker_thread_pool.h index 0a0291d11b..64cb316138 100644 --- a/tests/core/threads/test_worker_thread_pool.h +++ b/tests/core/threads/test_worker_thread_pool.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/variant/test_array.h b/tests/core/variant/test_array.h index 15e2cebe09..2756f64688 100644 --- a/tests/core/variant/test_array.h +++ b/tests/core/variant/test_array.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/variant/test_callable.h b/tests/core/variant/test_callable.h index 3228e0a583..955ccbe52f 100644 --- a/tests/core/variant/test_callable.h +++ b/tests/core/variant/test_callable.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/variant/test_dictionary.h b/tests/core/variant/test_dictionary.h index 48a48f6ca6..9ebd2a4e80 100644 --- a/tests/core/variant/test_dictionary.h +++ b/tests/core/variant/test_dictionary.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/variant/test_variant.h b/tests/core/variant/test_variant.h index 599a282b20..e23e598227 100644 --- a/tests/core/variant/test_variant.h +++ b/tests/core/variant/test_variant.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/core/variant/test_variant_utility.h b/tests/core/variant/test_variant_utility.h index 93458b63f4..a102099adb 100644 --- a/tests/core/variant/test_variant_utility.h +++ b/tests/core/variant/test_variant_utility.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/data/images/icon.bmp b/tests/data/images/icon.bmp Binary files differindex e006f7ebdd..652f28e5ad 100644 --- a/tests/data/images/icon.bmp +++ b/tests/data/images/icon.bmp diff --git a/tests/data/images/icon.jpg b/tests/data/images/icon.jpg Binary files differindex b45bfa8d9b..d333861687 100644 --- a/tests/data/images/icon.jpg +++ b/tests/data/images/icon.jpg diff --git a/tests/data/images/icon.png b/tests/data/images/icon.png Binary files differindex 45aaaf584f..d04e8d8574 100644 --- a/tests/data/images/icon.png +++ b/tests/data/images/icon.png diff --git a/tests/data/images/icon.webp b/tests/data/images/icon.webp Binary files differindex 6c4707e858..f84b1cc766 100644 --- a/tests/data/images/icon.webp +++ b/tests/data/images/icon.webp diff --git a/tests/display_server_mock.h b/tests/display_server_mock.h index b44ff06b35..bbf0d996dd 100644 --- a/tests/display_server_mock.h +++ b/tests/display_server_mock.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -101,7 +103,7 @@ public: String get_name() const override { return "mock"; } // You can simulate DisplayServer-events by calling this function. - // The events will be deliverd to Godot's Input-system. + // The events will be deliverd to Redot's Input-system. // Mouse-events (Button & Motion) will additionally update the DisplayServer's mouse position. // For Mouse motion events, the `relative`-property is set based on the distance to the previous mouse position. void simulate_event(Ref<InputEvent> p_event) { diff --git a/tests/scene/test_animation.h b/tests/scene/test_animation.h index 6c89592e0d..d3d8f1b031 100644 --- a/tests/scene/test_animation.h +++ b/tests/scene/test_animation.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_arraymesh.h b/tests/scene/test_arraymesh.h index 67aa19c5d3..179de36ec9 100644 --- a/tests/scene/test_arraymesh.h +++ b/tests/scene/test_arraymesh.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_audio_stream_wav.h b/tests/scene/test_audio_stream_wav.h index d3d5cc8a30..5181bfbc77 100644 --- a/tests/scene/test_audio_stream_wav.h +++ b/tests/scene/test_audio_stream_wav.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_bit_map.h b/tests/scene/test_bit_map.h index 3c372b2ac3..835b38ddf9 100644 --- a/tests/scene/test_bit_map.h +++ b/tests/scene/test_bit_map.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_button.h b/tests/scene/test_button.h index 55097edc95..5ca6266657 100644 --- a/tests/scene/test_button.h +++ b/tests/scene/test_button.