Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Branding - X11 hints updated with project name #20

Closed
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Binary file modified icon.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file modified icon_outlined.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file modified logo.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file modified logo_outlined.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@

<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<EnablePreviewFeatures>true</EnablePreviewFeatures>
<LangVersion>11</LangVersion>
</PropertyGroup>

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -43,10 +43,7 @@ public static Test MakeVerifier(ICollection<string> sources, params DiagnosticRe
{
var verifier = new Test();

verifier.TestState.AnalyzerConfigFiles.Add(("/.globalconfig", $"""
is_global = true
build_property.GodotProjectDir = {Constants.ExecutingAssemblyPath}
"""));
verifier.TestState.AnalyzerConfigFiles.Add(("/.globalconfig", $"is_global = true\nbuild_property.GodotProjectDir = {Constants.ExecutingAssemblyPath}"));

verifier.TestState.Sources.AddRange(sources.Select(source =>
{
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -39,10 +39,7 @@ public static Test MakeVerifier(string source, string results)
verifier.TestCode = File.ReadAllText(Path.Combine(Constants.SourceFolderPath, source));
verifier.FixedCode = File.ReadAllText(Path.Combine(Constants.GeneratedSourceFolderPath, results));

verifier.TestState.AnalyzerConfigFiles.Add(("/.globalconfig", $"""
is_global = true
build_property.GodotProjectDir = {Constants.ExecutingAssemblyPath}
"""));
verifier.TestState.AnalyzerConfigFiles.Add(("/.globalconfig", $"is_global = true\nbuild_property.GodotProjectDir = {Constants.ExecutingAssemblyPath}"));

return verifier;
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -56,10 +56,7 @@ public static Test MakeVerifier(ICollection<string> sources, ICollection<string>
{
var verifier = new Test();

verifier.TestState.AnalyzerConfigFiles.Add(("/.globalconfig", $"""
is_global = true
build_property.GodotProjectDir = {Constants.ExecutingAssemblyPath}
"""));
verifier.TestState.AnalyzerConfigFiles.Add(("/.globalconfig", $"is_global = true\nbuild_property.GodotProjectDir = {Constants.ExecutingAssemblyPath}"));

verifier.TestState.Sources.AddRange(sources.Select(source => (
source,
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@

<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>

<EnablePreviewFeatures>true</EnablePreviewFeatures>
<LangVersion>11</LangVersion>

<Nullable>enable</Nullable>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -14,10 +14,7 @@ private static (string, SourceText) MakeAssemblyScriptTypesGeneratedSource(IColl
{
return (
Path.Combine("Godot.SourceGenerators", "Godot.SourceGenerators.ScriptPathAttributeGenerator", "AssemblyScriptTypes.generated.cs"),
SourceText.From($$"""
[assembly:Godot.AssemblyHasScriptsAttribute(new System.Type[] {{{string.Join(", ", types.Select(type => $"typeof({type})"))}}})]

""", Encoding.UTF8)
SourceText.From($"[assembly:Godot.AssemblyHasScriptsAttribute(new System.Type[] {{{string.Join(", ", types.Select(type => $"typeof({type})"))}}})]\n", Encoding.UTF8)
);
}

Expand Down
2 changes: 1 addition & 1 deletion modules/mono/global.json
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
{
"sdk": {
"version": "8.0.0",
"version": "6.0.0",
"rollForward": "latestMajor"
}
}
12 changes: 6 additions & 6 deletions platform/linuxbsd/x11/display_server_x11.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5228,26 +5228,26 @@ void DisplayServerX11::_update_context(WindowData &wd) {
CharString name_str;
switch (context) {
case CONTEXT_EDITOR:
name_str = "Godot_Editor";
name_str = "Blazium_Editor";
break;
case CONTEXT_PROJECTMAN:
name_str = "Godot_ProjectList";
name_str = "Blazium_ProjectList";
break;
case CONTEXT_ENGINE:
name_str = "Godot_Engine";
name_str = "Blazium_Engine";
break;
}

