From 32f148ac0c3ef73e96d40c894de47c0f51626fa7 Mon Sep 17 00:00:00 2001 From: Relintai Date: Wed, 23 Mar 2022 20:46:05 +0100 Subject: [PATCH] Mass replaced godot to pandemonium. --- .clang-format | 4 +- .github/ISSUE_TEMPLATE/bug_report.md | 4 +- .../action.yml | 6 +- .../action.yml | 4 +- .../action.yml | 0 .github/actions/upload-artifact/action.yml | 6 +- .github/workflows/android_builds.yml | 14 +- .github/workflows/ios_builds.yml | 8 +- .github/workflows/javascript_builds.yml | 8 +- .github/workflows/linux_builds.yml | 12 +- .github/workflows/macos_builds.yml | 10 +- .github/workflows/server_builds.yml | 8 +- .github/workflows/windows_builds.yml | 10 +- .gitignore | 4 +- README.md | 2 +- SConstruct | 6 +- core/SCsub | 2 +- core/bind/core_bind.cpp | 4 +- core/color.cpp | 2 +- core/crypto/SCsub | 4 +- core/io/file_access_pack.h | 2 +- core/io/file_access_zip.cpp | 52 +- core/io/http_client.cpp | 4 +- core/make_binders.py | 12 +- core/math/convex_hull.cpp | 14 +- core/math/transform_interpolator.cpp | 6 +- core/method_bind.h | 6 +- core/os/os.cpp | 4 +- core/os/os.h | 2 +- core/project_settings.cpp | 36 +- core/project_settings.h | 4 +- core/reference.h | 4 +- core/rid_handle.cpp | 2 +- core/string_builder.cpp | 8 +- core/string_builder.h | 2 +- core/type_info.h | 48 +- core/ustring.cpp | 2 +- core/variant_parser.cpp | 4 +- core/version.h | 14 +- doc/Doxyfile | 2 +- doc/tools/make_rst.py | 2 +- doc/translations/classes.pot | 500 +- doc/translations/extract.py | 2 +- drivers/alsa/asound-so_wrap.c | 4 +- drivers/alsa/asound-so_wrap.h | 4 +- drivers/coremidi/midi_driver_coremidi.cpp | 4 +- drivers/gl_context/SCsub | 2 +- drivers/gles2/rasterizer_gles2.cpp | 2 +- drivers/gles2/rasterizer_storage_gles2.cpp | 2 +- drivers/gles2/shaders/scene.glsl | 2 +- .../gles_common/rasterizer_canvas_batcher.h | 2 +- drivers/png/SCsub | 2 +- drivers/png/image_loader_png.cpp | 2 +- .../pulseaudio/audio_driver_pulseaudio.cpp | 2 +- drivers/pulseaudio/pulse-so_wrap.c | 4 +- drivers/pulseaudio/pulse-so_wrap.h | 4 +- drivers/unix/os_unix.cpp | 16 +- editor/editor_file_system.cpp | 4 +- editor/editor_node.cpp | 12 +- editor/editor_run.cpp | 8 +- editor/editor_settings.cpp | 12 +- editor/editor_themes.cpp | 2 +- editor/export_template_manager.cpp | 2 +- editor/icons/README.md | 4 +- .../{icon_godot.svg => icon_pandemonium.svg} | 2 +- ...dot_docs.svg => icon_pandemonium_docs.svg} | 2 +- .../resource_importer_layered_texture.cpp | 2 +- editor/import/resource_importer_texture.cpp | 2 +- editor/plugins/script_editor_plugin.cpp | 2 +- editor/plugins/spatial_editor_plugin.cpp | 6 +- editor/plugins/spatial_editor_plugin.h | 4 +- editor/project_export.cpp | 2 +- editor/project_manager.cpp | 56 +- editor/project_settings_editor.cpp | 2 +- editor/script_editor_debugger.cpp | 2 +- editor/translations/editor.pot | 64 +- editor/translations/extract.py | 6 +- main/SCsub | 2 +- main/input_default.cpp | 2 +- main/main.cpp | 38 +- main/main_timer_sync.cpp | 10 +- main/main_timer_sync.h | 6 +- ...llerdb.txt => pandemoniumcontrollerdb.txt} | 2 +- main/tests/test_gui.h | 2 +- main/tests/test_oa_hash_map.cpp | 2 +- main/tests/test_shader_lang.cpp | 2 +- main/tests/test_string.cpp | 6 +- main/tests/test_transform.cpp | 8 +- methods.py | 20 +- misc/dist/docker/Dockerfile | 4 +- misc/dist/docker/README.md | 24 +- .../dist/docker/scripts/install-android-tools | 10 +- misc/dist/html/editor.html | 1452 ++- misc/dist/html/full-size.html | 504 +- misc/dist/html/manifest.json | 30 +- misc/dist/html/service-worker.js | 165 +- .../Info.plist | 4 +- .../ios-arm64}/empty | 0 .../ios-arm64_x86_64-simulator}/empty | 0 .../Info.plist | 4 +- .../ios-arm64}/empty | 0 .../ios-arm64_x86_64-simulator}/empty | 0 .../project.pbxproj | 12 +- .../contents.xcworkspacedata | 0 .../xcschemes/pandemonium_ios.xcscheme} | 0 .../LaunchImage.launchimage/Contents.json | 0 .../Default-480h@2x.png | Bin .../Default-568h@2x.png | Bin .../Default-667h@2x.png | Bin 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=> Pandemonium.icns} | Bin ...completion => _pandemonium.zsh-completion} | 16 +- misc/dist/shell/godot.fish | 91 - ...completion => pandemonium.bash-completion} | 12 +- misc/dist/shell/pandemonium.fish | 91 + misc/dist/windows/.gitignore | 2 +- misc/dist/windows/README.md | 8 +- .../windows/{godot.iss => pandemonium.iss} | 20 +- misc/hooks/README.md | 4 +- misc/hooks/pre-commit-clang-format | 2 +- misc/scripts/check_ci_log.py | 6 +- misc/scripts/clang_format.sh | 2 +- misc/scripts/copyright_headers.py | 4 +- misc/scripts/make_icons.sh | 6 +- misc/scripts/make_tarball.sh | 18 +- modules/bmp/SCsub | 2 +- modules/cvtt/SCsub | 2 +- modules/enet/SCsub | 6 +- .../doc_classes/NetworkedMultiplayerENet.xml | 2 +- modules/enet/networked_multiplayer_enet.cpp | 22 +- modules/etc/SCsub | 2 +- modules/fastnoise/noise.h | 4 +- modules/freetype/SCsub | 2 +- modules/gdscript/doc_classes/@GDScript.xml | 12 +- modules/gltf/SCsub | 2 +- modules/gltf/doc_classes/GLTFLight.xml | 10 +- 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+- platform/android/detect.py | 2 +- platform/android/dir_access_jandroid.h | 2 +- platform/android/export/export_plugin.cpp | 26 +- platform/android/export/export_plugin.h | 2 +- .../android/export/gradle_export_util.cpp | 16 +- platform/android/export/gradle_export_util.h | 12 +- ...nfig.cpp => pandemonium_plugin_config.cpp} | 8 +- ...n_config.h => pandemonium_plugin_config.h} | 14 +- platform/android/java/app/AndroidManifest.xml | 18 +- platform/android/java/app/build.gradle | 26 +- platform/android/java/app/config.gradle | 28 +- platform/android/java/app/gradle.properties | 6 +- .../pandemonium_project_name_string.xml} | 2 +- .../pandemonium_project_name_string.xml} | 2 +- .../pandemonium_project_name_string.xml} | 2 +- .../pandemonium_project_name_string.xml | 5 + .../values-da/godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml | 5 + .../values-de/godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml | 5 + 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| 5 + .../values-ro/godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml | 5 + .../values-ru/godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml | 5 + .../values-sk/godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml | 5 + .../values-sl/godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml | 5 + .../values-sr/godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml | 5 + .../values-sv/godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml | 5 + .../values-th/godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml | 5 + .../values-tl/godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml | 5 + .../values-tr/godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml | 5 + .../values-uk/godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml | 5 + .../values-vi/godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml | 5 + .../godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml | 5 + .../godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml | 5 + .../values-zh/godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml | 5 + .../res/values/godot_project_name_string.xml | 5 - .../pandemonium_project_name_string.xml} | 2 +- .../android/java/app/res/values/themes.xml | 4 +- platform/android/java/app/settings.gradle | 2 +- .../game/PandemoniumApp.java} | 12 +- platform/android/java/build.gradle | 66 +- platform/android/java/editor/build.gradle | 12 +- .../java/editor/src/main/AndroidManifest.xml | 18 +- .../editor/PandemoniumEditor.java} | 22 +- .../pandemonium/editor/PandemoniumGame.java} | 8 +- .../editor/PandemoniumProjectManager.java} | 10 +- .../editor/src/main/res/values/strings.xml | 2 +- platform/android/java/gradle.properties | 2 +- platform/android/java/lib/AndroidManifest.xml | 16 +- platform/android/java/lib/build.gradle | 4 +- ...android.vending.expansion.downloader.patch | 50 +- ...com.google.android.vending.licensing.patch | 14 +- ..._layout.xml => pandemonium_app_layout.xml} | 2 +- .../status_bar_ongoing_event_progress_bar.xml | 2 +- .../android/java/lib/res/values/strings.xml | 2 +- .../DownloaderClientMarshaller.java | 8 +- .../DownloaderServiceMarshaller.java | 8 +- .../vending/expansion/downloader/Helpers.java | 14 +- .../expansion/downloader/SystemFacade.java | 4 +- .../downloader/impl/DownloadNotification.java | 6 +- .../downloader/impl/DownloadThread.java | 6 +- .../downloader/impl/DownloaderService.java | 4 +- .../licensing/PreferenceObfuscator.java | 4 +- .../vending/licensing/util/Base64.java | 10 +- .../pandemonium/pandemonium}/Dictionary.java | 2 +- .../FullScreenPandemoniumApp.java} | 74 +- .../pandemonium/pandemonium/Pandemonium.java} | 184 +- .../PandemoniumDownloaderAlarmReceiver.java} | 16 +- .../PandemoniumDownloaderService.java} | 14 +- .../pandemonium/PandemoniumHost.java} | 28 +- .../pandemonium/PandemoniumIO.java} | 16 +- .../PandemoniumInstrumentation.java} | 6 +- .../pandemonium/PandemoniumLib.java} | 38 +- .../pandemonium/PandemoniumRenderer.java} | 46 +- .../pandemonium/PandemoniumView.java} | 50 +- .../config/RegularConfigChooser.java | 4 +- .../config/RegularContextFactory.java | 8 +- .../config/RegularFallbackConfigChooser.java | 4 +- .../input/InputManagerCompat.java | 2 +- .../pandemonium}/input/InputManagerV16.java | 2 +- .../pandemonium}/input/Joystick.java | 2 +- .../input/PandemoniumEditText.java} | 40 +- .../input/PandemoniumGestureHandler.java} | 34 +- .../input/PandemoniumInputHandler.java} | 84 +- .../input/PandemoniumTextInputWrapper.java} | 32 +- .../plugin/PandemoniumPlugin.java} | 112 +- .../PandemoniumPluginInfoProvider.java} | 10 +- .../plugin/PandemoniumPluginRegistry.java} | 84 +- .../pandemonium}/plugin/SignalInfo.java | 4 +- .../plugin/UsedByPandemonium.java} | 8 +- .../pandemonium/pandemonium}/utils/Crypt.java | 2 +- .../pandemonium}/utils/GLUtils.java | 2 +- .../utils/PandemoniumNetUtils.java} | 18 +- .../pandemonium}/utils/PermissionsUtil.java | 2 +- .../nativeSrcsConfigs/AndroidManifest.xml | 2 +- .../java/nativeSrcsConfigs/CMakeLists.txt | 12 +- .../android/java/nativeSrcsConfigs/README.md | 2 +- platform/android/java/settings.gradle | 2 +- platform/android/java_godot_lib_jni.h | 73 - ...er.cpp => java_pandemonium_io_wrapper.cpp} | 82 +- ...rapper.h => java_pandemonium_io_wrapper.h} | 22 +- ...b_jni.cpp => java_pandemonium_lib_jni.cpp} | 130 +- platform/android/java_pandemonium_lib_jni.h | 73 + ...apper.cpp => java_pandemonium_wrapper.cpp} | 186 +- ...t_wrapper.h => java_pandemonium_wrapper.h} | 36 +- platform/android/jni_utils.cpp | 8 +- platform/android/os_android.cpp | 96 +- platform/android/os_android.h | 14 +- ...gin_jni.cpp => pandemonium_plugin_jni.cpp} | 14 +- ..._plugin_jni.h => pandemonium_plugin_jni.h} | 20 +- platform/android/string_android.h | 4 +- platform/iphone/SCsub | 12 +- platform/iphone/api/api.cpp | 4 +- platform/iphone/api/api.h | 4 +- platform/iphone/app_delegate.mm | 10 +- platform/iphone/device_metrics.h | 2 +- platform/iphone/device_metrics.m | 2 +- platform/iphone/display_layer.h | 2 +- platform/iphone/display_layer.mm | 2 +- platform/iphone/export/export.cpp | 46 +- platform/iphone/joypad_iphone.mm | 10 +- platform/iphone/keyboard_input_view.h | 2 +- platform/iphone/keyboard_input_view.mm | 10 +- platform/iphone/main.m | 4 +- platform/iphone/native_video_view.h | 2 +- platform/iphone/native_video_view.m | 10 +- platform/iphone/os_iphone.mm | 10 +- ..._delegate.h => pandemonium_app_delegate.h} | 4 +- ..._delegate.m => pandemonium_app_delegate.m} | 10 +- ...{godot_iphone.mm => pandemonium_iphone.mm} | 8 +- .../{godot_view.h => pandemonium_view.h} | 24 +- .../{godot_view.mm => pandemonium_view.mm} | 54 +- ... => pandemonium_view_gesture_recognizer.h} | 6 +- ...=> pandemonium_view_gesture_recognizer.mm} | 28 +- ...renderer.h => pandemonium_view_renderer.h} | 6 +- ...nderer.mm => pandemonium_view_renderer.mm} | 8 +- ...n_config.h => pandemonium_plugin_config.h} | 10 +- platform/iphone/view_controller.h | 12 +- platform/iphone/view_controller.mm | 52 +- platform/javascript/.eslintrc.engine.js | 18 +- platform/javascript/.eslintrc.libs.js | 50 +- platform/javascript/SCsub | 28 +- .../api/javascript_tools_editor_plugin.cpp | 6 +- .../javascript/audio_driver_javascript.cpp | 38 +- platform/javascript/audio_driver_javascript.h | 2 +- platform/javascript/detect.py | 4 +- platform/javascript/dom_keys.inc | 302 +- platform/javascript/emscripten_helpers.py | 34 +- platform/javascript/export/export.cpp | 28 +- platform/javascript/godot_js.h | 119 - .../javascript/http_client_javascript.cpp | 64 +- platform/javascript/javascript_main.cpp | 8 +- platform/javascript/javascript_runtime.cpp | 4 +- platform/javascript/javascript_singleton.cpp | 74 +- platform/javascript/js/engine/config.js | 666 +- .../javascript/js/engine/engine.externs.js | 4 +- platform/javascript/js/engine/engine.js | 514 +- platform/javascript/js/libs/audio.worklet.js | 338 +- .../javascript/js/libs/library_godot_audio.js | 484 - .../js/libs/library_godot_display.js | 650 - .../javascript/js/libs/library_godot_fetch.js | 247 - .../javascript/js/libs/library_godot_input.js | 540 - .../library_godot_javascript_singleton.js | 333 - .../javascript/js/libs/library_godot_os.js | 425 - .../js/libs/library_godot_runtime.js | 134 - .../js/libs/library_pandemonium_audio.js | 489 + .../js/libs/library_pandemonium_display.js | 659 + .../js/libs/library_pandemonium_fetch.js | 249 + .../js/libs/library_pandemonium_input.js | 546 + ...ibrary_pandemonium_javascript_singleton.js | 333 + .../js/libs/library_pandemonium_os.js | 428 + .../js/libs/library_pandemonium_runtime.js | 134 + platform/javascript/os_javascript.cpp | 138 +- platform/javascript/package-lock.json | 10603 ++++++++-------- platform/javascript/package.json | 56 +- .../{godot_audio.h => pandemonium_audio.h} | 42 +- platform/javascript/pandemonium_js.h | 119 + platform/osx/SCsub | 4 +- platform/osx/export/export.cpp | 20 +- platform/osx/joypad_osx.cpp | 16 +- platform/osx/os_osx.h | 2 +- platform/osx/os_osx.mm | 90 +- ...ot_main_osx.mm => pandemonium_main_osx.mm} | 2 +- platform/server/SCsub | 2 +- ...odot_server.cpp => pandemonium_server.cpp} | 2 +- platform/windows/SCsub | 10 +- platform/windows/context_gl_windows.cpp | 2 +- platform/windows/detect.py | 2 +- platform/windows/godot.ico | Bin 110755 -> 0 bytes platform/windows/os_windows.cpp | 20 +- platform/windows/os_windows.h | 2 +- platform/windows/pandemonium.ico | Bin 0 -> 67646 bytes .../{godot.natvis => pandemonium.natvis} | 0 .../{godot_res.rc => pandemonium_res.rc} | 6 +- ...ot_windows.cpp => pandemonium_windows.cpp} | 6 +- platform/x11/SCsub | 2 +- platform/x11/context_gl_x11.cpp | 6 +- platform/x11/os_x11.cpp | 22 +- .../{godot_x11.cpp => pandemonium_x11.cpp} | 0 platform/x11/power_x11.cpp | 6 +- scene/3d/portal.cpp | 2 +- scene/3d/portal.h | 4 +- scene/3d/room_manager.cpp | 40 +- scene/3d/room_manager.h | 12 +- scene/SCsub | 2 +- scene/animation/SCsub | 2 +- scene/gui/graph_edit.cpp | 2 +- scene/gui/label.cpp | 2 +- scene/resources/SCsub | 2 +- scene/resources/surface_tool.cpp | 2 +- .../effects/audio_effect_pitch_shift.cpp | 4 +- servers/physics/broad_phase_bvh.cpp | 2 +- servers/physics/gjk_epa.cpp | 10 +- .../physics/joints/cone_twist_joint_sw.cpp | 2 +- servers/physics/joints/cone_twist_joint_sw.h | 2 +- .../physics/joints/generic_6dof_joint_sw.cpp | 46 +- .../physics/joints/generic_6dof_joint_sw.h | 2 +- servers/physics/joints/hinge_joint_sw.cpp | 2 +- servers/physics/joints/hinge_joint_sw.h | 2 +- servers/physics/joints/jacobian_entry_sw.h | 2 +- servers/physics/joints/pin_joint_sw.cpp | 2 +- servers/physics/joints/pin_joint_sw.h | 2 +- servers/physics/joints/slider_joint_sw.cpp | 2 +- servers/physics/joints/slider_joint_sw.h | 2 +- servers/physics/physics_server_sw.cpp | 2 +- servers/register_server_types.cpp | 12 +- .../portals/portal_gameplay_monitor.cpp | 12 +- .../portals/portal_occlusion_culler.cpp | 6 +- servers/visual/portals/portal_pvs_builder.cpp | 14 +- servers/visual/portals/portal_pvs_builder.h | 6 +- servers/visual/portals/portal_renderer.cpp | 4 +- servers/visual/portals/portal_rooms_bsp.cpp | 28 +- servers/visual/portals/portal_types.h | 4 +- thirdparty/README.md | 14 +- thirdparty/enet/enet/enet.h | 16 +- .../enet/enet/{godot.h => pandemonium.h} | 14 +- .../enet/{godot_ext.h => pandemonium_ext.h} | 6 +- .../enet/{godot.cpp => pandemonium.cpp} | 28 +- ..._socket.patch => pandemonium_socket.patch} | 16 +- thirdparty/etc2comp/EtcFilter.cpp | 4 +- .../libsimplewebm/OpusVorbisDecoder.cpp | 4 +- .../libsimplewebm/OpusVorbisDecoder.hpp | 4 +- thirdparty/libsimplewebm/VPXDecoder.cpp | 8 +- thirdparty/libsimplewebm/VPXDecoder.hpp | 8 +- .../vpx_dsp/x86/vpx_subpixel_8t_intrin_avx2.c | 4 +- ...ig.h => pandemonium_core_mbedtls_config.h} | 0 ....c => pandemonium_core_mbedtls_platform.c} | 0 thirdparty/minizip/ioapi.c | 12 +- thirdparty/minizip/ioapi.h | 12 +- ...pandemonium-zlib-1.2.4-minizip-seek.patch} | 62 +- ...m-zlib-1.2.4-minizip-unbreak-gentoo.patch} | 4 +- thirdparty/minizip/unzip.c | 26 +- thirdparty/minizip/unzip.h | 8 +- thirdparty/minizip/zip.c | 8 +- thirdparty/misc/ifaddrs-android.h | 12 +- .../misc/open-simplex-noise-no-allocate.patch | 24 +- thirdparty/misc/open-simplex-noise.c | 20 +- thirdparty/misc/open-simplex-noise.h | 4 +- thirdparty/misc/yuv2rgb.h | 2 +- thirdparty/rvo2/API.h | 4 +- thirdparty/rvo2/Agent.cpp | 2 +- thirdparty/rvo2/Agent.h | 6 +- thirdparty/rvo2/KdTree.h | 2 +- thirdparty/squish/colourblock.cpp | 8 +- thirdparty/squish/colourblock.h | 4 +- thirdparty/squish/config.h | 4 +- ...hanges.patch => pandemonium-changes.patch} | 20 +- thirdparty/squish/squish.cpp | 4 +- thirdparty/tinyexr/tinyexr.cc | 4 +- thirdparty/vhacd/0001-bullet-namespace.patch | 72 +- thirdparty/vhacd/0002-fpermissive-fix.patch | 12 +- thirdparty/vhacd/0003-fix-musl-build.patch | 4 +- thirdparty/vhacd/0004-fix-uwp-arm-build.patch | 4 +- thirdparty/vhacd/inc/btAlignedAllocator.h | 8 +- thirdparty/vhacd/inc/btAlignedObjectArray.h | 8 +- thirdparty/vhacd/inc/btConvexHullComputer.h | 8 +- thirdparty/vhacd/inc/btMinMax.h | 8 +- thirdparty/vhacd/inc/btScalar.h | 24 +- thirdparty/vhacd/inc/btVector3.h | 8 +- thirdparty/vhacd/inc/vhacdMutex.h | 4 +- thirdparty/vhacd/src/btAlignedAllocator.cpp | 12 +- thirdparty/vhacd/src/btConvexHullComputer.cpp | 8 +- thirdparty/wslay/config.h | 4 +- thirdparty/wslay/patches/msvcfix.diff | 4 +- thirdparty/wslay/wslay/wslay.h | 4 +- 554 files changed, 14184 insertions(+), 13744 deletions(-) rename .github/actions/{godot-build => pandemonium-build}/action.yml (88%) rename .github/actions/{godot-cache => pandemonium-cache}/action.yml (90%) rename .github/actions/{godot-deps => pandemonium-deps}/action.yml (100%) rename editor/icons/{icon_godot.svg => icon_pandemonium.svg} (99%) rename editor/icons/{icon_godot_docs.svg => icon_pandemonium_docs.svg} (99%) rename main/{godotcontrollerdb.txt => pandemoniumcontrollerdb.txt} (99%) rename misc/dist/ios_xcode/{libgodot.iphone.debug.xcframework => libpandemonium.iphone.debug.xcframework}/Info.plist (92%) rename misc/dist/ios_xcode/{godot_ios/dylibs => libpandemonium.iphone.debug.xcframework/ios-arm64}/empty (100%) rename misc/dist/ios_xcode/{libgodot.iphone.debug.xcframework/ios-arm64 => libpandemonium.iphone.debug.xcframework/ios-arm64_x86_64-simulator}/empty (100%) rename misc/dist/ios_xcode/{libgodot.iphone.release.xcframework => libpandemonium.iphone.release.xcframework}/Info.plist (92%) rename misc/dist/ios_xcode/{libgodot.iphone.debug.xcframework/ios-arm64_x86_64-simulator => libpandemonium.iphone.release.xcframework/ios-arm64}/empty (100%) rename misc/dist/ios_xcode/{libgodot.iphone.release.xcframework/ios-arm64 => libpandemonium.iphone.release.xcframework/ios-arm64_x86_64-simulator}/empty (100%) rename misc/dist/ios_xcode/{godot_ios.xcodeproj => pandemonium_ios.xcodeproj}/project.pbxproj (98%) rename misc/dist/ios_xcode/{godot_ios.xcodeproj => pandemonium_ios.xcodeproj}/project.xcworkspace/contents.xcworkspacedata (100%) rename misc/dist/ios_xcode/{godot_ios.xcodeproj/xcshareddata/xcschemes/godot_ios.xcscheme => pandemonium_ios.xcodeproj/xcshareddata/xcschemes/pandemonium_ios.xcscheme} (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/Images.xcassets/LaunchImage.launchimage/Contents.json (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/Images.xcassets/LaunchImage.launchimage/Default-480h@2x.png (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/Images.xcassets/LaunchImage.launchimage/Default-568h@2x.png (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/Images.xcassets/LaunchImage.launchimage/Default-667h@2x.png (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/Images.xcassets/LaunchImage.launchimage/Default-Landscape-736h@3x.png (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/Images.xcassets/LaunchImage.launchimage/Default-Landscape-X.png (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/Images.xcassets/LaunchImage.launchimage/Default-Landscape.png (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/Images.xcassets/LaunchImage.launchimage/Default-Landscape@2x.png (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/Images.xcassets/LaunchImage.launchimage/Default-Portrait-736h@3x.png (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/Images.xcassets/LaunchImage.launchimage/Default-Portrait-X.png (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/Images.xcassets/LaunchImage.launchimage/Default-Portrait.png (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/Images.xcassets/LaunchImage.launchimage/Default-Portrait@2x.png (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/Images.xcassets/SplashImage.imageset/Contents.json (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/Images.xcassets/SplashImage.imageset/splash@2x.png (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/Images.xcassets/SplashImage.imageset/splash@3x.png (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/Launch Screen.storyboard (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/dummy.cpp (100%) rename misc/dist/ios_xcode/{libgodot.iphone.release.xcframework/ios-arm64_x86_64-simulator => pandemonium_ios/dylibs}/empty (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/en.lproj/InfoPlist.strings (100%) rename misc/dist/ios_xcode/{godot_ios => pandemonium_ios}/export_options.plist (100%) rename misc/dist/ios_xcode/{godot_ios/godot_ios-Info.plist => pandemonium_ios/pandemonium_ios-Info.plist} (100%) rename misc/dist/ios_xcode/{godot_ios/godot_ios.entitlements => pandemonium_ios/pandemonium_ios.entitlements} (100%) rename misc/dist/linux/{org.godotengine.Godot.appdata.xml => net.relintai.pandemonium.Pandemonium.appdata.xml} (73%) rename misc/dist/linux/{org.godotengine.Godot.desktop => net.relintai.pandemonium.Pandemonium.desktop} (66%) create mode 100644 misc/dist/linux/net.relintai.pandemonium.Pandemonium.xml delete mode 100644 misc/dist/linux/org.godotengine.Godot.xml create mode 100644 misc/dist/linux/pandemonium.6 rename misc/dist/osx_tools.app/Contents/Resources/{Godot.icns => Pandemonium.icns} (100%) rename misc/dist/shell/{_godot.zsh-completion => _pandemonium.zsh-completion} (90%) delete mode 100644 misc/dist/shell/godot.fish rename misc/dist/shell/{godot.bash-completion => pandemonium.bash-completion} (92%) create mode 100644 misc/dist/shell/pandemonium.fish rename misc/dist/windows/{godot.iss => pandemonium.iss} (75%) rename modules/navigation/{godot_navigation_server.cpp => pandemonium_navigation_server.cpp} (84%) create mode 100644 modules/navigation/pandemonium_navigation_server.h delete mode 100644 modules/websocket/library_godot_websocket.js create mode 100644 modules/websocket/library_pandemonium_websocket.js rename platform/android/export/{godot_plugin_config.cpp => pandemonium_plugin_config.cpp} (97%) rename platform/android/export/{godot_plugin_config.h => pandemonium_plugin_config.h} (91%) rename platform/android/java/app/res/{values-bg/godot_project_name_string.xml => values-ar/pandemonium_project_name_string.xml} (58%) rename platform/android/java/app/res/{values-ca/godot_project_name_string.xml => values-bg/pandemonium_project_name_string.xml} (58%) rename platform/android/java/app/res/{values-cs/godot_project_name_string.xml => values-ca/pandemonium_project_name_string.xml} (58%) create mode 100644 platform/android/java/app/res/values-cs/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-da/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-da/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-de/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-de/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-el/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-el/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-en/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-en/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-es-rES/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-es-rES/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-es/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-es/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-fa/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-fa/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-fi/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-fi/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-fr/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-fr/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-hi/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-hi/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-hr/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-hr/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-hu/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-hu/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-in/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-in/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-it/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-it/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-iw/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-iw/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-ja/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-ja/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-ko/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-ko/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-lt/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-lt/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-lv/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-lv/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-nb/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-nb/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-nl/godot_project_name_string.xml create 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platform/android/java/app/res/values-sk/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-sl/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-sl/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-sr/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-sr/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-sv/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-sv/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-th/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-th/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-tl/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-tl/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-tr/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-tr/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-uk/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-uk/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-vi/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-vi/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-zh-rHK/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-zh-rHK/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-zh-rTW/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-zh-rTW/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values-zh/godot_project_name_string.xml create mode 100644 platform/android/java/app/res/values-zh/pandemonium_project_name_string.xml delete mode 100644 platform/android/java/app/res/values/godot_project_name_string.xml rename platform/android/java/app/res/{values-ar/godot_project_name_string.xml => values/pandemonium_project_name_string.xml} (59%) rename platform/android/java/app/src/com/{godot/game/GodotApp.java => pandemonium/game/PandemoniumApp.java} (86%) rename platform/android/java/editor/src/main/java/{org/godotengine/editor/GodotEditor.java => net/relintai/pandemonium/editor/PandemoniumEditor.java} (85%) rename platform/android/java/editor/src/main/java/{org/godotengine/editor/GodotGame.java => net/relintai/pandemonium/editor/PandemoniumGame.java} (89%) rename platform/android/java/editor/src/main/java/{org/godotengine/editor/GodotProjectManager.java => net/relintai/pandemonium/editor/PandemoniumProjectManager.java} (88%) rename platform/android/java/lib/res/layout/{godot_app_layout.xml => pandemonium_app_layout.xml} (79%) rename platform/android/java/lib/src/{org/godotengine/godot => net/relintai/pandemonium/pandemonium}/Dictionary.java (98%) rename platform/android/java/lib/src/{org/godotengine/godot/FullScreenGodotApp.java => net/relintai/pandemonium/pandemonium/FullScreenPandemoniumApp.java} (63%) rename platform/android/java/lib/src/{org/godotengine/godot/Godot.java => net/relintai/pandemonium/pandemonium/Pandemonium.java} (84%) rename platform/android/java/lib/src/{org/godotengine/godot/GodotDownloaderAlarmReceiver.java => net/relintai/pandemonium/pandemonium/PandemoniumDownloaderAlarmReceiver.java} (84%) rename platform/android/java/lib/src/{org/godotengine/godot/GodotDownloaderService.java => net/relintai/pandemonium/pandemonium/PandemoniumDownloaderService.java} (88%) rename platform/android/java/lib/src/{org/godotengine/godot/GodotHost.java => net/relintai/pandemonium/pandemonium/PandemoniumHost.java} (73%) rename platform/android/java/lib/src/{org/godotengine/godot/GodotIO.java => net/relintai/pandemonium/pandemonium/PandemoniumIO.java} (96%) rename platform/android/java/lib/src/{org/godotengine/godot/GodotInstrumentation.java => net/relintai/pandemonium/pandemonium/PandemoniumInstrumentation.java} (92%) rename platform/android/java/lib/src/{org/godotengine/godot/GodotLib.java => net/relintai/pandemonium/pandemonium/PandemoniumLib.java} (85%) rename platform/android/java/lib/src/{org/godotengine/godot/GodotRenderer.java => net/relintai/pandemonium/pandemonium/PandemoniumRenderer.java} (68%) rename platform/android/java/lib/src/{org/godotengine/godot/GodotView.java => net/relintai/pandemonium/pandemonium/PandemoniumView.java} (82%) rename platform/android/java/lib/src/{org/godotengine/godot => net/relintai/pandemonium/pandemonium}/config/RegularConfigChooser.java (98%) rename platform/android/java/lib/src/{org/godotengine/godot => net/relintai/pandemonium/pandemonium}/config/RegularContextFactory.java (94%) rename platform/android/java/lib/src/{org/godotengine/godot => net/relintai/pandemonium/pandemonium}/config/RegularFallbackConfigChooser.java (96%) rename platform/android/java/lib/src/{org/godotengine/godot => net/relintai/pandemonium/pandemonium}/input/InputManagerCompat.java (98%) rename platform/android/java/lib/src/{org/godotengine/godot => net/relintai/pandemonium/pandemonium}/input/InputManagerV16.java (98%) rename platform/android/java/lib/src/{org/godotengine/godot => net/relintai/pandemonium/pandemonium}/input/Joystick.java (98%) rename platform/android/java/lib/src/{org/godotengine/godot/input/GodotEditText.java => net/relintai/pandemonium/pandemonium/input/PandemoniumEditText.java} (86%) rename platform/android/java/lib/src/{org/godotengine/godot/input/GodotGestureHandler.java => net/relintai/pandemonium/pandemonium/input/PandemoniumGestureHandler.java} (77%) rename platform/android/java/lib/src/{org/godotengine/godot/input/GodotInputHandler.java => net/relintai/pandemonium/pandemonium/input/PandemoniumInputHandler.java} (84%) rename platform/android/java/lib/src/{org/godotengine/godot/input/GodotTextInputWrapper.java => net/relintai/pandemonium/pandemonium/input/PandemoniumTextInputWrapper.java} (84%) rename platform/android/java/lib/src/{org/godotengine/godot/plugin/GodotPlugin.java => net/relintai/pandemonium/pandemonium/plugin/PandemoniumPlugin.java} (76%) rename platform/android/java/lib/src/{org/godotengine/godot/plugin/GodotPluginInfoProvider.java => net/relintai/pandemonium/pandemonium/plugin/PandemoniumPluginInfoProvider.java} (89%) rename platform/android/java/lib/src/{org/godotengine/godot/plugin/GodotPluginRegistry.java => net/relintai/pandemonium/pandemonium/plugin/PandemoniumPluginRegistry.java} (60%) rename platform/android/java/lib/src/{org/godotengine/godot => net/relintai/pandemonium/pandemonium}/plugin/SignalInfo.java (96%) rename platform/android/java/lib/src/{org/godotengine/godot/plugin/UsedByGodot.java => net/relintai/pandemonium/pandemonium/plugin/UsedByPandemonium.java} (90%) rename platform/android/java/lib/src/{org/godotengine/godot => net/relintai/pandemonium/pandemonium}/utils/Crypt.java (98%) rename platform/android/java/lib/src/{org/godotengine/godot => net/relintai/pandemonium/pandemonium}/utils/GLUtils.java (99%) rename platform/android/java/lib/src/{org/godotengine/godot/utils/GodotNetUtils.java => net/relintai/pandemonium/pandemonium/utils/PandemoniumNetUtils.java} (83%) rename platform/android/java/lib/src/{org/godotengine/godot => net/relintai/pandemonium/pandemonium}/utils/PermissionsUtil.java (99%) delete mode 100644 platform/android/java_godot_lib_jni.h rename platform/android/{java_godot_io_wrapper.cpp => java_pandemonium_io_wrapper.cpp} (68%) rename platform/android/{java_godot_io_wrapper.h => java_pandemonium_io_wrapper.h} (83%) rename platform/android/{java_godot_lib_jni.cpp => java_pandemonium_lib_jni.cpp} (63%) create mode 100644 platform/android/java_pandemonium_lib_jni.h rename platform/android/{java_godot_wrapper.cpp => java_pandemonium_wrapper.cpp} (50%) rename platform/android/{java_godot_wrapper.h => java_pandemonium_wrapper.h} (79%) rename platform/android/plugin/{godot_plugin_jni.cpp => pandemonium_plugin_jni.cpp} (84%) rename platform/android/plugin/{godot_plugin_jni.h => pandemonium_plugin_jni.h} (62%) rename platform/iphone/{godot_app_delegate.h => pandemonium_app_delegate.h} (93%) rename platform/iphone/{godot_app_delegate.m => pandemonium_app_delegate.m} (97%) rename platform/iphone/{godot_iphone.mm => pandemonium_iphone.mm} (95%) rename platform/iphone/{godot_view.h => pandemonium_view.h} (79%) rename platform/iphone/{godot_view.mm => pandemonium_view.mm} (90%) rename platform/iphone/{godot_view_gesture_recognizer.h => pandemonium_view_gesture_recognizer.h} (92%) rename platform/iphone/{godot_view_gesture_recognizer.mm => pandemonium_view_gesture_recognizer.mm} (84%) rename platform/iphone/{godot_view_renderer.h => pandemonium_view_renderer.h} (91%) rename platform/iphone/{godot_view_renderer.mm => pandemonium_view_renderer.mm} (95%) rename platform/iphone/plugin/{godot_plugin_config.h => pandemonium_plugin_config.h} (98%) delete mode 100644 platform/javascript/godot_js.h delete mode 100644 platform/javascript/js/libs/library_godot_audio.js delete mode 100644 platform/javascript/js/libs/library_godot_display.js delete mode 100644 platform/javascript/js/libs/library_godot_fetch.js delete mode 100644 platform/javascript/js/libs/library_godot_input.js delete mode 100644 platform/javascript/js/libs/library_godot_javascript_singleton.js delete mode 100644 platform/javascript/js/libs/library_godot_os.js delete mode 100644 platform/javascript/js/libs/library_godot_runtime.js create mode 100644 platform/javascript/js/libs/library_pandemonium_audio.js create mode 100644 platform/javascript/js/libs/library_pandemonium_display.js create mode 100644 platform/javascript/js/libs/library_pandemonium_fetch.js create mode 100644 platform/javascript/js/libs/library_pandemonium_input.js create mode 100644 platform/javascript/js/libs/library_pandemonium_javascript_singleton.js create mode 100644 platform/javascript/js/libs/library_pandemonium_os.js create mode 100644 platform/javascript/js/libs/library_pandemonium_runtime.js rename platform/javascript/{godot_audio.h => pandemonium_audio.h} (57%) create mode 100644 platform/javascript/pandemonium_js.h rename platform/osx/{godot_main_osx.mm => pandemonium_main_osx.mm} (97%) rename platform/server/{godot_server.cpp => pandemonium_server.cpp} (96%) delete mode 100644 platform/windows/godot.ico create mode 100644 platform/windows/pandemonium.ico rename platform/windows/{godot.natvis => pandemonium.natvis} (100%) rename platform/windows/{godot_res.rc => pandemonium_res.rc} (80%) rename platform/windows/{godot_windows.cpp => pandemonium_windows.cpp} (97%) rename platform/x11/{godot_x11.cpp => pandemonium_x11.cpp} (100%) rename thirdparty/enet/enet/{godot.h => pandemonium.h} (90%) rename thirdparty/enet/enet/{godot_ext.h => pandemonium_ext.h} (85%) rename thirdparty/enet/{godot.cpp => pandemonium.cpp} (94%) rename thirdparty/enet/patches/{godot_socket.patch => pandemonium_socket.patch} (93%) rename thirdparty/mbedtls/include/{godot_core_mbedtls_config.h => pandemonium_core_mbedtls_config.h} (100%) rename thirdparty/mbedtls/library/{godot_core_mbedtls_platform.c => pandemonium_core_mbedtls_platform.c} (100%) rename thirdparty/minizip/{godot-zlib-1.2.4-minizip-seek.patch => pandemonium-zlib-1.2.4-minizip-seek.patch} (92%) rename thirdparty/minizip/{godot-zlib-1.2.4-minizip-unbreak-gentoo.patch => pandemonium-zlib-1.2.4-minizip-unbreak-gentoo.patch} (94%) rename thirdparty/squish/{godot-changes.patch => pandemonium-changes.patch} (91%) diff --git a/.clang-format b/.clang-format index 9d436388d1..aca46f2083 100644 --- a/.clang-format +++ b/.clang-format @@ -146,7 +146,7 @@ KeepEmptyLinesAtTheStartOfBlocks: false # SpacesInConditionalStatement: false # SpacesInContainerLiterals: true # SpacesInCStyleCastParentheses: false -## Godot TODO: We'll want to use a min of 1, but we need to see how to fix +## Pandemonium TODO: We'll want to use a min of 1, but we need to see how to fix ## our comment capitalization at the same time. SpacesInLineCommentPrefix: Minimum: 0 @@ -185,5 +185,5 @@ ObjCBlockIndentWidth: 4 ### Java specific config ### Language: Java # BreakAfterJavaFieldAnnotations: false -JavaImportGroups: ['org.godotengine', 'android', 'androidx', 'com.android', 'com.google', 'java', 'javax'] +JavaImportGroups: ['net.relintai.pandemonium', 'android', 'androidx', 'com.android', 'com.google', 'java', 'javax'] ... diff --git a/.github/ISSUE_TEMPLATE/bug_report.md b/.github/ISSUE_TEMPLATE/bug_report.md index 91528465c0..5cf05916c9 100644 --- a/.github/ISSUE_TEMPLATE/bug_report.md +++ b/.github/ISSUE_TEMPLATE/bug_report.md @@ -1,13 +1,13 @@ --- name: Bug report -about: Report a bug in Godot +about: Report a bug in Pandemonium title: '' labels: '' assignees: '' --- -**Godot version:** +**Pandemonium version:** **OS/device including version:** diff --git a/.github/actions/godot-build/action.yml b/.github/actions/pandemonium-build/action.yml similarity index 88% rename from .github/actions/godot-build/action.yml rename to .github/actions/pandemonium-build/action.yml index 5ed64e7de2..6cdb1c6613 100644 --- a/.github/actions/godot-build/action.yml +++ b/.github/actions/pandemonium-build/action.yml @@ -1,5 +1,5 @@ -name: Build Godot -description: Build Godot with the provided options. +name: Build Pandemonium +description: Build Pandemonium with the provided options. inputs: target: description: The scons target (debug/release_debug/release). @@ -11,7 +11,7 @@ inputs: description: If tests are to be built. default: false platform: - description: The Godot platform to build. + description: The Pandemonium platform to build. required: false sconsflags: default: "" diff --git a/.github/actions/godot-cache/action.yml b/.github/actions/pandemonium-cache/action.yml similarity index 90% rename from .github/actions/godot-cache/action.yml rename to .github/actions/pandemonium-cache/action.yml index 3ec1b5e3a4..584ec936f1 100644 --- a/.github/actions/godot-cache/action.yml +++ b/.github/actions/pandemonium-cache/action.yml @@ -1,5 +1,5 @@ -name: Setup Godot build cache -description: Setup Godot build cache. +name: Setup Pandemonium build cache +description: Setup Pandemonium build cache. inputs: cache-name: description: The cache base name (job name by default). diff --git a/.github/actions/godot-deps/action.yml b/.github/actions/pandemonium-deps/action.yml similarity index 100% rename from .github/actions/godot-deps/action.yml rename to .github/actions/pandemonium-deps/action.yml diff --git a/.github/actions/upload-artifact/action.yml b/.github/actions/upload-artifact/action.yml index bc1871b914..e00a5f28c1 100644 --- a/.github/actions/upload-artifact/action.yml +++ b/.github/actions/upload-artifact/action.yml @@ -1,5 +1,5 @@ -name: Upload Godot artifact -description: Upload the Godot artifact. +name: Upload Pandemonium artifact +description: Upload the Pandemonium artifact. inputs: name: description: The artifact name. @@ -11,7 +11,7 @@ inputs: runs: using: "composite" steps: - - name: Upload Godot Artifact + - name: Upload Pandemonium Artifact uses: actions/upload-artifact@v2 with: name: ${{ inputs.name }} diff --git a/.github/workflows/android_builds.yml b/.github/workflows/android_builds.yml index 345ff78a2b..8e02677c72 100644 --- a/.github/workflows/android_builds.yml +++ b/.github/workflows/android_builds.yml @@ -33,15 +33,15 @@ jobs: with: java-version: 11 - - name: Setup Godot build cache - uses: ./.github/actions/godot-cache + - name: Setup Pandemonium build cache + uses: ./.github/actions/pandemonium-cache continue-on-error: true - name: Setup python and scons - uses: ./.github/actions/godot-deps + uses: ./.github/actions/pandemonium-deps - name: Compilation (armv7) - uses: ./.github/actions/godot-build + uses: ./.github/actions/pandemonium-build with: sconsflags: ${{ env.SCONSFLAGS }} android_arch=armv7 platform: android @@ -49,17 +49,17 @@ jobs: tools: false - name: Compilation (arm64v8) - uses: ./.github/actions/godot-build + uses: ./.github/actions/pandemonium-build with: sconsflags: ${{ env.SCONSFLAGS }} android_arch=arm64v8 platform: android target: release tools: false - - name: Generate Godot templates + - name: Generate Pandemonium templates run: | cd platform/android/java - ./gradlew generateGodotTemplates + ./gradlew generatePandemoniumTemplates cd ../../.. ls -l bin/ diff --git a/.github/workflows/ios_builds.yml b/.github/workflows/ios_builds.yml index 33c9b2cf8e..818327f49a 100644 --- a/.github/workflows/ios_builds.yml +++ b/.github/workflows/ios_builds.yml @@ -20,15 +20,15 @@ jobs: steps: - uses: actions/checkout@v2 - - name: Setup Godot build cache - uses: ./.github/actions/godot-cache + - name: Setup Pandemonium build cache + uses: ./.github/actions/pandemonium-cache continue-on-error: true - name: Setup python and scons - uses: ./.github/actions/godot-deps + uses: ./.github/actions/pandemonium-deps - name: Compilation (armv7) - uses: ./.github/actions/godot-build + uses: ./.github/actions/pandemonium-build with: sconsflags: ${{ env.SCONSFLAGS }} platform: iphone diff --git a/.github/workflows/javascript_builds.yml b/.github/workflows/javascript_builds.yml index 56b36d5873..2330f4aa26 100644 --- a/.github/workflows/javascript_builds.yml +++ b/.github/workflows/javascript_builds.yml @@ -40,15 +40,15 @@ jobs: run: | emcc -v - - name: Setup Godot build cache - uses: ./.github/actions/godot-cache + - name: Setup Pandemonium build cache + uses: ./.github/actions/pandemonium-cache continue-on-error: true - name: Setup python and scons - uses: ./.github/actions/godot-deps + uses: ./.github/actions/pandemonium-deps - name: Compilation - uses: ./.github/actions/godot-build + uses: ./.github/actions/pandemonium-build with: sconsflags: ${{ env.SCONSFLAGS }} platform: javascript diff --git a/.github/workflows/linux_builds.yml b/.github/workflows/linux_builds.yml index 69db1c0017..6170d9b34f 100644 --- a/.github/workflows/linux_builds.yml +++ b/.github/workflows/linux_builds.yml @@ -22,7 +22,7 @@ jobs: cache-name: linux-editor target: release_debug tools: true - bin: "./bin/godot.x11.opt.tools.64" + bin: "./bin/pandemonium.x11.opt.tools.64" artifact: true - name: Template (target=release, tools=no) @@ -47,17 +47,17 @@ jobs: libxinerama-dev libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev \ libdbus-1-dev libudev-dev libxi-dev libxrandr-dev yasm xvfb wget unzip - - name: Setup Godot build cache - uses: ./.github/actions/godot-cache + - name: Setup Pandemonium build cache + uses: ./.github/actions/pandemonium-cache with: cache-name: ${{ matrix.cache-name }} continue-on-error: true - name: Setup python and scons - uses: ./.github/actions/godot-deps + uses: ./.github/actions/pandemonium-deps - name: Compilation - uses: ./.github/actions/godot-build + uses: ./.github/actions/pandemonium-build with: sconsflags: ${{ env.SCONSFLAGS }} ${{ matrix.sconsflags }} platform: linuxbsd @@ -67,7 +67,7 @@ jobs: - name: Prepare artifact if: ${{ matrix.artifact }} run: | - strip bin/godot.* + strip bin/pandemonium.* - name: Upload artifact uses: ./.github/actions/upload-artifact diff --git a/.github/workflows/macos_builds.yml b/.github/workflows/macos_builds.yml index d1b57e8566..9239a05a37 100644 --- a/.github/workflows/macos_builds.yml +++ b/.github/workflows/macos_builds.yml @@ -24,7 +24,7 @@ jobs: cache-name: macos-editor target: release_debug tools: true - bin: "./bin/godot.osx.opt.tools.64" + bin: "./bin/pandemonium.osx.opt.tools.64" - name: Template (target=release, tools=no) cache-name: macos-template @@ -34,17 +34,17 @@ jobs: steps: - uses: actions/checkout@v2 - - name: Setup Godot build cache - uses: ./.github/actions/godot-cache + - name: Setup Pandemonium build cache + uses: ./.github/actions/pandemonium-cache with: cache-name: ${{ matrix.cache-name }} continue-on-error: true - name: Setup python and scons - uses: ./.github/actions/godot-deps + uses: ./.github/actions/pandemonium-deps - name: Compilation - uses: ./.github/actions/godot-build + uses: ./.github/actions/pandemonium-build with: sconsflags: ${{ env.SCONSFLAGS }} platform: osx diff --git a/.github/workflows/server_builds.yml b/.github/workflows/server_builds.yml index 348a259c72..ea213168de 100644 --- a/.github/workflows/server_builds.yml +++ b/.github/workflows/server_builds.yml @@ -43,17 +43,17 @@ jobs: libxinerama-dev libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev \ libdbus-1-dev libudev-dev libxi-dev libxrandr-dev yasm xvfb wget unzip - - name: Setup Godot build cache - uses: ./.github/actions/godot-cache + - name: Setup Pandemonium build cache + uses: ./.github/actions/pandemonium-cache with: cache-name: ${{ matrix.cache-name }} continue-on-error: true - name: Setup python and scons - uses: ./.github/actions/godot-deps + uses: ./.github/actions/pandemonium-deps - name: Compilation - uses: ./.github/actions/godot-build + uses: ./.github/actions/pandemonium-build with: sconsflags: ${{ env.SCONSFLAGS }} ${{ matrix.sconsflags }} platform: server diff --git a/.github/workflows/windows_builds.yml b/.github/workflows/windows_builds.yml index 071f75d57b..9788241544 100644 --- a/.github/workflows/windows_builds.yml +++ b/.github/workflows/windows_builds.yml @@ -25,7 +25,7 @@ jobs: cache-name: windows-editor target: release_debug tools: true - bin: "./bin/godot.windows.opt.tools.64.exe" + bin: "./bin/pandemonium.windows.opt.tools.64.exe" - name: Template (target=release, tools=no) cache-name: windows-template @@ -35,17 +35,17 @@ jobs: steps: - uses: actions/checkout@v2 - - name: Setup Godot build cache - uses: ./.github/actions/godot-cache + - name: Setup Pandemonium build cache + uses: ./.github/actions/pandemonium-cache with: cache-name: ${{ matrix.cache-name }} continue-on-error: true - name: Setup python and scons - uses: ./.github/actions/godot-deps + uses: ./.github/actions/pandemonium-deps - name: Compilation - uses: ./.github/actions/godot-build + uses: ./.github/actions/pandemonium-build with: sconsflags: ${{ env.SCONSFLAGS }} platform: windows diff --git a/.gitignore b/.gitignore index be0fefb750..990fd7aa49 100644 --- a/.gitignore +++ b/.gitignore @@ -338,10 +338,10 @@ cscope.files cscope.out cscope.in.out cscope.po.out -godot.creator.* +pandemonium.creator.* projects/ -platform/windows/godot_res.res +platform/windows/pandemonium_res.res # Visual Studio 2017 and Visual Studio Code workspace folder /.vs diff --git a/README.md b/README.md index f12f568857..d825cb1c6b 100644 --- a/README.md +++ b/README.md @@ -39,7 +39,7 @@ years as an in-house engine, used to publish several work-for-hire titles. ### Binary downloads -I don't have anything (lik an official webpage) set up at the moment, but temporarily you can download binaries from the github actions tab [[here]](https://github.com/Relintai/pandemonium_engine/actions). +I don't have anything (lik an official webpage) set up at the moment, but temporarily you can download binaries from the github actions tab [[here]](https://github.com/Relintai/pandemonium_engine). ### Compiling from source diff --git a/SConstruct b/SConstruct index 3260de2fe8..4eff5f4e1f 100644 --- a/SConstruct +++ b/SConstruct @@ -115,12 +115,12 @@ opts = Variables(customs, ARGUMENTS) # Target build options opts.Add("p", "Platform (alias for 'platform')", "") opts.Add("platform", "Target platform (%s)" % ("|".join(platform_list),), "") -opts.Add(BoolVariable("tools", "Build the tools (a.k.a. the Godot editor)", True)) +opts.Add(BoolVariable("tools", "Build the tools (a.k.a. the Pandemonium editor)", True)) opts.Add(EnumVariable("target", "Compilation target", "debug", ("debug", "release_debug", "release"))) opts.Add("arch", "Platform-dependent architecture (arm/arm64/x86/x64/mips/...)", "") opts.Add(EnumVariable("bits", "Target platform bits", "default", ("default", "32", "64"))) opts.Add(EnumVariable("optimize", "Optimization type", "speed", ("speed", "size", "none"))) -opts.Add(BoolVariable("production", "Set defaults to build Godot for use in production", False)) +opts.Add(BoolVariable("production", "Set defaults to build Pandemonium for use in production", False)) opts.Add(BoolVariable("use_lto", "Use link-time optimization", False)) opts.Add(BoolVariable("use_rtti", "Use RTTI", False)) opts.Add(BoolVariable("use_exceptions", "Use exceptions", False)) @@ -243,7 +243,7 @@ else: if selected_platform in ["linux", "bsd", "linuxbsd"]: if selected_platform == "linuxbsd": # Alias for forward compatibility. - print('Platform "linuxbsd" is still called "x11" in Godot 3.x. Building for platform "x11".') + print('Platform "linuxbsd" is still called "x11" in Pandemonium 3.x. Building for platform "x11".') # Alias for convenience. selected_platform = "x11" diff --git a/core/SCsub b/core/SCsub index 394bcf809f..d9464a4a74 100644 --- a/core/SCsub +++ b/core/SCsub @@ -148,7 +148,7 @@ if env["builtin_zstd"]: env.core_sources += thirdparty_obj -# Godot source files +# Pandemonium source files env.add_source_files(env.core_sources, "*.cpp") env.add_source_files(env.core_sources, "script_encryption_key.gen.cpp") diff --git a/core/bind/core_bind.cpp b/core/bind/core_bind.cpp index 043fc2eb57..8d36413e73 100644 --- a/core/bind/core_bind.cpp +++ b/core/bind/core_bind.cpp @@ -473,9 +473,9 @@ String _OS::get_executable_path() const { Error _OS::shell_open(String p_uri) { if (p_uri.begins_with("res://")) { - WARN_PRINT("Attempting to open an URL with the \"res://\" protocol. Use `ProjectSettings.globalize_path()` to convert a Godot-specific path to a system path before opening it with `OS.shell_open()`."); + WARN_PRINT("Attempting to open an URL with the \"res://\" protocol. Use `ProjectSettings.globalize_path()` to convert a Pandemonium-specific path to a system path before opening it with `OS.shell_open()`."); } else if (p_uri.begins_with("user://")) { - WARN_PRINT("Attempting to open an URL with the \"user://\" protocol. Use `ProjectSettings.globalize_path()` to convert a Godot-specific path to a system path before opening it with `OS.shell_open()`."); + WARN_PRINT("Attempting to open an URL with the \"user://\" protocol. Use `ProjectSettings.globalize_path()` to convert a Pandemonium-specific path to a system path before opening it with `OS.shell_open()`."); } return OS::get_singleton()->shell_open(p_uri); }; diff --git a/core/color.cpp b/core/color.cpp index 62d349179a..6505fbf6ec 100644 --- a/core/color.cpp +++ b/core/color.cpp @@ -448,7 +448,7 @@ Color Color::from_hsv(float p_h, float p_s, float p_v, float p_a) const { return c; } -// FIXME: Remove once Godot 3.1 has been released +// FIXME: Remove once Pandemonium 3.1 has been released float Color::gray() const { WARN_DEPRECATED_MSG("'Color.gray()' is deprecated and will be removed in a future version. Use 'Color.v' for a better grayscale approximation."); return (r + g + b) / 3.0; diff --git a/core/crypto/SCsub b/core/crypto/SCsub index 1fe2fa5b23..9293d98a0b 100644 --- a/core/crypto/SCsub +++ b/core/crypto/SCsub @@ -24,7 +24,7 @@ if not has_module: env_thirdparty.disable_warnings() # Custom config file env_thirdparty.Append( - CPPDEFINES=[("MBEDTLS_CONFIG_FILE", '\\"thirdparty/mbedtls/include/godot_core_mbedtls_config.h\\"')] + CPPDEFINES=[("MBEDTLS_CONFIG_FILE", '\\"thirdparty/mbedtls/include/pandemonium_core_mbedtls_config.h\\"')] ) thirdparty_mbedtls_dir = "#thirdparty/mbedtls/library/" thirdparty_mbedtls_sources = [ @@ -34,7 +34,7 @@ if not has_module: "md5.c", "sha1.c", "sha256.c", - "godot_core_mbedtls_platform.c", + "pandemonium_core_mbedtls_platform.c", ] thirdparty_mbedtls_sources = [thirdparty_mbedtls_dir + file for file in thirdparty_mbedtls_sources] env_thirdparty.add_source_files(thirdparty_obj, thirdparty_mbedtls_sources) diff --git a/core/io/file_access_pack.h b/core/io/file_access_pack.h index 167ae541de..be98e88a1f 100644 --- a/core/io/file_access_pack.h +++ b/core/io/file_access_pack.h @@ -37,7 +37,7 @@ #include "core/print_string.h" #include "core/set.h" -// Godot's packed file magic header ("GDPC" in ASCII). +// Pandemonium's packed file magic header ("GDPC" in ASCII). #define PACK_HEADER_MAGIC 0x43504447 // The current packed file format version number. #define PACK_FORMAT_VERSION 1 diff --git a/core/io/file_access_zip.cpp b/core/io/file_access_zip.cpp index 1bf5685dac..cdcd665c83 100644 --- a/core/io/file_access_zip.cpp +++ b/core/io/file_access_zip.cpp @@ -38,7 +38,7 @@ ZipArchive *ZipArchive::instance = nullptr; extern "C" { -static void *godot_open(void *data, const char *p_fname, int mode) { +static void *pandemonium_open(void *data, const char *p_fname, int mode) { if (mode & ZLIB_FILEFUNC_MODE_WRITE) { return nullptr; } @@ -49,22 +49,22 @@ static void *godot_open(void *data, const char *p_fname, int mode) { return f; } -static uLong godot_read(void *data, void *fdata, void *buf, uLong size) { +static uLong pandemonium_read(void *data, void *fdata, void *buf, uLong size) { FileAccess *f = (FileAccess *)fdata; f->get_buffer((uint8_t *)buf, size); return size; } -static uLong godot_write(voidpf opaque, voidpf stream, const void *buf, uLong size) { +static uLong pandemonium_write(voidpf opaque, voidpf stream, const void *buf, uLong size) { return 0; } -static long godot_tell(voidpf opaque, voidpf stream) { +static long pandemonium_tell(voidpf opaque, voidpf stream) { FileAccess *f = (FileAccess *)stream; return f->get_position(); } -static long godot_seek(voidpf opaque, voidpf stream, uLong offset, int origin) { +static long pandemonium_seek(voidpf opaque, voidpf stream, uLong offset, int origin) { FileAccess *f = (FileAccess *)stream; uint64_t pos = offset; @@ -83,7 +83,7 @@ static long godot_seek(voidpf opaque, voidpf stream, uLong offset, int origin) { return 0; } -static int godot_close(voidpf opaque, voidpf stream) { +static int pandemonium_close(voidpf opaque, voidpf stream) { FileAccess *f = (FileAccess *)stream; if (f) { f->close(); @@ -93,16 +93,16 @@ static int godot_close(voidpf opaque, voidpf stream) { return 0; } -static int godot_testerror(voidpf opaque, voidpf stream) { +static int pandemonium_testerror(voidpf opaque, voidpf stream) { FileAccess *f = (FileAccess *)stream; return f->get_error() != OK ? 1 : 0; } -static voidpf godot_alloc(voidpf opaque, uInt items, uInt size) { +static voidpf pandemonium_alloc(voidpf opaque, uInt items, uInt size) { return memalloc(items * size); } -static void godot_free(voidpf opaque, voidpf address) { +static void pandemonium_free(voidpf opaque, voidpf address) { memfree(address); } @@ -122,17 +122,17 @@ unzFile ZipArchive::get_file_handle(String p_file) const { memset(&io, 0, sizeof(io)); io.opaque = nullptr; - io.zopen_file = godot_open; - io.zread_file = godot_read; - io.zwrite_file = godot_write; + io.zopen_file = pandemonium_open; + io.zread_file = pandemonium_read; + io.zwrite_file = pandemonium_write; - io.ztell_file = godot_tell; - io.zseek_file = godot_seek; - io.zclose_file = godot_close; - io.zerror_file = godot_testerror; + io.ztell_file = pandemonium_tell; + io.zseek_file = pandemonium_seek; + io.zclose_file = pandemonium_close; + io.zerror_file = pandemonium_testerror; - io.alloc_mem = godot_alloc; - io.free_mem = godot_free; + io.alloc_mem = pandemonium_alloc; + io.free_mem = pandemonium_free; unzFile pkg = unzOpen2(packages[file.package].filename.utf8().get_data(), &io); ERR_FAIL_COND_V_MSG(!pkg, nullptr, "Cannot open file '" + packages[file.package].filename + "'."); @@ -158,14 +158,14 @@ bool ZipArchive::try_open_pack(const String &p_path, bool p_replace_files, uint6 memset(&io, 0, sizeof(io)); io.opaque = nullptr; - io.zopen_file = godot_open; - io.zread_file = godot_read; - io.zwrite_file = godot_write; - - io.ztell_file = godot_tell; - io.zseek_file = godot_seek; - io.zclose_file = godot_close; - io.zerror_file = godot_testerror; + io.zopen_file = pandemonium_open; + io.zread_file = pandemonium_read; + io.zwrite_file = pandemonium_write; + + io.ztell_file = pandemonium_tell; + io.zseek_file = pandemonium_seek; + io.zclose_file = pandemonium_close; + io.zerror_file = pandemonium_testerror; unzFile zfile = unzOpen2(p_path.utf8().get_data(), &io); ERR_FAIL_COND_V(!zfile, false); diff --git a/core/io/http_client.cpp b/core/io/http_client.cpp index 3031a2b06d..0c51276ebf 100644 --- a/core/io/http_client.cpp +++ b/core/io/http_client.cpp @@ -191,7 +191,7 @@ Error HTTPClient::request_raw(Method p_method, const String &p_url, const Vector // Should it add utf8 encoding? } if (add_uagent) { - request += "User-Agent: GodotEngine/" + String(VERSION_FULL_BUILD) + " (" + OS::get_singleton()->get_name() + ")\r\n"; + request += "User-Agent: PandemoniumEngine/" + String(VERSION_FULL_BUILD) + " (" + OS::get_singleton()->get_name() + ")\r\n"; } if (add_accept) { request += "Accept: */*\r\n"; @@ -269,7 +269,7 @@ Error HTTPClient::request(Method p_method, const String &p_url, const Vectorget_name() + ")\r\n"; + request += "User-Agent: PandemoniumEngine/" + String(VERSION_FULL_BUILD) + " (" + OS::get_singleton()->get_name() + ")\r\n"; } if (add_accept) { request += "Accept: */*\r\n"; diff --git a/core/make_binders.py b/core/make_binders.py index 883583e5dc..d6ccdf9f79 100644 --- a/core/make_binders.py +++ b/core/make_binders.py @@ -9,11 +9,11 @@ class MethodBind$argc$$ifret R$$ifconst C$ : public MethodBind { $ifret R$ $ifnoret void$ (T::*method)($arg, P@$) $ifconst const$; #ifdef DEBUG_METHODS_ENABLED virtual Variant::Type _gen_argument_type(int p_arg) const { return _get_argument_type(p_arg); } - virtual GodotTypeInfo::Metadata get_argument_meta(int p_arg) const { + virtual PandemoniumTypeInfo::Metadata get_argument_meta(int p_arg) const { $ifret if (p_arg==-1) return GetTypeInfo::METADATA;$ $arg if (p_arg==(@-1)) return GetTypeInfo::METADATA; $ - return GodotTypeInfo::METADATA_NONE; + return PandemoniumTypeInfo::METADATA_NONE; } Variant::Type _get_argument_type(int p_argument) const { $ifret if (p_argument==-1) return (Variant::Type)GetTypeInfo::VARIANT_TYPE;$ @@ -100,11 +100,11 @@ class MethodBind$argc$$ifret R$$ifconst C$ : public MethodBind { #ifdef DEBUG_METHODS_ENABLED virtual Variant::Type _gen_argument_type(int p_arg) const { return _get_argument_type(p_arg); } - virtual GodotTypeInfo::Metadata get_argument_meta(int p_arg) const { + virtual PandemoniumTypeInfo::Metadata get_argument_meta(int p_arg) const { $ifret if (p_arg==-1) return GetTypeInfo::METADATA;$ $arg if (p_arg==(@-1)) return GetTypeInfo::METADATA; $ - return GodotTypeInfo::METADATA_NONE; + return PandemoniumTypeInfo::METADATA_NONE; } Variant::Type _get_argument_type(int p_argument) const { @@ -200,11 +200,11 @@ class FunctionBind$argc$$ifret R$$ifconst C$ : public MethodBind { $ifret R$ $ifnoret void$ (*method) ($ifconst const$ T *$ifargs , $$arg, P@$); #ifdef DEBUG_METHODS_ENABLED virtual Variant::Type _gen_argument_type(int p_arg) const { return _get_argument_type(p_arg); } - virtual GodotTypeInfo::Metadata get_argument_meta(int p_arg) const { + virtual PandemoniumTypeInfo::Metadata get_argument_meta(int p_arg) const { $ifret if (p_arg==-1) return GetTypeInfo::METADATA;$ $arg if (p_arg==(@-1)) return GetTypeInfo::METADATA; $ - return GodotTypeInfo::METADATA_NONE; + return PandemoniumTypeInfo::METADATA_NONE; } Variant::Type _get_argument_type(int p_argument) const { $ifret if (p_argument==-1) return (Variant::Type)GetTypeInfo::VARIANT_TYPE;$ diff --git a/core/math/convex_hull.cpp b/core/math/convex_hull.cpp index f82ce21a49..bac3534a77 100644 --- a/core/math/convex_hull.cpp +++ b/core/math/convex_hull.cpp @@ -2,7 +2,7 @@ /* convex_hull.cpp */ /*************************************************************************/ /* This file is part of: */ -/* GODOT ENGINE */ +/* PANDEMONIUM ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ @@ -29,7 +29,7 @@ /*************************************************************************/ /* - * Based on Godot's patched VHACD-version of Bullet's btConvexHullComputer. + * Based on Pandemonium's patched VHACD-version of Bullet's btConvexHullComputer. * See /thirdparty/vhacd/btConvexHullComputer.cpp at 64403ddcab9f1dca2408f0a412a22d899708bbb1 * In turn, based on /src/LinearMath/btConvexHullComputer.cpp in * at 73b217fb07e7e3ce126caeb28ab3c9ddd0718467 @@ -37,8 +37,8 @@ * Changes: * - int32_t is consistently used instead of int in some cases * - integrated patch db0d6c92927f5a1358b887f2645c11f3014f0e8a from Bullet (CWE-190 integer overflow in btConvexHullComputer) - * - adapted to Godot's code style - * - replaced Bullet's types (e.g. vectors) with Godot's + * - adapted to Pandemonium's code style + * - replaced Bullet's types (e.g. vectors) with Pandemonium's * - replaced custom Pool implementation with PagedAllocator */ @@ -69,10 +69,10 @@ subject to the following restrictions: //#define DEBUG_CONVEX_HULL //#define SHOW_ITERATIONS -// -- GODOT start -- +// -- PANDEMONIUM start -- // Assembly optimizations are not used at the moment. //#define USE_X86_64_ASM -// -- GODOT end -- +// -- PANDEMONIUM end -- #ifdef DEBUG_ENABLED #define CHULL_ASSERT(m_cond) \ @@ -2288,7 +2288,7 @@ Error ConvexHullComputer::convex_hull(const Vector3 *p_points, int32_t p_point_c e = e->get_next_edge_of_face(); } while (e != e_start); - // reverse indices: Godot wants clockwise, but this is counter-clockwise + // reverse indices: Pandemonium wants clockwise, but this is counter-clockwise if (face.indices.size() > 2) { // reverse all but the first index. int *indices = face.indices.ptrw(); diff --git a/core/math/transform_interpolator.cpp b/core/math/transform_interpolator.cpp index 70efca0100..d93e7bcc3a 100644 --- a/core/math/transform_interpolator.cpp +++ b/core/math/transform_interpolator.cpp @@ -167,7 +167,7 @@ void TransformInterpolator::interpolate_basis_linear(const Basis &p_prev, const r_result = p_prev.lerp(p_curr, p_fraction); // It turns out we need to guard against zero scale basis. - // This is kind of silly, as we should probably fix the bugs elsewhere in Godot that can't deal with + // This is kind of silly, as we should probably fix the bugs elsewhere in Pandemonium that can't deal with // zero scale, but until that time... for (int n = 0; n < 3; n++) { Vector3 &axis = r_result[n]; @@ -279,7 +279,7 @@ TransformInterpolator::Method TransformInterpolator::_test_basis(Basis p_basis, r_needed_normalize = true; } - // Apply less stringent tests than the built in slerp, the standard Godot slerp + // Apply less stringent tests than the built in slerp, the standard Pandemonium slerp // is too susceptible to float error to be useful real_t det = p_basis.determinant(); if (!Math::is_equal_approx(det, 1, (real_t)0.01f)) { @@ -334,7 +334,7 @@ bool TransformInterpolator::_basis_is_orthogonal(const Basis &p_basis, real_t p_ Basis identity; Basis m = p_basis * p_basis.transposed(); - // Less stringent tests than the standard Godot slerp + // Less stringent tests than the standard Pandemonium slerp if (!m[0].is_equal_approx(identity[0], p_epsilon) || !m[1].is_equal_approx(identity[1], p_epsilon) || !m[2].is_equal_approx(identity[2], p_epsilon)) { return false; } diff --git a/core/method_bind.h b/core/method_bind.h index efa95f515c..b32adb51f9 100644 --- a/core/method_bind.h +++ b/core/method_bind.h @@ -262,7 +262,7 @@ class MethodBind { void set_argument_names(const Vector &p_names); //set by class, db, can't be inferred otherwise Vector get_argument_names() const; - virtual GodotTypeInfo::Metadata get_argument_meta(int p_arg) const = 0; + virtual PandemoniumTypeInfo::Metadata get_argument_meta(int p_arg) const = 0; #endif void set_hint_flags(uint32_t p_hint) { hint_flags = p_hint; } @@ -319,8 +319,8 @@ class MethodBindVarArg : public MethodBind { return _gen_argument_type_info(p_arg).type; } - virtual GodotTypeInfo::Metadata get_argument_meta(int) const { - return GodotTypeInfo::METADATA_NONE; + virtual PandemoniumTypeInfo::Metadata get_argument_meta(int) const { + return PandemoniumTypeInfo::METADATA_NONE; } #else diff --git a/core/os/os.cpp b/core/os/os.cpp index aefb9c0711..12990c1cef 100644 --- a/core/os/os.cpp +++ b/core/os/os.cpp @@ -317,7 +317,7 @@ String OS::get_safe_dir_name(const String &p_dir_name, bool p_allow_dir_separato // Path to data, config, cache, etc. OS-specific folders // Get properly capitalized engine name for system paths -String OS::get_godot_dir_name() const { +String OS::get_pandemonium_dir_name() const { // Default to lowercase, so only override when different case is needed return String(VERSION_SHORT_NAME).to_lower(); } @@ -838,7 +838,7 @@ OS::OS() { restart_on_exit = false; singleton = this; - _keep_screen_on = true; // set default value to true, because this had been true before godot 2.0. + _keep_screen_on = true; // set default value to true, because this had been true before pandemonium 2.0. low_processor_usage_mode = false; low_processor_usage_mode_sleep_usec = 10000; _update_vital_only = false; diff --git a/core/os/os.h b/core/os/os.h index 2c0cb1dcbb..038ea07152 100644 --- a/core/os/os.h +++ b/core/os/os.h @@ -458,7 +458,7 @@ class OS { String get_locale_language() const; String get_safe_dir_name(const String &p_dir_name, bool p_allow_dir_separator = false) const; - virtual String get_godot_dir_name() const; + virtual String get_pandemonium_dir_name() const; virtual String get_data_path() const; virtual String get_config_path() const; diff --git a/core/project_settings.cpp b/core/project_settings.cpp index c597ced7d3..d08b63c029 100644 --- a/core/project_settings.cpp +++ b/core/project_settings.cpp @@ -311,7 +311,7 @@ void ProjectSettings::_convert_to_last_version(int p_from_version) { } /* - * This method is responsible for loading a project.godot file and/or data file + * This method is responsible for loading a project.pandemonium file and/or data file * using the following merit order: * - If using NetworkClient, try to lookup project file or fail. * - If --main-pack was passed by the user (`p_main_pack`), load it or fail. @@ -339,7 +339,7 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b // If looking for files in a network client, use it directly if (FileAccessNetworkClient::get_singleton()) { - Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary"); + Error err = _load_settings_text_or_binary("res://project.pandemonium", "res://project.binary"); if (err == OK && !p_ignore_override) { // Optional, we don't mind if it fails _load_settings_text("res://override.cfg"); @@ -353,7 +353,7 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b bool ok = _load_resource_pack(p_main_pack); ERR_FAIL_COND_V_MSG(!ok, ERR_CANT_OPEN, "Cannot open resource pack '" + p_main_pack + "'."); - Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary"); + Error err = _load_settings_text_or_binary("res://project.pandemonium", "res://project.binary"); if (err == OK && !p_ignore_override) { // Load override from location of the main pack // Optional, we don't mind if it fails @@ -372,7 +372,7 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b bool found = _load_resource_pack(exec_path); // Attempt with exec_name.pck. - // (This is the usual case when distributing a Godot game.) + // (This is the usual case when distributing a Pandemonium game.) String exec_dir = exec_path.get_base_dir(); String exec_filename = exec_path.get_file(); String exec_basename = exec_filename.get_basename(); @@ -403,7 +403,7 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b // If we opened our package, try and load our project. if (found) { - Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary"); + Error err = _load_settings_text_or_binary("res://project.pandemonium", "res://project.binary"); if (err == OK && !p_ignore_override) { // Load override from location of the executable. // Optional, we don't mind if it fails. @@ -424,7 +424,7 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b resource_path = resource_path.substr(0, resource_path.length() - 1); // Chop end. } - Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary"); + Error err = _load_settings_text_or_binary("res://project.pandemonium", "res://project.binary"); if (err == OK && !p_ignore_override) { // Optional, we don't mind if it fails. _load_settings_text("res://override.cfg"); @@ -445,7 +445,7 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b Error err; while (true) { - err = _load_settings_text_or_binary(current_dir.plus_file("project.godot"), current_dir.plus_file("project.binary")); + err = _load_settings_text_or_binary(current_dir.plus_file("project.pandemonium"), current_dir.plus_file("project.binary")); if (err == OK && !p_ignore_override) { // Optional, we don't mind if it fails. _load_settings_text(current_dir.plus_file("override.cfg")); @@ -586,10 +586,10 @@ Error ProjectSettings::_load_settings_text(const String &p_path) { err = VariantParser::parse_tag_assign_eof(&stream, lines, error_text, next_tag, assign, value, nullptr, true); if (err == ERR_FILE_EOF) { memdelete(f); - // If we're loading a project.godot from source code, we can operate some + // If we're loading a project.pandemonium from source code, we can operate some // ProjectSettings conversions if need be. _convert_to_last_version(config_version); - last_save_time = FileAccess::get_modified_time(get_resource_path().plus_file("project.godot")); + last_save_time = FileAccess::get_modified_time(get_resource_path().plus_file("project.pandemonium")); return OK; } else if (err != OK) { ERR_PRINT("Error parsing " + p_path + " at line " + itos(lines) + ": " + error_text + " File might be corrupted."); @@ -618,7 +618,7 @@ Error ProjectSettings::_load_settings_text(const String &p_path) { } Error ProjectSettings::_load_settings_text_or_binary(const String &p_text_path, const String &p_bin_path) { - // Attempt first to load the binary project.godot file. + // Attempt first to load the binary project.pandemonium file. Error err = _load_settings_binary(p_bin_path); if (err == OK) { return OK; @@ -627,7 +627,7 @@ Error ProjectSettings::_load_settings_text_or_binary(const String &p_text_path, ERR_PRINT("Couldn't load file '" + p_bin_path + "', error code " + itos(err) + "."); } - // Fallback to text-based project.godot file if binary was not found. + // Fallback to text-based project.pandemonium file if binary was not found. err = _load_settings_text(p_text_path); if (err == OK) { return OK; @@ -661,9 +661,9 @@ void ProjectSettings::clear(const String &p_name) { } Error ProjectSettings::save() { - Error error = save_custom(get_resource_path().plus_file("project.godot")); + Error error = save_custom(get_resource_path().plus_file("project.pandemonium")); if (error == OK) { - last_save_time = FileAccess::get_modified_time(get_resource_path().plus_file("project.godot")); + last_save_time = FileAccess::get_modified_time(get_resource_path().plus_file("project.pandemonium")); } return error; } @@ -757,7 +757,7 @@ Error ProjectSettings::_save_settings_text(const String &p_file, const Mapstore_line("; Engine configuration file."); file->store_line("; It's best edited using the editor UI and not directly,"); @@ -881,7 +881,7 @@ Error ProjectSettings::save_custom(const String &p_path, const CustomMap &p_cust custom_features += f; } - if (p_path.ends_with(".godot") || p_path.ends_with("override.cfg")) { + if (p_path.ends_with(".pandemonium") || p_path.ends_with("override.cfg")) { return _save_settings_text(p_path, props, p_custom, custom_features); } else if (p_path.ends_with(".binary")) { return _save_settings_binary(p_path, props, p_custom, custom_features); @@ -1019,7 +1019,7 @@ void ProjectSettings::_bind_methods() { ProjectSettings::ProjectSettings() { // Initialization of engine variables should be done in the setup() method, - // so that the values can be overridden from project.godot or project.binary. + // so that the values can be overridden from project.pandemonium or project.binary. singleton = this; last_order = NO_BUILTIN_ORDER_BASE; @@ -1047,7 +1047,7 @@ ProjectSettings::ProjectSettings() { PoolStringArray extensions = PoolStringArray(); extensions.push_back("gd"); - if (Engine::get_singleton()->has_singleton("GodotSharp")) { + if (Engine::get_singleton()->has_singleton("PandemoniumSharp")) { extensions.push_back("cs"); } extensions.push_back("gdshader"); @@ -1227,7 +1227,7 @@ ProjectSettings::ProjectSettings() { custom_prop_info["physics/2d/thread_model"] = PropertyInfo(Variant::INT, "physics/2d/thread_model", PROPERTY_HINT_ENUM, "Single-Unsafe,Single-Safe,Multi-Threaded"); custom_prop_info["rendering/quality/intended_usage/framebuffer_allocation"] = PropertyInfo(Variant::INT, "rendering/quality/intended_usage/framebuffer_allocation", PROPERTY_HINT_ENUM, "2D,2D Without Sampling,3D,3D Without Effects"); - // Required to make the project setting appear even if the physics engine is GodotPhysics, + // Required to make the project setting appear even if the physics engine is PandemoniumPhysics, // while also making it appear in the ProjectSettings class documentation. GLOBAL_DEF("physics/3d/smooth_trimesh_collision", false); diff --git a/core/project_settings.h b/core/project_settings.h index c309c7b497..90d0df2fc6 100644 --- a/core/project_settings.h +++ b/core/project_settings.h @@ -39,7 +39,7 @@ // instead of Querying all the strings every frame just in case of changes, // there is a signal "project_settings_changed" which objects can subscribe to. -// E.g. (from another Godot object) +// E.g. (from another Pandemonium object) // // Call your user written object function to Query the project settings once at creation, // perhaps in an ENTER_TREE notification: // _project_settings_changed() @@ -55,7 +55,7 @@ // before ProjectSettings: // ProjectSettings::get_singleton()->disconnect("project_settings_changed", this, "_project_settings_changed"); -// Additionally, for objects that are not regular Godot objects capable of subscribing to signals (e.g. Rasterizers), +// Additionally, for objects that are not regular Pandemonium objects capable of subscribing to signals (e.g. Rasterizers), // you can also query the function "has_changes()" each frame, // and update your local settings whenever this is set. diff --git a/core/reference.h b/core/reference.h index 69b0e9765b..2ce54e4175 100644 --- a/core/reference.h +++ b/core/reference.h @@ -338,7 +338,7 @@ struct PtrToArg { template struct GetTypeInfo> { static const Variant::Type VARIANT_TYPE = Variant::OBJECT; - static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE; + static const PandemoniumTypeInfo::Metadata METADATA = PandemoniumTypeInfo::METADATA_NONE; static inline PropertyInfo get_class_info() { return PropertyInfo(Variant::OBJECT, String(), PROPERTY_HINT_RESOURCE_TYPE, T::get_class_static()); @@ -348,7 +348,7 @@ struct GetTypeInfo> { template struct GetTypeInfo &> { static const Variant::Type VARIANT_TYPE = Variant::OBJECT; - static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE; + static const PandemoniumTypeInfo::Metadata METADATA = PandemoniumTypeInfo::METADATA_NONE; static inline PropertyInfo get_class_info() { return PropertyInfo(Variant::OBJECT, String(), PROPERTY_HINT_RESOURCE_TYPE, T::get_class_static()); diff --git a/core/rid_handle.cpp b/core/rid_handle.cpp index 2d11398e45..86c2b581b0 100644 --- a/core/rid_handle.cpp +++ b/core/rid_handle.cpp @@ -223,7 +223,7 @@ RID_Data *RID_Database::handle_getptr(const RID &p_rid) { } // Note, no locks used in the getters. -// Godot 4.x does use locks in the getters, but it is arguably overkill because even though +// Pandemonium 4.x does use locks in the getters, but it is arguably overkill because even though // the pointer returned will be correct (i.e. it has not been replaced during this call), // it can be invalidated during the client code use. (There may also be an internal reason why // locks are needed in 4.x, as the database is different.) diff --git a/core/string_builder.cpp b/core/string_builder.cpp index ba2e660278..633bdd0e8d 100644 --- a/core/string_builder.cpp +++ b/core/string_builder.cpp @@ -65,19 +65,19 @@ String StringBuilder::as_string() const { int current_position = 0; - int godot_string_elem = 0; + int pandemonium_string_elem = 0; int c_string_elem = 0; for (int i = 0; i < appended_strings.size(); i++) { if (appended_strings[i] == -1) { - // Godot string - const String &s = strings[godot_string_elem]; + // Pandemonium string + const String &s = strings[pandemonium_string_elem]; memcpy(buffer + current_position, s.ptr(), s.length() * sizeof(CharType)); current_position += s.length(); - godot_string_elem++; + pandemonium_string_elem++; } else { const char *s = c_strings[c_string_elem]; diff --git a/core/string_builder.h b/core/string_builder.h index d9081b17f4..eacf784904 100644 --- a/core/string_builder.h +++ b/core/string_builder.h @@ -40,7 +40,7 @@ class StringBuilder { Vector strings; Vector c_strings; - // -1 means it's a Godot String + // -1 means it's a Pandemonium String // a natural number means C string. Vector appended_strings; diff --git a/core/type_info.h b/core/type_info.h index 0dc05f1462..68f89b8dd5 100644 --- a/core/type_info.h +++ b/core/type_info.h @@ -62,7 +62,7 @@ struct TypeInherits { !TypesAreSame::value; }; -namespace GodotTypeInfo { +namespace PandemoniumTypeInfo { enum Metadata { METADATA_NONE, METADATA_INT_IS_INT8, @@ -90,7 +90,7 @@ struct GetTypeInfo; template <> \ struct GetTypeInfo { \ static const Variant::Type VARIANT_TYPE = m_var_type; \ - static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE; \ + static const PandemoniumTypeInfo::Metadata METADATA = PandemoniumTypeInfo::METADATA_NONE; \ static inline PropertyInfo get_class_info() { \ return PropertyInfo(VARIANT_TYPE, String()); \ } \ @@ -98,7 +98,7 @@ struct GetTypeInfo; template <> \ struct GetTypeInfo { \ static const Variant::Type VARIANT_TYPE = m_var_type; \ - static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE; \ + static const PandemoniumTypeInfo::Metadata METADATA = PandemoniumTypeInfo::METADATA_NONE; \ static inline PropertyInfo get_class_info() { \ return PropertyInfo(VARIANT_TYPE, String()); \ } \ @@ -108,7 +108,7 @@ struct GetTypeInfo; template <> \ struct GetTypeInfo { \ static const Variant::Type VARIANT_TYPE = m_var_type; \ - static const GodotTypeInfo::Metadata METADATA = m_metadata; \ + static const PandemoniumTypeInfo::Metadata METADATA = m_metadata; \ static inline PropertyInfo get_class_info() { \ return PropertyInfo(VARIANT_TYPE, String()); \ } \ @@ -116,24 +116,24 @@ struct GetTypeInfo; template <> \ struct GetTypeInfo { \ static const Variant::Type VARIANT_TYPE = m_var_type; \ - static const GodotTypeInfo::Metadata METADATA = m_metadata; \ + static const PandemoniumTypeInfo::Metadata METADATA = m_metadata; \ static inline PropertyInfo get_class_info() { \ return PropertyInfo(VARIANT_TYPE, String()); \ } \ }; MAKE_TYPE_INFO(bool, Variant::BOOL) -MAKE_TYPE_INFO_WITH_META(uint8_t, Variant::INT, GodotTypeInfo::METADATA_INT_IS_UINT8) -MAKE_TYPE_INFO_WITH_META(int8_t, Variant::INT, GodotTypeInfo::METADATA_INT_IS_INT8) -MAKE_TYPE_INFO_WITH_META(uint16_t, Variant::INT, GodotTypeInfo::METADATA_INT_IS_UINT16) -MAKE_TYPE_INFO_WITH_META(int16_t, Variant::INT, GodotTypeInfo::METADATA_INT_IS_INT16) -MAKE_TYPE_INFO_WITH_META(uint32_t, Variant::INT, GodotTypeInfo::METADATA_INT_IS_UINT32) -MAKE_TYPE_INFO_WITH_META(int32_t, Variant::INT, GodotTypeInfo::METADATA_INT_IS_INT32) -MAKE_TYPE_INFO_WITH_META(uint64_t, Variant::INT, GodotTypeInfo::METADATA_INT_IS_UINT64) -MAKE_TYPE_INFO_WITH_META(int64_t, Variant::INT, GodotTypeInfo::METADATA_INT_IS_INT64) +MAKE_TYPE_INFO_WITH_META(uint8_t, Variant::INT, PandemoniumTypeInfo::METADATA_INT_IS_UINT8) +MAKE_TYPE_INFO_WITH_META(int8_t, Variant::INT, PandemoniumTypeInfo::METADATA_INT_IS_INT8) +MAKE_TYPE_INFO_WITH_META(uint16_t, Variant::INT, PandemoniumTypeInfo::METADATA_INT_IS_UINT16) +MAKE_TYPE_INFO_WITH_META(int16_t, Variant::INT, PandemoniumTypeInfo::METADATA_INT_IS_INT16) +MAKE_TYPE_INFO_WITH_META(uint32_t, Variant::INT, PandemoniumTypeInfo::METADATA_INT_IS_UINT32) +MAKE_TYPE_INFO_WITH_META(int32_t, Variant::INT, PandemoniumTypeInfo::METADATA_INT_IS_INT32) +MAKE_TYPE_INFO_WITH_META(uint64_t, Variant::INT, PandemoniumTypeInfo::METADATA_INT_IS_UINT64) +MAKE_TYPE_INFO_WITH_META(int64_t, Variant::INT, PandemoniumTypeInfo::METADATA_INT_IS_INT64) MAKE_TYPE_INFO(wchar_t, Variant::INT) -MAKE_TYPE_INFO_WITH_META(float, Variant::REAL, GodotTypeInfo::METADATA_REAL_IS_FLOAT) -MAKE_TYPE_INFO_WITH_META(double, Variant::REAL, GodotTypeInfo::METADATA_REAL_IS_DOUBLE) +MAKE_TYPE_INFO_WITH_META(float, Variant::REAL, PandemoniumTypeInfo::METADATA_REAL_IS_FLOAT) +MAKE_TYPE_INFO_WITH_META(double, Variant::REAL, PandemoniumTypeInfo::METADATA_REAL_IS_DOUBLE) MAKE_TYPE_INFO(String, Variant::STRING) MAKE_TYPE_INFO(Vector2, Variant::VECTOR2) @@ -173,7 +173,7 @@ MAKE_TYPE_INFO(BSP_Tree, Variant::DICTIONARY) template <> struct GetTypeInfo { static const Variant::Type VARIANT_TYPE = Variant::OBJECT; - static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE; + static const PandemoniumTypeInfo::Metadata METADATA = PandemoniumTypeInfo::METADATA_NONE; static inline PropertyInfo get_class_info() { return PropertyInfo(Variant::OBJECT, String(), PROPERTY_HINT_RESOURCE_TYPE, "Reference"); } @@ -181,7 +181,7 @@ struct GetTypeInfo { template <> struct GetTypeInfo { static const Variant::Type VARIANT_TYPE = Variant::OBJECT; - static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE; + static const PandemoniumTypeInfo::Metadata METADATA = PandemoniumTypeInfo::METADATA_NONE; static inline PropertyInfo get_class_info() { return PropertyInfo(Variant::OBJECT, String(), PROPERTY_HINT_RESOURCE_TYPE, "Reference"); } @@ -191,7 +191,7 @@ struct GetTypeInfo { template <> struct GetTypeInfo { static const Variant::Type VARIANT_TYPE = Variant::NIL; - static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE; + static const PandemoniumTypeInfo::Metadata METADATA = PandemoniumTypeInfo::METADATA_NONE; static inline PropertyInfo get_class_info() { return PropertyInfo(Variant::NIL, String(), PROPERTY_HINT_NONE, String(), PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_NIL_IS_VARIANT); } @@ -200,7 +200,7 @@ struct GetTypeInfo { template <> struct GetTypeInfo { static const Variant::Type VARIANT_TYPE = Variant::NIL; - static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE; + static const PandemoniumTypeInfo::Metadata METADATA = PandemoniumTypeInfo::METADATA_NONE; static inline PropertyInfo get_class_info() { return PropertyInfo(Variant::NIL, String(), PROPERTY_HINT_NONE, String(), PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_NIL_IS_VARIANT); } @@ -210,7 +210,7 @@ struct GetTypeInfo { template <> \ struct GetTypeInfo> { \ static const Variant::Type VARIANT_TYPE = m_var_type; \ - static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE; \ + static const PandemoniumTypeInfo::Metadata METADATA = PandemoniumTypeInfo::METADATA_NONE; \ static inline PropertyInfo get_class_info() { \ return PropertyInfo(VARIANT_TYPE, String()); \ } \ @@ -218,7 +218,7 @@ struct GetTypeInfo { template <> \ struct GetTypeInfo &> { \ static const Variant::Type VARIANT_TYPE = m_var_type; \ - static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE; \ + static const PandemoniumTypeInfo::Metadata METADATA = PandemoniumTypeInfo::METADATA_NONE; \ static inline PropertyInfo get_class_info() { \ return PropertyInfo(VARIANT_TYPE, String()); \ } \ @@ -245,7 +245,7 @@ MAKE_TEMPLATE_TYPE_INFO(PoolVector, Face3, Variant::POOL_VECTOR3_ARRAY) template struct GetTypeInfo::value>::type> { static const Variant::Type VARIANT_TYPE = Variant::OBJECT; - static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE; + static const PandemoniumTypeInfo::Metadata METADATA = PandemoniumTypeInfo::METADATA_NONE; static inline PropertyInfo get_class_info() { return PropertyInfo(StringName(T::get_class_static())); } @@ -254,7 +254,7 @@ struct GetTypeInfo::value>::type> template struct GetTypeInfo::value>::type> { static const Variant::Type VARIANT_TYPE = Variant::OBJECT; - static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE; + static const PandemoniumTypeInfo::Metadata METADATA = PandemoniumTypeInfo::METADATA_NONE; static inline PropertyInfo get_class_info() { return PropertyInfo(StringName(T::get_class_static())); } @@ -264,7 +264,7 @@ struct GetTypeInfo::value>: template <> \ struct GetTypeInfo { \ static const Variant::Type VARIANT_TYPE = Variant::INT; \ - static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE; \ + static const PandemoniumTypeInfo::Metadata METADATA = PandemoniumTypeInfo::METADATA_NONE; \ static inline PropertyInfo get_class_info() { \ return PropertyInfo(Variant::INT, String(), PROPERTY_HINT_NONE, String(), PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_CLASS_IS_ENUM, String(#m_enum).replace("::", ".")); \ } \ diff --git a/core/ustring.cpp b/core/ustring.cpp index 2bcf8dd54e..21c0a129ac 100644 --- a/core/ustring.cpp +++ b/core/ustring.cpp @@ -2964,7 +2964,7 @@ String String::format(const Variant &values, String placeholder) const { for (int i = 0; i < values_arr.size(); i++) { String i_as_str = String::num_int64(i); - if (values_arr[i].get_type() == Variant::ARRAY) { //Array in Array structure [["name","RobotGuy"],[0,"godot"],["strength",9000.91]] + if (values_arr[i].get_type() == Variant::ARRAY) { //Array in Array structure [["name","RobotGuy"],[0,"pandemonium"],["strength",9000.91]] Array value_arr = values_arr[i]; if (value_arr.size() == 2) { diff --git a/core/variant_parser.cpp b/core/variant_parser.cpp index a8ff3ffe7b..6a321eec88 100644 --- a/core/variant_parser.cpp +++ b/core/variant_parser.cpp @@ -431,7 +431,7 @@ Error VariantParser::_parse_enginecfg(Stream *p_stream, Vector &strings, Token token; get_token(p_stream, token, line, r_err_str); if (token.type != TK_PARENTHESIS_OPEN) { - r_err_str = "Expected '(' in old-style project.godot construct"; + r_err_str = "Expected '(' in old-style project.pandemonium construct"; return ERR_PARSE_ERROR; } @@ -441,7 +441,7 @@ Error VariantParser::_parse_enginecfg(Stream *p_stream, Vector &strings, CharType c = p_stream->get_char(); if (p_stream->is_eof()) { - r_err_str = "Unexpected EOF while parsing old-style project.godot construct"; + r_err_str = "Unexpected EOF while parsing old-style project.pandemonium construct"; return ERR_PARSE_ERROR; } diff --git a/core/version.h b/core/version.h index b63f190560..03ccaac8ff 100644 --- a/core/version.h +++ b/core/version.h @@ -1,5 +1,5 @@ -#ifndef GODOT_VERSION_H -#define GODOT_VERSION_H +#ifndef PANDEMONIUM_VERSION_H +#define PANDEMONIUM_VERSION_H /*************************************************************************/ /* version.h */ /*************************************************************************/ @@ -32,7 +32,7 @@ #include "core/version_generated.gen.h" -// Godot versions are of the form . for the initial release, +// Pandemonium versions are of the form . for the initial release, // and then .. for subsequent bugfix releases where != 0 // That's arbitrary, but we find it pretty and it's the current policy. @@ -53,7 +53,7 @@ // Example: 3.1.4 will be 0x030104, making comparison easy from script. #define VERSION_HEX 0x10000 * VERSION_MAJOR + 0x100 * VERSION_MINOR + VERSION_PATCH -// Describes the full configuration of that Godot version, including the version number, +// Describes the full configuration of that Pandemonium version, including the version number, // the status (beta, stable, etc.) and potential module-specific features (e.g. mono). // Example: "3.1.4.stable.mono" #define VERSION_FULL_CONFIG "" VERSION_NUMBER "." VERSION_STATUS VERSION_MODULE_CONFIG @@ -63,11 +63,11 @@ // Example: "3.1.4.stable.mono.official" #define VERSION_FULL_BUILD "" VERSION_FULL_CONFIG "." VERSION_BUILD -// Same as above, but prepended with Godot's name and a cosmetic "v" for "version". -// Example: "Godot v3.1.4.stable.official.mono" +// Same as above, but prepended with Pandemonium's name and a cosmetic "v" for "version". +// Example: "Pandemonium v3.1.4.stable.official.mono" #define VERSION_FULL_NAME "" VERSION_NAME " v" VERSION_FULL_BUILD // Git commit hash, generated at build time in `core/version_hash.gen.cpp`. extern const char *const VERSION_HASH; -#endif // GODOT_VERSION_H +#endif // PANDEMONIUM_VERSION_H diff --git a/doc/Doxyfile b/doc/Doxyfile index a7aa204741..814465ade9 100644 --- a/doc/Doxyfile +++ b/doc/Doxyfile @@ -32,7 +32,7 @@ DOXYFILE_ENCODING = UTF-8 # title of most generated pages and in a few other places. # The default value is: My Project. -PROJECT_NAME = Godot +PROJECT_NAME = Pandemonium # The PROJECT_NUMBER tag can be used to enter a project or revision number. This # could be handy for archiving the generated documentation or if some version diff --git a/doc/tools/make_rst.py b/doc/tools/make_rst.py index 34f478797c..5f0ea16c54 100755 --- a/doc/tools/make_rst.py +++ b/doc/tools/make_rst.py @@ -461,7 +461,7 @@ def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, S # Warn contributors not to edit this file directly f.write(":github_url: hide\n\n") - f.write(".. Generated automatically by doc/tools/make_rst.py in Godot's source tree.\n") + f.write(".. Generated automatically by doc/tools/make_rst.py in Pandemonium's source tree.\n") f.write(".. DO NOT EDIT THIS FILE, but the " + class_name + ".xml source instead.\n") f.write(".. The source is found in doc/classes or modules//doc_classes.\n\n") diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot index 9fe32ddb3e..5361c739d3 100644 --- a/doc/translations/classes.pot +++ b/doc/translations/classes.pot @@ -1,4 +1,4 @@ -# LANGUAGE translation of the Godot Engine class reference. +# LANGUAGE translation of the Pandemonium Engine class reference. # Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. # Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). # This file is distributed under the same license as the Godot source code. @@ -8,7 +8,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine class reference\n" +"Project-Id-Version: Pandemonium Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" @@ -329,7 +329,7 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in " -"Godot 4.0, please use [method move_toward] instead.\n" +"Pandemonium 4.0, please use [method move_toward] instead.\n" "Returns the result of [code]value[/code] decreased by [code]step[/code] * " "[code]amount[/code].\n" "[codeblock]\n" @@ -752,7 +752,7 @@ msgid "" "[b]Note:[/b] The JSON specification does not define integer or float types, " "but only a [i]number[/i] type. Therefore, parsing a JSON text will convert " "all numerical values to [float] types.\n" -"[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, " +"[b]Note:[/b] JSON objects do not preserve key order like Pandemonium dictionaries, " "thus, you should not rely on keys being in a certain order if a dictionary " "is constructed from JSON. In contrast, JSON arrays retain the order of their " "elements:\n" @@ -865,7 +865,7 @@ msgid "" "printraw(\"B\")\n" "# Prints AB\n" "[/codeblock]\n" -"[b]Note:[/b] Due to limitations with Godot's built-in console, this only " +"[b]Note:[/b] Due to limitations with Pandemonium's built-in console, this only " "prints to the terminal. If you need to print in the editor, use another " "method, such as [method print]." msgstr "" @@ -890,7 +890,7 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Pushes an error message to Godot's built-in debugger and to the OS " +"Pushes an error message to Pandemonium's built-in debugger and to the OS " "terminal.\n" "[codeblock]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " @@ -903,7 +903,7 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Pushes a warning message to Godot's built-in debugger and to the OS " +"Pushes a warning message to Pandemonium's built-in debugger and to the OS " "terminal.\n" "[codeblock]\n" "push_warning(\"test warning\") # Prints \"test warning\" to debugger and " @@ -1034,7 +1034,7 @@ msgstr "" msgid "" "Sets seed for the random number generator.\n" "[codeblock]\n" -"my_seed = \"Godot Rocks\"\n" +"my_seed = \"Pandemonium Rocks\"\n" "seed(my_seed.hash())\n" "[/codeblock]" msgstr "" @@ -3019,25 +3019,25 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI system exclusive message. This has behavior exclusive to the device " -"you're receiving input from. Getting this data is not implemented in Godot." +"you're receiving input from. Getting this data is not implemented in Pandemonium." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI quarter frame message. Contains timing information that is used to " -"synchronize MIDI devices. Getting this data is not implemented in Godot." +"synchronize MIDI devices. Getting this data is not implemented in Pandemonium." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI song position pointer message. Gives the number of 16th notes since the " -"start of the song. Getting this data is not implemented in Godot." +"start of the song. Getting this data is not implemented in Pandemonium." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI song select message. Specifies which sequence or song is to be played. " -"Getting this data is not implemented in Godot." +"Getting this data is not implemented in Pandemonium." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7217,7 +7217,7 @@ msgid "" "The [MeshInstance] is ready to be added to the [SceneTree] to be shown.\n" "See also [ImmediateGeometry], [MeshDataTool] and [SurfaceTool] for " "procedural geometry generation.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Pandemonium uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" @@ -7570,7 +7570,7 @@ msgstr "" msgid "" "Returns the ID of the joystick object bound to this. Every controller " "tracked by the [ARVRServer] that has buttons and axis will also be " -"registered as a joystick within Godot. This means that all the normal " +"registered as a joystick within Pandemonium. This means that all the normal " "joystick tracking and input mapping will work for buttons and axis found on " "the AR/VR controllers. This ID is purely offered as information so you can " "link up the controller with its joystick entry." @@ -7633,7 +7633,7 @@ msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "This class needs to be implemented to make an AR or VR platform available to " -"Godot and these should be implemented as C++ modules or GDNative modules " +"Pandemonium and these should be implemented as C++ modules or GDNative modules " "(note that for GDNative the subclass ARVRScriptInterface should be used). " "Part of the interface is exposed to GDScript so you can detect, enable and " "configure an AR or VR platform.\n" @@ -7680,9 +7680,9 @@ msgid "" "After initializing the interface you want to use you then need to enable the " "AR/VR mode of a viewport and rendering should commence.\n" "[b]Note:[/b] You must enable the AR/VR mode on the main viewport for any " -"device that uses the main output of Godot, such as for mobile VR.\n" +"device that uses the main output of Pandemonium, such as for mobile VR.\n" "If you do this for a platform that handles its own output (such as OpenVR) " -"Godot will show just one eye without distortion on screen. Alternatively, " +"Pandemonium 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 " @@ -8194,7 +8194,7 @@ msgid "" "A* (A star) is a computer algorithm that is widely 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* " +"widespread use due to its performance and accuracy. Pandemonium's A* " "implementation uses points in three-dimensional space and Euclidean " "distances by default.\n" "You must add points manually with [method add_point] and create segments " @@ -9323,7 +9323,7 @@ msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "" "Allows the user to record the sound from an audio bus. This can include all " -"audio output by Godot when used on the \"Master\" audio bus.\n" +"audio output by Pandemonium when used on the \"Master\" audio bus.\n" "Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" "It sets and gets the format in which the audio file will be recorded (8-bit, " "16-bit, or compressed). It checks whether or not the recording is active, " @@ -9434,7 +9434,7 @@ msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml #: doc/classes/AudioStreamGenerator.xml #: doc/classes/AudioStreamGeneratorPlayback.xml -msgid "Godot 3.2 will get new audio features" +msgid "Pandemonium 3.2 will get new audio features" msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml @@ -10651,7 +10651,7 @@ msgstr "" #: doc/classes/BaseButton.xml msgid "" "[i]Deprecated.[/i] This property has been deprecated due to redundancy and " -"will be removed in Godot 4.0. This property no longer has any effect when " +"will be removed in Pandemonium 4.0. This property no longer has any effect when " "set. Please use [member Control.focus_mode] instead." msgstr "" @@ -10847,7 +10847,7 @@ msgid "" "sphere, lying along the vectors (x,y,z) with each component being either -1, " "0, or 1, and returns the index of the point best representing the " "orientation of the object. It is mainly used by the [GridMap] editor. For " -"further details, refer to the Godot source code." +"further details, refer to the Pandemonium source code." msgstr "" #: doc/classes/Basis.xml @@ -12035,10 +12035,10 @@ msgstr "" #: doc/classes/CameraFeed.xml msgid "" "A camera feed gives you access to a single physical camera attached to your " -"device. When enabled, Godot will start capturing frames from the camera " +"device. When enabled, Pandemonium will start capturing frames from the camera " "which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " -"textures and need to be combined in a shader. Godot does this automatically " +"textures and need to be combined in a shader. Pandemonium does this automatically " "for you if you set the environment to show the camera image in the " "background." msgstr "" @@ -12094,12 +12094,12 @@ msgid "Camera is mounted at the back of the device." msgstr "" #: doc/classes/CameraServer.xml -msgid "Server keeping track of different cameras accessible in Godot." +msgid "Server keeping track of different cameras accessible in Pandemonium." msgstr "" #: doc/classes/CameraServer.xml msgid "" -"The [CameraServer] keeps track of different cameras accessible in Godot. " +"The [CameraServer] keeps track of different cameras accessible in Pandemonium. " "These are external cameras such as webcams or the cameras on your phone.\n" "It is notably used to provide AR modules with a video feed from the camera.\n" "[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " @@ -14073,7 +14073,7 @@ msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 32-bit integer in RGBA format (each byte " -"represents a color channel). RGBA is Godot's default format.\n" +"represents a color channel). RGBA is Pandemonium's default format.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba32()) # Prints 4286526463\n" @@ -14083,7 +14083,7 @@ msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 64-bit integer in RGBA format (each word " -"represents a color channel). RGBA is Godot's default format.\n" +"represents a color channel). RGBA is Pandemonium's default format.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba64()) # Prints -140736629309441\n" @@ -15128,7 +15128,7 @@ msgid "" "impact on its formatting or behavior. By convention, the [code].cfg[/code] " "extension is used here, but any other extension such as [code].ini[/code] is " "also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are " -"standardized, Godot's ConfigFile formatting may differ from files written by " +"standardized, Pandemonium's ConfigFile formatting may differ from files written by " "other programs." msgstr "" @@ -15304,11 +15304,11 @@ msgid "" "or the current viewport, and margins that represent an offset to the anchor. " "The margins update automatically when the node, any of its parents, or the " "screen size change.\n" -"For more information on Godot's UI system, anchors, margins, and containers, " +"For more information on Pandemonium's UI system, anchors, margins, and containers, " "see the related tutorials in the manual. To build flexible UIs, you'll need " "a mix of UI elements that inherit from [Control] and [Container] nodes.\n" "[b]User Interface nodes and input[/b]\n" -"Godot sends input events to the scene's root node first, by calling [method " +"Pandemonium sends input events to the scene's root node first, by calling [method " "Node._input]. [method Node._input] forwards the event down the node tree to " "the nodes under the mouse cursor, or on keyboard focus. To do so, it calls " "[method MainLoop._input_event]. Call [method accept_event] so no other node " @@ -15514,7 +15514,7 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Godot calls this method to test if [code]data[/code] from a control's " +"Pandemonium calls this method to test if [code]data[/code] from a control's " "[method get_drag_data] can be dropped at [code]position[/code]. " "[code]position[/code] is local to this control.\n" "This method should only be used to test the data. Process the data in " @@ -15529,8 +15529,8 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Godot calls this method to pass you the [code]data[/code] from a control's " -"[method get_drag_data] result. Godot first calls [method can_drop_data] to " +"Pandemonium calls this method to pass you the [code]data[/code] from a control's " +"[method get_drag_data] result. Pandemonium first calls [method can_drop_data] to " "test if [code]data[/code] is allowed to drop at [code]position[/code] where " "[code]position[/code] is local to this control.\n" "[codeblock]\n" @@ -15621,7 +15621,7 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Godot calls this method to get data that can be dragged and dropped onto " +"Pandemonium 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]. [code]position[/code] is " @@ -16089,55 +16089,55 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Tells Godot which node it should give keyboard focus to if the user presses " +"Tells Pandemonium which node it should give keyboard 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 [code]ui_down[/code] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " +"must be a [Control]. If this property is not set, Pandemonium will give focus to " "the closest [Control] to the bottom of this one." msgstr "" #: doc/classes/Control.xml msgid "" -"Tells Godot which node it should give keyboard focus to if the user presses " +"Tells Pandemonium which node it should give keyboard 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 [code]ui_left[/code] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " +"must be a [Control]. If this property is not set, Pandemonium will give focus to " "the closest [Control] to the left of this one." msgstr "" #: doc/classes/Control.xml msgid "" -"Tells Godot which node it should give keyboard focus to if the user presses " +"Tells Pandemonium which node it should give keyboard 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 [code]ui_right[/code] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " +"must be a [Control]. If this property is not set, Pandemonium will give focus to " "the closest [Control] to the bottom of this one." msgstr "" #: doc/classes/Control.xml msgid "" -"Tells Godot which node it should give keyboard focus to if the user presses " +"Tells Pandemonium which node it should give keyboard 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 [code]ui_top[/code] input action. The node must be a " -"[Control]. If this property is not set, Godot will give focus to the closest " +"[Control]. If this property is not set, Pandemonium will give focus to the closest " "[Control] to the bottom of this one." msgstr "" #: doc/classes/Control.xml msgid "" -"Tells Godot which node it should give keyboard focus to if the user presses " +"Tells Pandemonium which node it should give keyboard focus to if the user presses " "Tab on a keyboard by default. You can change the key by editing the " "[code]ui_focus_next[/code] input action.\n" -"If this property is not set, Godot will select a \"best guess\" based on " +"If this property is not set, Pandemonium will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" #: doc/classes/Control.xml msgid "" -"Tells Godot which node it should give keyboard focus to if the user presses " +"Tells Pandemonium which node it should give keyboard focus to if the user presses " "Shift+Tab on a keyboard by default. You can change the key by editing the " "[code]ui_focus_prev[/code] input action.\n" -"If this property is not set, Godot will select a \"best guess\" based on " +"If this property is not set, Pandemonium will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" @@ -16224,7 +16224,7 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"The default cursor shape for this control. Useful for Godot plugins and " +"The default cursor shape for this control. Useful for Pandemonium plugins and " "applications or games that use the system's mouse cursors.\n" "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the " "system." @@ -16446,7 +16446,7 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Sent when the node's [member theme] changes, right before Godot redraws the " +"Sent when the node's [member theme] changes, right before Pandemonium redraws the " "control. Happens when you call one of the [code]add_*_override[/code] " "methods." msgstr "" @@ -17482,7 +17482,7 @@ msgstr "" #: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml msgid "" "Normal map to be used for the [member texture] property.\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " +"[b]Note:[/b] Pandemonium 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." @@ -17525,7 +17525,7 @@ msgstr "" #: doc/classes/Crypto.xml msgid "" "The Crypto class allows you to access some more advanced cryptographic " -"functionalities in Godot.\n" +"functionalities in Pandemonium.\n" "For now, this includes generating cryptographically secure random bytes, RSA " "keys and self-signed X509 certificates generation, asymmetric key encryption/" "decryption, and signing/verification.\n" @@ -18020,7 +18020,7 @@ msgstr "" #: modules/csg/doc_classes/CSGShape.xml msgid "" "This is the CSG base class that provides CSG operation support to the " -"various CSG nodes in Godot.\n" +"various CSG nodes in Pandemonium.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " @@ -18208,8 +18208,8 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml msgid "" "This class represents a C# script. It is the C# equivalent of the [GDScript] " -"class and is only available in Mono-enabled Godot builds.\n" -"See also [GodotSharp]." +"class and is only available in Mono-enabled Pandemonium builds.