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_camera_2d.h b/tests/scene/test_camera_2d.h index f03a4aed53..aedee7fe47 100644 --- a/tests/scene/test_camera_2d.h +++ b/tests/scene/test_camera_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_camera_3d.h b/tests/scene/test_camera_3d.h index 830c667257..86f7dd6c3e 100644 --- a/tests/scene/test_camera_3d.h +++ b/tests/scene/test_camera_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_code_edit.h b/tests/scene/test_code_edit.h index ef630ad4f7..17a5b6a98d 100644 --- a/tests/scene/test_code_edit.h +++ b/tests/scene/test_code_edit.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_color_picker.h b/tests/scene/test_color_picker.h index 0c657a0167..a8306a7273 100644 --- a/tests/scene/test_color_picker.h +++ b/tests/scene/test_color_picker.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_control.h b/tests/scene/test_control.h index 3d7e389e0a..1e9a3987e0 100644 --- a/tests/scene/test_control.h +++ b/tests/scene/test_control.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_curve.h b/tests/scene/test_curve.h index d67550f9f7..19cf5cd58e 100644 --- a/tests/scene/test_curve.h +++ b/tests/scene/test_curve.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_curve_2d.h b/tests/scene/test_curve_2d.h index 1248632630..9968ffdc12 100644 --- a/tests/scene/test_curve_2d.h +++ b/tests/scene/test_curve_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_curve_3d.h b/tests/scene/test_curve_3d.h index 2e60a9c6e6..9cc415ac25 100644 --- a/tests/scene/test_curve_3d.h +++ b/tests/scene/test_curve_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_gradient.h b/tests/scene/test_gradient.h index 4fbdaa8125..2055de5f80 100644 --- a/tests/scene/test_gradient.h +++ b/tests/scene/test_gradient.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_gradient_texture.h b/tests/scene/test_gradient_texture.h index 16a92fbe4a..9feafea4eb 100644 --- a/tests/scene/test_gradient_texture.h +++ b/tests/scene/test_gradient_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_graph_node.h b/tests/scene/test_graph_node.h index 7973ac1444..536a4c204c 100644 --- a/tests/scene/test_graph_node.h +++ b/tests/scene/test_graph_node.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_height_map_shape_3d.h b/tests/scene/test_height_map_shape_3d.h index 60a8db4e58..d613369238 100644 --- a/tests/scene/test_height_map_shape_3d.h +++ b/tests/scene/test_height_map_shape_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_image_texture.h b/tests/scene/test_image_texture.h index c9282165a6..c2baa7330e 100644 --- a/tests/scene/test_image_texture.h +++ b/tests/scene/test_image_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_image_texture_3d.h b/tests/scene/test_image_texture_3d.h index f2a7abcf69..80691dee62 100644 --- a/tests/scene/test_image_texture_3d.h +++ b/tests/scene/test_image_texture_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_instance_placeholder.h b/tests/scene/test_instance_placeholder.h index 17f2151d54..d565aa8bed 100644 --- a/tests/scene/test_instance_placeholder.h +++ b/tests/scene/test_instance_placeholder.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_navigation_agent_2d.h b/tests/scene/test_navigation_agent_2d.h index e20435d401..aa989aebd6 100644 --- a/tests/scene/test_navigation_agent_2d.h +++ b/tests/scene/test_navigation_agent_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_navigation_agent_3d.h b/tests/scene/test_navigation_agent_3d.h index f240279b9f..485409827f 100644 --- a/tests/scene/test_navigation_agent_3d.h +++ b/tests/scene/test_navigation_agent_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_navigation_obstacle_2d.h b/tests/scene/test_navigation_obstacle_2d.h index 97d28e0a48..67f64c5303 100644 --- a/tests/scene/test_navigation_obstacle_2d.h +++ b/tests/scene/test_navigation_obstacle_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_navigation_obstacle_3d.h b/tests/scene/test_navigation_obstacle_3d.h index 8769f4fb64..d3e3bd3992 100644 --- a/tests/scene/test_navigation_obstacle_3d.h +++ b/tests/scene/test_navigation_obstacle_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_navigation_region_2d.h b/tests/scene/test_navigation_region_2d.h index fcb5aeacbe..46dc92bf7f 100644 --- a/tests/scene/test_navigation_region_2d.h +++ b/tests/scene/test_navigation_region_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_navigation_region_3d.h b/tests/scene/test_navigation_region_3d.h index f3d7f27361..85dc30fd04 100644 --- a/tests/scene/test_navigation_region_3d.h +++ b/tests/scene/test_navigation_region_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_node.h b/tests/scene/test_node.h index e387c73f9f..cc2c8cdcec 100644 --- a/tests/scene/test_node.h +++ b/tests/scene/test_node.