CharString class_str;
if (context == CONTEXT_ENGINE) {
String config_name = GLOBAL_GET("application/config/name");
if (config_name.length() == 0) {
class_str = "Godot_Engine";
class_str = "Blazium_Engine";
} else {
class_str = config_name.utf8();
}
} else {
class_str = "Godot";
class_str = "Blazium";
}

classHint->res_class = class_str.ptrw();
Expand Down Expand Up @@ -5638,7 +5638,7 @@ DisplayServerX11::WindowID DisplayServerX11::_create_window(WindowMode p_mode, V
}

/* set the titlebar name */
XStoreName(x11_display, wd.x11_window, "Godot");
XStoreName(x11_display, wd.x11_window, "Blazium"); // Child windows are named in void DisplayServerX11::_update_context() -Teki
XSetWMProtocols(x11_display, wd.x11_window, &wm_delete, 1);
if (xdnd_aware != None) {
XChangeProperty(x11_display, wd.x11_window, xdnd_aware, XA_ATOM, 32, PropModeReplace, (unsigned char *)&xdnd_version, 1);
Expand Down
4 changes: 2 additions & 2 deletions servers/audio/effects/audio_effect_pitch_shift.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,7 @@
#include "core/math/math_funcs.h"
#include "servers/audio_server.h"

/* Thirdparty code, so disable clang-format with Godot style */
/* Thirdparty code, so disable clang-format with Blazium style */
/* clang-format off */

/****************************************************************************
Expand Down Expand Up @@ -282,7 +282,7 @@ void SMBPitchShift::smbFft(float *fftBuffer, long fftFrameSize, long sign)
}


/* Godot code again */
/* Blazium code again */
/* clang-format on */

void AudioEffectPitchShiftInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
Expand Down
2 changes: 1 addition & 1 deletion servers/audio/effects/audio_effect_record.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -169,7 +169,7 @@ void AudioEffectRecord::ensure_thread_stopped() {
void AudioEffectRecord::set_recording_active(bool p_record) {
if (p_record) {
if (current_instance == nullptr) {
WARN_PRINT("Recording should not be set as active before Godot has initialized.");
WARN_PRINT("Recording should not be set as active before Blazium has initialized.");
return;
}
ensure_thread_stopped();
Expand Down
8 changes: 4 additions & 4 deletions servers/physics_3d/gjk_epa.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -75,10 +75,10 @@ GJK-EPA collision solver by Nathanael Presson, 2008
#define EPA_MAX_VERTICES 128
#define EPA_MAX_FACES (EPA_MAX_VERTICES*2)
#define EPA_MAX_ITERATIONS 255
// -- GODOT start --
// -- BLAZIUM start --
//#define EPA_ACCURACY ((real_t)0.0001)
#define EPA_ACCURACY ((real_t)0.00001)
// -- GODOT end --
// -- BLAZIUM end --
#define EPA_FALLBACK (10*EPA_ACCURACY)
#define EPA_PLANE_EPS ((real_t)0.00001)
#define EPA_INSIDE_EPS ((real_t)0.01)
Expand Down Expand Up @@ -802,10 +802,10 @@ struct GJK
append(m_stock,face);
return(nullptr);
}
// -- GODOT start --
// -- BLAZIUM start --
//m_status=m_stock.root?eStatus::OutOfVertices:eStatus::OutOfFaces;
m_status=eStatus::OutOfFaces;
// -- GODOT end --
// -- BLAZIUM end --
return(nullptr);
}
sFace* findbest()
Expand Down
2 changes: 1 addition & 1 deletion servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,7 @@
/**************************************************************************/

/*
Adapted to Godot from the Bullet library.
Adapted to Blazium from the Bullet library.
*/

/*
Expand Down
2 changes: 1 addition & 1 deletion servers/physics_3d/joints/godot_cone_twist_joint_3d.h
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@
#define GODOT_CONE_TWIST_JOINT_3D_H

/*
Adapted to Godot from the Bullet library.
Adapted to Blazium from the Bullet library.
*/

/*
Expand Down
2 changes: 1 addition & 1 deletion servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,7 @@
/**************************************************************************/

/*
Adapted to Godot from the Bullet library.
Adapted to Blazium from the Bullet library.
*/

/*
Expand Down
2 changes: 1 addition & 1 deletion servers/physics_3d/joints/godot_generic_6dof_joint_3d.h
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@
#define GODOT_GENERIC_6DOF_JOINT_3D_H