\n" +"See also [PandemoniumSharp]." msgstr "" #: modules/mono/doc_classes/CSharpScript.xml @@ -19861,7 +19861,7 @@ msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "An editor feature profile can be used to disable specific features of the " -"Godot editor. When disabled, the features won't appear in the editor, which " +"Pandemonium 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 " @@ -20173,7 +20173,7 @@ msgstr "" #: doc/classes/EditorFileSystem.xml msgid "" -"Update a file information. Call this if an external program (not Godot) " +"Update a file information. Call this if an external program (not Pandemonium) " "modified the file." msgstr "" @@ -20408,7 +20408,7 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"Gets the Godot resource type associated with this loader. e.g. " +"Gets the Pandemonium resource type associated with this loader. e.g. " "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" @@ -20563,12 +20563,12 @@ msgid "" msgstr "" #: doc/classes/EditorInterface.xml -msgid "Godot editor's interface." +msgid "Pandemonium editor's interface." msgstr "" #: doc/classes/EditorInterface.xml msgid "" -"EditorInterface gives you control over Godot editor's window. It allows " +"EditorInterface gives you control over Pandemonium 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], " @@ -20598,7 +20598,7 @@ msgstr "" #: doc/classes/EditorInterface.xml msgid "" -"Returns the main container of Godot editor's window. For example, you can " +"Returns the main container of Pandemonium editor's window. For example, you can " "use it to retrieve the size of the container and place your controls " "accordingly.\n" "[b]Warning:[/b] Removing and freeing this node will render the editor " @@ -21055,7 +21055,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Returns the [EditorInterface] object that gives you control over Godot " +"Returns the [EditorInterface] object that gives you control over Pandemonium " "editor's window and its functionalities." msgstr "" @@ -21080,7 +21080,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Override this method in your plugin to provide the name of the plugin when " -"displayed in the Godot editor.\n" +"displayed in the Pandemonium editor.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons." msgstr "" @@ -21394,7 +21394,7 @@ msgid "Emitted when selected. Used internally." msgstr "" #: doc/classes/EditorResourcePicker.xml -msgid "Godot editor's control for selecting [Resource] type properties." +msgid "Pandemonium editor's control for selecting [Resource] type properties." msgstr "" #: doc/classes/EditorResourcePicker.xml @@ -21677,7 +21677,7 @@ msgid "" "Scripts extending this class and implementing its [method _run] method can " "be executed from the Script Editor's [b]File > Run[/b] menu option (or by " "pressing [code]Ctrl+Shift+X[/code]) while the editor is running. This is " -"useful for adding custom in-editor functionality to Godot. For more complex " +"useful for adding custom in-editor functionality to Pandemonium. For more complex " "additions, consider using [EditorPlugin]s instead.\n" "[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n" "[b]Example script:[/b]\n" @@ -21686,11 +21686,11 @@ msgid "" "extends EditorScript\n" "\n" "func _run():\n" -" print(\"Hello from the Godot Editor!\")\n" +" print(\"Hello from the Pandemonium Editor!\")\n" "[/codeblock]\n" "[b]Note:[/b] The script is run in the Editor context, which means the output " "is visible in the console window started with the Editor (stdout) instead of " -"the usual Godot [b]Output[/b] dock." +"the usual Pandemonium [b]Output[/b] dock." msgstr "" #: doc/classes/EditorScript.xml @@ -21713,7 +21713,7 @@ msgstr "" #: doc/classes/EditorScriptPicker.xml msgid "" -"Godot editor's control for selecting the [code]script[/code] property of a " +"Pandemonium editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" @@ -21785,7 +21785,7 @@ msgid "" "are generally visible in the [b]Editor > Editor Settings[/b] menu.\n" "Property names use slash delimiters to distinguish sections. Setting values " "can be of any [Variant] type. It's recommended to use [code]snake_case[/" -"code] for editor settings to be consistent with the Godot editor itself.\n" +"code] for editor settings to be consistent with the Pandemonium editor itself.\n" "Accessing the settings can be done using the following methods, such as:\n" "[codeblock]\n" "# `settings.set(\"some/property\", value)` also works as this class " @@ -22184,7 +22184,7 @@ msgid "" msgstr "" #: doc/classes/EditorSpinSlider.xml -msgid "Godot editor's control for editing numeric values." +msgid "Pandemonium editor's control for editing numeric values." msgstr "" #: doc/classes/EditorSpinSlider.xml @@ -22524,12 +22524,12 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " +"Returns Dictionary of licenses used by Pandemonium and included third party " "components." msgstr "" #: doc/classes/Engine.xml -msgid "Returns Godot license text." +msgid "Returns Pandemonium license text." msgstr "" #: doc/classes/Engine.xml @@ -22560,7 +22560,7 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns a global singleton with given [code]name[/code]. Often used for " -"plugins, e.g. [code]GodotPayment[/code] on Android." +"plugins, e.g. [code]PandemoniumPayment[/code] on Android." msgstr "" #: doc/classes/Engine.xml @@ -22633,7 +22633,7 @@ msgstr "" msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " -"should generally always be set to [code]60[/code] or above, as Godot doesn't " +"should generally always be set to [code]60[/code] or above, as Pandemonium 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 " @@ -23229,7 +23229,7 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" " -"HDR values to be suitable for rendering on a LDR display. (Godot doesn't " +"HDR values to be suitable for rendering on a LDR display. (Pandemonium doesn't " "support rendering on HDR displays yet.)" msgstr "" @@ -23679,7 +23679,7 @@ msgstr "" msgid "" "Opens a compressed file for reading or writing.\n" "[b]Note:[/b] [method open_compressed] can only read files that were saved by " -"Godot, not third-party compression formats. See [url=https://github.com/" +"Pandemonium, not third-party compression formats. See [url=https://github.com/" "godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround." msgstr "" @@ -23909,7 +23909,7 @@ msgid "" "match any string. Filters starting with [code].[/code] (i.e. empty " "filenames) are not allowed.\n" "Example filters: [code]\"*.png ; PNG Images\"[/code], [code]\"project." -"godot ; Godot Project\"[/code]." +"godot ; Pandemonium Project\"[/code]." msgstr "" #: doc/classes/FileDialog.xml @@ -24089,7 +24089,7 @@ msgid "" "Most methods and properties in the engine use 32-bit single-precision " "floating-point numbers instead, equivalent to [code]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.\n" +"as [Vector2] and [Vector3], Pandemonium uses 32-bit floating-point numbers.\n" "Math done using the [float] type is not guaranteed to be exact or " "deterministic, and will often result in small errors. You should usually use " "the [method @GDScript.is_equal_approx] and [method @GDScript.is_zero_approx] " @@ -24163,7 +24163,7 @@ msgid "" "character in the string.\n" "[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most " "emoji) are [i]not[/i] supported on Windows. They will display as unknown " -"characters instead. This will be resolved in Godot 4.0." +"characters instead. This will be resolved in Pandemonium 4.0." msgstr "" #: doc/classes/Font.xml @@ -24272,7 +24272,7 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" -"An external library containing functions or script classes to use in Godot." +"An external library containing functions or script classes to use in Pandemonium." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -24303,10 +24303,10 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" -"If [code]true[/code], Godot loads only one copy of the library and each " +"If [code]true[/code], Pandemonium loads only one copy of the library and each " "script that references the library will share static data like static or " "global variables.\n" -"If [code]false[/code], Godot loads a separate copy of the library into " +"If [code]false[/code], Pandemonium loads a separate copy of the library into " "memory for each script that references it." msgstr "" @@ -24314,7 +24314,7 @@ msgstr "" msgid "" "If [code]true[/code], the editor will temporarily unload the library " "whenever the user switches away from the editor window, allowing the user to " -"recompile the library without restarting Godot.\n" +"recompile the library without restarting Pandemonium.\n" "[b]Note:[/b] If the library defines tool scripts that run inside the editor, " "[code]reloadable[/code] must be [code]false[/code]. Otherwise, the editor " "will attempt to unload the tool scripts while they're in use and crash." @@ -24322,11 +24322,11 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" -"If [code]true[/code], Godot loads the library at startup rather than the " +"If [code]true[/code], Pandemonium loads the library at startup rather than the " "first time a script uses the library, calling [code]{prefix}" "gdnative_singleton[/code] after initializing the library (where [code]" "{prefix}[/code] is the value of [member symbol_prefix]). The library remains " -"loaded as long as Godot is running.\n" +"loaded as long as Pandemonium is running.\n" "[b]Note:[/b] A singleton library cannot be [member reloadable]." msgstr "" @@ -25523,7 +25523,7 @@ msgid "" "the outer cone angle.\n" "Within this angle, the light is at full brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " -"brightness. When creating a Godot [SpotLight], the ratio between the inner " +"brightness. When creating a Pandemonium [SpotLight], the ratio between the inner " "and outer cone angles is used to calculate the attenuation of the light." msgstr "" @@ -25531,7 +25531,7 @@ msgstr "" msgid "" "The intensity of the light. This is expressed in candelas (lumens per " "steradian) for point and spot lights, and lux (lumens per m²) for " -"directional lights. When creating a Godot light, this value is converted to " +"directional lights. When creating a Pandemonium light, this value is converted to " "a unitless multiplier." msgstr "" @@ -25542,7 +25542,7 @@ msgid "" "At this angle, the light drops off to zero brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " "brightness. If this angle is a half turn, then the spotlight emits in all " -"directions. When creating a Godot [SpotLight], the outer cone angle is used " +"directions. When creating a Pandemonium [SpotLight], the outer cone angle is used " "as the angle of the spotlight." msgstr "" @@ -25550,37 +25550,37 @@ msgstr "" msgid "" "The range of the light, beyond which the light has no effect. GLTF lights " "with no range defined behave like physical lights (which have infinite " -"range). When creating a Godot light, the range is clamped to 4096." +"range). When creating a Pandemonium light, the range is clamped to 4096." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" -"The type of the light. The values accepted by Godot are \"point\", \"spot\", " -"and \"directional\", which correspond to Godot's [OmniLight], [SpotLight], " +"The type of the light. The values accepted by Pandemonium are \"point\", \"spot\", " +"and \"directional\", which correspond to Pandemonium's [OmniLight], [SpotLight], " "and [DirectionalLight] respectively." msgstr "" -#: modules/mono/doc_classes/GodotSharp.xml -msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." +#: modules/mono/doc_classes/PandemoniumSharp.xml +msgid "Bridge between Pandemonium and the Mono runtime (Mono-enabled builds only)." msgstr "" -#: modules/mono/doc_classes/GodotSharp.xml +#: modules/mono/doc_classes/PandemoniumSharp.xml msgid "" -"This class is a bridge between Godot and the Mono runtime. It exposes " -"several low-level operations and is only available in Mono-enabled Godot " +"This class is a bridge between Pandemonium and the Mono runtime. It exposes " +"several low-level operations and is only available in Mono-enabled Pandemonium " "builds.\n" "See also [CSharpScript]." msgstr "" -#: modules/mono/doc_classes/GodotSharp.xml +#: modules/mono/doc_classes/PandemoniumSharp.xml msgid "Attaches the current thread to the Mono runtime." msgstr "" -#: modules/mono/doc_classes/GodotSharp.xml +#: modules/mono/doc_classes/PandemoniumSharp.xml msgid "Detaches the current thread from the Mono runtime." msgstr "" -#: modules/mono/doc_classes/GodotSharp.xml +#: modules/mono/doc_classes/PandemoniumSharp.xml msgid "" "Returns the current MonoDomain ID.\n" "[b]Note:[/b] The Mono runtime must be initialized for this method to work " @@ -25588,7 +25588,7 @@ msgid "" "initialized at the time this method is called, the engine will crash." msgstr "" -#: modules/mono/doc_classes/GodotSharp.xml +#: modules/mono/doc_classes/PandemoniumSharp.xml msgid "" "Returns the scripts MonoDomain's ID. This will be the same MonoDomain ID as " "[method get_domain_id], unless the scripts domain isn't loaded.\n" @@ -25597,25 +25597,25 @@ msgid "" "initialized at the time this method is called, the engine will crash." msgstr "" -#: modules/mono/doc_classes/GodotSharp.xml +#: modules/mono/doc_classes/PandemoniumSharp.xml msgid "" "Returns [code]true[/code] if the domain is being finalized, [code]false[/" "code] otherwise." msgstr "" -#: modules/mono/doc_classes/GodotSharp.xml +#: modules/mono/doc_classes/PandemoniumSharp.xml msgid "" "Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/" "code] otherwise." msgstr "" -#: modules/mono/doc_classes/GodotSharp.xml +#: modules/mono/doc_classes/PandemoniumSharp.xml msgid "" "Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/" "code] otherwise." msgstr "" -#: modules/mono/doc_classes/GodotSharp.xml +#: modules/mono/doc_classes/PandemoniumSharp.xml msgid "" "Returns [code]true[/code] if the scripts domain is loaded, [code]false[/" "code] otherwise." @@ -26815,7 +26815,7 @@ msgid "" "[/codeblock]\n" "And in C# we can use the following.\n" "[codeblock]\n" -"using Godot;\n" +"using Pandemonium;\n" "using System;\n" "using System.Diagnostics;\n" "\n" @@ -28200,7 +28200,7 @@ msgstr "" #: doc/classes/Image.xml msgid "" "Loads an image from the binary contents of a BMP file.\n" -"[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. " +"[b]Note:[/b] Pandemonium'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." msgstr "" @@ -28264,7 +28264,7 @@ msgid "" "Saves the image as an EXR file to [code]path[/code]. If [code]grayscale[/" "code] 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 " +"will return [constant ERR_UNAVAILABLE] if Pandemonium was compiled without the " "TinyEXR module.\n" "[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which " "means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is " @@ -28768,7 +28768,7 @@ msgstr "" #: doc/classes/ImageTexture.xml msgid "" "Loads an image from a file path and creates a texture from it.\n" -"[b]Note:[/b] This method is deprecated and will be removed in Godot 4.0, use " +"[b]Note:[/b] This method is deprecated and will be removed in Pandemonium 4.0, use " "[method Image.load] and [method create_from_image] instead." msgstr "" @@ -28824,7 +28824,7 @@ msgid "" "data that change every frame. It will be slow when handling large amounts of " "mesh data. If mesh data doesn't change often, use [ArrayMesh], " "[MeshDataTool] or [SurfaceTool] instead.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Pandemonium uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes.\n" "[b]Note:[/b] In case of missing points when handling large amounts of mesh " @@ -29732,8 +29732,8 @@ msgid "" "To receive input events from MIDI devices, you need to call [method OS." "open_midi_inputs]. You can check which devices are detected using [method OS." "get_connected_midi_inputs].\n" -"Note that Godot does not currently support MIDI output, so there is no way " -"to emit MIDI signals from Godot. Only MIDI input works." +"Note that Pandemonium does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Pandemonium. Only MIDI input works." msgstr "" #: doc/classes/InputEventMIDI.xml @@ -30188,7 +30188,7 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" -"[i]Deprecated (will be removed in Godot 4.0).[/i] InterpolatedCamera is a " +"[i]Deprecated (will be removed in Pandemonium 4.0).[/i] InterpolatedCamera is a " "[Camera] which smoothly moves to match a target node's position and " "rotation.\n" "If it is not [member enabled] or does not have a valid target set, " @@ -31086,7 +31086,7 @@ msgid "" "[b]Note:[/b] The JSON specification does not define integer or float types, " "but only a [i]number[/i] type. Therefore, parsing a JSON text will convert " "all numerical values to [float] types.\n" -"[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, " +"[b]Note:[/b] JSON objects do not preserve key order like Pandemonium dictionaries, " "thus, you should not rely on keys being in a certain order if a dictionary " "is constructed from JSON. In contrast, JSON arrays retain the order of their " "elements:\n" @@ -31662,7 +31662,7 @@ msgid "" "mouse filter.\n" "[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most " "emoji) are [i]not[/i] supported on Windows. They will display as unknown " -"characters instead. This will be resolved in Godot 4.0." +"characters instead. This will be resolved in Pandemonium 4.0." msgstr "" #: doc/classes/Label.xml @@ -31817,7 +31817,7 @@ msgstr "" #: doc/classes/LargeTexture.xml msgid "" -"[i]Deprecated (will be removed in Godot 4.0).[/i] A [Texture] capable of " +"[i]Deprecated (will be removed in Pandemonium 4.0).[/i] A [Texture] capable of " "storing many smaller textures with offsets.\n" "You can dynamically add pieces ([Texture]s) to this [LargeTexture] using " "different offsets." @@ -31926,7 +31926,7 @@ msgstr "" #: doc/classes/Light.xml msgid "" -"The size of the light in Godot units. Only considered in baked lightmaps and " +"The size of the light in Pandemonium units. Only considered in baked lightmaps and " "only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing " "this value will make the shadows appear blurrier. This can be used to " "simulate area lights to an extent." @@ -32256,7 +32256,7 @@ msgstr "" #: doc/classes/Line2D.xml msgid "" "A line through several points in 2D space.\n" -"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a " +"[b]Note:[/b] By default, Pandemonium can only draw up to 4,096 polygon points at a " "time. To increase this limit, open the Project Settings and increase [member " "ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and " "[member ProjectSettings.rendering/limits/buffers/" @@ -32906,9 +32906,9 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"[MainLoop] is the abstract base class for a Godot project's game loop. It is " +"[MainLoop] is the abstract base class for a Pandemonium project's game loop. It is " "inherited by [SceneTree], which is the default game loop implementation used " -"in Godot projects, though it is also possible to write and use one's own " +"in Pandemonium projects, though it is also possible to write and use one's own " "[MainLoop] subclass instead of the scene tree.\n" "Upon the application start, a [MainLoop] implementation must be provided to " "the OS; otherwise, the application will exit. This happens automatically " @@ -32987,7 +32987,7 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" "Deprecated callback, does not do anything. Use [method _input_event] to " -"parse text input. Will be removed in Godot 4.0." +"parse text input. Will be removed in Pandemonium 4.0." msgstr "" #: doc/classes/MainLoop.xml @@ -33003,37 +33003,37 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _finalize] instead. Will be " -"removed in Godot 4.0." +"removed in Pandemonium 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _idle] instead. Will be " -"removed in Godot 4.0." +"removed in Pandemonium 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _initialize] instead. Will " -"be removed in Godot 4.0." +"be removed in Pandemonium 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _input_event] instead. Will " -"be removed in Godot 4.0." +"be removed in Pandemonium 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _input_text] instead. Will " -"be removed in Godot 4.0." +"be removed in Pandemonium 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _iteration] instead. Will be " -"removed in Godot 4.0." +"removed in Pandemonium 4.0." msgstr "" #: doc/classes/MainLoop.xml @@ -33109,7 +33109,7 @@ msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" -"Notification received from Godot's crash handler when the engine is about to " +"Notification received from Pandemonium's crash handler when the engine is about to " "crash.\n" "Implemented on desktop platforms if the crash handler is enabled." msgstr "" @@ -33654,7 +33654,7 @@ msgid "" "[/codeblock]\n" "See also [ArrayMesh], [ImmediateGeometry] and [SurfaceTool] for procedural " "geometry generation.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Pandemonium uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" @@ -33934,7 +33934,7 @@ msgstr "" #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml msgid "" "The normal map that will be used if using the default [CanvasItemMaterial].\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Pandemonium 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." @@ -34378,7 +34378,7 @@ msgid "" "Nodes by setting the [member Node.custom_multiplayer] property, effectively " "allowing to run both client and server in the same scene.\n" "[b]Note:[/b] The high-level multiplayer API protocol is an implementation " -"detail and isn't meant to be used by non-Godot servers. It may change " +"detail and isn't meant to be used by non-Pandemonium servers. It may change " "without notice." msgstr "" @@ -35797,7 +35797,7 @@ msgid "" "[b]Note:[/b] [member compression_mode] must be set to the same value on both " "the server and all its clients. Clients will fail to connect if the [member " "compression_mode] set on the client differs from the one set on the server. " -"Prior to Godot 3.4, the default [member compression_mode] was [constant " +"Prior to Pandemonium 3.4, the default [member compression_mode] was [constant " "COMPRESS_NONE]. Nonetheless, mixing engine versions between clients and " "server is not recommended and not officially supported." msgstr "" @@ -35890,7 +35890,7 @@ msgid "" "Manages the connection to network peers. Assigns unique IDs to each client " "connected to the server. See also [MultiplayerAPI].\n" "[b]Note:[/b] The high-level multiplayer API protocol is an implementation " -"detail and isn't meant to be used by non-Godot servers. It may change " +"detail and isn't meant to be used by non-Pandemonium servers. It may change " "without notice." msgstr "" @@ -36130,13 +36130,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Nodes are Godot's building blocks. They can be assigned as the child of " +"Nodes are Pandemonium's building blocks. They can be assigned as the child of " "another node, resulting in a tree arrangement. A given node can contain any " "number of nodes as children with the requirement that all siblings (direct " "children of a node) should have unique names.\n" "A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk " "and then instanced into other scenes. This allows for very high flexibility " -"in the architecture and data model of Godot projects.\n" +"in the architecture and data model of Pandemonium projects.\n" "[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a " "node is added to the scene tree, it receives the [constant " "NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback " @@ -36184,7 +36184,7 @@ msgid "" "(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] " +"To identify which node receives the RPC call, Pandemonium 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." msgstr "" @@ -37696,7 +37696,7 @@ msgid "" "call(\"set\", \"position\", Vector2(42.0, 0.0))\n" "[/codeblock]\n" "[b]Note:[/b] In C#, the method name must be specified as snake_case if it is " -"defined by a built-in Godot node. This doesn't apply to user-defined methods " +"defined by a built-in Pandemonium node. This doesn't apply to user-defined methods " "where you should use the same convention as in the C# source (typically " "PascalCase)." msgstr "" @@ -37710,7 +37710,7 @@ msgid "" "call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n" "[/codeblock]\n" "[b]Note:[/b] In C#, the method name must be specified as snake_case if it is " -"defined by a built-in Godot node. This doesn't apply to user-defined methods " +"defined by a built-in Pandemonium node. This doesn't apply to user-defined methods " "where you should use the same convention as in the C# source (typically " "PascalCase)." msgstr "" @@ -37803,7 +37803,7 @@ msgid "" "Returns the [Variant] value of the given [code]property[/code]. If the " "[code]property[/code] doesn't exist, this will return [code]null[/code].\n" "[b]Note:[/b] In C#, the property name must be specified as snake_case if it " -"is defined by a built-in Godot node. This doesn't apply to user-defined " +"is defined by a built-in Pandemonium node. This doesn't apply to user-defined " "properties where you should use the same convention as in the C# source " "(typically PascalCase)." msgstr "" @@ -37958,7 +37958,7 @@ msgid "" "Assigns a new value to the given property. If the [code]property[/code] does " "not exist or the given value's type doesn't match, nothing will happen.\n" "[b]Note:[/b] In C#, the property name must be specified as snake_case if it " -"is defined by a built-in Godot node. This doesn't apply to user-defined " +"is defined by a built-in Pandemonium node. This doesn't apply to user-defined " "properties where you should use the same convention as in the C# source " "(typically PascalCase)." msgstr "" @@ -37973,7 +37973,7 @@ msgid "" "step. This is equivalent to calling [method set] via [method call_deferred], " "i.e. [code]call_deferred(\"set\", property, value)[/code].\n" "[b]Note:[/b] In C#, the property name must be specified as snake_case if it " -"is defined by a built-in Godot node. This doesn't apply to user-defined " +"is defined by a built-in Pandemonium node. This doesn't apply to user-defined " "properties where you should use the same convention as in the C# source " "(typically PascalCase)." msgstr "" @@ -38680,12 +38680,12 @@ msgid "" "shell.\n" "This method has slightly different behavior based on whether the " "[code]blocking[/code] mode is enabled.\n" -"If [code]blocking[/code] is [code]true[/code], the Godot thread will pause " +"If [code]blocking[/code] is [code]true[/code], the Pandemonium thread will pause " "its execution while waiting for the process to terminate. The shell output " "of the process will be written to the [code]output[/code] array as a single " -"string. When the process terminates, the Godot thread will resume " +"string. When the process terminates, the Pandemonium thread will resume " "execution.\n" -"If [code]blocking[/code] is [code]false[/code], the Godot thread will " +"If [code]blocking[/code] is [code]false[/code], the Pandemonium thread will " "continue while the new process runs. It is not possible to retrieve the " "shell output in non-blocking mode, so [code]output[/code] will be empty.\n" "On Windows, if [code]open_console[/code] is [code]true[/code] and process is " @@ -38743,7 +38743,7 @@ msgid "" "system's standards. On desktop platforms, this path can be overridden by " "setting the [code]XDG_CACHE_HOME[/code] environment variable before starting " "the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " -"Godot projects[/url] in the documentation for more information. See also " +"Pandemonium projects[/url] in the documentation for more information. See also " "[method get_config_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." @@ -38777,7 +38777,7 @@ msgid "" "operating system's standards. On desktop platforms, this path can be " "overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable " "before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths." -"html]File paths in Godot projects[/url] in the documentation for more " +"html]File paths in Pandemonium projects[/url] in the documentation for more " "information. See also [method get_cache_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." @@ -38803,7 +38803,7 @@ msgid "" "system's standards. On desktop platforms, 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 " +"Pandemonium projects[/url] in the documentation for more information. See also " "[method get_cache_dir] and [method get_config_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." @@ -39182,10 +39182,10 @@ msgid "" "On Linux, 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.\n" -"On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/" +"On macOS, this is [code]~/Library/Application Support/Pandemonium/app_userdata/" "[project_name][/code], or [code]~/Library/Application Support/[custom_name][/" "code] if [code]use_custom_user_dir[/code] is set.\n" -"On Windows, this is [code]%APPDATA%\\Godot\\app_userdata\\[project_name][/" +"On Windows, this is [code]%APPDATA%\\Pandemonium\\app_userdata\\[project_name][/" "code], or [code]%APPDATA%\\[custom_name][/code] if " "[code]use_custom_user_dir[/code] is set. [code]%APPDATA%[/code] expands to " "[code]%USERPROFILE%\\AppData\\Roaming[/code].\n" @@ -39284,11 +39284,11 @@ msgstr "" #: doc/classes/OS.xml msgid "" -"Returns [code]true[/code] if the Godot binary used to run the project is a " +"Returns [code]true[/code] if the Pandemonium binary used to run the project is a " "[i]debug[/i] export template, or when running in the editor.\n" -"Returns [code]false[/code] if the Godot binary used to run the project is a " +"Returns [code]false[/code] if the Pandemonium binary used to run the project is a " "[i]release[/i] export template.\n" -"To check whether the Godot binary used to run the project is an export " +"To check whether the Pandemonium binary used to run the project is an export " "template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] " "instead." msgstr "" @@ -39466,10 +39466,10 @@ msgstr "" #: doc/classes/OS.xml msgid "" "Sets the value of the environment variable [code]variable[/code] to " -"[code]value[/code]. The environment variable will be set for the Godot " +"[code]value[/code]. The environment variable will be set for the Pandemonium " "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.\n" +"processes run after the Pandemonium process was terminated.\n" "[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " "variable names are case-sensitive on all platforms except Windows." msgstr "" @@ -39558,7 +39558,7 @@ msgid "" "- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows " "opens the file explorer at the user's Downloads folder.\n" "- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default " -"web browser on the official Godot website.\n" +"web browser on the official Pandemonium website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" "code]. See [url=https://blog.escapecreative.com/customizing-mailto-" @@ -40344,7 +40344,7 @@ msgid "" "The Panorama sky functions similar to skyboxes in other engines, except it " "uses an equirectangular sky map instead of a cube map.\n" "Using an HDR panorama is strongly recommended for accurate, high-quality " -"reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR " +"reflections. Pandemonium supports the Radiance HDR ([code].hdr[/code]) and OpenEXR " "([code].exr[/code]) image formats for this purpose.\n" "You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]this tool[/url] to convert a cube map to an " @@ -42958,7 +42958,7 @@ msgid "" "collisions will be. However, a greater amount of iterations requires more " "CPU power, which can decrease performance. The default value is [code]8[/" "code].\n" -"[b]Note:[/b] Only has an effect when using the GodotPhysics engine, not the " +"[b]Note:[/b] Only has an effect when using the PandemoniumPhysics engine, not the " "default Bullet physics engine." msgstr "" @@ -43524,7 +43524,7 @@ msgid "" "next, with the final point being connected to the first, resulting in a " "closed polygon. Polygon2Ds can be filled with color (solid or gradient) or " "filled with a given texture.\n" -"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a " +"[b]Note:[/b] By default, Pandemonium can only draw up to 4,096 polygon points at a " "time. To increase this limit, open the Project Settings and increase [member " "ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and " "[member ProjectSettings.rendering/limits/buffers/" @@ -44944,7 +44944,7 @@ msgid "" "[code]path[/code] (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 " +"in Pandemonium projects[/url] to see what those paths convert to. See also [method " "localize_path].\n" "[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work " "in an exported project. Instead, prepend the executable's base directory to " @@ -45051,11 +45051,11 @@ msgid "" "in the Android export templates) using their Java package path, e.g. " "[code]\"org/godotengine/godot/MyCustomSingleton,com/example/foo/" "FrenchFriesFactory\"[/code].\n" -"[b]Note:[/b] Since Godot 3.2.2, the [code]org/godotengine/godot/" -"GodotPaymentV3[/code] module was deprecated and replaced by the " -"[code]GodotPayment[/code] plugin which should be enabled in the Android " +"[b]Note:[/b] Since Pandemonium 3.2.2, the [code]org/godotengine/godot/" +"PandemoniumPaymentV3[/code] module was deprecated and replaced by the " +"[code]PandemoniumPayment[/code] plugin which should be enabled in the Android " "export preset under [code]Plugins[/code] section. The singleton to access in " -"code was also renamed to [code]GodotPayment[/code]." +"code was also renamed to [code]PandemoniumPayment[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45071,7 +45071,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Path to an image used as the boot splash. If left empty, the default Godot " +"Path to an image used as the boot splash. If left empty, the default Pandemonium " "Engine splash will be displayed instead.\n" "[b]Note:[/b] Only effective if [member application/boot_splash/show_image] " "is [code]true[/code]." @@ -45096,10 +45096,10 @@ msgstr "" msgid "" "This user directory is used for storing persistent data ([code]user://[/" "code] filesystem). If left empty, [code]user://[/code] resolves to a project-" -"specific folder in Godot's own configuration folder (see [method OS." +"specific folder in Pandemonium's own configuration folder (see [method OS." "get_user_data_dir]). If a custom directory name is defined, this name will " "be used instead and appended to the system-specific user data directory " -"(same parent folder as the Godot configuration folder documented in [method " +"(same parent folder as the Pandemonium configuration folder documented in [method " "OS.get_user_data_dir]).\n" "The [member application/config/use_custom_user_dir] setting must be enabled " "for this to take effect." @@ -45153,7 +45153,7 @@ msgid "" "setting is only effective on desktop platforms. A name must be set in the " "[member application/config/custom_user_dir_name] setting for this to take " "effect. If [code]false[/code], the project will save user data to [code](OS " -"user data directory)/Godot/app_userdata/(project name)[/code]." +"user data directory)/Pandemonium/app_userdata/(project name)[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45308,7 +45308,7 @@ msgid "" "usage. Low values may result in audible cracking on slower hardware.\n" "Audio output latency may be constrained by the host operating system and " "audio hardware drivers. If the host can not provide the specified audio " -"output latency then Godot will attempt to use the nearest latency allowed by " +"output latency then Pandemonium will attempt to use the nearest latency allowed by " "the host. As such you should always use [method AudioServer." "get_output_latency] to determine the actual audio output latency.