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -671,6 +673,18 @@ TEST_CASE("[Node] Processing checks") { CHECK_FALSE(node->is_processing_unhandled_key_input()); } + SUBCASE("Unhandled picking input processing") { + CHECK_FALSE(node->is_processing_unhandled_picking_input()); + + node->set_process_unhandled_picking_input(true); + + CHECK(node->is_processing_unhandled_picking_input()); + + node->set_process_unhandled_picking_input(false); + + CHECK_FALSE(node->is_processing_unhandled_picking_input()); + } + SUBCASE("Shortcut input processing") { CHECK_FALSE(node->is_processing_shortcut_input()); diff --git a/tests/scene/test_node_2d.h b/tests/scene/test_node_2d.h index e8e7b2880d..4ae13f9640 100644 --- a/tests/scene/test_node_2d.h +++ b/tests/scene/test_node_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_option_button.h b/tests/scene/test_option_button.h index 56c1c7d611..e4d741c548 100644 --- a/tests/scene/test_option_button.h +++ b/tests/scene/test_option_button.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_packed_scene.h b/tests/scene/test_packed_scene.h index 1e784c199d..6500c4ecb0 100644 --- a/tests/scene/test_packed_scene.h +++ b/tests/scene/test_packed_scene.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_parallax_2d.h b/tests/scene/test_parallax_2d.h index 2fdbf09e09..17d2f5efd9 100644 --- a/tests/scene/test_parallax_2d.h +++ b/tests/scene/test_parallax_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_path_2d.h b/tests/scene/test_path_2d.h index 4703bfa3bb..d1b10217c4 100644 --- a/tests/scene/test_path_2d.h +++ b/tests/scene/test_path_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_path_3d.h b/tests/scene/test_path_3d.h index 70c7099d48..3ed90bca8a 100644 --- a/tests/scene/test_path_3d.h +++ b/tests/scene/test_path_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_path_follow_2d.h b/tests/scene/test_path_follow_2d.h index 45ae0dff5d..7d132c567e 100644 --- a/tests/scene/test_path_follow_2d.h +++ b/tests/scene/test_path_follow_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_path_follow_3d.h b/tests/scene/test_path_follow_3d.h index 6a384bec2b..4bebea76eb 100644 --- a/tests/scene/test_path_follow_3d.h +++ b/tests/scene/test_path_follow_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_physics_material.h b/tests/scene/test_physics_material.h index a078166f42..1150b875fd 100644 --- a/tests/scene/test_physics_material.h +++ b/tests/scene/test_physics_material.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_primitives.h b/tests/scene/test_primitives.h index 59f23983e5..1372883bc6 100644 --- a/tests/scene/test_primitives.h +++ b/tests/scene/test_primitives.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_skeleton_3d.h b/tests/scene/test_skeleton_3d.h index b5cf49c4eb..efaf476320 100644 --- a/tests/scene/test_skeleton_3d.h +++ b/tests/scene/test_skeleton_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_sky.h b/tests/scene/test_sky.h index 812ea9b5ad..218e786b8f 100644 --- a/tests/scene/test_sky.h +++ b/tests/scene/test_sky.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_sprite_frames.h b/tests/scene/test_sprite_frames.h index 55854b90e4..f554679bf1 100644 --- a/tests/scene/test_sprite_frames.h +++ b/tests/scene/test_sprite_frames.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -36,7 +38,7 @@ #include "tests/test_macros.h" namespace TestSpriteFrames { -const String test_animation_name = "GodotTest"; +const String test_animation_name = "RedotTest"; TEST_CASE("[SpriteFrames] Constructor methods") { const SpriteFrames frames; diff --git a/tests/scene/test_style_box_texture.h b/tests/scene/test_style_box_texture.h index cc5be4b2d4..50130664de 100644 --- a/tests/scene/test_style_box_texture.h +++ b/tests/scene/test_style_box_texture.