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-rw-r--r--doc/classes/@GlobalScope.xml18
-rw-r--r--doc/classes/AABB.xml4
-rw-r--r--doc/classes/AStar3D.xml2
-rw-r--r--doc/classes/AStarGrid2D.xml3
-rw-r--r--doc/classes/AnimationMixer.xml2
-rw-r--r--doc/classes/ArrayMesh.xml2
-rw-r--r--doc/classes/AudioEffectRecord.xml2
-rw-r--r--doc/classes/AudioStreamMicrophone.xml2
-rw-r--r--doc/classes/BaseMaterial3D.xml4
-rw-r--r--doc/classes/Basis.xml2
-rw-r--r--doc/classes/Camera3D.xml4
-rw-r--r--doc/classes/CameraFeed.xml4
-rw-r--r--doc/classes/CameraServer.xml4
-rw-r--r--doc/classes/CanvasTexture.xml2
-rw-r--r--doc/classes/CodeEdit.xml4
-rw-r--r--doc/classes/Color.xml6
-rw-r--r--doc/classes/ColorPicker.xml9
-rw-r--r--doc/classes/CompositorEffect.xml2
-rw-r--r--doc/classes/CompressedCubemap.xml2
-rw-r--r--doc/classes/CompressedCubemapArray.xml2
-rw-r--r--doc/classes/CompressedTexture2D.xml2
-rw-r--r--doc/classes/CompressedTexture2DArray.xml2
-rw-r--r--doc/classes/CompressedTexture3D.xml2
-rw-r--r--doc/classes/ConfigFile.xml2
-rw-r--r--doc/classes/Control.xml30
-rw-r--r--doc/classes/Cubemap.xml6
-rw-r--r--doc/classes/CubemapArray.xml2
-rw-r--r--doc/classes/Decal.xml2
-rw-r--r--doc/classes/Dictionary.xml10
-rw-r--r--doc/classes/DisplayServer.xml8
-rw-r--r--doc/classes/EditorCommandPalette.xml2
-rw-r--r--doc/classes/EditorExportPlatform.xml2
-rw-r--r--doc/classes/EditorExportPlugin.xml2
-rw-r--r--doc/classes/EditorFeatureProfile.xml2
-rw-r--r--doc/classes/EditorImportPlugin.xml2
-rw-r--r--doc/classes/EditorInterface.xml6
-rw-r--r--doc/classes/EditorPaths.xml10
-rw-r--r--doc/classes/EditorPlugin.xml2
-rw-r--r--doc/classes/EditorResourcePicker.xml2
-rw-r--r--doc/classes/EditorScript.xml10
-rw-r--r--doc/classes/EditorScriptPicker.xml2
-rw-r--r--doc/classes/EditorSettings.xml38
-rw-r--r--doc/classes/EditorSpinSlider.xml2
-rw-r--r--doc/classes/EditorUndoRedoManager.xml2
-rw-r--r--doc/classes/Engine.xml79
-rw-r--r--doc/classes/Environment.xml4
-rw-r--r--doc/classes/FileAccess.xml2
-rw-r--r--doc/classes/FileSystemDock.xml2
-rw-r--r--doc/classes/Image.xml8
-rw-r--r--doc/classes/Input.xml6
-rw-r--r--doc/classes/InputEventMIDI.xml4
-rw-r--r--doc/classes/InputEventMouseMotion.xml2
-rw-r--r--doc/classes/JSON.xml2
-rw-r--r--doc/classes/JavaClassWrapper.xml4
-rw-r--r--doc/classes/Light3D.xml2
-rw-r--r--doc/classes/LightmapGI.xml4
-rw-r--r--doc/classes/Lightmapper.xml2
-rw-r--r--doc/classes/MainLoop.xml10
-rw-r--r--doc/classes/MenuButton.xml2
-rw-r--r--doc/classes/MeshDataTool.xml2
-rw-r--r--doc/classes/MovieWriter.xml6
-rw-r--r--doc/classes/MultiplayerPeer.xml2
-rw-r--r--doc/classes/Node.xml42
-rw-r--r--doc/classes/Node2D.xml6
-rw-r--r--doc/classes/Node3D.xml6
-rw-r--r--doc/classes/OS.xml40
-rw-r--r--doc/classes/Object.xml40
-rw-r--r--doc/classes/PackedByteArray.xml8
-rw-r--r--doc/classes/PanoramaSkyMaterial.xml2
-rw-r--r--doc/classes/PhysicalBone2D.xml2
-rw-r--r--doc/classes/PhysicsServer2D.xml6
-rw-r--r--doc/classes/PhysicsServer2DExtension.xml4
-rw-r--r--doc/classes/PhysicsServer2DManager.xml2
-rw-r--r--doc/classes/PhysicsServer3D.xml10
-rw-r--r--doc/classes/PhysicsServer3DManager.xml2
-rw-r--r--doc/classes/ProjectSettings.xml74
-rw-r--r--doc/classes/Projection.xml4
-rw-r--r--doc/classes/Quaternion.xml2
-rw-r--r--doc/classes/RDPipelineColorBlendStateAttachment.xml2
-rw-r--r--doc/classes/RDPipelineDepthStencilState.xml2
-rw-r--r--doc/classes/RDShaderFile.xml4
-rw-r--r--doc/classes/RDShaderSPIRV.xml10
-rw-r--r--doc/classes/RDShaderSource.xml4
-rw-r--r--doc/classes/RandomNumberGenerator.xml2
-rw-r--r--doc/classes/Rect2.xml4
-rw-r--r--doc/classes/Rect2i.xml4
-rw-r--r--doc/classes/RenderingDevice.xml28
-rw-r--r--doc/classes/RenderingServer.xml18
-rw-r--r--doc/classes/Resource.xml2
-rw-r--r--doc/classes/ResourceFormatLoader.xml4
-rw-r--r--doc/classes/ResourceFormatSaver.xml2
-rw-r--r--doc/classes/ResourceImporterScene.xml2
-rw-r--r--doc/classes/ResourceImporterShaderFile.xml2
-rw-r--r--doc/classes/ResourceImporterTexture.xml6
-rw-r--r--doc/classes/ResourceImporterWAV.xml2
-rw-r--r--doc/classes/SceneTree.xml10