\n" "[b]Note:[/b] This setting is ignored on Windows." @@ -45370,8 +45370,8 @@ msgstr "" msgid "" "If [code]true[/code], displays getters and setters in autocompletion results " "in the script editor. This setting is meant to be used when porting old " -"projects (Godot 2), as using member variables is the preferred style from " -"Godot 3 onwards." +"projects (Pandemonium 2), as using member variables is the preferred style from " +"Pandemonium 3 onwards." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45774,12 +45774,12 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The command-line arguments to append to Godot's own command line when " +"The command-line arguments to append to Pandemonium's own command line when " "running the project. This doesn't affect the editor itself.\n" -"It is possible to make another executable run Godot by using the " +"It is possible to make another executable run Pandemonium 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 " +"Pandemonium's own command line. Program-specific arguments should be placed " +"[i]before[/i] the placeholder, whereas Pandemonium-specific arguments should be " "placed [i]after[/i] the placeholder.\n" "For example, this can be used to force the project to run on the dedicated " "GPU in a NVIDIA Optimus system on Linux:\n" @@ -45790,7 +45790,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Search path for project-specific script templates. Godot will search for " +"Search path for project-specific script templates. Pandemonium will search for " "script templates both in the editor-specific path and in this project-" "specific path." msgstr "" @@ -46451,7 +46451,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Godot uses a message queue to defer some function calls. If you run out of " +"Pandemonium uses a message queue to defer some function calls. If you run out of " "space on it (you will see an error), you can increase the size here." msgstr "" @@ -46505,7 +46505,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Default size of packet peer stream for deserializing Godot data (in bytes, " +"Default size of packet peer stream for deserializing Pandemonium data (in bytes, " "specified as a power of two). The default value [code]16[/code] is equal to " "65,536 bytes. Over this size, data is dropped." msgstr "" @@ -46563,7 +46563,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The CA certificates bundle to use for SSL connections. If this is set to a " -"non-empty value, this will [i]override[/i] Godot's default [url=https://" +"non-empty value, this will [i]override[/i] Pandemonium's default [url=https://" "github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates." "crt]Mozilla certificate bundle[/url]. If left empty, the default certificate " "bundle will be used.\n" @@ -46669,7 +46669,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets which physics engine to use for 2D physics.\n" -"\"DEFAULT\" and \"GodotPhysics\" are the same, as there is currently no " +"\"DEFAULT\" and \"PandemoniumPhysics\" are the same, as there is currently no " "alternative 2D physics server implemented." msgstr "" @@ -46692,7 +46692,7 @@ msgid "" "Sets whether physics is run on the main thread or a separate one. Running " "the server on a thread increases performance, but restricts API access to " "only physics process.\n" -"[b]Warning:[/b] As of Godot 3.2, there are mixed reports about the use of a " +"[b]Warning:[/b] As of Pandemonium 3.2, there are mixed reports about the use of a " "Multi-Threaded thread model for physics. Be sure to assess whether it does " "give you extra performance and no regressions when using it." msgstr "" @@ -46787,7 +46787,7 @@ msgstr "" msgid "" "Sets which physics engine to use for 3D physics.\n" "\"DEFAULT\" is currently the [url=https://bulletphysics.org]Bullet[/url] " -"physics engine. The \"GodotPhysics\" engine is still supported as an " +"physics engine. The \"PandemoniumPhysics\" engine is still supported as an " "alternative." msgstr "" @@ -47758,7 +47758,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], a thread safe version of BVH (bounding volume " -"hierarchy) will be used in rendering and Godot physics.\n" +"hierarchy) will be used in rendering and Pandemonium physics.\n" "Try enabling this option if you see any visual anomalies in 3D (such as " "incorrect object visibility)." msgstr "" @@ -48030,7 +48030,7 @@ msgid "" "currently uses [url=http://www.pcg-random.org/]PCG32[/url].\n" "[b]Note:[/b] The underlying algorithm is an implementation detail. As a " "result, it should not be depended upon for reproducible random streams " -"across Godot versions.\n" +"across Pandemonium versions.\n" "To generate a random float number (within a given range) based on a time-" "dependant seed:\n" "[codeblock]\n" @@ -48097,11 +48097,11 @@ msgid "" "modifying the [member state]:\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" -"rng.seed = hash(\"Godot\")\n" +"rng.seed = hash(\"Pandemonium\")\n" "rng.state = 100 # Restore to some previously saved state.\n" "[/codeblock]\n" "[b]Warning:[/b] the getter of this property returns the previous [member " -"state], and not the initial seed value, which is going to be fixed in Godot " +"state], and not the initial seed value, which is going to be fixed in Pandemonium " "4.0." msgstr "" @@ -48660,7 +48660,7 @@ msgid "" "resource within a [Camera] node, it will be ignored by the " "[ReflectionProbe]. This can lead to incorrect lighting within the " "[ReflectionProbe].\n" -"[b]Note:[/b] By default, Godot will only render 16 reflection probes. If you " +"[b]Note:[/b] By default, Pandemonium will only render 16 reflection probes. If you " "need more, increase the number of atlas subdivisions. This setting can be " "found in [member ProjectSettings.rendering/quality/reflections/" "atlas_subdiv].\n" @@ -48844,7 +48844,7 @@ msgid "" " results.push_back(result.get_string())\n" "# The `results` array now contains \"One\", \"Two\", \"Three\".\n" "[/codeblock]\n" -"[b]Note:[/b] Godot's regex implementation is based on the [url=https://www." +"[b]Note:[/b] Pandemonium's regex implementation is based on the [url=https://www." "pcre.org/]PCRE2[/url] library. You can view the full pattern reference " "[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n" "[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test " @@ -49045,7 +49045,7 @@ msgstr "" #: doc/classes/Resource.xml msgid "" -"Resource is the base class for all Godot-specific resource types, serving " +"Resource is the base class for all Pandemonium-specific resource types, serving " "primarily as data containers. Since they inherit from [Reference], resources " "are reference-counted and freed when no longer in use. They are also cached " "once loaded from disk, so that any further attempts to load a resource from " @@ -49166,7 +49166,7 @@ msgstr "" #: doc/classes/ResourceFormatLoader.xml msgid "" -"Godot loads resources in the editor or in exported games using " +"Pandemonium 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 " @@ -49178,7 +49178,7 @@ msgid "" "resources of its handled type(s). You may also implement a " "[ResourceFormatSaver].\n" "[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type " -"you need exists but Godot is unable to load its format. Choosing one way " +"you need exists but Pandemonium 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].stex[/code] ([StreamTexture]) first, so they can be loaded with " @@ -49241,7 +49241,7 @@ msgid "" "use the [ResourceSaver] singleton. This is accomplished thanks to multiple " "[ResourceFormatSaver]s, each handling its own format and called " "automatically by the engine.\n" -"By default, Godot saves resources as [code].tres[/code] (text-based), [code]." +"By default, Pandemonium 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 " @@ -49481,12 +49481,12 @@ msgid "" msgstr "" #: doc/classes/ResourceSaver.xml -msgid "Singleton for saving Godot-specific resource types." +msgid "Singleton for saving Pandemonium-specific resource types." msgstr "" #: doc/classes/ResourceSaver.xml msgid "" -"Singleton for saving Godot-specific resource types to the filesystem.\n" +"Singleton for saving Pandemonium-specific resource types to the filesystem.\n" "It uses the many [ResourceFormatSaver] classes registered in the engine " "(either built-in or from a plugin) to save engine-specific resource data to " "text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files " @@ -49597,7 +49597,7 @@ msgid "" "on anchors/containers and the [member fit_content_height] property.\n" "[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most " "emoji) are [i]not[/i] supported on Windows. They will display as unknown " -"characters instead. This will be resolved in Godot 4.0." +"characters instead. This will be resolved in Pandemonium 4.0." msgstr "" #: doc/classes/RichTextLabel.xml @@ -50040,7 +50040,7 @@ msgid "" "If you need to override the default physics behavior, you can write a custom " "force integration function. See [member custom_integrator].\n" "With Bullet physics (the default), the center of mass is the RigidBody3D " -"center. With GodotPhysics, the center of mass is the average of the " +"center. With PandemoniumPhysics, the center of mass is the average of the " "[CollisionShape] centers." msgstr "" @@ -50786,7 +50786,7 @@ msgid "" "appending a suffix to the portal name, which should be the name of the room " "you intend to link to. For example [i]'Portal_lounge'[/i] will attempt to " "link to the room named [i]'Room_lounge'[/i].\n" -"There is a special case here - Godot does not allow two nodes to share the " +"There is a special case here - Pandemonium does not allow two nodes to share the " "same name. What if you want to manually have more than one portal leading " "into the same room? Surely they will need to both be called, e.g. " "[i]'Portal_lounge'[/i]?\n" @@ -51752,7 +51752,7 @@ msgid "Emitted when the user clicks the OK button." msgstr "" #: doc/classes/ScriptEditor.xml -msgid "Godot editor's script editor." +msgid "Pandemonium editor's script editor." msgstr "" #: doc/classes/ScriptEditor.xml @@ -52008,10 +52008,10 @@ msgstr "" #: doc/classes/Shader.xml msgid "" -"Returns the shader's custom defines. Custom defines can be used in Godot to " +"Returns the shader's custom defines. Custom defines can be used in Pandemonium to " "add GLSL preprocessor directives (e.g: extensions) required for the shader " "logic.\n" -"[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so " +"[b]Note:[/b] Custom defines are not validated by the Pandemonium shader parser, so " "care should be taken when using them." msgstr "" @@ -53259,7 +53259,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Texture that specifies the per-pixel normal of the detail overlay.\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Pandemonium 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." @@ -53457,7 +53457,7 @@ msgid "" "you can use [method SurfaceTool.generate_normals] and [method SurfaceTool." "generate_tangents] to automatically generate normals and tangents " "respectively.\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Pandemonium 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." @@ -53518,7 +53518,7 @@ msgid "Grows object vertices in the direction of their normals." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Currently unimplemented in Godot." +msgid "Currently unimplemented in Pandemonium." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54455,7 +54455,7 @@ msgstr "" #: doc/classes/Sprite.xml msgid "" "The normal map gives depth to the Sprite.\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " +"[b]Note:[/b] Pandemonium 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." @@ -55430,7 +55430,7 @@ msgid "" "Escapes (encodes) a string to URL friendly format. Also referred to as 'URL " "encode'.\n" "[codeblock]\n" -"print(\"https://example.org/?escaped=\" + \"Godot Engine:'docs'\"." +"print(\"https://example.org/?escaped=\" + \"Pandemonium Engine:'docs'\"." "http_escape())\n" "[/codeblock]" msgstr "" @@ -55440,7 +55440,7 @@ msgid "" "Unescapes (decodes) a string in URL encoded format. Also referred to as 'URL " "decode'.\n" "[codeblock]\n" -"print(\"https://example.org/?escaped=\" + \"Godot%20Engine%3A%27docs%27\"." +"print(\"https://example.org/?escaped=\" + \"Pandemonium%20Engine%3A%27docs%27\"." "http_unescape())\n" "[/codeblock]" msgstr "" @@ -56416,7 +56416,7 @@ msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "The normal map to use when drawing this style box.\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " +"[b]Note:[/b] Pandemonium 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." @@ -56485,7 +56485,7 @@ msgid "" "vertex, you cannot add color to any of the subsequent vertices.\n" "See also [ArrayMesh], [ImmediateGeometry] and [MeshDataTool] for procedural " "geometry generation.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Pandemonium uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" @@ -57109,7 +57109,7 @@ msgid "" "undo/redo.\n" "[b]Note:[/b] When holding down [code]Alt[/code], the vertical scroll wheel " "will scroll 5 times as fast as it would normally do. This also works in the " -"Godot script editor." +"Pandemonium script editor." msgstr "" #: doc/classes/TextEdit.xml @@ -57883,7 +57883,7 @@ msgstr "" #: doc/classes/TextureButton.xml msgid "" "[TextureButton] has the same functionality as [Button], except it uses " -"sprites instead of Godot's [Theme] resource. It is faster to create, but it " +"sprites instead of Pandemonium's [Theme] resource. It is faster to create, but it " "doesn't support localization like more complex [Control]s.\n" "The \"normal\" state must contain a texture ([member texture_normal]); other " "textures are optional.\n" @@ -58075,7 +58075,7 @@ msgstr "" #: doc/classes/TextureProgress.xml msgid "" "TextureProgress works like [ProgressBar], but uses up to 3 textures instead " -"of Godot's [Theme] resource. It can be used to create horizontal, vertical " +"of Pandemonium's [Theme] resource. It can be used to create horizontal, vertical " "and radial progress bars." msgstr "" @@ -58085,7 +58085,7 @@ msgstr "" #: doc/classes/TextureProgress.xml msgid "" -"If [code]true[/code], Godot treats the bar's textures like in " +"If [code]true[/code], Pandemonium 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." @@ -59015,7 +59015,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"If [code]true[/code], the compatibility with the tilemaps made in Godot 3.1 " +"If [code]true[/code], the compatibility with the tilemaps made in Pandemonium 3.1 " "or earlier is maintained (textures move when the tile origin changes and " "rotate if the texture size is not homogeneous). This mode presents problems " "when doing [code]flip_h[/code], [code]flip_v[/code] and [code]transpose[/" @@ -59387,7 +59387,7 @@ msgstr "" #: doc/classes/TileSet.xml msgid "" "Sets the tile's normal map texture.\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " +"[b]Note:[/b] Pandemonium 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." @@ -61612,7 +61612,7 @@ msgid "" "works by registering methods and property changes inside \"actions\".\n" "Common behavior is to create an action, then add do/undo calls to functions " "or property changes, then committing the action.\n" -"Here's an example on how to add an action to the Godot editor's own " +"Here's an example on how to add an action to the Pandemonium editor's own " "[UndoRedo], from a plugin:\n" "[codeblock]\n" "var undo_redo = get_undo_redo() # Method of EditorPlugin.\n" @@ -62129,7 +62129,7 @@ msgid "Memory allocation error." msgstr "" #: doc/classes/Variant.xml -msgid "The most important data type in Godot." +msgid "The most important data type in Pandemonium." msgstr "" #: doc/classes/Variant.xml @@ -62146,7 +62146,7 @@ msgid "" "var bar: int = 2 # bar is a statically typed integer.\n" "# bar = \"Uh oh! I can't make static variables become a different type!\"\n" "[/codeblock]\n" -"Godot tracks all scripting API variables within Variants. Without even " +"Pandemonium tracks all scripting API variables within Variants. Without even " "realizing it, you use Variants all the time. When a particular language " "enforces its own rules for keeping data typed, then that language is " "applying its own custom logic over the base Variant scripting API.\n" @@ -62157,12 +62157,12 @@ msgid "" "static typing. The GUI interface enforces that properties have a particular " "type that doesn't change over time.\n" "- C# is statically typed, but uses the Mono [code]object[/code] type in " -"place of Godot's Variant class when it needs to represent a dynamic value. " +"place of Pandemonium's Variant class when it needs to represent a dynamic value. " "[code]object[/code] is the Mono runtime's equivalent of the same concept.\n" "- The statically-typed language NativeScript C++ does not define a built-in " -"Variant-like class. Godot's GDNative bindings provide their own godot::" +"Variant-like class. Pandemonium's GDNative bindings provide their own godot::" "Variant class for users; Any point at which the C++ code starts interacting " -"with the Godot runtime is a place where you might have to start wrapping " +"with the Pandemonium runtime is a place where you might have to start wrapping " "data inside Variant objects.\n" "The global [method @GDScript.typeof] function returns the enumerated value " "of the Variant type stored in the current variable (see [enum Variant." @@ -62191,16 +62191,16 @@ msgid "" "inside of it. Variants are rarely used to hold information for long periods " "of time. Instead, they are used mainly for communication, editing, " "serialization and moving data around.\n" -"Godot has specifically invested in making its Variant class as flexible as " +"Pandemonium has specifically invested in making its Variant class as flexible as " "possible; so much so that it is used for a multitude of operations to " -"facilitate communication between all of Godot's systems.\n" +"facilitate communication between all of Pandemonium's systems.\n" "A Variant:\n" "- Can store almost any datatype.\n" "- Can perform operations between many variants. GDScript uses Variant as its " "atomic/native datatype.\n" "- Can be hashed, so it can be compared quickly to other variants.\n" "- Can be used to convert safely between datatypes.\n" -"- Can be used to abstract calling methods and their arguments. Godot exports " +"- Can be used to abstract calling methods and their arguments. Pandemonium exports " "all its functions through variants.\n" "- Can be used to defer calls or move data between threads.\n" "- Can be serialized as binary and stored to disk, or transferred via " @@ -62850,7 +62850,7 @@ msgstr "" #: doc/classes/VehicleWheel.xml msgid "" -"This is the distance the suspension can travel. As Godot units are " +"This is the distance the suspension can travel. As Pandemonium units are " "equivalent to meters, keep this setting relatively low. Try a value between " "0.1 and 0.3 depending on the type of car." msgstr "" @@ -62888,7 +62888,7 @@ msgstr "" msgid "" "This is the distance in meters the wheel is lowered from its origin point. " "Don't set this to 0.0 and move the wheel into position, instead move the " -"origin point of your wheel (the gizmo in Godot) to the position the wheel " +"origin point of your wheel (the gizmo in Pandemonium) to the position the wheel " "will take when bottoming out, then use the rest length to move the wheel " "down to the position it should be in when the car is in rest." msgstr "" @@ -63050,7 +63050,7 @@ msgid "" "resources to decode. The Theora codec is decoded on the CPU.\n" "[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] " "extension, you will have to rename the extension to [code].ogv[/code] to use " -"those videos within Godot." +"those videos within Pandemonium." msgstr "" #: modules/theora/doc_classes/VideoStreamTheora.xml @@ -63079,7 +63079,7 @@ msgid "" "The video will always appear to have a black background, even if it " "originally contains an alpha channel.\n" "[b]Note:[/b] There are known bugs and performance issues with WebM video " -"playback in Godot. If you run into problems, try using the Ogg Theora format " +"playback in Pandemonium. If you run into problems, try using the Ogg Theora format " "instead: [VideoStreamTheora]" msgstr "" @@ -63112,7 +63112,7 @@ msgid "" "have multiple screens.\n" "Finally, viewports can also behave as render targets, in which case they " "will not be visible unless the associated texture is used to draw.\n" -"[b]Note:[/b] By default, a newly created Viewport in Godot 3.x will appear " +"[b]Note:[/b] By default, a newly created Viewport in Pandemonium 3.x will appear " "to be upside down. Enabling [member render_target_v_flip] will display the " "Viewport with the correct orientation." msgstr "" @@ -63330,7 +63330,7 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"values that are outside the 0-1 range. In Pandemonium, HDR uses half floating-" "point precision (16-bit) by default. To use full floating-point precision " "(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " @@ -63392,7 +63392,7 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the result of rendering will be flipped vertically. " -"Since Viewports in Godot 3.x render upside-down, it's recommended to set " +"Since Viewports in Pandemonium 3.x render upside-down, it's recommended to set " "this to [code]true[/code] in most situations." msgstr "" @@ -66584,7 +66584,7 @@ msgid "" msgstr "" #: doc/classes/VisualServer.xml -msgid "Not implemented in Godot 3.x." +msgid "Not implemented in Pandemonium 3.x." msgstr "" #: doc/classes/VisualServer.xml @@ -66633,7 +66633,7 @@ msgid "" msgstr "" #: doc/classes/VisualServer.xml -msgid "Function not implemented in Godot 3.x." +msgid "Function not implemented in Pandemonium 3.x." msgstr "" #: doc/classes/VisualServer.xml @@ -67014,7 +67014,7 @@ msgid "Returns the format of a mesh's surface." msgstr "" #: doc/classes/VisualServer.xml -msgid "Function is unused in Godot 3.x." +msgid "Function is unused in Pandemonium 3.x." msgstr "" #: doc/classes/VisualServer.xml @@ -67772,7 +67772,7 @@ msgid "If [code]true[/code], the viewport's canvas is not rendered." msgstr "" #: doc/classes/VisualServer.xml -msgid "Currently unimplemented in Godot 3.x." +msgid "Currently unimplemented in Pandemonium 3.x." msgstr "" #: doc/classes/VisualServer.xml @@ -67919,7 +67919,7 @@ msgid "" msgstr "" #: doc/classes/VisualServer.xml -msgid "Unused enum in Godot 3.x." +msgid "Unused enum in Pandemonium 3.x." msgstr "" #: doc/classes/VisualServer.xml @@ -68577,12 +68577,12 @@ msgid "The amount of 2d draw calls in frame." msgstr "" #: doc/classes/VisualServer.xml -msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." +msgid "Hardware supports shaders. This enum is currently unused in Pandemonium 3.x." msgstr "" #: doc/classes/VisualServer.xml msgid "" -"Hardware supports multithreading. This enum is currently unused in Godot 3.x." +"Hardware supports multithreading. This enum is currently unused in Pandemonium 3.x." msgstr "" #: doc/classes/VisualServer.xml @@ -69470,12 +69470,12 @@ msgstr "" #: doc/classes/VisualShaderNodeExpression.xml msgid "" -"A custom visual shader graph expression written in Godot Shading Language." +"A custom visual shader graph expression written in Pandemonium Shading Language." msgstr "" #: doc/classes/VisualShaderNodeExpression.xml msgid "" -"Custom Godot Shading Language expression, with a custom amount of input and " +"Custom Pandemonium Shading Language expression, with a custom amount of input and " "output ports.\n" "The provided code is directly injected into the graph's matching shader " "function ([code]vertex[/code], [code]fragment[/code], or [code]light[/" @@ -69486,7 +69486,7 @@ msgstr "" #: doc/classes/VisualShaderNodeExpression.xml msgid "" -"An expression in Godot Shading Language, which will be injected at the start " +"An expression in Pandemonium 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." @@ -69520,13 +69520,13 @@ msgstr "" #: doc/classes/VisualShaderNodeGlobalExpression.xml msgid "" -"A custom global visual shader graph expression written in Godot Shading " +"A custom global visual shader graph expression written in Pandemonium Shading " "Language." msgstr "" #: doc/classes/VisualShaderNodeGlobalExpression.xml msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Pandemonium 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 " @@ -70661,13 +70661,13 @@ msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Tells the channel to send data over this channel as text. An external peer " -"(non-Godot) would receive this as a string." +"(non-Pandemonium) would receive this as a string." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Tells the channel to send data over this channel as binary. An external peer " -"(non-Godot) would receive this as array buffer or blob." +"(non-Pandemonium) would receive this as array buffer or blob." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml @@ -70987,7 +70987,7 @@ msgid "" "requested.\n" "If [code]true[/code] is passed as [code]gd_mp_api[/code], the client will " "behave like a network peer for the [MultiplayerAPI], connections to non-" -"Godot servers will not work, and [signal data_received] will not be " +"Pandemonium servers will not work, and [signal data_received] will not be " "emitted.\n" "If [code]false[/code] is passed instead (default), you must call " "[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], " @@ -71097,7 +71097,7 @@ msgstr "" msgid "" "Emitted when a packet is received from a peer.\n" "[b]Note:[/b] This signal is only emitted when the client or server is " -"configured to use Godot multiplayer API." +"configured to use Pandemonium multiplayer API." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml @@ -71218,7 +71218,7 @@ msgid "" "list empty (default), no sub-protocol will be requested.\n" "If [code]true[/code] is passed as [code]gd_mp_api[/code], the server will " "behave like a network peer for the [MultiplayerAPI], connections from non-" -"Godot clients will not work, and [signal data_received] will not be " +"Pandemonium clients will not work, and [signal data_received] will not be " "emitted.\n" "If [code]false[/code] is passed instead (default), you must call " "[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], " @@ -71379,7 +71379,7 @@ msgid "" "\n" "func _webxr_session_started():\n" " $Button.visible = false\n" -" # This tells Godot to start rendering to the headset.\n" +" # This tells Pandemonium to start rendering to the headset.\n" " get_viewport().arvr = true\n" " # This will be the reference space type you ultimately got, out of the\n" " # types that you requested above. This is useful if you want the game " @@ -71390,7 +71390,7 @@ msgid "" "\n" "func _webxr_session_ended():\n" " $Button.visible = true\n" -" # If the user exits immersive mode, then we tell Godot to render to the " +" # If the user exits immersive mode, then we tell Pandemonium to render to the " "web\n" " # page again.\n" " get_viewport().arvr = false\n" @@ -71401,7 +71401,7 @@ msgid "" "There are several ways to handle \"controller\" input:\n" "- Using [ARVRController] nodes and their [signal ARVRController." "button_pressed] and [signal ARVRController.button_release] signals. This is " -"how controllers are typically handled in AR/VR apps in Godot, however, this " +"how controllers are typically handled in AR/VR apps in Pandemonium, however, this " "will only work with advanced VR controllers like the Oculus Touch or Index " "controllers, for example. The buttons codes are defined by [url=https://" "immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-" @@ -71423,7 +71423,7 @@ msgid "" msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml -msgid "How to make a VR game for WebXR with Godot" +msgid "How to make a VR game for WebXR with Pandemonium" msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml @@ -71583,7 +71583,7 @@ msgid "" "Emitted when the user ends the WebXR session (which can be done using UI " "from the browser or device).\n" "At this point, you should do [code]get_viewport().arvr = false[/code] to " -"instruct Godot to resume rendering to the screen." +"instruct Pandemonium to resume rendering to the screen." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml @@ -71598,7 +71598,7 @@ msgid "" "Emitted by [method ARVRInterface.initialize] if the session is successfully " "started.\n" "At this point, it's safe to do [code]get_viewport().arvr = true[/code] to " -"instruct Godot to start rendering to the AR/VR device." +"instruct Pandemonium to start rendering to the AR/VR device." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml diff --git a/doc/translations/extract.py b/doc/translations/extract.py index a1c8f7ddba..71378c97f9 100644 --- a/doc/translations/extract.py +++ b/doc/translations/extract.py @@ -18,7 +18,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\\n" +"Report-Msgid-Bugs-To: https://github.com/Relintai/pandemonium\\n" "MIME-Version: 1.0\\n" "Content-Type: text/plain; charset=UTF-8\\n" "Content-Transfer-Encoding: 8-bit\\n" diff --git a/drivers/alsa/asound-so_wrap.c b/drivers/alsa/asound-so_wrap.c index 65624bcb70..c9da150e41 100644 --- a/drivers/alsa/asound-so_wrap.c +++ b/drivers/alsa/asound-so_wrap.c @@ -1,7 +1,7 @@ // This file is generated. Do not edit! // see https://github.com/hpvb/dynload-wrapper for details -// generated by /home/hp/Projects/godot/pulse/generate-wrapper.py 0.3 on 2021-02-22 19:22:12 -// flags: /home/hp/Projects/godot/pulse/generate-wrapper.py --include /usr/include/alsa/asoundlib.h --sys-include --soname libasound.so.2 --init-name asound --omit-prefix snd_pcm_sw_params_set_tstamp_type --omit-prefix snd_pcm_status_get_audio_htstamp_report --omit-prefix snd_pcm_sw_params_get_tstamp_type --omit-prefix snd_pcm_status_set_audio_htstamp_config --output-header asound-so_wrap.h --output-implementation asound-so_wrap.c +// generated by /home/hp/Projects/pandemonium/pulse/generate-wrapper.py 0.3 on 2021-02-22 19:22:12 +// flags: /home/hp/Projects/pandemonium/pulse/generate-wrapper.py --include /usr/include/alsa/asoundlib.h --sys-include --soname libasound.so.2 --init-name asound --omit-prefix snd_pcm_sw_params_set_tstamp_type --omit-prefix snd_pcm_status_get_audio_htstamp_report --omit-prefix snd_pcm_sw_params_get_tstamp_type --omit-prefix snd_pcm_status_set_audio_htstamp_config --output-header asound-so_wrap.h --output-implementation asound-so_wrap.c // #include diff --git a/drivers/alsa/asound-so_wrap.h b/drivers/alsa/asound-so_wrap.h index 5332d74152..0d8ddce462 100644 --- a/drivers/alsa/asound-so_wrap.h +++ b/drivers/alsa/asound-so_wrap.h @@ -2,8 +2,8 @@ #define DYLIBLOAD_WRAPPER_ASOUND // This file is generated. Do not edit! // see https://github.com/hpvb/dynload-wrapper for details -// generated by /home/hp/Projects/godot/pulse/generate-wrapper.py 0.3 on 2021-02-22 19:22:12 -// flags: /home/hp/Projects/godot/pulse/generate-wrapper.py --include /usr/include/alsa/asoundlib.h --sys-include --soname libasound.so.2 --init-name asound --omit-prefix snd_pcm_sw_params_set_tstamp_type --omit-prefix snd_pcm_status_get_audio_htstamp_report --omit-prefix snd_pcm_sw_params_get_tstamp_type --omit-prefix snd_pcm_status_set_audio_htstamp_config --output-header asound-so_wrap.h --output-implementation asound-so_wrap.c +// generated by /home/hp/Projects/pandemonium/pulse/generate-wrapper.py 0.3 on 2021-02-22 19:22:12 +// flags: /home/hp/Projects/pandemonium/pulse/generate-wrapper.py --include /usr/include/alsa/asoundlib.h --sys-include --soname libasound.so.2 --init-name asound --omit-prefix snd_pcm_sw_params_set_tstamp_type --omit-prefix snd_pcm_status_get_audio_htstamp_report --omit-prefix snd_pcm_sw_params_get_tstamp_type --omit-prefix snd_pcm_status_set_audio_htstamp_config --output-header asound-so_wrap.h --output-implementation asound-so_wrap.c // #include diff --git a/drivers/coremidi/midi_driver_coremidi.cpp b/drivers/coremidi/midi_driver_coremidi.cpp index ac92625ba9..fc0834fda9 100644 --- a/drivers/coremidi/midi_driver_coremidi.cpp +++ b/drivers/coremidi/midi_driver_coremidi.cpp @@ -46,7 +46,7 @@ void MIDIDriverCoreMidi::read(const MIDIPacketList *packet_list, void *read_proc } Error MIDIDriverCoreMidi::open() { - CFStringRef name = CFStringCreateWithCString(NULL, "Godot", kCFStringEncodingASCII); + CFStringRef name = CFStringCreateWithCString(NULL, "Pandemonium", kCFStringEncodingASCII); OSStatus result = MIDIClientCreate(name, NULL, NULL, &client); CFRelease(name); if (result != noErr) { @@ -54,7 +54,7 @@ Error MIDIDriverCoreMidi::open() { return ERR_CANT_OPEN; } - result = MIDIInputPortCreate(client, CFSTR("Godot Input"), MIDIDriverCoreMidi::read, (void *)this, &port_in); + result = MIDIInputPortCreate(client, CFSTR("Pandemonium Input"), MIDIDriverCoreMidi::read, (void *)this, &port_in); if (result != noErr) { ERR_PRINT("MIDIInputPortCreate failed, code: " + itos(result)); return ERR_CANT_OPEN; diff --git a/drivers/gl_context/SCsub b/drivers/gl_context/SCsub index 3084ddd959..04908744c8 100644 --- a/drivers/gl_context/SCsub +++ b/drivers/gl_context/SCsub @@ -23,7 +23,7 @@ if env["platform"] in ["haiku", "osx", "windows", "x11"]: env.drivers_sources += thirdparty_obj -# Godot source files +# Pandemonium source files driver_obj = [] diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index f53524761d..0645d6b267 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -252,7 +252,7 @@ void RasterizerGLES2::initialize() { } if (callback) { - print_line("godot: ENABLING GL DEBUG"); + print_line("pandemonium: ENABLING GL DEBUG"); glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB); callback(_gl_debug_print, NULL); glEnable(_EXT_DEBUG_OUTPUT); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index bf3b5101d4..6d5318f81d 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -5204,7 +5204,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar if (rt->external.depth == 0) { rt->external.depth_owned = true; - // create a multisample depth buffer, we're not reusing Godots because Godot's didn't get created.. + // create a multisample depth buffer, we're not reusing Pandemoniums because Pandemonium's didn't get created.. glGenRenderbuffers(1, &rt->external.depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->external.depth); glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->width, rt->height); diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index e83110820c..36d3c76574 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1533,7 +1533,7 @@ void main() { float anisotropy = 0.0; vec2 anisotropy_flow = vec2(1.0, 0.0); float sss_strength = 0.0; //unused - // gl_FragDepth is not available in GLES2, so writing to DEPTH is not converted to gl_FragDepth by Godot compiler resulting in a + // gl_FragDepth is not available in GLES2, so writing to DEPTH is not converted to gl_FragDepth by Pandemonium compiler resulting in a // compile error because DEPTH is not a variable. float m_DEPTH = 0.0; diff --git a/drivers/gles_common/rasterizer_canvas_batcher.h b/drivers/gles_common/rasterizer_canvas_batcher.h index ca9830cd95..1bbe269c1e 100644 --- a/drivers/gles_common/rasterizer_canvas_batcher.h +++ b/drivers/gles_common/rasterizer_canvas_batcher.h @@ -1453,7 +1453,7 @@ bool C_PREAMBLE::_prefill_ninepatch(RasterizerCanvas::Item::CommandNinePatch *p_ } // cope with ninepatch of zero area. These cannot be created by the user interface or gdscript, but can - // be created programmatically from c++, e.g. by the Godot UI for sliders. We will just not draw these. + // be created programmatically from c++, e.g. by the Pandemonium UI for sliders. We will just not draw these. if ((p_np->rect.size.x * p_np->rect.size.y) <= 0.0f) { return false; } diff --git a/drivers/png/SCsub b/drivers/png/SCsub index 26508dc612..b173710360 100644 --- a/drivers/png/SCsub +++ b/drivers/png/SCsub @@ -60,7 +60,7 @@ if env["builtin_libpng"]: env.drivers_sources += thirdparty_obj -# Godot source files +# Pandemonium source files driver_obj = [] diff --git a/drivers/png/image_loader_png.cpp b/drivers/png/image_loader_png.cpp index 7bb8fe2979..b8bebd5c24 100644 --- a/drivers/png/image_loader_png.cpp +++ b/drivers/png/image_loader_png.cpp @@ -79,7 +79,7 @@ Ref ImageLoaderPNG::lossless_unpack_png(const PoolVector &p_data PoolVector ImageLoaderPNG::lossless_pack_png(const