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Merge pull request #34 from blazium-engine/revert-18-editor-rebrandin…
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…g-(GUI)

Revert "Editor rebranding (GUI)"
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Bioblaze authored Oct 16, 2024
2 parents d684a7d + ee42b70 commit 3da8c66
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Showing 113 changed files with 490 additions and 490 deletions.
2 changes: 1 addition & 1 deletion editor/editor_node.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1514,7 +1514,7 @@ void EditorNode::_dialog_display_load_error(String p_file, Error p_error) {
show_accept(vformat(TTR("Missing file '%s' or one of its dependencies."), p_file.get_file()), TTR("OK"));
} break;
case ERR_FILE_UNRECOGNIZED: {
show_accept(vformat(TTR("File '%s' is saved in a format that is newer than the formats supported by this version of Blazium, so it can't be opened."), p_file.get_file()), TTR("OK"));
show_accept(vformat(TTR("File '%s' is saved in a format that is newer than the formats supported by this version of Godot, so it can't be opened."), p_file.get_file()), TTR("OK"));
} break;
default: {
show_accept(vformat(TTR("Error while loading file '%s'."), p_file.get_file()), TTR("OK"));
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2 changes: 1 addition & 1 deletion editor/export/editor_export_platform.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1452,7 +1452,7 @@ void EditorExportPlatform::zip_folder_recursive(zipFile &p_zip, const String &p_

zip_fileinfo zipfi;
zipfi.tmz_date.tm_year = dt.year;
zipfi.tmz_date.tm_mon = dt.month - 1; // Note: "tm" month range - 0..11, Blazium month range - 1..12, https://www.cplusplus.com/reference/ctime/tm/
zipfi.tmz_date.tm_mon = dt.month - 1; // Note: "tm" month range - 0..11, Godot month range - 1..12, https://www.cplusplus.com/reference/ctime/tm/
zipfi.tmz_date.tm_mday = dt.day;
zipfi.tmz_date.tm_hour = dt.hour;
zipfi.tmz_date.tm_min = dt.minute;
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2 changes: 1 addition & 1 deletion editor/export/export_template_manager.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -681,7 +681,7 @@ String ExportTemplateManager::get_android_source_zip(const Ref<EditorExportPrese
}

String ExportTemplateManager::get_android_template_identifier(const Ref<EditorExportPreset> &p_preset) {
// The template identifier is the Blazium version for the default template, and the full path plus md5 hash for custom templates.
// The template identifier is the Godot version for the default template, and the full path plus md5 hash for custom templates.
if (p_preset.is_valid()) {
String android_source_zip = p_preset->get("gradle_build/android_source_template");
if (!android_source_zip.is_empty()) {
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2 changes: 1 addition & 1 deletion editor/plugins/script_editor_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4536,7 +4536,7 @@ ScriptEditorPlugin::ScriptEditorPlugin() {
ED_SHORTCUT("script_text_editor/capitalize", TTR("Capitalize"), KeyModifierMask::SHIFT | Key::F6);

window_wrapper = memnew(WindowWrapper);
window_wrapper->set_window_title(vformat(TTR("%s - Blazium Engine"), TTR("Script Editor")));
window_wrapper->set_window_title(vformat(TTR("%s - Godot Engine"), TTR("Script Editor")));
window_wrapper->set_margins_enabled(true);

script_editor = memnew(ScriptEditor(window_wrapper));
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2 changes: 1 addition & 1 deletion editor/plugins/shader_editor_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -679,7 +679,7 @@ void ShaderEditorPlugin::_notification(int p_what) {

ShaderEditorPlugin::ShaderEditorPlugin() {
window_wrapper = memnew(WindowWrapper);
window_wrapper->set_window_title(vformat(TTR("%s - Blazium Engine"), TTR("Shader Editor")));
window_wrapper->set_window_title(vformat(TTR("%s - Godot Engine"), TTR("Shader Editor")));
window_wrapper->set_margins_enabled(true);