-rw-r--r--doc/classes/ScriptCreateDialog.xml2
-rw-r--r--doc/classes/ScriptEditor.xml4
-rw-r--r--doc/classes/Shader.xml4
-rw-r--r--doc/classes/Shape3D.xml2
-rw-r--r--doc/classes/SkeletonModification2D.xml8
-rw-r--r--doc/classes/String.xml18
-rw-r--r--doc/classes/StringName.xml30
-rw-r--r--doc/classes/SurfaceTool.xml2
-rw-r--r--doc/classes/TextEdit.xml2
-rw-r--r--doc/classes/TextServer.xml6
-rw-r--r--doc/classes/Texture2DArray.xml2
-rw-r--r--doc/classes/Texture3D.xml2
-rw-r--r--doc/classes/TextureButton.xml2
-rw-r--r--doc/classes/TextureLayered.xml2
-rw-r--r--doc/classes/TextureProgressBar.xml4
-rw-r--r--doc/classes/Transform3D.xml2
-rw-r--r--doc/classes/Tween.xml2
-rw-r--r--doc/classes/Variant.xml12
-rw-r--r--doc/classes/Vector2.xml10
-rw-r--r--doc/classes/Vector3.xml4
-rw-r--r--doc/classes/VehicleWheel3D.xml4
-rw-r--r--doc/classes/VideoStreamPlayer.xml2
-rw-r--r--doc/classes/VisualShaderNodeComment.xml2
-rw-r--r--doc/classes/VisualShaderNodeExpression.xml6
-rw-r--r--doc/classes/VisualShaderNodeFloatFunc.xml56
-rw-r--r--doc/classes/VisualShaderNodeFloatOp.xml12
-rw-r--r--doc/classes/VisualShaderNodeGlobalExpression.xml4
-rw-r--r--doc/classes/VisualShaderNodeInput.xml2
-rw-r--r--doc/classes/XRBodyTracker.xml2
-rw-r--r--doc/classes/XRHandTracker.xml2
-rw-r--r--doc/classes/XRInterface.xml8
-rw-r--r--doc/classes/XRNode3D.xml4
-rw-r--r--doc/classes/XRPose.xml2
-rw-r--r--doc/classes/XRTracker.xml2
-rw-r--r--doc/classes/float.xml2
131 files changed, 525 insertions, 436 deletions
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 ae2de055cb..c78b98693a 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 b4a256c54f..81fd60e015 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 6748fdb95b..04afc582b4 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..a0bcb17caf 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>
@@ -201,5 +207,8 @@
<theme_item name="shape_rect_wheel" data_type="icon" type="Texture2D">
The icon for rectangular wheel picker shapes.
</theme_item>
+ <theme_item name="wheel_picker_cursor" data_type="icon" type="Texture2D">
+ The image displayed over the color wheel (depending on the [member picker_shape] being [constant SHAPE_HSV_WHEEL]), marking the currently selected hue. This icon is rotated from the right side of the wheel.
+ </theme_item>
</theme_items>
</class>
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 0131f8f4af..47e68424ff 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(&quot;&quot;)" 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(&quot;&quot;)" 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(&quot;&quot;)" 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(&quot;&quot;)" 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(&quot;&quot;)">
- 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(&quot;&quot;)">
- 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 dafa86d42e..e69748baff 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -265,7 +265,7 @@
<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>
@@ -1042,7 +1042,7 @@
<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">
@@ -1286,7 +1286,7 @@
- [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>
@@ -1848,7 +1848,7 @@
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 &gt; 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 dc1cd89642..6002a651c9 100644
--- a/doc/classes/EditorExportPlugin.xml
+++ b/doc/classes/EditorExportPlugin.xml
@@ -114,7 +114,7 @@
<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 c125c923ef..b823a4bd14 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 &gt; 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 e5f3010366..8de4a1a9ef 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -208,7 +208,7 @@
<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 &gt; 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 &gt; 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 ea5207e826..ea60719ade 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 &gt; 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.