Ref &p_image) { PoolVector out_buffer; - // add Godot's own "PNG " prefix + // add Pandemonium's own "PNG " prefix if (out_buffer.resize(4) != OK) { ERR_FAIL_V(PoolVector()); } diff --git a/drivers/pulseaudio/audio_driver_pulseaudio.cpp b/drivers/pulseaudio/audio_driver_pulseaudio.cpp index fd0fccb3f9..657539696f 100644 --- a/drivers/pulseaudio/audio_driver_pulseaudio.cpp +++ b/drivers/pulseaudio/audio_driver_pulseaudio.cpp @@ -188,7 +188,7 @@ Error AudioDriverPulseAudio::init_device() { // Detect the amount of channels PulseAudio is using // Note: If using an even amount of channels (2, 4, etc) channels and pa_map.channels will be equal, // if not then pa_map.channels will have the real amount of channels PulseAudio is using and channels - // will have the amount of channels Godot is using (in this case it's pa_map.channels + 1) + // will have the amount of channels Pandemonium is using (in this case it's pa_map.channels + 1) Error err = detect_channels(); if (err != OK) { // This most likely means there are no sinks. diff --git a/drivers/pulseaudio/pulse-so_wrap.c b/drivers/pulseaudio/pulse-so_wrap.c index 12bdcc704e..dd9a1fd69b 100644 --- a/drivers/pulseaudio/pulse-so_wrap.c +++ b/drivers/pulseaudio/pulse-so_wrap.c @@ -1,7 +1,7 @@ // This file is generated. Do not edit! // see https://github.com/hpvb/dynload-wrapper for details -// generated by /home/hp/Projects/godot/pulse/generate-wrapper.py 0.3 on 2021-02-20 00:08:31 -// flags: /home/hp/Projects/godot/pulse/generate-wrapper.py --include /usr/include/pulse/pulseaudio.h --sys-include --soname libpulse.so.0 --omit-prefix _pa_ --init-name pulse --output-header pulse-so_wrap.h --output-implementation pulse-so_wrap.c +// generated by /home/hp/Projects/pandemonium/pulse/generate-wrapper.py 0.3 on 2021-02-20 00:08:31 +// flags: /home/hp/Projects/pandemonium/pulse/generate-wrapper.py --include /usr/include/pulse/pulseaudio.h --sys-include --soname libpulse.so.0 --omit-prefix _pa_ --init-name pulse --output-header pulse-so_wrap.h --output-implementation pulse-so_wrap.c // #include diff --git a/drivers/pulseaudio/pulse-so_wrap.h b/drivers/pulseaudio/pulse-so_wrap.h index 7f9a70fae1..7c55140809 100644 --- a/drivers/pulseaudio/pulse-so_wrap.h +++ b/drivers/pulseaudio/pulse-so_wrap.h @@ -2,8 +2,8 @@ #define DYLIBLOAD_WRAPPER_PULSE // This file is generated. Do not edit! // see https://github.com/hpvb/dynload-wrapper for details -// generated by /home/hp/Projects/godot/pulse/generate-wrapper.py 0.3 on 2021-02-20 00:08:31 -// flags: /home/hp/Projects/godot/pulse/generate-wrapper.py --include /usr/include/pulse/pulseaudio.h --sys-include --soname libpulse.so.0 --omit-prefix _pa_ --init-name pulse --output-header pulse-so_wrap.h --output-implementation pulse-so_wrap.c +// generated by /home/hp/Projects/pandemonium/pulse/generate-wrapper.py 0.3 on 2021-02-20 00:08:31 +// flags: /home/hp/Projects/pandemonium/pulse/generate-wrapper.py --include /usr/include/pulse/pulseaudio.h --sys-include --soname libpulse.so.0 --omit-prefix _pa_ --init-name pulse --output-header pulse-so_wrap.h --output-implementation pulse-so_wrap.c // #include diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp index 3d54c1ca1a..323c4f76dd 100644 --- a/drivers/unix/os_unix.cpp +++ b/drivers/unix/os_unix.cpp @@ -2,7 +2,7 @@ /* os_unix.cpp */ /*************************************************************************/ /* This file is part of: */ -/* GODOT ENGINE */ +/* PANDEMONIUM ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ @@ -76,13 +76,13 @@ static void _setup_clock() { } #else #if defined(CLOCK_MONOTONIC_RAW) && !defined(JAVASCRIPT_ENABLED) // This is a better clock on Linux. -#define GODOT_CLOCK CLOCK_MONOTONIC_RAW +#define PANDEMONIUM_CLOCK CLOCK_MONOTONIC_RAW #else -#define GODOT_CLOCK CLOCK_MONOTONIC +#define PANDEMONIUM_CLOCK CLOCK_MONOTONIC #endif static void _setup_clock() { struct timespec tv_now = { 0, 0 }; - ERR_FAIL_COND_MSG(clock_gettime(GODOT_CLOCK, &tv_now) != 0, "OS CLOCK IS NOT WORKING!"); + ERR_FAIL_COND_MSG(clock_gettime(PANDEMONIUM_CLOCK, &tv_now) != 0, "OS CLOCK IS NOT WORKING!"); _clock_start = ((uint64_t)tv_now.tv_nsec / 1000L) + (uint64_t)tv_now.tv_sec * 1000000L; } #endif @@ -252,7 +252,7 @@ uint64_t OS_Unix::get_ticks_usec() const { // Unchecked return. Static analyzers might complain. // If _setup_clock() succeeded, we assume clock_gettime() works. struct timespec tv_now = { 0, 0 }; - clock_gettime(GODOT_CLOCK, &tv_now); + clock_gettime(PANDEMONIUM_CLOCK, &tv_now); uint64_t longtime = ((uint64_t)tv_now.tv_nsec / 1000L) + (uint64_t)tv_now.tv_sec * 1000000L; #endif longtime -= _clock_start; @@ -460,11 +460,11 @@ String OS_Unix::get_user_data_dir() const { } return get_data_path().plus_file(custom_dir); } else { - return get_data_path().plus_file(get_godot_dir_name()).plus_file("app_userdata").plus_file(appname); + return get_data_path().plus_file(get_pandemonium_dir_name()).plus_file("app_userdata").plus_file(appname); } } - return get_data_path().plus_file(get_godot_dir_name()).plus_file("app_userdata").plus_file("[unnamed project]"); + return get_data_path().plus_file(get_pandemonium_dir_name()).plus_file("app_userdata").plus_file("[unnamed project]"); } String OS_Unix::get_executable_path() const { @@ -532,7 +532,7 @@ void UnixTerminalLogger::log_error(const char *p_function, const char *p_file, i } // Disable color codes if stdout is not a TTY. - // This prevents Godot from writing ANSI escape codes when redirecting + // This prevents Pandemonium from writing ANSI escape codes when redirecting // stdout and stderr to a file. const bool tty = isatty(fileno(stdout)); const char *gray = tty ? "\E[0;90m" : ""; diff --git a/editor/editor_file_system.cpp b/editor/editor_file_system.cpp index 4f3bf20f2f..c741ec8976 100644 --- a/editor/editor_file_system.cpp +++ b/editor/editor_file_system.cpp @@ -56,7 +56,7 @@ #include "editor/editor_data.h" EditorFileSystem *EditorFileSystem::singleton = nullptr; -//the name is the version, to keep compatibility with different versions of Godot +//the name is the version, to keep compatibility with different versions of Pandemonium #define CACHE_FILE_NAME "filesystem_cache6" void EditorFileSystemDirectory::sort_files() { @@ -2013,7 +2013,7 @@ bool EditorFileSystem::_should_skip_directory(const String &p_path) { return true; } - if (FileAccess::exists(p_path.plus_file("project.godot"))) { // skip if another project inside this + if (FileAccess::exists(p_path.plus_file("project.pandemonium"))) { // skip if another project inside this return true; } diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp index 4edb75e60a..d6a8f451e8 100644 --- a/editor/editor_node.cpp +++ b/editor/editor_node.cpp @@ -625,7 +625,7 @@ void EditorNode::_notification(int p_what) { p->set_item_icon(p->get_item_index(HELP_PANDEMONIUM_DOCS), gui_base->get_icon("Instance", "EditorIcons")); p->set_item_icon(p->get_item_index(HELP_GODOT_DOCS), gui_base->get_icon("Instance", "EditorIcons")); p->set_item_icon(p->get_item_index(HELP_REPORT_A_BUG), gui_base->get_icon("Instance", "EditorIcons")); - p->set_item_icon(p->get_item_index(HELP_ABOUT), gui_base->get_icon("Godot", "EditorIcons")); + p->set_item_icon(p->get_item_index(HELP_ABOUT), gui_base->get_icon("Pandemonium", "EditorIcons")); p->set_item_icon(p->get_item_index(HELP_SUPPORT_PANDEMONIUM_DEVELOPMENT), gui_base->get_icon("Heart", "EditorIcons")); _update_update_spinner(); @@ -896,10 +896,10 @@ void EditorNode::_scan_external_changes() { } } - String project_settings_path = ProjectSettings::get_singleton()->get_resource_path().plus_file("project.godot"); + String project_settings_path = ProjectSettings::get_singleton()->get_resource_path().plus_file("project.pandemonium"); if (FileAccess::get_modified_time(project_settings_path) > ProjectSettings::get_singleton()->get_last_saved_time()) { TreeItem *ti = disk_changed_list->create_item(r); - ti->set_text(0, "project.godot"); + ti->set_text(0, "project.pandemonium"); need_reload = true; } @@ -5335,7 +5335,7 @@ bool EditorNode::call_build() { for (int i = 0; i < build_callback_count && builds_successful; i++) { if (!build_callbacks[i]()) { - ERR_PRINT("A Godot Engine build callback failed."); + ERR_PRINT("A Pandemonium Engine build callback failed."); builds_successful = false; } } @@ -6317,10 +6317,10 @@ EditorNode::EditorNode() { #endif p->add_separator(); p->add_icon_shortcut(gui_base->get_icon("Instance", "EditorIcons"), ED_SHORTCUT("editor/online_docs", TTR("Online Documentation")), HELP_PANDEMONIUM_DOCS); - p->add_icon_shortcut(gui_base->get_icon("Instance", "EditorIcons"), ED_SHORTCUT("editor/godot_online_docs", TTR("Godot Online Documentation")), HELP_GODOT_DOCS); + p->add_icon_shortcut(gui_base->get_icon("Instance", "EditorIcons"), ED_SHORTCUT("editor/pandemonium_online_docs", TTR("Pandemonium Online Documentation")), HELP_GODOT_DOCS); p->add_icon_shortcut(gui_base->get_icon("Instance", "EditorIcons"), ED_SHORTCUT("editor/report_a_bug", TTR("Report a Bug")), HELP_REPORT_A_BUG); p->add_separator(); - p->add_icon_shortcut(gui_base->get_icon("Godot", "EditorIcons"), ED_SHORTCUT("editor/about", TTR("About Pandemonium")), HELP_ABOUT); + p->add_icon_shortcut(gui_base->get_icon("Pandemonium", "EditorIcons"), ED_SHORTCUT("editor/about", TTR("About Pandemonium")), HELP_ABOUT); p->add_icon_shortcut(gui_base->get_icon("Heart", "EditorIcons"), ED_SHORTCUT("editor/support_development", TTR("Support Pandemonium Development")), HELP_SUPPORT_PANDEMONIUM_DEVELOPMENT); HBoxContainer *play_hb = memnew(HBoxContainer); diff --git a/editor/editor_run.cpp b/editor/editor_run.cpp index e5c3d56a08..06f342bc9f 100644 --- a/editor/editor_run.cpp +++ b/editor/editor_run.cpp @@ -201,7 +201,7 @@ Error EditorRun::run(const String &p_scene, const String &p_custom_args, const L if (p_custom_args != "") { // Allow the user to specify a command to run, similar to Steam's launch options. - // In this case, Godot will no longer be run directly; it's up to the underlying command + // In this case, Pandemonium will no longer be run directly; it's up to the underlying command // to run it. For instance, this can be used on Linux to force a running project // to use Optimus using `prime-run` or similar. // Example: `prime-run %command% --time-scale 0.5` @@ -217,7 +217,7 @@ Error EditorRun::run(const String &p_scene, const String &p_custom_args, const L exec = exec_args[0]; exec_args.remove(0); - // Append the Godot executable name before we append executable arguments + // Append the Pandemonium executable name before we append executable arguments // (since the order is reversed when using `push_front()`). args.push_front(OS::get_singleton()->get_executable_path()); } @@ -227,13 +227,13 @@ Error EditorRun::run(const String &p_scene, const String &p_custom_args, const L args.push_front(exec_args[i].replace(" ", "%20")); } - // Append Godot-specific custom arguments. + // Append Pandemonium-specific custom arguments. custom_args = p_custom_args.substr(placeholder_pos + String("%command%").size()).split(" ", false); for (int i = 0; i < custom_args.size(); i++) { args.push_back(custom_args[i].replace(" ", "%20")); } } else { - // Append Godot-specific custom arguments. + // Append Pandemonium-specific custom arguments. custom_args = p_custom_args.split(" ", false); for (int i = 0; i < custom_args.size(); i++) { args.push_back(custom_args[i].replace(" ", "%20")); diff --git a/editor/editor_settings.cpp b/editor/editor_settings.cpp index dc374610aa..1ab485ce37 100644 --- a/editor/editor_settings.cpp +++ b/editor/editor_settings.cpp @@ -273,7 +273,7 @@ void EditorSettings::_load_defaults(Ref p_extra_config) { String host_lang = OS::get_singleton()->get_locale(); host_lang = TranslationServer::standardize_locale(host_lang); - // Some locales are not properly supported currently in Godot due to lack of font shaping + // Some locales are not properly supported currently in Pandemonium due to lack of font shaping // (e.g. Arabic or Hindi), so even though we have work in progress translations for them, // we skip them as they don't render properly. (GH-28577) const Vector locales_to_skip = String("ar,bn,fa,he,hi,ml,si,ta,te,ur").split(","); @@ -359,7 +359,7 @@ void EditorSettings::_load_defaults(Ref p_extra_config) { // Theme _initial_set("interface/theme/preset", "Default"); - hints["interface/theme/preset"] = PropertyInfo(Variant::STRING, "interface/theme/preset", PROPERTY_HINT_ENUM, "Default,Godot 3,Alien,Arc,Godot 2,Grey,Light,Solarized (Dark),Solarized (Light),Custom", PROPERTY_USAGE_DEFAULT); + hints["interface/theme/preset"] = PropertyInfo(Variant::STRING, "interface/theme/preset", PROPERTY_HINT_ENUM, "Default,Pandemonium 3,Alien,Arc,Pandemonium 2,Grey,Light,Solarized (Dark),Solarized (Light),Custom", PROPERTY_USAGE_DEFAULT); _initial_set("interface/theme/icon_and_font_color", 0); hints["interface/theme/icon_and_font_color"] = PropertyInfo(Variant::INT, "interface/theme/icon_and_font_color", PROPERTY_HINT_ENUM, "Auto,Dark,Light", PROPERTY_USAGE_DEFAULT); _initial_set("interface/theme/base_color", Color(0.2, 0.23, 0.31)); @@ -558,7 +558,7 @@ void EditorSettings::_load_defaults(Ref p_extra_config) { _initial_set("editors/3d/navigation/navigation_scheme", 0); _initial_set("editors/3d/navigation/invert_y_axis", false); _initial_set("editors/3d/navigation/invert_x_axis", false); - hints["editors/3d/navigation/navigation_scheme"] = PropertyInfo(Variant::INT, "editors/3d/navigation/navigation_scheme", PROPERTY_HINT_ENUM, "Godot,Maya,Modo"); + hints["editors/3d/navigation/navigation_scheme"] = PropertyInfo(Variant::INT, "editors/3d/navigation/navigation_scheme", PROPERTY_HINT_ENUM, "Pandemonium,Maya,Modo"); _initial_set("editors/3d/navigation/zoom_style", 0); hints["editors/3d/navigation/zoom_style"] = PropertyInfo(Variant::INT, "editors/3d/navigation/zoom_style", PROPERTY_HINT_ENUM, "Vertical, Horizontal"); @@ -848,16 +848,16 @@ void EditorSettings::create() { } else { // Typically XDG_DATA_HOME or %APPDATA% data_path = OS::get_singleton()->get_data_path(); - data_dir = data_path.plus_file(OS::get_singleton()->get_godot_dir_name()); + data_dir = data_path.plus_file(OS::get_singleton()->get_pandemonium_dir_name()); // Can be different from data_path e.g. on Linux or macOS config_path = OS::get_singleton()->get_config_path(); - config_dir = config_path.plus_file(OS::get_singleton()->get_godot_dir_name()); + config_dir = config_path.plus_file(OS::get_singleton()->get_pandemonium_dir_name()); // Can be different from above paths, otherwise a subfolder of data_dir cache_path = OS::get_singleton()->get_cache_path(); if (cache_path == data_path) { cache_dir = data_dir.plus_file("cache"); } else { - cache_dir = cache_path.plus_file(OS::get_singleton()->get_godot_dir_name()); + cache_dir = cache_path.plus_file(OS::get_singleton()->get_pandemonium_dir_name()); } } diff --git a/editor/editor_themes.cpp b/editor/editor_themes.cpp index b9ced4e30b..98075c3ada 100644 --- a/editor/editor_themes.cpp +++ b/editor/editor_themes.cpp @@ -231,7 +231,7 @@ void editor_register_and_generate_icons(Ref p_theme, bool p_dark_theme = exceptions.insert("EditorPivot"); exceptions.insert("EditorHandle"); exceptions.insert("Editor3DHandle"); - exceptions.insert("Godot"); + exceptions.insert("Pandemonium"); exceptions.insert("PanoramaSky"); exceptions.insert("ProceduralSky"); exceptions.insert("EditorControlAnchor"); diff --git a/editor/export_template_manager.cpp b/editor/export_template_manager.cpp index aeb9562182..f4db9e217a 100644 --- a/editor/export_template_manager.cpp +++ b/editor/export_template_manager.cpp @@ -1028,7 +1028,7 @@ ExportTemplateManager::ExportTemplateManager() { install_file_dialog->set_title(TTR("Select Template File")); install_file_dialog->set_access(FileDialog::ACCESS_FILESYSTEM); install_file_dialog->set_mode(FileDialog::MODE_OPEN_FILE); - install_file_dialog->add_filter("*.tpz ; " + TTR("Godot Export Templates")); + install_file_dialog->add_filter("*.tpz ; " + TTR("Pandemonium Export Templates")); install_file_dialog->connect("file_selected", this, "_install_file_selected", varray(false)); add_child(install_file_dialog); diff --git a/editor/icons/README.md b/editor/icons/README.md index 3159565180..bc209adf40 100644 --- a/editor/icons/README.md +++ b/editor/icons/README.md @@ -1,7 +1,7 @@ # Editor icons -This folder contains all the icons used by Godot editor (except for platform +This folder contains all the icons used by Pandemonium editor (except for platform icons which are located in their respective platform folder). See [Editor icons](https://docs.godotengine.org/en/latest/development/editor/creating_icons.html) -in the documentation for details on creating icons for the Godot editor. +in the documentation for details on creating icons for the Pandemonium editor. diff --git a/editor/icons/icon_godot.svg b/editor/icons/icon_pandemonium.svg similarity index 99% rename from editor/icons/icon_godot.svg rename to editor/icons/icon_pandemonium.svg index c0fe9cb5b9..c888407325 100644 --- a/editor/icons/icon_godot.svg +++ b/editor/icons/icon_pandemonium.svg @@ -5,7 +5,7 @@ id="svg3030" version="1.1" inkscape:version="1.1.2 (0a00cf5339, 2022-02-04, custom)" - sodipodi:docname="icon_godot.svg" + sodipodi:docname="icon_pandemonium.svg" inkscape:export-filename="/home/relintai/Projects/broken_seals/pandemonium_engine/icon.png" inkscape:export-xdpi="24" inkscape:export-ydpi="24" diff --git a/editor/icons/icon_godot_docs.svg b/editor/icons/icon_pandemonium_docs.svg similarity index 99% rename from editor/icons/icon_godot_docs.svg rename to editor/icons/icon_pandemonium_docs.svg index c0fe9cb5b9..c888407325 100644 --- a/editor/icons/icon_godot_docs.svg +++ b/editor/icons/icon_pandemonium_docs.svg @@ -5,7 +5,7 @@ id="svg3030" version="1.1" inkscape:version="1.1.2 (0a00cf5339, 2022-02-04, custom)" - sodipodi:docname="icon_godot.svg" + sodipodi:docname="icon_pandemonium.svg" inkscape:export-filename="/home/relintai/Projects/broken_seals/pandemonium_engine/icon.png" inkscape:export-xdpi="24" inkscape:export-ydpi="24" diff --git a/editor/import/resource_importer_layered_texture.cpp b/editor/import/resource_importer_layered_texture.cpp index 384c30f4ac..afe14a9740 100644 --- a/editor/import/resource_importer_layered_texture.cpp +++ b/editor/import/resource_importer_layered_texture.cpp @@ -95,7 +95,7 @@ void ResourceImporterLayeredTexture::_save_tex(const Vector> &p_image } else { f->store_8('A'); } - f->store_8('T'); //godot streamable texture + f->store_8('T'); //pandemonium streamable texture f->store_32(p_images[0]->get_width()); f->store_32(p_images[0]->get_height()); diff --git a/editor/import/resource_importer_texture.cpp b/editor/import/resource_importer_texture.cpp index d8a8e052cb..2de1a0919f 100644 --- a/editor/import/resource_importer_texture.cpp +++ b/editor/import/resource_importer_texture.cpp @@ -215,7 +215,7 @@ void ResourceImporterTexture::_save_stex(const Ref &p_image, const String f->store_8('G'); f->store_8('D'); f->store_8('S'); - f->store_8('T'); //godot streamable texture + f->store_8('T'); //pandemonium streamable texture bool resize_to_po2 = false; diff --git a/editor/plugins/script_editor_plugin.cpp b/editor/plugins/script_editor_plugin.cpp index 118ecd71d0..550a5f152d 100644 --- a/editor/plugins/script_editor_plugin.cpp +++ b/editor/plugins/script_editor_plugin.cpp @@ -3493,7 +3493,7 @@ ScriptEditor::ScriptEditor(EditorNode *p_editor) { site_search->set_text(TTR("Online Docs")); site_search->connect("pressed", this, "_menu_option", varray(SEARCH_WEBSITE)); menu_hb->add_child(site_search); - site_search->set_tooltip(TTR("Open Godot online documentation.")); + site_search->set_tooltip(TTR("Open Pandemonium online documentation.")); help_search = memnew(ToolButton); help_search->set_text(TTR("Search Help")); diff --git a/editor/plugins/spatial_editor_plugin.cpp b/editor/plugins/spatial_editor_plugin.cpp index 447174221f..f157ff1258 100644 --- a/editor/plugins/spatial_editor_plugin.cpp +++ b/editor/plugins/spatial_editor_plugin.cpp @@ -2,7 +2,7 @@ /* spatial_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ -/* GODOT ENGINE */ +/* PANDEMONIUM ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ @@ -1966,7 +1966,7 @@ void SpatialEditorViewport::_sinput(const Ref &p_event) { } else if (m->get_button_mask() & BUTTON_MASK_MIDDLE) { const int mod = _get_key_modifier(m); - if (nav_scheme == NAVIGATION_GODOT) { + if (nav_scheme == NAVIGATION_PANDEMONIUM) { if (mod == _get_key_modifier_setting("editors/3d/navigation/pan_modifier")) { nav_mode = NAVIGATION_PAN; } else if (mod == _get_key_modifier_setting("editors/3d/navigation/zoom_modifier")) { @@ -2038,7 +2038,7 @@ void SpatialEditorViewport::_sinput(const Ref &p_event) { NavigationScheme nav_scheme = (NavigationScheme)EditorSettings::get_singleton()->get("editors/3d/navigation/navigation_scheme").operator int(); NavigationMode nav_mode = NAVIGATION_NONE; - if (nav_scheme == NAVIGATION_GODOT) { + if (nav_scheme == NAVIGATION_PANDEMONIUM) { const int mod = _get_key_modifier(pan_gesture); if (mod == _get_key_modifier_setting("editors/3d/navigation/pan_modifier")) { diff --git a/editor/plugins/spatial_editor_plugin.h b/editor/plugins/spatial_editor_plugin.h index 30ac7053f8..7a1399c93d 100644 --- a/editor/plugins/spatial_editor_plugin.h +++ b/editor/plugins/spatial_editor_plugin.h @@ -4,7 +4,7 @@ /* spatial_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ -/* GODOT ENGINE */ +/* PANDEMONIUM ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ @@ -278,7 +278,7 @@ class SpatialEditorViewport : public Control { }; enum NavigationScheme { - NAVIGATION_GODOT, + NAVIGATION_PANDEMONIUM, NAVIGATION_MAYA, NAVIGATION_MODO, }; diff --git a/editor/project_export.cpp b/editor/project_export.cpp index f697c60dae..09cb7b2408 100644 --- a/editor/project_export.cpp +++ b/editor/project_export.cpp @@ -1171,7 +1171,7 @@ ProjectExportDialog::ProjectExportDialog() { export_pck_zip = memnew(EditorFileDialog); export_pck_zip->add_filter("*.zip ; " + TTR("ZIP File")); - export_pck_zip->add_filter("*.pck ; " + TTR("Godot Game Pack")); + export_pck_zip->add_filter("*.pck ; " + TTR("Pandemonium Game Pack")); export_pck_zip->set_access(EditorFileDialog::ACCESS_FILESYSTEM); export_pck_zip->set_mode(EditorFileDialog::MODE_SAVE_FILE); add_child(export_pck_zip); diff --git a/editor/project_manager.cpp b/editor/project_manager.cpp index c6f7ce2d1e..47663b5d45 100644 --- a/editor/project_manager.cpp +++ b/editor/project_manager.cpp @@ -216,7 +216,7 @@ class ProjectDialog : public ConfirmationDialog { } if (mode == MODE_IMPORT || mode == MODE_RENAME) { - if (valid_path != "" && !d->file_exists("project.godot")) { + if (valid_path != "" && !d->file_exists("project.pandemonium")) { if (valid_path.ends_with(".zip")) { FileAccess *src_f = nullptr; zlib_filefunc_def io = zipio_create_io_from_file(&src_f); @@ -236,7 +236,7 @@ class ProjectDialog : public ConfirmationDialog { char fname[16384]; ret = unzGetCurrentFileInfo(pkg, &info, fname, 16384, nullptr, 0, nullptr, 0); - if (String::utf8(fname).ends_with("project.godot")) { + if (String::utf8(fname).ends_with("project.pandemonium")) { break; } @@ -244,7 +244,7 @@ class ProjectDialog : public ConfirmationDialog { } if (ret == UNZ_END_OF_LIST_OF_FILE) { - set_message(TTR("Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file."), MESSAGE_ERROR); + set_message(TTR("Invalid \".zip\" project file; it doesn't contain a \"project.pandemonium\" file."), MESSAGE_ERROR); memdelete(d); get_ok()->set_disabled(true); unzClose(pkg); @@ -278,7 +278,7 @@ class ProjectDialog : public ConfirmationDialog { } } else { - set_message(TTR("Please choose a \"project.godot\" or \".zip\" file."), MESSAGE_ERROR); + set_message(TTR("Please choose a \"project.pandemonium\" or \".zip\" file."), MESSAGE_ERROR); memdelete(d); install_path_container->hide(); get_ok()->set_disabled(true); @@ -286,7 +286,7 @@ class ProjectDialog : public ConfirmationDialog { } } else if (valid_path.ends_with("zip")) { - set_message(TTR("This directory already contains a Godot project."), MESSAGE_ERROR, INSTALL_PATH); + set_message(TTR("This directory already contains a Pandemonium project."), MESSAGE_ERROR, INSTALL_PATH); memdelete(d); get_ok()->set_disabled(true); return ""; @@ -353,7 +353,7 @@ class ProjectDialog : public ConfirmationDialog { void _file_selected(const String &p_path) { String p = p_path; if (mode == MODE_IMPORT) { - if (p.ends_with("project.godot")) { + if (p.ends_with("project.pandemonium")) { p = p.get_base_dir(); install_path_container->hide(); get_ok()->set_disabled(false); @@ -362,7 +362,7 @@ class ProjectDialog : public ConfirmationDialog { install_path_container->show(); get_ok()->set_disabled(false); } else { - set_message(TTR("Please choose a \"project.godot\" or \".zip\" file."), MESSAGE_ERROR); + set_message(TTR("Please choose a \"project.pandemonium\" or \".zip\" file."), MESSAGE_ERROR); get_ok()->set_disabled(true); return; } @@ -397,7 +397,7 @@ class ProjectDialog : public ConfirmationDialog { if (mode == MODE_IMPORT) { fdialog->set_mode(FileDialog::MODE_OPEN_FILE); fdialog->clear_filters(); - fdialog->add_filter(vformat("project.godot ; %s %s", VERSION_NAME, TTR("Project"))); + fdialog->add_filter(vformat("project.pandemonium ; %s %s", VERSION_NAME, TTR("Project"))); fdialog->add_filter("*.zip ; " + TTR("ZIP File")); } else { fdialog->set_mode(FileDialog::MODE_OPEN_DIR); @@ -467,13 +467,13 @@ class ProjectDialog : public ConfirmationDialog { int err = current->setup(dir2, ""); if (err != OK) { - set_message(vformat(TTR("Couldn't load project.godot in project path (error %d). It may be missing or corrupted."), err), MESSAGE_ERROR); + set_message(vformat(TTR("Couldn't load project.pandemonium in project path (error %d). It may be missing or corrupted."), err), MESSAGE_ERROR); } else { ProjectSettings::CustomMap edited_settings; edited_settings["application/config/name"] = project_name->get_text().strip_edges(); - if (current->save_custom(dir2.plus_file("project.godot"), edited_settings, Vector(), true) != OK) { - set_message(TTR("Couldn't edit project.godot in project path."), MESSAGE_ERROR); + if (current->save_custom(dir2.plus_file("project.pandemonium"), edited_settings, Vector(), true) != OK) { + set_message(TTR("Couldn't edit project.pandemonium in project path."), MESSAGE_ERROR); } } @@ -504,14 +504,14 @@ class ProjectDialog : public ConfirmationDialog { initial_settings["rendering/environment/default_environment"] = "res://default_env.tres"; initial_settings["physics/common/enable_pause_aware_picking"] = true; - if (ProjectSettings::get_singleton()->save_custom(dir.plus_file("project.godot"), initial_settings, Vector(), false) != OK) { - set_message(TTR("Couldn't create project.godot in project path."), MESSAGE_ERROR); + if (ProjectSettings::get_singleton()->save_custom(dir.plus_file("project.pandemonium"), initial_settings, Vector(), false) != OK) { + set_message(TTR("Couldn't create project.pandemonium in project path."), MESSAGE_ERROR); } else { ResourceSaver::save(dir.plus_file("icon.png"), create_unscaled_default_project_icon()); FileAccess *f = FileAccess::open(dir.plus_file("default_env.tres"), FileAccess::WRITE); if (!f) { - set_message(TTR("Couldn't create project.godot in project path."), MESSAGE_ERROR); + set_message(TTR("Couldn't create project.pandemonium in project path."), MESSAGE_ERROR); } else { f->store_line("[gd_resource type=\"Environment\" load_steps=2 format=2]"); f->store_line("[sub_resource type=\"ProceduralSky\" id=1]"); @@ -547,8 +547,8 @@ class ProjectDialog : public ConfirmationDialog { unzGetCurrentFileInfo(pkg, &info, fname, 16384, nullptr, 0, nullptr, 0); String name = String::utf8(fname); - if (name.ends_with("project.godot")) { - zip_root = name.substr(0, name.rfind("project.godot")); + if (name.ends_with("project.pandemonium")) { + zip_root = name.substr(0, name.rfind("project.pandemonium")); break; } @@ -722,7 +722,7 @@ class ProjectDialog : public ConfirmationDialog { int err = current->setup(project_path->get_text(), ""); if (err != OK) { - set_message(vformat(TTR("Couldn't load project.godot in project path (error %d). It may be missing or corrupted."), err), MESSAGE_ERROR); + set_message(vformat(TTR("Couldn't load project.pandemonium in project path (error %d). It may be missing or corrupted."), err), MESSAGE_ERROR); status_rect->show(); msg->show(); get_ok()->set_disabled(true); @@ -1162,7 +1162,7 @@ void ProjectList::load_project_icon(int p_index) { void ProjectList::load_project_data(const String &p_property_key, Item &p_item, bool p_favorite) { String path = EditorSettings::get_singleton()->get(p_property_key); - String conf = path.plus_file("project.godot"); + String conf = path.plus_file("project.pandemonium"); bool grayed = false; bool missing = false; @@ -1180,7 +1180,7 @@ void ProjectList::load_project_data(const String &p_property_key, Item &p_item, } if (config_version > ProjectSettings::CONFIG_VERSION) { - // Comes from an incompatible (more recent) Godot version, grey it out + // Comes from an incompatible (more recent) Pandemonium version, grey it out grayed = true; } @@ -1241,7 +1241,7 @@ void ProjectList::load_projects() { } for (List::Element *E = properties.front(); E; E = E->next()) { - // This is actually something like "projects/C:::Documents::Godot::Projects::MyGame" + // This is actually something like "projects/C:::Documents::Pandemonium::Projects::MyGame" String property_key = E->get().name; if (!property_key.begins_with("projects/")) { continue; @@ -1285,7 +1285,7 @@ void ProjectList::update_dock_menu() { } favs_added = 0; } - OS::get_singleton()->global_menu_add_item("_dock", _projects[i].project_name + " ( " + _projects[i].path + " )", GLOBAL_OPEN_PROJECT, Variant(_projects[i].path.plus_file("project.godot"))); + OS::get_singleton()->global_menu_add_item("_dock", _projects[i].project_name + " ( " + _projects[i].path + " )", GLOBAL_OPEN_PROJECT, Variant(_projects[i].path.plus_file("project.pandemonium"))); total_added++; } } @@ -1995,7 +1995,7 @@ void ProjectManager::_open_selected_projects() { for (const Set::Element *E = selected_list.front(); E; E = E->next()) { const String &selected = E->get(); String path = EditorSettings::get_singleton()->get("projects/" + selected); - String conf = path.plus_file("project.godot"); + String conf = path.plus_file("project.pandemonium"); if (!FileAccess::exists(conf)) { dialog_error->set_text(vformat(TTR("Can't open project at '%s'."), path)); @@ -2054,12 +2054,12 @@ void ProjectManager::_open_selected_projects_ask() { } // Update the project settings or don't open - String conf = project.path.plus_file("project.godot"); + String conf = project.path.plus_file("project.pandemonium"); int config_version = project.version; // Check if the config_version property was empty or 0 if (config_version == 0) { - ask_update_settings->set_text(vformat(TTR("The following project settings file does not specify the version of Godot through which it was created.\n\n%s\n\nIf you proceed with opening it, it will be converted to Godot's current configuration file format.\nWarning: You won't be able to open the project with previous versions of the engine anymore."), conf)); + ask_update_settings->set_text(vformat(TTR("The following project settings file does not specify the version of Pandemonium through which it was created.\n\n%s\n\nIf you proceed with opening it, it will be converted to Pandemonium's current configuration file format.\nWarning: You won't be able to open the project with previous versions of the engine anymore."), conf)); ask_update_settings->popup_centered_minsize(); return; } @@ -2145,7 +2145,7 @@ void ProjectManager::_scan_dir(const String &path, List *r_projects) { while (n != String()) { if (da->current_is_dir() && !n.begins_with(".")) { _scan_dir(da->get_current_dir().plus_file(n), r_projects); - } else if (n == "project.godot") { + } else if (n == "project.pandemonium") { r_projects->push_back(da->get_current_dir()); } n = da->get_next(); @@ -2289,7 +2289,7 @@ void ProjectManager::_files_dropped(PoolStringArray p_files, int p_screen) { dir->list_dir_begin(); String file = dir->get_next(); while (confirm && file != String()) { - if (!dir->current_is_dir() && file.ends_with("project.godot")) { + if (!dir->current_is_dir() && file.ends_with("project.pandemonium")) { confirm = false; } file = dir->get_next(); @@ -2302,7 +2302,7 @@ void ProjectManager::_files_dropped(PoolStringArray p_files, int p_screen) { multi_scan_ask->get_ok()->disconnect("pressed", this, "_scan_multiple_folders"); multi_scan_ask->get_ok()->connect("pressed", this, "_scan_multiple_folders", varray(folders)); multi_scan_ask->set_text( - vformat(TTR("Are you sure to scan %s folders for existing Godot projects?\nThis could take a while."), folders.size())); + vformat(TTR("Are you sure to scan %s folders for existing Pandemonium projects?\nThis could take a while."), folders.size())); multi_scan_ask->popup_centered_minsize(); } else { _scan_multiple_folders(folders); @@ -2448,7 +2448,7 @@ ProjectManager::ProjectManager() { String cp; cp += 0xA9; - // TRANSLATORS: This refers to the application where users manage their Godot projects. + // TRANSLATORS: This refers to the application where users manage their Pandemonium projects. OS::get_singleton()->set_window_title(VERSION_NAME + String(" - ") + TTR("Project Manager")); Control *center_box = memnew(Control); diff --git a/editor/project_settings_editor.cpp b/editor/project_settings_editor.cpp index 4ae7cd09b2..3d493eafba 100644 --- a/editor/project_settings_editor.cpp +++ b/editor/project_settings_editor.cpp @@ -1845,7 +1845,7 @@ void ProjectSettingsEditor::_bind_methods() { ProjectSettingsEditor::ProjectSettingsEditor(EditorData *p_data) { singleton = this; - set_title(TTR("Project Settings (project.godot)")); + set_title(TTR("Project Settings (project.pandemonium)")); set_resizable(true); undo_redo = &p_data->get_undo_redo(); data = p_data; diff --git a/editor/script_editor_debugger.cpp b/editor/script_editor_debugger.cpp index 94dcb3b7b1..44a1a29cbc 100644 --- a/editor/script_editor_debugger.cpp +++ b/editor/script_editor_debugger.cpp @@ -2330,7 +2330,7 @@ void ScriptEditorDebugger::_item_menu_id_pressed(int p_option) { // Construct a GitHub repository URL and open it in the user's default web browser. // If the commit hash is available, use it for greater accuracy. Otherwise fall back to tagged release. String git_ref = String(VERSION_HASH).empty() ? String(VERSION_NUMBER) + "-stable" : String(VERSION_HASH); - OS::get_singleton()->shell_open(vformat("https://github.com/godotengine/godot/blob/%s/%s#L%d", + OS::get_singleton()->shell_open(vformat("https://github.com/Relintai/pandemonium_engine/blob/%s/%s#L%d", git_ref, file, line_number)); } break; } diff --git a/editor/translations/editor.pot b/editor/translations/editor.pot index 1a1ef5eb74..024c4b120a 100644 --- a/editor/translations/editor.pot +++ b/editor/translations/editor.pot @@ -1,4 +1,4 @@ -# LANGUAGE translation of the Godot Engine editor. +# LANGUAGE translation of the Pandemonium Engine editor. # Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. # Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). # This file is distributed under the same license as the Godot source code. @@ -8,8 +8,8 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"Project-Id-Version: Pandemonium Engine editor\n" +"Report-Msgid-Bugs-To: https://github.com/Relintai/pandemonium_engine\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" @@ -1118,7 +1118,7 @@ msgid "Change Dictionary Value" msgstr "" #: editor/editor_about.cpp -msgid "Thanks from the Godot community!" +msgid "Thanks from the Pandemonium community!" msgstr "" #: editor/editor_about.cpp editor/editor_node.cpp editor/project_manager.cpp @@ -1126,7 +1126,7 @@ msgid "Click to copy." msgstr "" #: editor/editor_about.cpp -msgid "Godot Engine contributors" +msgid "Pandemonium Engine contributors" msgstr "" #: editor/editor_about.cpp @@ -1198,7 +1198,7 @@ msgstr "" #: editor/editor_about.cpp msgid "" -"Godot Engine relies on a number of third-party free and open source " +"Pandemonium Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following " "is an exhaustive list of all such third-party components with their " "respective copyright statements and license terms." @@ -1834,7 +1834,7 @@ msgid "New profile name:" msgstr "" #: editor/editor_feature_profile.cpp -msgid "Godot Feature Profile" +msgid "Pandemonium Feature Profile" msgstr "" #: editor/editor_feature_profile.cpp @@ -3072,11 +3072,11 @@ msgid "Community" msgstr "" #: editor/editor_node.cpp -msgid "About Godot" +msgid "About Pandemonium" msgstr "" #: editor/editor_node.cpp -msgid "Support Godot Development" +msgid "Support Pandemonium Development" msgstr "" #: editor/editor_node.cpp @@ -3797,7 +3797,7 @@ msgid "Select Template File" msgstr "" #: editor/export_template_manager.cpp -msgid "Godot Export Templates" +msgid "Pandemonium Export Templates" msgstr "" #: editor/export_template_manager.cpp @@ -5419,7 +5419,7 @@ msgstr "" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "" -"Godot editor was built without ray tracing support, lightmaps can't be baked." +"Pandemonium editor was built without ray tracing support, lightmaps can't be baked." msgstr "" #: editor/plugins/baked_lightmap_editor_plugin.cpp @@ -7312,7 +7312,7 @@ msgid "Online Docs" msgstr "" #: editor/plugins/script_editor_plugin.cpp -msgid "Open Godot online documentation." +msgid "Open Pandemonium online documentation." msgstr "" #: editor/plugins/script_editor_plugin.cpp @@ -10319,7 +10319,7 @@ msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" -"Custom Godot Shader Language expression, with custom amount of input and " +"Custom Pandemonium Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" @@ -10332,7 +10332,7 @@ msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Pandemonium Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, uniforms and " "constants." @@ -10550,7 +10550,7 @@ msgid "ZIP File" msgstr "" #: editor/project_export.cpp -msgid "Godot Game Pack" +msgid "Pandemonium Game Pack" msgstr "" #: editor/project_export.cpp @@ -10575,7 +10575,7 @@ msgstr "" #: editor/project_manager.cpp msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +"Invalid \".zip\" project file; it doesn't contain a \"project.pandemonium\" file." msgstr "" #: editor/project_manager.cpp @@ -10583,11 +10583,11 @@ msgid "Please choose an empty folder." msgstr "" #: editor/project_manager.cpp -msgid "Please choose a \"project.godot\" or \".zip\" file." +msgid "Please choose a \"project.pandemonium\" or \".zip\" file." msgstr "" #: editor/project_manager.cpp -msgid "This directory already contains a Godot project." +msgid "This directory already contains a Pandemonium project." msgstr "" #: editor/project_manager.cpp @@ -10620,16 +10620,16 @@ msgstr "" #: editor/project_manager.cpp msgid "" -"Couldn't load project.godot in project path (error %d). It may be missing or " +"Couldn't load project.pandemonium in project path (error %d). It may be missing or " "corrupted." msgstr "" #: editor/project_manager.cpp -msgid "Couldn't edit project.godot in project path." +msgid "Couldn't edit project.pandemonium in project path." msgstr "" #: editor/project_manager.cpp -msgid "Couldn't create project.godot in project path." +msgid "Couldn't create project.pandemonium in project path." msgstr "" #: editor/project_manager.cpp @@ -10742,12 +10742,12 @@ msgstr "" #: editor/project_manager.cpp msgid "" -"The following project settings file does not specify the version of Godot " +"The following project settings file does not specify the version of Pandemonium " "through which it was created.