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_tab_bar.h b/tests/scene/test_tab_bar.h index 147513bb69..50af08a4c7 100644 --- a/tests/scene/test_tab_bar.h +++ b/tests/scene/test_tab_bar.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_tab_container.h b/tests/scene/test_tab_container.h index 2a211a2c09..efe1db6806 100644 --- a/tests/scene/test_tab_container.h +++ b/tests/scene/test_tab_container.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_text_edit.h b/tests/scene/test_text_edit.h index c41eebdf3a..9c67c37643 100644 --- a/tests/scene/test_text_edit.h +++ b/tests/scene/test_text_edit.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -6436,7 +6438,7 @@ TEST_CASE("[SceneTree][TextEdit] versioning") { CHECK(text_edit->get_saved_version() == 0); SUBCASE("[TextEdit] versioning selection") { - text_edit->set_text("Godot Engine\nWaiting for Godot\nTest Text for multi carat\nLine 4 Text"); + text_edit->set_text("Redot Engine\nWaiting for Redot\nTest Text for multi carat\nLine 4 Text"); text_edit->set_multiple_carets_enabled(true); text_edit->remove_secondary_carets(); diff --git a/tests/scene/test_theme.h b/tests/scene/test_theme.h index ad1ce1fd50..3cb8dc6003 100644 --- a/tests/scene/test_theme.h +++ b/tests/scene/test_theme.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_timer.h b/tests/scene/test_timer.h index 913ed92de5..a8ee973d99 100644 --- a/tests/scene/test_timer.h +++ b/tests/scene/test_timer.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_tree.h b/tests/scene/test_tree.h index a74158d328..dc63cb6eb7 100644 --- a/tests/scene/test_tree.h +++ b/tests/scene/test_tree.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_viewport.h b/tests/scene/test_viewport.h index dde37944ec..49cfb37588 100644 --- a/tests/scene/test_viewport.h +++ b/tests/scene/test_viewport.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_visual_shader.h b/tests/scene/test_visual_shader.h index e54971768c..3bedb505a9 100644 --- a/tests/scene/test_visual_shader.h +++ b/tests/scene/test_visual_shader.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/scene/test_window.h b/tests/scene/test_window.h index 592cccfd7e..327880931d 100644 --- a/tests/scene/test_window.h +++ b/tests/scene/test_window.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/servers/rendering/test_shader_preprocessor.h b/tests/servers/rendering/test_shader_preprocessor.h index e12da8a2db..d444b07e1e 100644 --- a/tests/servers/rendering/test_shader_preprocessor.h +++ b/tests/servers/rendering/test_shader_preprocessor.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -229,7 +231,7 @@ TEST_CASE("[ShaderPreprocessor] Concatenation") { TEST_CASE("[ShaderPreprocessor] Nested concatenation") { // Concatenation ## should not expand adjacent tokens if they are macros, - // but this is currently not implemented in Godot's shader preprocessor. + // but this is currently not implemented in Redot's shader preprocessor. // To force expanding, an extra macro should be required (B in this case). String code( diff --git a/tests/servers/test_navigation_server_2d.h b/tests/servers/test_navigation_server_2d.h index ff9bb620be..c4eb0b84eb 100644 --- a/tests/servers/test_navigation_server_2d.h +++ b/tests/servers/test_navigation_server_2d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/servers/test_navigation_server_3d.h b/tests/servers/test_navigation_server_3d.h index 4411b1aae5..d0cf1b4211 100644 --- a/tests/servers/test_navigation_server_3d.h +++ b/tests/servers/test_navigation_server_3d.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/servers/test_text_server.h b/tests/servers/test_text_server.h index d982102a03..6ef32faea2 100644 --- a/tests/servers/test_text_server.h +++ b/tests/servers/test_text_server.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/test_macros.cpp b/tests/test_macros.cpp index 1a6e89ebdc..9183d34d40 100644 --- a/tests/test_macros.cpp +++ b/tests/test_macros.