@@ -747,7 +747,7 @@
[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.
@@ -1002,7 +1002,7 @@
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.
@@ -1013,7 +1013,7 @@
<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="">
@@ -1055,27 +1055,27 @@
- [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 -&gt; Godot 5).
+ All update modes will ignore builds with different major versions (e.g. Redot 4 -&gt; 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 6a66a35ce8..863c1d807d 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 &gt;= 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"] &gt;= 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 9b71a8c37f..5875c79f80 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 cec9464102..8f5e518541 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 a130a71826..493573419c 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 fff6c8d3bb..e9e34c36a9 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="&quot;&quot;">
- 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="&quot;&quot;">
- 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]&lt;OS user data directory&gt;/&lt;project name&gt;[/code] directory will be used. If [code]false[/code], the project will save user data to [code]&lt;OS user data directory&gt;/Godot/app_userdata/&lt;project name&gt;[/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 &lt;ms&gt;[/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="&quot;Please include this when reporting the bug to the project developer.&quot;">
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="&quot;Please include this when reporting the bug on: https://github.com/godotengine/godot/issues&quot;">
+ <member name="debug/settings/crash_handler/message.editor" type="String" setter="" getter="" default="&quot;Please include this when reporting the bug on: https://github.com/Redot-Engine/redot-engine/issues&quot;">
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">
@@ -949,7 +949,7 @@
</member>
<member name="dotnet/project/solution_directory" type="String" setter="" getter="" default="&quot;&quot;">
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.
@@ -981,8 +981,8 @@
</member>
<member name="editor/movie_writer/movie_file" type="String" setter="" getter="" default="&quot;&quot;">
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].
@@ -1009,8 +1009,8 @@
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="&quot;&quot;">
- 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%
@@ -1020,7 +1020,7 @@
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="&quot;res://script_templates&quot;">
- 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>
@@ -1031,20 +1031,20 @@
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.
@@ -2112,7 +2112,7 @@
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].
@@ -2175,7 +2175,7 @@
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.
@@ -2184,15 +2184,15 @@
Maximum size (in kiB) for the [WebRTCDataChannel] input buffer.
</member>
<member name="network/tls/certificate_bundle_override" type="String" setter="" getter="" default="&quot;&quot;">
- 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).
@@ -2225,9 +2225,9 @@
<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="&quot;DEFAULT&quot;">
Sets which physics engine to use for 2D physics.
@@ -2269,9 +2269,9 @@
<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).
@@ -2304,9 +2304,9 @@
<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="&quot;DEFAULT&quot;">
Sets which physics engine to use for 3D physics.
@@ -2452,7 +2452,7 @@
<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="&quot;&quot;">
@@ -2693,7 +2693,7 @@
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.
@@ -2981,7 +2981,7 @@
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="&quot;0&quot;">
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.
@@ -3025,16 +3025,16 @@
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="&quot;1&quot;">
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 425890bb8d..9122bcdff7 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 [code]true[/code]. Only works when enable_depth_test is also [code]true[/code].
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="&quot;&quot;">
- 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="&quot;&quot;">
- 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="&quot;&quot;">
- 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="&quot;&quot;">
- 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="&quot;&quot;">
- 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 fe23f79119..a0e6e6cf55 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)
@@ -585,7 +585,7 @@
- [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">
@@ -643,14 +643,14 @@
- 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">
@@ -897,7 +897,7 @@
<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">
@@ -2032,28 +2032,28 @@
</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.
@@ -2348,7 +2348,7 @@
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 284dc07fd4..fe31ca658e 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -1611,7 +1611,7 @@
<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>
@@ -1718,7 +1718,7 @@
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>
@@ -3506,7 +3506,7 @@
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">
@@ -3613,7 +3613,7 @@
<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>
@@ -3647,14 +3647,14 @@
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" />
@@ -5245,7 +5245,7 @@
</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.
@@ -5736,9 +5736,9 @@
<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 3fbe1da687..3990c2a67b 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 44795af473..09c8dd826b 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], an [Array] or an [Object]. 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]
When passing an [Object], the property names from [method Object.get_property_list] are used as keys.
[codeblock]
@@ -1115,13 +1115,13 @@
[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 7a4bef5747..fade914c4b 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="&quot;&quot;">
- 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="&quot;&quot;">
- 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="&amp;&quot;default&quot;">
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="&amp;&quot;&quot;">
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="&amp;&quot;&quot;">
- 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="&amp;&quot;Unknown&quot;">
- 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>