\n" "\n" "%s\n" "\n" -"If you proceed with opening it, it will be converted to Godot's current " +"If you proceed with opening it, it will be converted to Pandemonium's current " "configuration file format.\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." @@ -10810,11 +10810,11 @@ msgstr "" #: editor/project_manager.cpp msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" +"Are you sure to scan %s folders for existing Pandemonium projects?\n" "This could take a while." msgstr "" -#. TRANSLATORS: This refers to the application where users manage their Godot projects. +#. TRANSLATORS: This refers to the application where users manage their Pandemonium projects. #: editor/project_manager.cpp msgid "Project Manager" msgstr "" @@ -11137,7 +11137,7 @@ msgid "Changed Locale Filter Mode" msgstr "" #: editor/project_settings_editor.cpp -msgid "Project Settings (project.godot)" +msgid "Project Settings (project.pandemonium)" msgstr "" #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp @@ -13338,11 +13338,11 @@ msgstr "" #: platform/android/export/export_plugin.cpp msgid "" -"Invalid \"GodotPaymentV3\" module included in the \"android/modules\" " -"project setting (changed in Godot 3.2.2).\n" -"Replace it with the first-party \"GodotGooglePlayBilling\" plugin.\n" -"Note that the singleton was also renamed from \"GodotPayments\" to " -"\"GodotGooglePlayBilling\"." +"Invalid \"PandemoniumPaymentV3\" module included in the \"android/modules\" " +"project setting (changed in Pandemonium 3.2.2).\n" +"Replace it with the first-party \"PandemoniumGooglePlayBilling\" plugin.\n" +"Note that the singleton was also renamed from \"PandemoniumPayments\" to " +"\"PandemoniumGooglePlayBilling\"." msgstr "" #: platform/android/export/export_plugin.cpp @@ -13440,7 +13440,7 @@ msgstr "" msgid "" "Android build version mismatch:\n" " Template installed: %s\n" -" Godot Version: %s\n" +" Pandemonium Version: %s\n" "Please reinstall Android build template from 'Project' menu." msgstr "" diff --git a/editor/translations/extract.py b/editor/translations/extract.py index ac94fbcb3a..b4c2ccc614 100755 --- a/editor/translations/extract.py +++ b/editor/translations/extract.py @@ -44,7 +44,7 @@ unique_str = [] unique_loc = {} main_po = """ -# LANGUAGE translation of the Godot Engine editor. +# LANGUAGE translation of the Pandemonium Engine editor. # Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. # Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). # This file is distributed under the same license as the Godot source code. @@ -54,8 +54,8 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine editor\\n" -"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\\n" +"Project-Id-Version: Pandemonium Engine editor\\n" +"Report-Msgid-Bugs-To: https://github.com/Relintai/pandemonium_engine\\n" "MIME-Version: 1.0\\n" "Content-Type: text/plain; charset=UTF-8\\n" "Content-Transfer-Encoding: 8-bit\\n"\n diff --git a/main/SCsub b/main/SCsub index 8ffff2e164..87e65fbdf0 100644 --- a/main/SCsub +++ b/main/SCsub @@ -10,7 +10,7 @@ env.main_sources = [] env.add_source_files(env.main_sources, "*.cpp") # Order matters here. Higher index controller database files write on top of lower index database files. -controller_databases = ["gamecontrollerdb.txt", "godotcontrollerdb.txt"] +controller_databases = ["gamecontrollerdb.txt", "pandemoniumcontrollerdb.txt"] gensource = env.CommandNoCache( "default_controller_mappings.gen.cpp", diff --git a/main/input_default.cpp b/main/input_default.cpp index bd394906f1..70ecda74b5 100644 --- a/main/input_default.cpp +++ b/main/input_default.cpp @@ -1095,7 +1095,7 @@ void InputDefault::_get_mapped_hat_events(const JoyDeviceMapping &mapping, int p } } -// string names of the SDL buttons in the same order as input_event.h godot buttons +// string names of the SDL buttons in the same order as input_event.h pandemonium buttons static const char *_joy_buttons[] = { "a", "b", "x", "y", "leftshoulder", "rightshoulder", "lefttrigger", "righttrigger", "leftstick", "rightstick", "back", "start", "dpup", "dpdown", "dpleft", "dpright", "guide", "misc1", "paddle1", "paddle2", "paddle3", "paddle4", "touchpad", nullptr }; static const char *_joy_axes[] = { "leftx", "lefty", "rightx", "righty", nullptr }; diff --git a/main/main.cpp b/main/main.cpp index 486564bfd9..e04abb54e0 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -2,7 +2,7 @@ /* main.cpp */ /*************************************************************************/ /* This file is part of: */ -/* GODOT ENGINE */ +/* PANDEMONIUM ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ @@ -179,9 +179,9 @@ static String get_full_version_string() { void initialize_physics() { // This must be defined BEFORE the 3d physics server is created, // otherwise it won't always show up in the project settings page. - GLOBAL_DEF("physics/3d/godot_physics/use_bvh", true); - GLOBAL_DEF("physics/3d/godot_physics/bvh_collision_margin", 0.1); - ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/godot_physics/bvh_collision_margin", PropertyInfo(Variant::REAL, "physics/3d/godot_physics/bvh_collision_margin", PROPERTY_HINT_RANGE, "0.0,2.0,0.01")); + GLOBAL_DEF("physics/3d/pandemonium_physics/use_bvh", true); + GLOBAL_DEF("physics/3d/pandemonium_physics/bvh_collision_margin", 0.1); + ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/pandemonium_physics/bvh_collision_margin", PropertyInfo(Variant::REAL, "physics/3d/pandemonium_physics/bvh_collision_margin", PROPERTY_HINT_RANGE, "0.0,2.0,0.01")); /// 3D Physics Server physics_server = PhysicsServerManager::new_server(ProjectSettings::get_singleton()->get(PhysicsServerManager::setting_property_name)); @@ -234,9 +234,9 @@ void Main::print_help(const char *p_binary) { print_line(String(VERSION_NAME) + " v" + get_full_version_string() + " - " + String(VERSION_WEBSITE)); OS::get_singleton()->print("Free and open source software under the terms of the MIT license.\n"); OS::get_singleton()->print("(c) 2007-2022 Juan Linietsky, Ariel Manzur.\n"); - OS::get_singleton()->print("(c) 2014-2022 Godot Engine contributors.\n"); + OS::get_singleton()->print("(c) 2014-2022 Pandemonium Engine contributors.\n"); OS::get_singleton()->print("\n"); - OS::get_singleton()->print("Usage: %s [options] [path to scene or 'project.godot' file]\n", p_binary); + OS::get_singleton()->print("Usage: %s [options] [path to scene or 'project.pandemonium' file]\n", p_binary); OS::get_singleton()->print("\n"); OS::get_singleton()->print("General options:\n"); @@ -253,8 +253,8 @@ void Main::print_help(const char *p_binary) { #endif OS::get_singleton()->print(" -q, --quit Quit after the first iteration.\n"); OS::get_singleton()->print(" -l, --language Use a specific locale ( being a two-letter code).\n"); - OS::get_singleton()->print(" --path Path to a project ( must contain a 'project.godot' file).\n"); - OS::get_singleton()->print(" -u, --upwards Scan folders upwards for project.godot file.\n"); + OS::get_singleton()->print(" --path Path to a project ( must contain a 'project.pandemonium' file).\n"); + OS::get_singleton()->print(" -u, --upwards Scan folders upwards for project.pandemonium file.\n"); OS::get_singleton()->print(" --main-pack Path to a pack (.pck) file to load.\n"); OS::get_singleton()->print(" --render-thread Render thread mode ('unsafe', 'safe', 'separate').\n"); OS::get_singleton()->print(" --remote-fs
Remote filesystem ([:] address).\n"); @@ -331,7 +331,7 @@ void Main::print_help(const char *p_binary) { OS::get_singleton()->print(" --doctool [] Dump the engine API reference to the given (defaults to current dir) in XML format, merging if existing files are found.\n"); OS::get_singleton()->print(" --no-docbase Disallow dumping the base types (used with --doctool).\n"); #ifdef DEBUG_METHODS_ENABLED - OS::get_singleton()->print(" --gdnative-generate-json-api Generate JSON dump of the Godot API for GDNative bindings.\n"); + OS::get_singleton()->print(" --gdnative-generate-json-api Generate JSON dump of the Pandemonium API for GDNative bindings.\n"); #endif OS::get_singleton()->print(" --test Run a unit test ("); const char **test_names = tests_get_names(); @@ -400,7 +400,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph ClassDB::register_class(); engine->add_singleton(Engine::Singleton("Performance", performance)); - GLOBAL_DEF("debug/settings/crash_handler/message", String("Please include this when reporting the bug on https://github.com/godotengine/godot/issues")); + GLOBAL_DEF("debug/settings/crash_handler/message", String("Please include this when reporting the bug on https://github.com/Relintai/pandemonium_engine/issues")); MAIN_PRINT("Main: Parse CMDLine"); @@ -468,7 +468,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph while (I) { #ifdef OSX_ENABLED // Ignore the process serial number argument passed by macOS Gatekeeper. - // Otherwise, Godot would try to open a non-existent project on the first start and abort. + // Otherwise, Pandemonium would try to open a non-existent project on the first start and abort. if (I->get().begins_with("-psn_")) { I = I->next(); continue; @@ -747,7 +747,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph upwards = true; } else if (I->get() == "-q" || I->get() == "--quit") { // Auto quit at the end of the first main loop iteration auto_quit = true; - } else if (I->get().ends_with("project.godot")) { + } else if (I->get().ends_with("project.pandemonium")) { String path; String file = I->get(); int sep = MAX(file.rfind("/"), file.rfind("\\")); @@ -867,7 +867,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph #endif // Network file system needs to be configured before globals, since globals are based on the - // 'project.godot' file which will only be available through the network if this is enabled + // 'project.pandemonium' file which will only be available through the network if this is enabled FileAccessNetwork::configure(); if (remotefs != "") { file_access_network_client = memnew(FileAccessNetworkClient); @@ -986,7 +986,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph // This also prevents logs from being created for the editor instance, as feature tags // are disabled while in the editor (even if they should logically apply). GLOBAL_DEF("logging/file_logging/enable_file_logging.pc", true); - GLOBAL_DEF("logging/file_logging/log_path", "user://logs/godot.log"); + GLOBAL_DEF("logging/file_logging/log_path", "user://logs/pandemonium.log"); GLOBAL_DEF("logging/file_logging/max_log_files", 5); ProjectSettings::get_singleton()->set_custom_property_info("logging/file_logging/max_log_files", PropertyInfo(Variant::INT, "logging/file_logging/max_log_files", PROPERTY_HINT_RANGE, "0,20,1,or_greater")); //no negative numbers if (!project_manager && !editor && FileAccess::get_create_func(FileAccess::ACCESS_USERDATA) && GLOBAL_GET("logging/file_logging/enable_file_logging")) { @@ -1097,7 +1097,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph OS::get_singleton()->_vsync_via_compositor = video_mode.vsync_via_compositor; - if (tablet_driver == "") { // specified in project.godot + if (tablet_driver == "") { // specified in project.pandemonium tablet_driver = GLOBAL_DEF_RST_NOVAL("display/window/tablet_driver", OS::get_singleton()->get_tablet_driver_name(0)); } @@ -1156,7 +1156,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph video_driver_idx = 0; } - if (audio_driver == "") { // specified in project.godot + if (audio_driver == "") { // specified in project.pandemonium audio_driver = GLOBAL_DEF_RST_NOVAL("audio/driver", OS::get_singleton()->get_audio_driver_name(0)); } @@ -1324,8 +1324,8 @@ Error Main::setup2(Thread::ID p_main_tid_override) { #ifdef UNIX_ENABLED // Print warning before initializing audio. - if (OS::get_singleton()->get_environment("USER") == "root" && !OS::get_singleton()->has_environment("GODOT_SILENCE_ROOT_WARNING")) { - WARN_PRINT("Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.\nSet the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning."); + if (OS::get_singleton()->get_environment("USER") == "root" && !OS::get_singleton()->has_environment("PANDEMONIUM_SILENCE_ROOT_WARNING")) { + WARN_PRINT("Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.\nSet the environment variable `PANDEMONIUM_SILENCE_ROOT_WARNING` to 1 to silence this warning."); } #endif @@ -1585,7 +1585,7 @@ bool Main::start() { args[i].ends_with(".res") || args[i].ends_with(".tres")) { // Only consider the positional argument to be a scene path if it ends with - // a file extension associated with Godot scenes. This makes it possible + // a file extension associated with Pandemonium scenes. This makes it possible // for projects to parse command-line arguments for custom CLI arguments // or other file extensions without trouble. This can be used to implement // "drag-and-drop onto executable" logic, which can prove helpful diff --git a/main/main_timer_sync.cpp b/main/main_timer_sync.cpp index 0c1499e9ab..b78c499a97 100644 --- a/main/main_timer_sync.cpp +++ b/main/main_timer_sync.cpp @@ -2,7 +2,7 @@ /* main_timer_sync.cpp */ /*************************************************************************/ /* This file is part of: */ -/* GODOT ENGINE */ +/* PANDEMONIUM ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ @@ -83,7 +83,7 @@ void MainTimerSync::DeltaSmoother::update_refresh_rate_estimator(int64_t p_delta // dropping loads of frames, so the estimate will be inaccurate if (fps >= 50) { _estimated_fps = fps; -#ifdef GODOT_DEBUG_DELTA_SMOOTHER +#ifdef PANDEMONIUM_DEBUG_DELTA_SMOOTHER print_line("initial guess (average measured) refresh rate: " + itos(fps)); #endif } else { @@ -100,7 +100,7 @@ void MainTimerSync::DeltaSmoother::update_refresh_rate_estimator(int64_t p_delta if (_estimate_complete && _hits_at_estimated == 20) { _estimate_locked = true; -#ifdef GODOT_DEBUG_DELTA_SMOOTHER +#ifdef PANDEMONIUM_DEBUG_DELTA_SMOOTHER print_line("estimate LOCKED at " + itos(_estimated_fps) + " fps"); #endif return; @@ -114,13 +114,13 @@ void MainTimerSync::DeltaSmoother::update_refresh_rate_estimator(int64_t p_delta _estimate_complete = true; _vsync_delta = 1000000 / _estimated_fps; -#ifdef GODOT_DEBUG_DELTA_SMOOTHER +#ifdef PANDEMONIUM_DEBUG_DELTA_SMOOTHER print_line("estimate complete. vsync_delta " + itos(_vsync_delta) + ", fps " + itos(_estimated_fps)); #endif } } -#ifdef GODOT_DEBUG_DELTA_SMOOTHER +#ifdef PANDEMONIUM_DEBUG_DELTA_SMOOTHER if ((_hits_at_estimated % (400 / NUM_READINGS)) == 0) { String sz = "hits at estimated : " + itos(_hits_at_estimated) + ", above : " + itos(_hits_above_estimated) + "( " + itos(_hits_one_above_estimated) + " ), below : " + itos(_hits_below_estimated) + " (" + itos(_hits_one_below_estimated) + " )"; diff --git a/main/main_timer_sync.h b/main/main_timer_sync.h index 2b0b2438b7..1c49fefb9c 100644 --- a/main/main_timer_sync.h +++ b/main/main_timer_sync.h @@ -4,7 +4,7 @@ /* main_timer_sync.h */ /*************************************************************************/ /* This file is part of: */ -/* GODOT ENGINE */ +/* PANDEMONIUM ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ @@ -33,7 +33,7 @@ #include "core/engine.h" // define these to get more debugging logs for the delta smoothing -//#define GODOT_DEBUG_DELTA_SMOOTHER +//#define PANDEMONIUM_DEBUG_DELTA_SMOOTHER struct MainFrameTime { float idle_step; // time to advance idles for (argument to process()) @@ -97,7 +97,7 @@ class MainTimerSync { _estimate_complete = false; -#ifdef GODOT_DEBUG_DELTA_SMOOTHER +#ifdef PANDEMONIUM_DEBUG_DELTA_SMOOTHER print_line("estimated fps " + itos(_estimated_fps)); #endif } diff --git a/main/godotcontrollerdb.txt b/main/pandemoniumcontrollerdb.txt similarity index 99% rename from main/godotcontrollerdb.txt rename to main/pandemoniumcontrollerdb.txt index 7f3570729a..1b4edb15c0 100644 --- a/main/godotcontrollerdb.txt +++ b/main/pandemoniumcontrollerdb.txt @@ -1,5 +1,5 @@ # Game Controller DB for Godot in SDL 2.0.16 format -# Source: https://github.com/godotengine/godot +# Source: https://github.com/Relintai/pandemonium_engine # Windows __XINPUT_DEVICE__,XInput Gamepad,a:b12,b:b13,x:b14,y:b15,start:b4,back:b5,leftstick:b6,rightstick:b7,leftshoulder:b8,rightshoulder:b9,dpup:b0,dpdown:b1,dpleft:b2,dpright:b3,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Windows, diff --git a/main/tests/test_gui.h b/main/tests/test_gui.h index 04b4349940..9ec6f3cc97 100644 --- a/main/tests/test_gui.h +++ b/main/tests/test_gui.h @@ -4,7 +4,7 @@ /* test_gui.h */ /*************************************************************************/ /* This file is part of: */ -/* GODOT ENGINE */ +/* PANDEMONIUM ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ diff --git a/main/tests/test_oa_hash_map.cpp b/main/tests/test_oa_hash_map.cpp index f9a05cbac9..eec69eff36 100644 --- a/main/tests/test_oa_hash_map.cpp +++ b/main/tests/test_oa_hash_map.cpp @@ -119,7 +119,7 @@ MainLoop *test() { map.set("Hello", 1); map.set("World", 2); - map.set("Godot rocks", 42); + map.set("Pandemonium rocks", 42); for (OAHashMap::Iterator it = map.iter(); it.valid; it = map.next_iter(it)) { OS::get_singleton()->print("map[\"%s\"] = %d\n", it.key->utf8().get_data(), *it.value); diff --git a/main/tests/test_shader_lang.cpp b/main/tests/test_shader_lang.cpp index 6b638d98fc..e14098ed5e 100644 --- a/main/tests/test_shader_lang.cpp +++ b/main/tests/test_shader_lang.cpp @@ -312,7 +312,7 @@ MainLoop *test() { if (cmdlargs.empty()) { //try editor! - print_line("usage: godot -test shaderlang "); + print_line("usage: pandemonium -test shaderlang "); return nullptr; } diff --git a/main/tests/test_string.cpp b/main/tests/test_string.cpp index 6471618770..33b4ead51a 100644 --- a/main/tests/test_string.cpp +++ b/main/tests/test_string.cpp @@ -971,7 +971,7 @@ bool test_31() { state = false; } - String b = "Godot"; + String b = "Pandemonium"; success = b[b.size()] == 0; OS::get_singleton()->print("Is 0 String[size()]:, %s\n", success ? "OK" : "FAIL"); if (!success) { @@ -985,7 +985,7 @@ bool test_31() { state = false; } - const String d = "Godot"; + const String d = "Pandemonium"; success = d[d.size()] == 0; OS::get_singleton()->print("Is 0 const String[size()]:, %s\n", success ? "OK" : "FAIL"); if (!success) { @@ -1112,7 +1112,7 @@ bool test_35() { COUNT_TEST(String("Testa").count("Test") == 1); COUNT_TEST(String("TestTestTest").count("Test") == 3); COUNT_TEST(String("TestTestTest").count("TestTest") == 1); - COUNT_TEST(String("TestGodotTestGodotTestGodot").count("Test") == 3); + COUNT_TEST(String("TestPandemoniumTestPandemoniumTestPandemonium").count("Test") == 3); COUNT_TEST(String("TestTestTestTest").count("Test", 4, 8) == 1); COUNT_TEST(String("TestTestTestTest").count("Test", 4, 12) == 2); diff --git a/main/tests/test_transform.cpp b/main/tests/test_transform.cpp index 2a4f155666..e9fc9a7a05 100644 --- a/main/tests/test_transform.cpp +++ b/main/tests/test_transform.cpp @@ -2,7 +2,7 @@ /* test_transform.cpp */ /*************************************************************************/ /* This file is part of: */ -/* GODOT ENGINE */ +/* PANDEMONIUM ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ @@ -36,7 +36,7 @@ #include "core/os/os.h" #include "core/ustring.h" -// #define GODOT_TEST_TRANSFORM_NON_UNIFORM_SCALE_TESTS_ENABLED +// #define PANDEMONIUM_TEST_TRANSFORM_NON_UNIFORM_SCALE_TESTS_ENABLED namespace TestTransform { @@ -147,7 +147,7 @@ bool test_aabb() { pass = false; } -#ifdef GODOT_TEST_TRANSFORM_NON_UNIFORM_SCALE_TESTS_ENABLED +#ifdef PANDEMONIUM_TEST_TRANSFORM_NON_UNIFORM_SCALE_TESTS_ENABLED if (!test_aabb_non_uniform_scale()) { pass = false; } @@ -232,7 +232,7 @@ bool test_vector3() { pass = false; } -#ifdef GODOT_TEST_TRANSFORM_NON_UNIFORM_SCALE_TESTS_ENABLED +#ifdef PANDEMONIUM_TEST_TRANSFORM_NON_UNIFORM_SCALE_TESTS_ENABLED if (!test_vector3_non_uniform_scale()) { pass = false; } diff --git a/methods.py b/methods.py index a8255fb677..85397a5a7f 100644 --- a/methods.py +++ b/methods.py @@ -79,11 +79,11 @@ def update_version(module_version_string=""): f.write("#define VERSION_PATCH " + str(version.patch) + "\n") # For dev snapshots (alpha, beta, RC, etc.) we do not commit status change to Git, # so this define provides a way to override it without having to modify the source. - godot_status = str(version.status) - if os.getenv("GODOT_VERSION_STATUS") != None: - godot_status = str(os.getenv("GODOT_VERSION_STATUS")) - print("Using version status '{}', overriding the original '{}'.".format(godot_status, str(version.status))) - f.write('#define VERSION_STATUS "' + godot_status + '"\n') + pandemonium_status = str(version.status) + if os.getenv("PANDEMONIUM_VERSION_STATUS") != None: + pandemonium_status = str(os.getenv("PANDEMONIUM_VERSION_STATUS")) + print("Using version status '{}', overriding the original '{}'.".format(pandemonium_status, str(version.status))) + f.write('#define VERSION_STATUS "' + pandemonium_status + '"\n') f.write('#define VERSION_BUILD "' + str(build_name) + '"\n') f.write('#define VERSION_MODULE_CONFIG "' + str(version.module_config) + module_version_string + '"\n') f.write("#define VERSION_YEAR " + str(version.year) + "\n") @@ -186,11 +186,11 @@ def add_module(path): def is_engine(path): # Prevent recursively detecting modules in self and other - # Godot sources when using `custom_modules` build option. + # Pandemonium sources when using `custom_modules` build option. version_path = os.path.join(path, "version.py") if os.path.exists(version_path): with open(version_path) as f: - if 'short_name = "godot"' in f.read(): + if 'short_name = "pandemonium"' in f.read(): return True return False @@ -541,7 +541,7 @@ def detect_visual_c_compiler_version(tools_env): # "x86" Native 32 bit compiler # "x86_amd64" 32 bit Cross Compiler for 64 bit - # There are other architectures, but Godot does not support them currently, so this function does not detect arm/amd64_arm + # There are other architectures, but Pandemonium does not support them currently, so this function does not detect arm/amd64_arm # and similar architectures/compilers # Set chosen compiler to "not detected" @@ -722,7 +722,7 @@ def add_mode( for platform in ModuleConfigs.PLATFORMS ] self.arg_dict["runfile"] += [ - f'bin\\godot.windows.{config_id}.{plat_id}{f".{name}" if name else ""}.exe' + f'bin\\pandemonium.windows.{config_id}.{plat_id}{f".{name}" if name else ""}.exe' for config_id in ModuleConfigs.CONFIGURATION_IDS for plat_id in ModuleConfigs.PLATFORM_IDS ] @@ -811,7 +811,7 @@ def __getitem__(self, k: str): env["MSVS"]["PROJECTSUFFIX"] = ".vcxproj" env["MSVS"]["SOLUTIONSUFFIX"] = ".sln" env.MSVSProject( - target=["#godot" + env["MSVSPROJECTSUFFIX"]], + target=["#pandemonium" + env["MSVSPROJECTSUFFIX"]], incs=env.vs_incs, srcs=env.vs_srcs, auto_build_solution=1, diff --git a/misc/dist/docker/Dockerfile b/misc/dist/docker/Dockerfile index 428de9d1a7..656e9703da 100644 --- a/misc/dist/docker/Dockerfile +++ b/misc/dist/docker/Dockerfile @@ -1,7 +1,7 @@ FROM ubuntu:14.04 MAINTAINER Mohammad Rezai, https://github.com/mrezai -WORKDIR /godot-dev -COPY scripts/install-android-tools /godot-dev/ +WORKDIR /pandemonium-dev +COPY scripts/install-android-tools /pandemonium-dev/ ENV DEBIAN_FRONTEND noninteractive RUN dpkg --add-architecture i386 && \ apt-get update && \ diff --git a/misc/dist/docker/README.md b/misc/dist/docker/README.md index 71aac8a77c..0d38f6d175 100644 --- a/misc/dist/docker/README.md +++ b/misc/dist/docker/README.md @@ -1,6 +1,6 @@ -## A Docker image to build Linux, Windows and Android godot binaries. +## A Docker image to build Linux, Windows and Android pandemonium binaries. -The main reason to write this, is to provide a simple way in all platforms to integrate external godot modules and build a custom version of godot. +The main reason to write this, is to provide a simple way in all platforms to integrate external pandemonium modules and build a custom version of pandemonium. ## usage 1. Install docker on Linux or docker toolbox on Windows or Mac. @@ -9,20 +9,20 @@ The main reason to write this, is to provide a simple way in all platforms to in - Linux: `cd` - Windows: `cd /c/Users/YOUR_USERNAME` - Mac: `cd /Users/YOUR_USERNAME` -4. Get godot source code: `git clone https://github.com/godotengine/godot.git` -5. Run command: `cd godot/tools/docker` -6. Run command: `docker build -t godot .`(In Linux run Docker commands with `sudo` or add your user to docker group before run the Docker commands). The godot docker image will be build after a while. +4. Get pandemonium source code: `git clone https://github.com/Relintai/pandemonium_engine` +5. Run command: `cd pandemonium/tools/docker` +6. Run command: `docker build -t pandemonium .`(In Linux run Docker commands with `sudo` or add your user to docker group before run the Docker commands). The pandemonium docker image will be build after a while. 7. Run command: - - Linux: `docker run -it --name=godot-dev -v /home/YOUR_USERNAME/godot:/godot-dev/godot godot` - - Windows: `docker run -it --name=godot-dev -v /c/Users/YOUR_USERNAME/godot:/godot-dev/godot godot` - - Mac: `docker run -it --name=godot-dev -v /Users/YOUR_USERNAME/godot:/godot-dev/godot godot` - You are in the godot-dev container and /godot-dev directory now. + - Linux: `docker run -it --name=pandemonium-dev -v /home/YOUR_USERNAME/pandemonium:/pandemonium-dev/pandemonium pandemonium` + - Windows: `docker run -it --name=pandemonium-dev -v /c/Users/YOUR_USERNAME/pandemonium:/pandemonium-dev/pandemonium pandemonium` + - Mac: `docker run -it --name=pandemonium-dev -v /Users/YOUR_USERNAME/pandemonium:/pandemonium-dev/pandemonium pandemonium` + You are in the pandemonium-dev container and /pandemonium-dev directory now. 8. Run `./install-android-tools` to download and install all android development tools. 9. Run command: `source ~/.bashrc` -10. Run command: `cd godot` +10. Run command: `cd pandemonium` 11. Run command: `scons p=android target=release` to test everything is ok. You can set platform to x11, windows, android, haiku and server. -After use and exit, you can use this environment again by open terminal and type commands: `docker start godot-dev && docker attach godot-dev`. +After use and exit, you can use this environment again by open terminal and type commands: `docker start pandemonium-dev && docker attach pandemonium-dev`. ### Windows and Mac stuffs: @@ -32,7 +32,7 @@ After use and exit, you can use this environment again by open terminal and type - Open "Oracle VM VirtualBox". - In settings of default VM increase CPU cores and RAM to suitable values. - Run command: `docker-machine start` - - Run command: `docker start godot-dev && docker attach godot-dev` + - Run command: `docker start pandemonium-dev && docker attach pandemonium-dev` - ssh to VM(can be useful sometimes): - `docker-machine ssh` diff --git a/misc/dist/docker/scripts/install-android-tools b/misc/dist/docker/scripts/install-android-tools index c8c2dd99f7..ec97944e35 100644 --- a/misc/dist/docker/scripts/install-android-tools +++ b/misc/dist/docker/scripts/install-android-tools @@ -1,9 +1,9 @@ #!/bin/bash BASH_RC=~/.bashrc -GODOT_BUILD_TOOLS_PATH=/godot-dev/build-tools -mkdir -p $GODOT_BUILD_TOOLS_PATH -cd $GODOT_BUILD_TOOLS_PATH +PANDEMONIUM_BUILD_TOOLS_PATH=/pandemonium-dev/build-tools +mkdir -p $PANDEMONIUM_BUILD_TOOLS_PATH +cd $PANDEMONIUM_BUILD_TOOLS_PATH ANDROID_BASE_URL=http://dl.google.com/android @@ -11,14 +11,14 @@ ANDROID_SDK_RELEASE=android-sdk_r24.4.1 ANDROID_SDK_DIR=android-sdk-linux ANDROID_SDK_FILENAME=$ANDROID_SDK_RELEASE-linux.tgz ANDROID_SDK_URL=$ANDROID_BASE_URL/$ANDROID_SDK_FILENAME -ANDROID_SDK_PATH=$GODOT_BUILD_TOOLS_PATH/$ANDROID_SDK_DIR +ANDROID_SDK_PATH=$PANDEMONIUM_BUILD_TOOLS_PATH/$ANDROID_SDK_DIR ANDROID_SDK_SHA1=725bb360f0f7d04eaccff5a2d57abdd49061326d ANDROID_NDK_RELEASE=android-ndk-r10e ANDROID_NDK_DIR=$ANDROID_NDK_RELEASE ANDROID_NDK_FILENAME=$ANDROID_NDK_RELEASE-linux-x86_64.bin ANDROID_NDK_URL=$ANDROID_BASE_URL/ndk/$ANDROID_NDK_FILENAME -ANDROID_NDK_PATH=$GODOT_BUILD_TOOLS_PATH/$ANDROID_NDK_DIR +ANDROID_NDK_PATH=$PANDEMONIUM_BUILD_TOOLS_PATH/$ANDROID_NDK_DIR ANDROID_NDK_MD5=19af543b068bdb7f27787c2bc69aba7f echo diff --git a/misc/dist/html/editor.html b/misc/dist/html/editor.html index bba8763efd..405dc53409 100644 --- a/misc/dist/html/editor.html +++ b/misc/dist/html/editor.html @@ -1,714 +1,754 @@ + - - - - - - - - - - - - - - - - - - - - - - - Godot Engine Web Editor (@GODOT_VERSION@) - + #status { + position: absolute; + left: 0; + top: 0; + right: 0; + bottom: 0; + display: flex; + justify-content: center; + align-items: center; + /* don't consume click events - make children visible explicitly */ + visibility: hidden; + } + + #status-progress { + width: 366px; + height: 7px; + background-color: #38363A; + border: 1px solid #444246; + padding: 1px; + box-shadow: 0 0 2px 1px #1B1C22; + border-radius: 2px; + visibility: visible; + } + + @media only screen and (orientation:portrait) { + #status-progress { + width: 61.8%; + } + } + + #status-progress-inner { + height: 100%; + width: 0; + box-sizing: border-box; + transition: width 0.5s linear; + background-color: #202020; + border: 1px solid #222223; + box-shadow: 0 0 1px 1px #27282E; + border-radius: 3px; + } + + #status-indeterminate { + visibility: visible; + position: relative; + } + + #status-indeterminate>div { + width: 4.5px; + height: 0; + border-style: solid; + border-width: 9px 3px 0 3px; + border-color: #2b2b2b transparent transparent transparent; + transform-origin: center 21px; + position: absolute; + } + + #status-indeterminate>div:nth-child(1) { + transform: rotate(22.5deg); + } + + #status-indeterminate>div:nth-child(2) { + transform: rotate(67.5deg); + } + + #status-indeterminate>div:nth-child(3) { + transform: rotate(112.5deg); + } + + #status-indeterminate>div:nth-child(4) { + transform: rotate(157.5deg); + } + + #status-indeterminate>div:nth-child(5) { + transform: rotate(202.5deg); + } + + #status-indeterminate>div:nth-child(6) { + transform: rotate(247.5deg); + } + + #status-indeterminate>div:nth-child(7) { + transform: rotate(292.5deg); + } + + #status-indeterminate>div:nth-child(8) { + transform: rotate(337.5deg); + } + + #status-notice { + margin: 0 100px; + line-height: 1.3; + visibility: visible; + padding: 4px 6px; + visibility: visible; + } + + - -
- - - - - - -
-
-
-
-
- Godot Engine logo -
- @GODOT_VERSION@ -
- Need an old version? -
-
-
- - -
-
- -
-(Try this for example) -
-
- -
- -
- Web editor documentation -
-
- - - -
- - - + +
+ + + + + + +
+
+
+
+
+ Pandemonium Engine logo +
+ @PANDEMONIUM_VERSION@ +
+ Need an old version? +
+
+
+ + +
+
+ +
+ (Try this for example) +
+
+ +
+ +
+ Web editor documentation +
+
+ + + +
+ + + - + + \ No newline at end of file diff --git a/misc/dist/html/full-size.html b/misc/dist/html/full-size.html index 48c73a4581..94d2aef9a6 100644 --- a/misc/dist/html/full-size.html +++ b/misc/dist/html/full-size.html @@ -1,245 +1,275 @@ + - - - $GODOT_PROJECT_NAME - -$GODOT_HEAD_INCLUDE + #status { + position: absolute; + left: 0; + top: 0; + right: 0; + bottom: 0; + display: flex; + justify-content: center; + align-items: center; + /* don't consume click events - make children visible explicitly */ + visibility: hidden; + } + + #status-progress { + width: 366px; + height: 7px; + background-color: #38363A; + border: 1px solid #444246; + padding: 1px; + box-shadow: 0 0 2px 1px #1B1C22; + border-radius: 2px; + visibility: visible; + } + + @media only screen and (orientation:portrait) { + #status-progress { + width: 61.8%; + } + } + + #status-progress-inner { + height: 100%; + width: 0; + box-sizing: border-box; + transition: width 0.5s linear; + background-color: #202020; + border: 1px solid #222223; + box-shadow: 0 0 1px 1px #27282E; + border-radius: 3px; + } + + #status-indeterminate { + height: 42px; + visibility: visible; + position: relative; + } + + #status-indeterminate>div { + width: 4.5px; + height: 0; + border-style: solid; + border-width: 9px 3px 0 3px; + border-color: #2b2b2b transparent transparent transparent; + transform-origin: center 21px; + position: absolute; + } + + #status-indeterminate>div:nth-child(1) { + transform: rotate(22.5deg); + } + + #status-indeterminate>div:nth-child(2) { + transform: rotate(67.5deg); + } + + #status-indeterminate>div:nth-child(3) { + transform: rotate(112.5deg); + } + + #status-indeterminate>div:nth-child(4) { + transform: rotate(157.5deg); + } + + #status-indeterminate>div:nth-child(5) { + transform: rotate(202.5deg); + } + + #status-indeterminate>div:nth-child(6) { + transform: rotate(247.5deg); + } + + #status-indeterminate>div:nth-child(7) { + transform: rotate(292.5deg); + } + + #status-indeterminate>div:nth-child(8) { + transform: rotate(337.5deg); + } + + #status-notice { + margin: 0 100px; + line-height: 1.3; + visibility: visible; + padding: 4px 6px; + visibility: visible; + } + + $PANDEMONIUM_HEAD_INCLUDE + - - HTML5 canvas appears to be unsupported in the current browser.