/*
Adapted to Godot from the Bullet library.
Adapted to Blazium from the Bullet library.
*/

#include "servers/physics_3d/godot_joint_3d.h"
Expand Down
2 changes: 1 addition & 1 deletion servers/physics_3d/joints/godot_hinge_joint_3d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,7 @@
/**************************************************************************/

/*
Adapted to Godot from the Bullet library.
Adapted to Blazium from the Bullet library.
*/

/*
Expand Down
2 changes: 1 addition & 1 deletion servers/physics_3d/joints/godot_hinge_joint_3d.h
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@
#define GODOT_HINGE_JOINT_3D_H

/*
Adapted to Godot from the Bullet library.
Adapted to Blazium from the Bullet library.
*/

#include "servers/physics_3d/godot_joint_3d.h"
Expand Down
2 changes: 1 addition & 1 deletion servers/physics_3d/joints/godot_jacobian_entry_3d.h
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@
#define GODOT_JACOBIAN_ENTRY_3D_H

/*
Adapted to Godot from the Bullet library.
Adapted to Blazium from the Bullet library.
*/

/*
Expand Down
2 changes: 1 addition & 1 deletion servers/physics_3d/joints/godot_pin_joint_3d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,7 @@
/**************************************************************************/

/*
Adapted to Godot from the Bullet library.
Adapted to Blazium from the Bullet library.
*/

/*
Expand Down
2 changes: 1 addition & 1 deletion servers/physics_3d/joints/godot_pin_joint_3d.h
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@
#define GODOT_PIN_JOINT_3D_H

/*
Adapted to Godot from the Bullet library.
Adapted to Blazium from the Bullet library.
*/

#include "servers/physics_3d/godot_joint_3d.h"
Expand Down
2 changes: 1 addition & 1 deletion servers/physics_3d/joints/godot_slider_joint_3d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,7 @@
/**************************************************************************/

/*
Adapted to Godot from the Bullet library.
Adapted to Blazium from the Bullet library.
*/

/*
Expand Down
2 changes: 1 addition & 1 deletion servers/physics_3d/joints/godot_slider_joint_3d.h
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@
#define GODOT_SLIDER_JOINT_3D_H

/*
Adapted to Godot from the Bullet library.
Adapted to Blazium from the Bullet library.
*/

#include "servers/physics_3d/godot_joint_3d.h"
Expand Down
4 changes: 2 additions & 2 deletions servers/rendering/renderer_rd/effects/SCsub
Original file line number Diff line number Diff line change
Expand Up @@ -15,15 +15,15 @@ thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
env_effects.Prepend(CPPPATH=[thirdparty_dir])

# This flag doesn't actually control anything GCC specific in FSR2. It determines
# if symbols should be exported, which is not required for Godot.
# if symbols should be exported, which is not required for Blazium.
env_effects.Append(CPPDEFINES=["FFX_GCC"])

env_thirdparty = env_effects.Clone()
env_thirdparty.disable_warnings()
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
env.servers_sources += thirdparty_obj

# Godot source files
# Blazium source files

module_obj = []

Expand Down
2 changes: 1 addition & 1 deletion servers/rendering/renderer_rd/effects/fsr2.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -543,7 +543,7 @@ FSR2Effect::FSR2Effect() {
Vector<String> modes;
modes.push_back("");

// Since Godot currently lacks a shader reflection mechanism to persist the name of the bindings in the shader cache and
// Since Blazium currently lacks a shader reflection mechanism to persist the name of the bindings in the shader cache and
// there's also no mechanism to compile the shaders offline, the bindings are created manually by looking at the GLSL
// files included in FSR2 and mapping the macro bindings (#define FSR2_BIND_*) to their respective implementation names.
//
Expand Down
2 changes: 1 addition & 1 deletion servers/rendering/renderer_rd/effects/fsr2.h
Original file line number Diff line number Diff line change
Expand Up @@ -41,7 +41,7 @@
#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_tcr_autogen_pass.glsl.gen.h"