main_split = memnew(HSplitContainer);
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20 changes: 10 additions & 10 deletions misc/dist/html/editor.html
Original file line number Diff line number Diff line change
Expand Up @@ -3,27 +3,27 @@
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, minimum-scale=1, maximum-scale=1, user-scalable=no">
<meta name="author" content="Blazium Engine">
<meta name="description" content="Use the Blazium Engine editor directly in your web browser, without having to install anything.">
<meta name="author" content="Godot Engine">
<meta name="description" content="Use the Godot Engine editor directly in your web browser, without having to install anything.">
<meta name="mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="application-name" content="Godot">
<meta name="apple-mobile-web-app-title" content="Blazium">
<meta name="apple-mobile-web-app-title" content="Godot">
<meta name="theme-color" content="#202531">
<meta name="msapplication-navbutton-color" content="#202531">
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
<meta name="msapplication-starturl" content="/latest">
<meta property="og:site_name" content="Blazium Engine Web Editor">
<meta property="og:site_name" content="Godot Engine Web Editor">
<meta property="og:url" name="twitter:url" content="https://editor.godotengine.org/releases/latest/">
<meta property="og:title" name="twitter:title" content="Free and open source 2D and 3D game engine">
<meta property="og:description" name="twitter:description" content="Use the Blazium Engine editor directly in your web browser, without having to install anything.">
<meta property="og:description" name="twitter:description" content="Use the Godot Engine editor directly in your web browser, without having to install anything.">
<meta property="og:image" name="twitter:image" content="https://godotengine.org/themes/godotengine/assets/og_image.png">
<meta property="og:type" content="website">
<meta name="twitter:card" content="summary">
<link id="-gd-engine-icon" rel="icon" type="image/png" href="favicon.png">
<link rel="apple-touch-icon" type="image/png" href="favicon.png">
<link rel="manifest" href="manifest.json">
<title>Blazium Engine Web Editor (___GODOT_VERSION___)</title>
<title>Godot Engine Web Editor (___GODOT_VERSION___)</title>
<style>
*:focus {
/* More visible outline for better keyboard navigation. */
Expand Down Expand Up @@ -243,7 +243,7 @@
<h2 id="welcome-modal-title" class="welcome-modal-title">Important - Please read before continuing</h2>
<div id="welcome-modal-description">
<p>
The Blazium Web Editor has some limitations compared to the native version.
The Godot Web Editor has some limitations compared to the native version.
Its main focus is education and experimentation;
<strong>it is not recommended for production</strong>.
</p>
Expand All @@ -258,7 +258,7 @@ <h2 id="welcome-modal-title" class="welcome-modal-title">Important - Please read
</div>
<div id="welcome-modal-missing-description" style="display: none">
<p>
<strong>The following features required by the Blazium Web Editor are missing:</strong>
<strong>The following features required by the Godot Web Editor are missing:</strong>
</p>
<ul id="welcome-modal-missing-list">
</ul>
Expand Down Expand Up @@ -291,7 +291,7 @@ <h2 id="welcome-modal-title" class="welcome-modal-title">Important - Please read
<div id="tab-loader">
<div style="color: #e0e0e0;" id="persistence">
<br >
<img src="logo.svg" alt="Blazium Engine logo" width="1024" height="414" style="width: auto; height: auto; max-width: min(85%, 50vh); max-height: 250px">
<img src="logo.svg" alt="Godot Engine logo" width="1024" height="414" style="width: auto; height: auto; max-width: min(85%, 50vh); max-height: 250px">
<br >
___GODOT_VERSION___
<br >
Expand All @@ -312,7 +312,7 @@ <h2 id="welcome-modal-title" class="welcome-modal-title">Important - Please read
<a href="demo.zip">(Try this for example)</a>
<br >
<br >
<button id="startButton" class="btn" style="margin-bottom: 4rem; font-weight: 700">Start Blazium editor</button>
<button id="startButton" class="btn" style="margin-bottom: 4rem; font-weight: 700">Start Godot editor</button>
<br >
<button class="btn" onclick="clearPersistence()" style="margin-bottom: 1.5rem">Clear persistent data</button>
<br >
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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 Blazium style */
/* Thirdparty code, so disable clang-format with Godot style */
/* clang-format off */

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


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

void AudioEffectPitchShiftInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
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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 Blazium has initialized.");
WARN_PRINT("Recording should not be set as active before Godot has initialized.");
return;
}
ensure_thread_stopped();
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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
// -- BLAZIUM start --
// -- GODOT start --
//#define EPA_ACCURACY ((real_t)0.0001)
#define EPA_ACCURACY ((real_t)0.00001)
// -- BLAZIUM end --
// -- GODOT 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);
}
// -- BLAZIUM start --
// -- GODOT start --
//m_status=m_stock.root?eStatus::OutOfVertices:eStatus::OutOfFaces;
m_status=eStatus::OutOfFaces;
// -- BLAZIUM end --
// -- GODOT end --
return(nullptr);
}
sFace* findbest()
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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 Blazium from the Bullet library.
Adapted to Godot from the Bullet library.
*/

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

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

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

#include "servers/physics_3d/godot_joint_3d.h"
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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 Blazium from the Bullet library.
Adapted to Godot from the Bullet library.
*/

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

#include "servers/physics_3d/godot_joint_3d.h"
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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 Blazium from the Bullet library.
Adapted to Godot from the Bullet library.
*/

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

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

#include "servers/physics_3d/godot_joint_3d.h"
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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 Blazium from the Bullet library.
Adapted to Godot from the Bullet library.
*/

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

#include "servers/physics_3d/godot_joint_3d.h"
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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 Blazium.
# if symbols should be exported, which is not required for Godot.
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

# Blazium source files
# Godot source files

module_obj = []

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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 Blazium currently lacks a shader reflection mechanism to persist the name of the bindings in the shader cache and
// Since Godot 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.
//
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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 Blazium.
// if symbols should be exported, which is not required for Godot.
#ifndef FFX_GCC
#define FFX_GCC
#endif
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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 Blazium for interoperability between C arrays, Vector and LocalVector.
// This may one day be used in Godot for interoperability between C arrays, Vector and LocalVector.
// (See https://github.com/godotengine/godot-proposals/issues/5144.)
template <typename T>
class VectorView {
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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 Blazium.
// * Order of planes / points is different in Godot.
// * We use a lookup table at runtime.
void RenderingLightCuller::create_LUT() {
// Each pair of planes that are opposite can have an edge.
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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 Blazium here.
// Note, we capture and store all environment parameters received from Godot 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 Blazium.");
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.");

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 Blazium will still
// These are overrides, even if they are false Godot 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 Blazium starts. These instances do not initialize themselves but register themselves with the AR/VR server.
when Godot 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' Blazium to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc.
Interfaces are objects that 'glue' Godot 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 Blazium has finished its rendering bits.
// End-frame is called right after Godot has finished its rendering bits.
void end_frame();

XRServer();
Expand Down
2 changes: 1 addition & 1 deletion tests/core/io/test_pck_packer.h
Original file line number Diff line number Diff line change
Expand Up @@ -114,7 +114,7 @@ TEST_CASE("[PCKPacker] Pack a PCK file with some files and directories") {
f->get_length() >= 18000,
"The generated non-empty PCK file should be large enough to actually hold the contents specified above.");
CHECK_MESSAGE(
f->get_length() <= 37000,
f->get_length() <= 27000,
"The generated non-empty PCK file shouldn't be too large.");
}
} // namespace TestPCKPacker
Expand Down
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