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/test_macros.h b/tests/test_macros.h index d32b26f111..c14344ed4e 100644 --- a/tests/test_macros.h +++ b/tests/test_macros.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -48,7 +50,7 @@ // The test case is marked as failed, but does not fail the entire test run. #define TEST_CASE_MAY_FAIL(name) TEST_CASE(name *doctest::may_fail()) -// Provide aliases to conform with Godot naming conventions (see error macros). +// Provide aliases to conform with Redot naming conventions (see error macros). #define TEST_COND(cond, ...) DOCTEST_CHECK_FALSE_MESSAGE(cond, __VA_ARGS__) #define TEST_FAIL(cond, ...) DOCTEST_FAIL(cond, __VA_ARGS__) #define TEST_FAIL_COND(cond, ...) DOCTEST_REQUIRE_FALSE_MESSAGE(cond, __VA_ARGS__) @@ -123,7 +125,7 @@ DOCTEST_STRINGIFY_VARIANT(PackedVector4Array); // Register test commands to be launched from the command-line. // For instance: REGISTER_TEST_COMMAND("gdscript-parser" &test_parser_func). -// Example usage: `godot --test gdscript-parser`. +// Example usage: `redot --test gdscript-parser`. typedef void (*TestFunc)(); extern HashMap<String, TestFunc> *test_commands; diff --git a/tests/test_main.cpp b/tests/test_main.cpp index 979aee8001..e63ac96067 100644 --- a/tests/test_main.cpp +++ b/tests/test_main.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -65,6 +67,7 @@ #include "tests/core/math/test_geometry_3d.h" #include "tests/core/math/test_math_funcs.h" #include "tests/core/math/test_plane.h" +#include "tests/core/math/test_projection.h" #include "tests/core/math/test_quaternion.h" #include "tests/core/math/test_random_number_generator.h" #include "tests/core/math/test_rect2.h" @@ -192,7 +195,7 @@ int test_main(int argc, char *argv[]) { bool run_tests = true; - // Convert arguments to Godot's command-line. + // Convert arguments to Redot's command-line. List<String> args; for (int i = 0; i < argc; i++) { @@ -231,10 +234,10 @@ int test_main(int argc, char *argv[]) { } if (test_args.size() > 0) { - // Convert Godot command line arguments back to standard arguments. + // Convert Redot command line arguments back to standard arguments. char **doctest_args = new char *[test_args.size()]; for (uint32_t x = 0; x < test_args.size(); x++) { - // Operation to convert Godot string to non wchar string. + // Operation to convert Redot string to non wchar string. CharString cs = test_args[x].utf8(); const char *str = cs.get_data(); // Allocate the string copy. @@ -471,4 +474,4 @@ private: } }; -REGISTER_LISTENER("GodotTestCaseListener", 1, GodotTestCaseListener); +REGISTER_LISTENER("RedotTestCaseListener", 1, GodotTestCaseListener); diff --git a/tests/test_main.h b/tests/test_main.h index b5500e962b..0203cf65eb 100644 --- a/tests/test_main.h +++ b/tests/test_main.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/test_tools.h b/tests/test_tools.h index d0626b5ea6..a9debcfdde 100644 --- a/tests/test_tools.h +++ b/tests/test_tools.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/test_utils.cpp b/tests/test_utils.cpp index 9d41e74020..3cb3e2e501 100644 --- a/tests/test_utils.cpp +++ b/tests/test_utils.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/test_utils.h b/tests/test_utils.h index 876a59ee7b..6b369ebb9c 100644 --- a/tests/test_utils.h +++ b/tests/test_utils.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/tests/test_validate_testing.h b/tests/test_validate_testing.h index f2e3bf3bb4..3ccbc9ef3a 100644 --- a/tests/test_validate_testing.h +++ b/tests/test_validate_testing.