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Merge pull request #788 from mcdubhghlas/4.3
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[4.3] Rebranding: editor/ + doc/
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Spartan322 authored Oct 23, 2024
2 parents 7e93ced + 4c0d530 commit 07f92e6
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2 changes: 1 addition & 1 deletion doc/classes/AudioStreamMicrophone.xml
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</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>
4 changes: 2 additions & 2 deletions doc/classes/BaseMaterial3D.xml
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</member>
<member name="billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0">
Controls how the object faces the camera. See [enum BillboardMode].
[b]Note:[/b] When billboarding is enabled and the material also casts shadows, billboards will face [b]the[/b] camera in the scene when rendering shadows. In scenes with multiple cameras, the intended shadow cannot be determined and this will result in undefined behavior. See [url=https://github.com/godotengine/godot/pull/72638]GitHub Pull Request #72638[/url] for details.
[b]Note:[/b] Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See [url=https://github.com/godotengine/godot/issues/41567]GitHub issue #41567[/url] for details.
[b]Note:[/b] When billboarding is enabled and the material also casts shadows, billboards will face [b]the[/b] camera in the scene when rendering shadows. In scenes with multiple cameras, the intended shadow cannot be determined and this will result in undefined behavior. See [url=https://github.com/godotengine/godot-docs/pull/72638]GitHub Pull Request #72638[/url] for details.
[b]Note:[/b] Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See [url=https://github.com/godotengine/godot-docs/issues/41567]GitHub issue #41567[/url] for details.
</member>
<member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="BaseMaterial3D.BlendMode" default="0">
The material's blend mode.
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4 changes: 2 additions & 2 deletions doc/classes/Camera3D.xml
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Expand Up @@ -58,15 +58,15 @@
<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>
<method name="is_position_in_frustum" qualifiers="const">
<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">
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2 changes: 1 addition & 1 deletion doc/classes/CameraServer.xml
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<description>
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 macOS and iOS. To get a [CameraFeed] on iOS, the camera plugin from [url=https://github.com/godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required. On other platforms, no [CameraFeed]s will be available.
[b]Note:[/b] This class is currently only implemented on macOS and iOS. To get a [CameraFeed] on iOS, the camera plugin from [url=https://github.com/Redot-Engine/redot-ios-plugins]godot-ios-plugins[/url] is required. On other platforms, no [CameraFeed]s will be available.
</description>
<tutorials>
</tutorials>
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4 changes: 2 additions & 2 deletions doc/classes/EditorSettings.xml
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Expand Up @@ -861,7 +861,7 @@
<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="">
Expand Down Expand Up @@ -923,7 +923,7 @@
[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".
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2 changes: 1 addition & 1 deletion doc/classes/Node3D.xml
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Expand Up @@ -11,7 +11,7 @@
</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">
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2 changes: 1 addition & 1 deletion doc/classes/Tween.xml
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[/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>
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4 changes: 2 additions & 2 deletions doc/tools/make_rst.py
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Expand Up @@ -26,7 +26,7 @@
# Used to translate section headings and other hardcoded strings when required with
# the --lang argument. The BASE_STRINGS list should be synced with what we actually
# write in this script (check `translate()` uses), and also hardcoded in
# `scripts/extract_classes.py` (godotengine/godot-editor-l10n repo) to include them in the source POT file.
# `scripts/extract_classes.py` (redot-engine/redot-editor-l10n repo) to include them in the source POT file.
BASE_STRINGS = [
"All classes",
"Globals",
Expand Down Expand Up @@ -1751,7 +1751,7 @@ def make_rst_index(grouped_classes: Dict[str, List[str]], dry_run: bool, output_
# Also provide links to the source files for reference.

git_branch = get_git_branch()
generator_github_url = f"https://github.com/godotengine/godot/tree/{git_branch}/doc/tools/make_rst.py"
generator_github_url = f"https://github.com/redot-engine/redot-engine/tree/{git_branch}/doc/tools/make_rst.py"

f.write(".. DO NOT EDIT THIS FILE!!!\n")
f.write(".. Generated automatically from Redot engine sources.\n")
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16 changes: 8 additions & 8 deletions doc/translations/de.po
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Expand Up @@ -2534,7 +2534,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [method Tween.interpolate_value]."
Expand All @@ -2553,7 +2553,7 @@ msgstr ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"Siehe auch [Methode smoothstep]. Wenn Sie komplexere Übergänge durchführen "
"möchten, verwenden Sie [method Tween.interpolate_value]."
Expand Down Expand Up @@ -4126,7 +4126,7 @@ msgid ""
"smoothstep] returns the smoothest possible curve with no sudden changes in "
"the derivative. If you need to perform more advanced transitions, use [Tween] "
"or [AnimationPlayer].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
Expand All @@ -4150,7 +4150,7 @@ msgstr ""
"liefert [method smoothstep] die glatteste Kurve ohne plötzliche Änderungen in "
"der Ableitung. Wenn Sie fortgeschrittenere Übergänge durchführen möchten, "
"verwenden Sie [Tween] oder [AnimationPlayer].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"[url=https://raw.githubusercontent.com/Redot-Engine/redot-docs/master/img/"
"smoothstep_ease_comparison.png]Vergleich zwischen den Rückgabewerten von "
"smoothstep() und ease(x, -1.6521)[/url]"

Expand Down Expand Up @@ -15625,11 +15625,11 @@ msgid ""
"shadows, billboards will face [b]the[/b] camera in the scene when rendering "
"shadows. In scenes with multiple cameras, the intended shadow cannot be "
"determined and this will result in undefined behavior. See [url=https://"
"github.com/godotengine/godot/pull/72638]GitHub Pull Request #72638[/url] for "
"github.com/Redot-Engine/redot-docs/pull/72638]GitHub Pull Request #72638[/url] for "
"details.\n"
"[b]Note:[/b] Billboard mode is not suitable for VR because the left-right "
"vector of the camera is not horizontal when the screen is attached to your "
"head instead of on the table. See [url=https://github.com/godotengine/godot/"
"head instead of on the table. See [url=https://github.com/Redot-Engine/redot-docs/"
"issues/41567]GitHub issue #41567[/url] for details."
msgstr ""
"Kontrolliert, wie das Objekt der Kamera zugewandt ist. Siehe [enum "
Expand All @@ -15638,12 +15638,12 @@ msgstr ""
"Schatten wirft, zeigen Billboards beim Rendern von Schatten auf [b]die[/b] "
"Kamera in der Szene. In Szenen mit mehreren Kameras kann der beabsichtigte "
"Schatten nicht bestimmt werden, was zu einem undefinierten Verhalten führt. "
"Siehe [url=https://github.com/godotengine/godot/pull/72638]GitHub Pull-"
"Siehe [url=https://github.com/Redot-Engine/redot-docs/pull/72638]GitHub Pull-"
"Request #72638[/url] für Details.\n"
"[b]Hinweis:[/b] Billboard-Modus ist nicht für VR geeignet, da der links-"
"rechts Vektor der Kamera nicht horizontal ist, wenn der Bildschirm statt auf "
"dem Tisch an Ihrem Kopf angebracht ist. Siehe [url=https://github.com/"
"godotengine/godot/issues/41567]GitHub Issue #41567[/url] für Details."
"Redot-Engine/redot-docs/issues/41567]GitHub Issue #41567[/url] für Details."

msgid ""
"The material's blend mode.\n"
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