// This flag doesn't actually control anything GCC specific in FSR2. It determines
// if symbols should be exported, which is not required for Godot.
// if symbols should be exported, which is not required for Blazium.
#ifndef FFX_GCC
#define FFX_GCC
#endif
Expand Down
2 changes: 1 addition & 1 deletion servers/rendering/rendering_device_driver.h
Original file line number Diff line number Diff line change
Expand Up @@ -54,7 +54,7 @@

#include <algorithm>

// This may one day be used in Godot for interoperability between C arrays, Vector and LocalVector.
// This may one day be used in Blazium for interoperability between C arrays, Vector and LocalVector.
// (See https://github.com/godotengine/godot-proposals/issues/5144.)
template <typename T>
class VectorView {
Expand Down
2 changes: 1 addition & 1 deletion servers/rendering/rendering_light_culler.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -643,7 +643,7 @@ uint8_t RenderingLightCuller::Data::LUT_entries[LUT_SIZE][8] = {

// See e.g. http://lspiroengine.com/?p=153 for reference.
// Principles are the same, but differences to the article:
// * Order of planes / points is different in Godot.
// * Order of planes / points is different in Blazium.
// * We use a lookup table at runtime.
void RenderingLightCuller::create_LUT() {
// Each pair of planes that are opposite can have an edge.
Expand Down
2 changes: 1 addition & 1 deletion servers/rendering/storage/environment_storage.h
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ class RendererEnvironmentStorage {

// Environment
struct Environment {
// Note, we capture and store all environment parameters received from Godot here.
// Note, we capture and store all environment parameters received from Blazium here.
// Not all renderers support all effects and should just ignore the bits they don't support.

// Background
Expand Down
4 changes: 2 additions & 2 deletions servers/rendering_server.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2144,7 +2144,7 @@ void RenderingServer::fix_surface_compatibility(SurfaceData &p_surface, const St
}

if (warn_on_surface_upgrade) {
WARN_PRINT_ONCE_ED("At least one surface uses an old surface format and needs to be upgraded. The upgrade happens automatically at load time every time until the mesh is saved again or re-imported. Once saved (or re-imported), this mesh will be incompatible with earlier versions of Godot.");
WARN_PRINT_ONCE_ED("At least one surface uses an old surface format and needs to be upgraded. The upgrade happens automatically at load time every time until the mesh is saved again or re-imported. Once saved (or re-imported), this mesh will be incompatible with earlier versions of Blazium.");

if (!p_path.is_empty()) {
WARN_PRINT("A surface of " + p_path + " uses an old surface format and needs to be upgraded.");
Expand Down Expand Up @@ -3511,7 +3511,7 @@ TypedArray<StringName> RenderingServer::_global_shader_parameter_get_list() cons
}

void RenderingServer::init() {
// These are overrides, even if they are false Godot will still
// These are overrides, even if they are false Blazium will still
// import the texture formats that the host platform needs.
// See `const bool can_s3tc_bptc` in the resource importer.
GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc_bptc", false);
Expand Down
2 changes: 1 addition & 1 deletion servers/xr/xr_interface.h
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,7 @@ struct BlitToScreen;
/**
The XR interface is a template class on top of which we build interface to different AR, VR and tracking SDKs.
The idea is that we subclass this class, implement the logic, and then instantiate a singleton of each interface
when Godot starts. These instances do not initialize themselves but register themselves with the AR/VR server.
when Blazium starts. These instances do not initialize themselves but register themselves with the AR/VR server.

If the user wants to enable AR/VR the choose the interface they want to use and initialize it.

Expand Down
4 changes: 2 additions & 2 deletions servers/xr_server.h
Original file line number Diff line number Diff line change
Expand Up @@ -199,7 +199,7 @@ class XRServer : public Object {
Transform3D get_hmd_transform();

/*
Interfaces are objects that 'glue' Godot to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc.
Interfaces are objects that 'glue' Blazium to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc.
*/
void add_interface(const Ref<XRInterface> &p_interface);
void remove_interface(const Ref<XRInterface> &p_interface);
Expand Down Expand Up @@ -239,7 +239,7 @@ class XRServer : public Object {
// Many of these interfaces will also do a predictive sync which ensures we run at a steady framerate.
void pre_render();

// End-frame is called right after Godot has finished its rendering bits.
// End-frame is called right after Blazium has finished its rendering bits.
void end_frame();

XRServer();
Expand Down
Loading
Loading