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -48,10 +50,10 @@ TEST_SUITE("Validate tests") { CHECK_MESSAGE(true, "Pending test is run with `--no-skip`"); } } - TEST_CASE("Muting Godot error messages") { + TEST_CASE("Muting Redot error messages") { ERR_PRINT_OFF; CHECK_MESSAGE(!CoreGlobals::print_error_enabled, "Error printing should be disabled."); - ERR_PRINT("Still waiting for Godot!"); // This should never get printed! + ERR_PRINT("Still waiting for Redot!"); // This should never get printed! ERR_PRINT_ON; CHECK_MESSAGE(CoreGlobals::print_error_enabled, "Error printing should be re-enabled."); } @@ -59,7 +61,7 @@ TEST_SUITE("Validate tests") { Variant var; INFO(var); - String string("Godot is finally here!"); + String string("Redot is finally here!"); INFO(string); Vector2 vec2(0.5, 1.0); @@ -197,7 +199,7 @@ TEST_SUITE("Validate tests") { REQUIRE_FALSE(ed.has_error); ERR_PRINT_OFF; - ERR_PRINT("Still waiting for Godot!"); + ERR_PRINT("Still waiting for Redot!"); ERR_PRINT_ON; REQUIRE(ed.has_error); diff --git a/thirdparty/enet/enet/enet.h b/thirdparty/enet/enet/enet.h index ed0dd65247..4686c744c3 100644 --- a/thirdparty/enet/enet/enet.h +++ b/thirdparty/enet/enet/enet.h @@ -13,7 +13,7 @@ extern "C" #include <stdint.h> #include <stdlib.h> -// -- Godot start -- +// -- Redot start -- #if 0 #ifdef _WIN32 #include "enet/win32.h" @@ -22,7 +22,7 @@ extern "C" #endif #endif #include "enet/godot.h" -// -- Godot end -- +// -- Redot end -- #include "enet/types.h" #include "enet/protocol.h" @@ -93,7 +93,7 @@ typedef enum _ENetSocketShutdown * but not for enet_host_create. Once a server responds to a broadcast, the * address is updated from ENET_HOST_BROADCAST to the server's actual IP address. */ -// -- Godot start -- +// -- Redot start -- #if 0 typedef struct _ENetAddress { @@ -101,7 +101,7 @@ typedef struct _ENetAddress enet_uint16 port; } ENetAddress; #endif -// -- Godot end -- +// -- Redot end -- /** * Packet flag bit constants. @@ -618,9 +618,9 @@ ENET_API size_t enet_range_coder_decompress (void *, const enet_uint8 *, size_t, extern size_t enet_protocol_command_size (enet_uint8); -// -- Godot start -- +// -- Redot start -- #include "enet/godot_ext.h" -// -- Godot end -- +// -- Redot end -- #ifdef __cplusplus } diff --git a/thirdparty/enet/enet/godot.h b/thirdparty/enet/enet/godot.h index 1c60fdbb1f..1bc3e15271 100644 --- a/thirdparty/enet/enet/godot.h +++ b/thirdparty/enet/enet/godot.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -30,7 +32,7 @@ /** @file godot.h - @brief ENet Godot header + @brief ENet Redot header */ #ifndef __ENET_GODOT_H__ diff --git a/thirdparty/enet/godot.cpp b/thirdparty/enet/godot.cpp index 9e766e52c3..3755099030 100644 --- a/thirdparty/enet/godot.cpp +++ b/thirdparty/enet/godot.cpp @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ @@ -30,7 +32,7 @@ /** @file godot.cpp - @brief ENet Godot specific functions + @brief ENet Redot specific functions */ #include "core/io/dtls_server.h" diff --git a/thirdparty/enet/patches/godot_socket.patch b/thirdparty/enet/patches/godot_socket.patch index d0fb97fb92..cbba83706f 100644 --- a/thirdparty/enet/patches/godot_socket.patch +++ b/thirdparty/enet/patches/godot_socket.patch @@ -9,7 +9,7 @@ index 4a207041b3..5232f8a869 100644 +#include <stdint.h> #include <stdlib.h> -+// -- Godot start -- ++// -- Redot start -- +#if 0 #ifdef _WIN32 #include "enet/win32.h" @@ -18,7 +18,7 @@ index 4a207041b3..5232f8a869 100644 #endif +#endif +#include "enet/godot.h" -+// -- Godot end -- ++// -- Redot end -- #include "enet/types.h" #include "enet/protocol.h" @@ -26,7 +26,7 @@ index 4a207041b3..5232f8a869 100644 * but not for enet_host_create. Once a server responds to a broadcast, the * address is updated from ENET_HOST_BROADCAST to the server's actual IP address. */ -+// -- Godot start -- ++// -- Redot start -- +#if 0 typedef struct _ENetAddress { @@ -34,7 +34,7 @@ index 4a207041b3..5232f8a869 100644 enet_uint16 port; } ENetAddress; +#endif -+// -- Godot end -- ++// -- Redot end -- /** * Packet flag bit constants. @@ -42,9 +42,9 @@ index 4a207041b3..5232f8a869 100644 extern size_t enet_protocol_command_size (enet_uint8); -+// -- Godot start -- ++// -- Redot start -- +#include "enet/godot_ext.h" -+// -- Godot end -- ++// -- Redot end -- + #ifdef __cplusplus } diff --git a/thirdparty/libwebp/patches/godot-node-debug-fix.patch b/thirdparty/libwebp/patches/godot-node-debug-fix.patch index 848664dccf..718c88d1bb 100644 --- a/thirdparty/libwebp/patches/godot-node-debug-fix.patch +++ b/thirdparty/libwebp/patches/godot-node-debug-fix.patch @@ -6,10 +6,10 @@ index 6d8202d277..8f9a3c8668 100644 //------------------------------------------------------------------------------ // Performs trellis-optimized quantization. -+// -- GODOT start -- -+// Prevents Visual Studio debugger from using this Node struct in place of the Godot Node class. ++// -- REDOT start -- ++// Prevents Visual Studio debugger from using this Node struct in place of the Redot Node class. +#define Node Node_libwebp_quant -+// -- GODOT end -- ++// -- REDOT end -- + // Trellis node typedef struct { diff --git a/thirdparty/libwebp/src/enc/quant_enc.c b/thirdparty/libwebp/src/enc/quant_enc.c index 8f9a3c8668..583f00e2a1 100644 --- a/thirdparty/libwebp/src/enc/quant_enc.c +++ b/thirdparty/libwebp/src/enc/quant_enc.c @@ -556,10 +556,10 @@ static void AddScore(VP8ModeScore* WEBP_RESTRICT const dst, //------------------------------------------------------------------------------ // Performs trellis-optimized quantization. -// -- GODOT start -- -// Prevents Visual Studio debugger from using this Node struct in place of the Godot Node class. +// -- REDOT start -- +// Prevents Visual Studio debugger from using this Node struct in place of the Redot Node class. #define Node Node_libwebp_quant -// -- GODOT end -- +// -- REDOT end -- // Trellis node typedef struct { diff --git a/thirdparty/mbedtls/include/godot_core_mbedtls_config.h b/thirdparty/mbedtls/include/godot_core_mbedtls_config.h index f22ef3aa08..3e504b37fa 100644 --- a/thirdparty/mbedtls/include/godot_core_mbedtls_config.h +++ b/thirdparty/mbedtls/include/godot_core_mbedtls_config.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/thirdparty/mbedtls/include/godot_module_mbedtls_config.h b/thirdparty/mbedtls/include/godot_module_mbedtls_config.h index 58bf1d9d54..96fb440918 100644 --- a/thirdparty/mbedtls/include/godot_module_mbedtls_config.h +++ b/thirdparty/mbedtls/include/godot_module_mbedtls_config.h @@ -5,6 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ +/* 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. */ /* */ diff --git a/thirdparty/miniupnpc/src/miniupnpcstrings.h b/thirdparty/miniupnpc/src/miniupnpcstrings.h index d40c2455ba..225b4d0b5f 100644 --- a/thirdparty/miniupnpc/src/miniupnpcstrings.h +++ b/thirdparty/miniupnpc/src/miniupnpcstrings.h @@ -1,7 +1,7 @@ #ifndef MINIUPNPCSTRINGS_H_INCLUDED #define MINIUPNPCSTRINGS_H_INCLUDED -#define OS_STRING "Godot Engine/1.0" +#define OS_STRING "Redot Engine/1.0" #define MINIUPNPC_VERSION_STRING "2.2.8" #if 0 diff --git a/thirdparty/misc/yuv2rgb.h b/thirdparty/misc/yuv2rgb.h index d8f7fd6de2..94dcef4877 100644 --- a/thirdparty/misc/yuv2rgb.h +++ b/thirdparty/misc/yuv2rgb.h @@ -26,7 +26,7 @@ ship it. /* * Please note that this version has been modified for various reasons: - * 1. Using the Godot core typedefs + * 1. Using the Redot core typedefs * 2. At some point or another the code relied on the byte order of a uint32_t, this has been fixed * 3. Output has been reordered to struct { uint8_t r, g, b, a; } precisely in accordance with the function names * 4. Removing unused 'dither' parameter diff --git a/thirdparty/wslay/config.h b/thirdparty/wslay/config.h index d05cb302c9..b8465de58f 100644 --- a/thirdparty/wslay/config.h +++ b/thirdparty/wslay/config.h @@ -1,7 +1,7 @@ #ifndef CONFIG_H #define CONFIG_H -/* This configuration file is custom written for Godot. +/* This configuration file is custom written for Redot. * When updating the library, generate it with CMake upstream and compare * the contents to see if new options should be backported here. */ diff --git a/version.py b/version.py index 22704a08cb..8e1935aca1 100644 --- a/version.py +++ b/version.py @@ -1,9 +1,14 @@ -short_name = "godot" -name = "Godot Engine" +short_name = "redot" +name = "Redot Engine" major = 4 minor = 4 patch = 0 -status = "dev" +status = "alpha" +status_version = 2 module_config = "" -website = "https://godotengine.org" +website = "https://redotengine.org" docs = "latest" +godot_major = 4 +godot_minor = 4 +godot_patch = 0 +godot_status = "dev" |