- Please try updating or use a different browser. -
-
- - - -
- - - + + HTML5 canvas appears to be unsupported in the current browser.
+ Please try updating or use a different browser. +
+
+ + + +
+ + + - + + \ No newline at end of file diff --git a/misc/dist/html/manifest.json b/misc/dist/html/manifest.json index ccfb793b20..cf6dcabbb9 100644 --- a/misc/dist/html/manifest.json +++ b/misc/dist/html/manifest.json @@ -1,17 +1,15 @@ { - "name": "Godot Engine Web Editor", - "short_name": "Godot", - "description": "Multi-platform 2D and 3D game engine with a feature-rich editor (Web edition)", - "lang": "en", - "start_url": "./godot.tools.html", - "display": "standalone", - "theme_color": "#202531", - "icons": [ - { - "src": "favicon.png", - "sizes": "256x256", - "type": "image/png" - } - ], - "background_color": "#333b4f" -} + "name": "Pandemonium Engine Web Editor", + "short_name": "Pandemonium", + "description": "Multi-platform 2D and 3D game engine with a feature-rich editor (Web edition)", + "lang": "en", + "start_url": "./pandemonium.tools.html", + "display": "standalone", + "theme_color": "#202531", + "icons": [{ + "src": "favicon.png", + "sizes": "256x256", + "type": "image/png" + }], + "background_color": "#333b4f" +} \ No newline at end of file diff --git a/misc/dist/html/service-worker.js b/misc/dist/html/service-worker.js index 310574f21d..37042d7417 100644 --- a/misc/dist/html/service-worker.js +++ b/misc/dist/html/service-worker.js @@ -1,105 +1,104 @@ -// This service worker is required to expose an exported Godot project as a +// This service worker is required to expose an exported Pandemonium project as a // Progressive Web App. It provides an offline fallback page telling the user // that they need an Internet connection to run the project if desired. // Incrementing CACHE_VERSION will kick off the install event and force // previously cached resources to be updated from the network. -const CACHE_VERSION = "@GODOT_VERSION@"; -const CACHE_PREFIX = "@GODOT_NAME@-sw-cache-"; +const CACHE_VERSION = "@PANDEMONIUM_VERSION@"; +const CACHE_PREFIX = "@PANDEMONIUM_NAME@-sw-cache-"; const CACHE_NAME = CACHE_PREFIX + CACHE_VERSION; -const OFFLINE_URL = "@GODOT_OFFLINE_PAGE@"; +const OFFLINE_URL = "@PANDEMONIUM_OFFLINE_PAGE@"; // Files that will be cached on load. -const CACHED_FILES = @GODOT_CACHE@; +const CACHED_FILES = @PANDEMONIUM_CACHE @; // Files that we might not want the user to preload, and will only be cached on first load. -const CACHABLE_FILES = @GODOT_OPT_CACHE@; +const CACHABLE_FILES = @PANDEMONIUM_OPT_CACHE @; const FULL_CACHE = CACHED_FILES.concat(CACHABLE_FILES); self.addEventListener("install", (event) => { - event.waitUntil(caches.open(CACHE_NAME).then(cache => cache.addAll(CACHED_FILES))); + event.waitUntil(caches.open(CACHE_NAME).then(cache => cache.addAll(CACHED_FILES))); }); self.addEventListener("activate", (event) => { - event.waitUntil(caches.keys().then( - function (keys) { - // Remove old caches. - return Promise.all(keys.filter(key => key.startsWith(CACHE_PREFIX) && key != CACHE_NAME).map(key => caches.delete(key))); - }).then(function() { - // Enable navigation preload if available. - return ("navigationPreload" in self.registration) ? self.registration.navigationPreload.enable() : Promise.resolve(); - }) - ); + event.waitUntil(caches.keys().then( + function(keys) { + // Remove old caches. + return Promise.all(keys.filter(key => key.startsWith(CACHE_PREFIX) && key != CACHE_NAME).map(key => caches.delete(key))); + }).then(function() { + // Enable navigation preload if available. + return ("navigationPreload" in self.registration) ? self.registration.navigationPreload.enable() : Promise.resolve(); + })); }); async function fetchAndCache(event, cache, isCachable) { - // Use the preloaded response, if it's there - let response = await event.preloadResponse; - if (!response) { - // Or, go over network. - response = await self.fetch(event.request); - } - if (isCachable) { - // And update the cache - cache.put(event.request, response.clone()); - } - return response; + // Use the preloaded response, if it's there + let response = await event.preloadResponse; + if (!response) { + // Or, go over network. + response = await self.fetch(event.request); + } + if (isCachable) { + // And update the cache + cache.put(event.request, response.clone()); + } + return response; } self.addEventListener("fetch", (event) => { - const isNavigate = event.request.mode === "navigate"; - const url = event.request.url || ""; - const referrer = event.request.referrer || ""; - const base = referrer.slice(0, referrer.lastIndexOf("/") + 1); - const local = url.startsWith(base) ? url.replace(base, "") : ""; - const isCachable = FULL_CACHE.some(v => v === local) || (base === referrer && base.endsWith(CACHED_FILES[0])); - if (isNavigate || isCachable) { - event.respondWith(async function () { - // Try to use cache first - const cache = await caches.open(CACHE_NAME); - if (event.request.mode === "navigate") { - // Check if we have full cache during HTML page request. - const fullCache = await Promise.all(FULL_CACHE.map(name => cache.match(name))); - const missing = fullCache.some(v => v === undefined); - if (missing) { - try { - // Try network if some cached file is missing (so we can display offline page in case). - return await fetchAndCache(event, cache, isCachable); - } catch (e) { - // And return the hopefully always cached offline page in case of network failure. - console.error("Network error: ", e); - return await caches.match(OFFLINE_URL); - } - } - } - const cached = await cache.match(event.request); - if (cached) { - return cached; - } else { - // Try network if don't have it in cache. - return await fetchAndCache(event, cache, isCachable); - } - }()); - } + const isNavigate = event.request.mode === "navigate"; + const url = event.request.url || ""; + const referrer = event.request.referrer || ""; + const base = referrer.slice(0, referrer.lastIndexOf("/") + 1); + const local = url.startsWith(base) ? url.replace(base, "") : ""; + const isCachable = FULL_CACHE.some(v => v === local) || (base === referrer && base.endsWith(CACHED_FILES[0])); + if (isNavigate || isCachable) { + event.respondWith(async function() { + // Try to use cache first + const cache = await caches.open(CACHE_NAME); + if (event.request.mode === "navigate") { + // Check if we have full cache during HTML page request. + const fullCache = await Promise.all(FULL_CACHE.map(name => cache.match(name))); + const missing = fullCache.some(v => v === undefined); + if (missing) { + try { + // Try network if some cached file is missing (so we can display offline page in case). + return await fetchAndCache(event, cache, isCachable); + } catch (e) { + // And return the hopefully always cached offline page in case of network failure. + console.error("Network error: ", e); + return await caches.match(OFFLINE_URL); + } + } + } + const cached = await cache.match(event.request); + if (cached) { + return cached; + } else { + // Try network if don't have it in cache. + return await fetchAndCache(event, cache, isCachable); + } + }()); + } }); self.addEventListener("message", (event) => { - // No cross origin - if (event.origin != self.origin) { - return; - } - const id = event.source.id || ""; - const msg = event.data || ""; - // Ensure it's one of our clients. - self.clients.get(id).then(function (client) { - if (!client) { - return; // Not a valid client. - } - if (msg === "claim") { - self.skipWaiting().then(() => self.clients.claim()); - } else if (msg === "clear") { - caches.delete(CACHE_NAME); - } else if (msg === "update") { - self.skipWaiting().then(() => self.clients.claim()).then(() => self.clients.matchAll()).then(all => all.forEach(c => c.navigate(c.url))); - } else { - onClientMessage(event); - } - }); -}); + // No cross origin + if (event.origin != self.origin) { + return; + } + const id = event.source.id || ""; + const msg = event.data || ""; + // Ensure it's one of our clients. + self.clients.get(id).then(function(client) { + if (!client) { + return; // Not a valid client. + } + if (msg === "claim") { + self.skipWaiting().then(() => self.clients.claim()); + } else if (msg === "clear") { + caches.delete(CACHE_NAME); + } else if (msg === "update") { + self.skipWaiting().then(() => self.clients.claim()).then(() => self.clients.matchAll()).then(all => all.forEach(c => c.navigate(c.url))); + } else { + onClientMessage(event); + } + }); +}); \ No newline at end of file diff --git a/misc/dist/ios_xcode/libgodot.iphone.debug.xcframework/Info.plist b/misc/dist/ios_xcode/libpandemonium.iphone.debug.xcframework/Info.plist similarity index 92% rename from misc/dist/ios_xcode/libgodot.iphone.debug.xcframework/Info.plist rename to misc/dist/ios_xcode/libpandemonium.iphone.debug.xcframework/Info.plist index 846533594f..ebc7e484b5 100644 --- a/misc/dist/ios_xcode/libgodot.iphone.debug.xcframework/Info.plist +++ b/misc/dist/ios_xcode/libpandemonium.iphone.debug.xcframework/Info.plist @@ -8,7 +8,7 @@ LibraryIdentifier ios-arm64 LibraryPath - libgodot.a + libpandemonium.a SupportedArchitectures arm64 @@ -20,7 +20,7 @@ LibraryIdentifier ios-arm64_x86_64-simulator LibraryPath - libgodot.a + libpandemonium.a SupportedArchitectures arm64 diff --git a/misc/dist/ios_xcode/godot_ios/dylibs/empty b/misc/dist/ios_xcode/libpandemonium.iphone.debug.xcframework/ios-arm64/empty similarity index 100% rename from misc/dist/ios_xcode/godot_ios/dylibs/empty rename to misc/dist/ios_xcode/libpandemonium.iphone.debug.xcframework/ios-arm64/empty diff --git a/misc/dist/ios_xcode/libgodot.iphone.debug.xcframework/ios-arm64/empty b/misc/dist/ios_xcode/libpandemonium.iphone.debug.xcframework/ios-arm64_x86_64-simulator/empty similarity index 100% rename from misc/dist/ios_xcode/libgodot.iphone.debug.xcframework/ios-arm64/empty rename to misc/dist/ios_xcode/libpandemonium.iphone.debug.xcframework/ios-arm64_x86_64-simulator/empty diff --git a/misc/dist/ios_xcode/libgodot.iphone.release.xcframework/Info.plist b/misc/dist/ios_xcode/libpandemonium.iphone.release.xcframework/Info.plist similarity index 92% rename from misc/dist/ios_xcode/libgodot.iphone.release.xcframework/Info.plist rename to misc/dist/ios_xcode/libpandemonium.iphone.release.xcframework/Info.plist index 846533594f..ebc7e484b5 100644 --- a/misc/dist/ios_xcode/libgodot.iphone.release.xcframework/Info.plist +++ b/misc/dist/ios_xcode/libpandemonium.iphone.release.xcframework/Info.plist @@ -8,7 +8,7 @@ LibraryIdentifier ios-arm64 LibraryPath - libgodot.a + libpandemonium.a SupportedArchitectures arm64 @@ -20,7 +20,7 @@ LibraryIdentifier ios-arm64_x86_64-simulator LibraryPath - libgodot.a + libpandemonium.a SupportedArchitectures arm64 diff --git a/misc/dist/ios_xcode/libgodot.iphone.debug.xcframework/ios-arm64_x86_64-simulator/empty b/misc/dist/ios_xcode/libpandemonium.iphone.release.xcframework/ios-arm64/empty similarity index 100% rename from misc/dist/ios_xcode/libgodot.iphone.debug.xcframework/ios-arm64_x86_64-simulator/empty rename to misc/dist/ios_xcode/libpandemonium.iphone.release.xcframework/ios-arm64/empty diff --git a/misc/dist/ios_xcode/libgodot.iphone.release.xcframework/ios-arm64/empty b/misc/dist/ios_xcode/libpandemonium.iphone.release.xcframework/ios-arm64_x86_64-simulator/empty similarity index 100% rename from misc/dist/ios_xcode/libgodot.iphone.release.xcframework/ios-arm64/empty rename to misc/dist/ios_xcode/libpandemonium.iphone.release.xcframework/ios-arm64_x86_64-simulator/empty diff --git a/misc/dist/ios_xcode/godot_ios.xcodeproj/project.pbxproj b/misc/dist/ios_xcode/pandemonium_ios.xcodeproj/project.pbxproj similarity index 98% rename from misc/dist/ios_xcode/godot_ios.xcodeproj/project.pbxproj rename to misc/dist/ios_xcode/pandemonium_ios.xcodeproj/project.pbxproj index d9448e5d0f..29f522ab04 100644 --- a/misc/dist/ios_xcode/godot_ios.xcodeproj/project.pbxproj +++ b/misc/dist/ios_xcode/pandemonium_ios.xcodeproj/project.pbxproj @@ -33,7 +33,7 @@ /* Begin PBXFileReference section */ 1F1575711F582BE20003B888 /* dylibs */ = {isa = PBXFileReference; lastKnownFileType = folder; name = dylibs; path = "$binary/dylibs"; sourceTree = ""; }; - DEADBEEF1F582BE20003B888 /* $binary.xcframework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.xcframework; name = godot; path = "$binary.xcframework"; sourceTree = ""; }; + DEADBEEF1F582BE20003B888 /* $binary.xcframework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.xcframework; name = pandemonium; path = "$binary.xcframework"; sourceTree = ""; }; $modules_fileref 1FF4C1881F584E6300A41E41 /* $binary.entitlements */ = {isa = PBXFileReference; lastKnownFileType = text.plist.entitlements; path = "$binary.entitlements"; sourceTree = ""; }; 1FF8DBB01FBA9DE1009DE660 /* dummy.cpp */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.cpp; path = dummy.cpp; sourceTree = ""; }; @@ -141,7 +141,7 @@ isa = PBXProject; attributes = { LastUpgradeCheck = 0500; - ORGANIZATIONNAME = GodotEngine; + ORGANIZATIONNAME = PandemoniumEngine; TargetAttributes = { D0BCFE3318AEBDA2004A7AAE = { DevelopmentTeam = $team_id; @@ -212,7 +212,7 @@ isa = XCBuildConfiguration; buildSettings = { ALWAYS_SEARCH_USER_PATHS = NO; - ARCHS = "$godot_archs"; + ARCHS = "$pandemonium_archs"; CLANG_CXX_LANGUAGE_STANDARD = "gnu++0x"; CLANG_CXX_LIBRARY = "libc++"; CLANG_ENABLE_MODULES = YES; @@ -257,7 +257,7 @@ isa = XCBuildConfiguration; buildSettings = { ALWAYS_SEARCH_USER_PATHS = NO; - ARCHS = "$godot_archs"; + ARCHS = "$pandemonium_archs"; CLANG_CXX_LANGUAGE_STANDARD = "gnu++0x"; CLANG_CXX_LIBRARY = "libc++"; CLANG_ENABLE_MODULES = YES; @@ -296,7 +296,7 @@ D0BCFE7218AEBDA3004A7AAE /* Debug */ = { isa = XCBuildConfiguration; buildSettings = { - ARCHS = "$godot_archs"; + ARCHS = "$pandemonium_archs"; ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon; $pbx_launch_image_usage_setting CODE_SIGN_ENTITLEMENTS = "$binary/$binary.entitlements"; @@ -327,7 +327,7 @@ D0BCFE7318AEBDA3004A7AAE /* Release */ = { isa = XCBuildConfiguration; buildSettings = { - ARCHS = "$godot_archs"; + ARCHS = "$pandemonium_archs"; ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon; $pbx_launch_image_usage_setting CODE_SIGN_ENTITLEMENTS = "$binary/$binary.entitlements"; diff --git a/misc/dist/ios_xcode/godot_ios.xcodeproj/project.xcworkspace/contents.xcworkspacedata b/misc/dist/ios_xcode/pandemonium_ios.xcodeproj/project.xcworkspace/contents.xcworkspacedata similarity index 100% rename from misc/dist/ios_xcode/godot_ios.xcodeproj/project.xcworkspace/contents.xcworkspacedata rename to misc/dist/ios_xcode/pandemonium_ios.xcodeproj/project.xcworkspace/contents.xcworkspacedata diff --git a/misc/dist/ios_xcode/godot_ios.xcodeproj/xcshareddata/xcschemes/godot_ios.xcscheme b/misc/dist/ios_xcode/pandemonium_ios.xcodeproj/xcshareddata/xcschemes/pandemonium_ios.xcscheme similarity index 100% rename from misc/dist/ios_xcode/godot_ios.xcodeproj/xcshareddata/xcschemes/godot_ios.xcscheme rename to misc/dist/ios_xcode/pandemonium_ios.xcodeproj/xcshareddata/xcschemes/pandemonium_ios.xcscheme diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Contents.json b/misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Contents.json similarity index 100% rename from misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Contents.json rename to misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Contents.json diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-480h@2x.png b/misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-480h@2x.png similarity index 100% rename from misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-480h@2x.png rename to misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-480h@2x.png diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-568h@2x.png b/misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-568h@2x.png similarity index 100% rename from misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-568h@2x.png rename to misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-568h@2x.png diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-667h@2x.png b/misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-667h@2x.png similarity index 100% rename from misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-667h@2x.png rename to misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-667h@2x.png diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Landscape-736h@3x.png b/misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-Landscape-736h@3x.png similarity index 100% rename from misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Landscape-736h@3x.png rename to misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-Landscape-736h@3x.png diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Landscape-X.png b/misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-Landscape-X.png similarity index 100% rename from misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Landscape-X.png rename to misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-Landscape-X.png diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Landscape.png b/misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-Landscape.png similarity index 100% rename from misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Landscape.png rename to misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-Landscape.png diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Landscape@2x.png b/misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-Landscape@2x.png similarity index 100% rename from misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Landscape@2x.png rename to misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-Landscape@2x.png diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait-736h@3x.png b/misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait-736h@3x.png similarity index 100% rename from misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait-736h@3x.png rename to misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait-736h@3x.png diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait-X.png b/misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait-X.png similarity index 100% rename from misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait-X.png rename to misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait-X.png diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait.png b/misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait.png similarity index 100% rename from misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait.png rename to misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait.png diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait@2x.png b/misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait@2x.png similarity index 100% rename from misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait@2x.png rename to misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait@2x.png diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/Contents.json b/misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/SplashImage.imageset/Contents.json similarity index 100% rename from misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/Contents.json rename to misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/SplashImage.imageset/Contents.json diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@2x.png b/misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/SplashImage.imageset/splash@2x.png similarity index 100% rename from misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@2x.png rename to misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/SplashImage.imageset/splash@2x.png diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@3x.png b/misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/SplashImage.imageset/splash@3x.png similarity index 100% rename from misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@3x.png rename to misc/dist/ios_xcode/pandemonium_ios/Images.xcassets/SplashImage.imageset/splash@3x.png diff --git a/misc/dist/ios_xcode/godot_ios/Launch Screen.storyboard b/misc/dist/ios_xcode/pandemonium_ios/Launch Screen.storyboard similarity index 100% rename from misc/dist/ios_xcode/godot_ios/Launch Screen.storyboard rename to misc/dist/ios_xcode/pandemonium_ios/Launch Screen.storyboard diff --git a/misc/dist/ios_xcode/godot_ios/dummy.cpp b/misc/dist/ios_xcode/pandemonium_ios/dummy.cpp similarity index 100% rename from misc/dist/ios_xcode/godot_ios/dummy.cpp rename to misc/dist/ios_xcode/pandemonium_ios/dummy.cpp diff --git a/misc/dist/ios_xcode/libgodot.iphone.release.xcframework/ios-arm64_x86_64-simulator/empty b/misc/dist/ios_xcode/pandemonium_ios/dylibs/empty similarity index 100% rename from misc/dist/ios_xcode/libgodot.iphone.release.xcframework/ios-arm64_x86_64-simulator/empty rename to misc/dist/ios_xcode/pandemonium_ios/dylibs/empty diff --git a/misc/dist/ios_xcode/godot_ios/en.lproj/InfoPlist.strings b/misc/dist/ios_xcode/pandemonium_ios/en.lproj/InfoPlist.strings similarity index 100% rename from misc/dist/ios_xcode/godot_ios/en.lproj/InfoPlist.strings rename to misc/dist/ios_xcode/pandemonium_ios/en.lproj/InfoPlist.strings diff --git a/misc/dist/ios_xcode/godot_ios/export_options.plist b/misc/dist/ios_xcode/pandemonium_ios/export_options.plist similarity index 100% rename from misc/dist/ios_xcode/godot_ios/export_options.plist rename to misc/dist/ios_xcode/pandemonium_ios/export_options.plist diff --git a/misc/dist/ios_xcode/godot_ios/godot_ios-Info.plist b/misc/dist/ios_xcode/pandemonium_ios/pandemonium_ios-Info.plist similarity index 100% rename from misc/dist/ios_xcode/godot_ios/godot_ios-Info.plist rename to misc/dist/ios_xcode/pandemonium_ios/pandemonium_ios-Info.plist diff --git a/misc/dist/ios_xcode/godot_ios/godot_ios.entitlements b/misc/dist/ios_xcode/pandemonium_ios/pandemonium_ios.entitlements similarity index 100% rename from misc/dist/ios_xcode/godot_ios/godot_ios.entitlements rename to misc/dist/ios_xcode/pandemonium_ios/pandemonium_ios.entitlements diff --git a/misc/dist/linux/godot.6 b/misc/dist/linux/godot.6 index 80dcfc80b3..681c3f29b6 100644 --- a/misc/dist/linux/godot.6 +++ b/misc/dist/linux/godot.6 @@ -1,11 +1,11 @@ -.TH GODOT "6" "January 2020" "godot 3.2" "Games" +.TH PANDEMONIUM "6" "January 2020" "pandemonium 3.2" "Games" .SH NAME -godot \- multi\-platform 2D and 3D game engine with a feature\-rich editor +pandemonium \- multi\-platform 2D and 3D game engine with a feature\-rich editor .SH SYNOPSIS -.B godot -[\fI\,options\/\fR] [path to scene or 'project.godot' file] +.B pandemonium +[\fI\,options\/\fR] [path to scene or 'project.pandemonium' file] .SH DESCRIPTION -Godot Engine is an advanced, feature\-packed, multi\-platform 2D and 3D game +Pandemonium Engine is an advanced, feature\-packed, multi\-platform 2D and 3D game engine. .br It provides a huge set of common tools, so you can just focus on making @@ -38,10 +38,10 @@ Quit after the first iteration. Use a specific locale ( being a two\-letter code). .TP \fB\-\-path\fR -Path to a project ( must contain a 'project.godot' file). +Path to a project ( must contain a 'project.pandemonium' file). .TP \fB\-u\fR, \fB\-\-upwards\fR -Scan folders upwards for project.godot file. +Scan folders upwards for project.pandemonium file. .TP \fB\-\-main\-pack\fR Path to a pack (.pck) file to load. @@ -157,38 +157,38 @@ Disallow dumping the base types (used with \fB\-\-doctool\fR). Build the scripting solutions (e.g. for C# projects). Implies \-\-editor and requires a valid project to edit. .TP \fB\-\-gdnative\-generate\-json\-api\fR -Generate JSON dump of the Godot API for GDNative bindings. +Generate JSON dump of the Pandemonium API for GDNative bindings. .TP \fB\-\-test\fR Run a unit test ('string', 'math', 'physics', 'physics_2d', 'render', 'oa_hash_map', 'gui', 'shaderlang', 'gd_tokenizer', 'gd_parser', 'gd_compiler', 'gd_bytecode', 'ordered_hash_map', 'astar'). .SH FILES -XDG_DATA_CONFIG/godot/ or ~/.config/godot/ +XDG_DATA_CONFIG/pandemonium/ or ~/.config/pandemonium/ .RS User\-specific configuration folder, contains persistent editor settings, script and text editor templates and projects metadata. .RE -XDG_DATA_HOME/godot/ or ~/.local/share/godot/ +XDG_DATA_HOME/pandemonium/ or ~/.local/share/pandemonium/ .RS -Contains the default configuration and user data folders for Godot\-made games (\fIuser://\fR path), as well as export templates. +Contains the default configuration and user data folders for Pandemonium\-made games (\fIuser://\fR path), as well as export templates. .RE -XDG_DATA_CACHE/godot/ or ~/.cache/godot/ +XDG_DATA_CACHE/pandemonium/ or ~/.cache/pandemonium/ .RS Cache folder for generated thumbnails and scene previews, as well as temporary location for downloads. .RE -/usr/share/doc/godot/ +/usr/share/doc/pandemonium/ .RS Additional documentation files. .RE -/usr/share/licenses/godot/ +/usr/share/licenses/pandemonium/ .RS Detailed licensing information. .RE .SH "SEE ALSO" -See the project website at \fIhttps://godotengine.org\fR and the source -code repository at \fIhttps://github.com/godotengine/godot\fR for more details. +See the project website at \fIhttps://pandemoniumengine.org\fR and the source +code repository at \fIhttps://github.com/pandemoniumengine/pandemonium\fR for more details. .SH BUGS -Godot Engine is a free and open source project and welcomes any kind of +Pandemonium Engine is a free and open source project and welcomes any kind of contributions. In particular, you can report issues or make suggestions on -Godot's issue tracker at \fIhttps://github.com/godotengine/godot/issues\fR. +Pandemonium's issue tracker at \fIhttps://github.com/pandemoniumengine/pandemonium/issues\fR. .SH AUTHOR -Man page written by Rémi Verschelde on behalf of the -Godot Engine development team. +Man page written by Rémi Verschelde on behalf of the +Pandemonium Engine development team. diff --git a/misc/dist/linux/org.godotengine.Godot.appdata.xml b/misc/dist/linux/net.relintai.pandemonium.Pandemonium.appdata.xml similarity index 73% rename from misc/dist/linux/org.godotengine.Godot.appdata.xml rename to misc/dist/linux/net.relintai.pandemonium.Pandemonium.appdata.xml index af647bc866..83da5ac10f 100644 --- a/misc/dist/linux/org.godotengine.Godot.appdata.xml +++ b/misc/dist/linux/net.relintai.pandemonium.Pandemonium.appdata.xml @@ -1,27 +1,27 @@ - org.godotengine.Godot + net.relintai.pandemonium.Pandemonium CC0-1.0 MIT - Godot Engine + Pandemonium Engine Multi-platform 2D and 3D game engine with a feature-rich editor - ​org.godotengine.Godot.desktop + ​net.relintai.pandemonium.Pandemonium.desktop

- Godot is an advanced, feature-packed, multi-platform 2D and 3D game + Pandemonium is an advanced, feature-packed, multi-platform 2D and 3D game engine. It provides a huge set of common tools, so you can just focus on making your game without reinventing the wheel.

- Godot is completely free and open source under the very permissive MIT + Pandemonium is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. Your game is yours, down to the last line of engine code.

- 3D project loaded in the Godot Engine editor + 3D project loaded in the Pandemonium Engine editor https://download.tuxfamily.org/godotengine/media/screenshots/editor_3d_fracteed-720p.jpg @@ -31,6 +31,6 @@ https://docs.godotengine.org https://godotengine.org/donate https://hosted.weblate.org/projects/godot-engine/godot - The Godot Engine Community + The Pandemonium Engine Community akien_at_godotengine_dot_org
diff --git a/misc/dist/linux/org.godotengine.Godot.desktop b/misc/dist/linux/net.relintai.pandemonium.Pandemonium.desktop similarity index 66% rename from misc/dist/linux/org.godotengine.Godot.desktop rename to misc/dist/linux/net.relintai.pandemonium.Pandemonium.desktop index 8b74234174..22e745d955 100644 --- a/misc/dist/linux/org.godotengine.Godot.desktop +++ b/misc/dist/linux/net.relintai.pandemonium.Pandemonium.desktop @@ -1,11 +1,11 @@ [Desktop Entry] -Name=Godot Engine +Name=Pandemonium Engine GenericName=Libre game engine Comment=Multi-platform 2D and 3D game engine with a feature-rich editor -Exec=godot %f -Icon=godot +Exec=pandemonium %f +Icon=pandemonium Terminal=false PrefersNonDefaultGPU=true Type=Application -MimeType=application/x-godot-project; +MimeType=application/x-pandemonium-project; Categories=Development;IDE; diff --git a/misc/dist/linux/net.relintai.pandemonium.Pandemonium.xml b/misc/dist/linux/net.relintai.pandemonium.Pandemonium.xml new file mode 100644 index 0000000000..b2a63f1c0e --- /dev/null +++ b/misc/dist/linux/net.relintai.pandemonium.Pandemonium.xml @@ -0,0 +1,38 @@ + + + + Pandemonium Engine project + + + + + + + Pandemonium Engine resource + + + + + + + Pandemonium Engine scene + + + + + + + + Pandemonium Engine shader + + + + + + + GDScript script + + + + + diff --git a/misc/dist/linux/org.godotengine.Godot.xml b/misc/dist/linux/org.godotengine.Godot.xml deleted file mode 100644 index d4452018c4..0000000000 --- a/misc/dist/linux/org.godotengine.Godot.xml +++ /dev/null @@ -1,38 +0,0 @@ - - - - Godot Engine project - - - - - - - Godot Engine resource - - - - - - - Godot Engine scene - - - - - - - - Godot Engine shader - - - - - - - GDScript script - - - - - diff --git a/misc/dist/linux/pandemonium.6 b/misc/dist/linux/pandemonium.6 new file mode 100644 index 0000000000..681c3f29b6 --- /dev/null +++ b/misc/dist/linux/pandemonium.6 @@ -0,0 +1,194 @@ +.TH PANDEMONIUM "6" "January 2020" "pandemonium 3.2" "Games" +.SH NAME +pandemonium \- multi\-platform 2D and 3D game engine with a feature\-rich editor +.SH SYNOPSIS +.B pandemonium +[\fI\,options\/\fR] [path to scene or 'project.pandemonium' file] +.SH DESCRIPTION +Pandemonium Engine is an advanced, feature\-packed, multi\-platform 2D and 3D game +engine. +.br +It provides a huge set of common tools, so you can just focus on making +your game without reinventing the wheel. +.SS "General options:" +.TP +\fB\-h\fR, \fB\-\-help\fR +Display this help message. +.TP +\fB\-\-version\fR +Display the version string. +.TP +\fB\-v\fR, \fB\-\-verbose\fR +Use verbose stdout mode. +.TP +\fB\-\-quiet\fR +Quiet mode, silences stdout messages. Errors are still displayed. +.SS "Run options:" +.TP +\fB\-e\fR, \fB\-\-editor\fR +Start the editor instead of running the scene. +.TP +\fB\-p\fR, \fB\-\-project\-manager\fR +Start the project manager, even if a project is auto\-detected. +.TP +\fB\-q\fR, \fB\-\-quit\fR +Quit after the first iteration. +.TP +\fB\-l\fR, \fB\-\-language\fR +Use a specific locale ( being a two\-letter code). +.TP +\fB\-\-path\fR +Path to a project ( must contain a 'project.pandemonium' file). +.TP +\fB\-u\fR, \fB\-\-upwards\fR +Scan folders upwards for project.pandemonium file. +.TP +\fB\-\-main\-pack\fR +Path to a pack (.pck) file to load. +.TP +\fB\-\-render\-thread\fR +Render thread mode ('unsafe', 'safe', 'separate'). +.TP +\fB\-\-remote\-fs\fR
+Remote filesystem ([:] address). +.TP +\fB\-\-remote\-fs\-password\fR +Password for remote filesystem. +.TP +\fB\-\-audio\-driver\fR +Audio driver ('PulseAudio', 'ALSA', 'Dummy'). +.TP +\fB\-\-video\-driver\fR +Video driver ('GLES3', 'GLES2'). +.SS "Display options:" +.TP +\fB\-f\fR, \fB\-\-fullscreen\fR +Request fullscreen mode. +.TP +\fB\-m\fR, \fB\-\-maximized\fR +Request a maximized window. +.TP +\fB\-w\fR, \fB\-\-windowed\fR +Request windowed mode. +.TP +\fB\-t\fR, \fB\-\-always\-on\-top\fR +Request an always\-on\-top window. +.TP +\fB\-\-resolution\fR x +Request window resolution. +.TP +\fB\-\-position\fR , +Request window position. +.TP +\fB\-\-low\-dpi\fR +Force low\-DPI mode (macOS and Windows only). +.TP +\fB\-\-no\-window\fR +Disable window creation (Windows only). Useful together with \fB\-\-script\fR. +.TP +\fB\-\-enable\-vsync\-via\-compositor\fR +When vsync is enabled, vsync via the OS' window compositor (Windows only). +.TP +\fB\-\-disable\-vsync\-via\-compositor\fR +Disable vsync via the OS' window compositor (Windows only). +.SS "Debug options:" +.TP +\fB\-d\fR, \fB\-\-debug\fR +Debug (local stdout debugger). +.TP +\fB\-b\fR, \fB\-\-breakpoints\fR +Breakpoint list as source::line comma\-separated pairs, no spaces (use %20 instead). +.TP +\fB\-\-profiling\fR +Enable profiling in the script debugger. +.TP +\fB\-\-remote\-debug\fR
+Remote debug (: address). +.TP +\fB\-\-debug\-collisions\fR +Show collisions shapes when running the scene. +.TP +\fB\-\-debug\-navigation\fR +Show navigation polygons when running the scene. +.TP +\fB\-\-frame\-delay\fR +Simulate high CPU load (delay each frame by milliseconds). +.TP +\fB\-\-time\-scale\fR +Force time scale (higher values are faster, 1.0 is normal speed). +.TP +\fB\-\-disable\-render\-loop\fR +Disable render loop so rendering only occurs when called explicitly from script. +.TP +\fB\-\-disable\-crash\-handler\fR +Disable crash handler when supported by the platform code. +.TP +\fB\-\-fixed\-fps\fR +Force a fixed number of frames per second. This setting disables real\-time synchronization. +.TP +\fB\-\-print\-fps\fR +Print the frames per second to the stdout. +.SS "Standalone tools:" +.TP +\fB\-s\fR, \fB\-\-script\fR