Update licenses and fix some issues after the mass renames.

This commit is contained in:
Relintai 2024-03-16 21:04:42 +01:00
parent 0de9f653b9
commit 5a1fc0b497
88 changed files with 244 additions and 229 deletions

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@ -30,7 +30,7 @@ Though arguably less convenient to edit than a wiki, this Git repository is mean
### Editing existing pages
To edit an existing page, locate its .rst source file and open it in your favorite text editor. You can then commit the changes, push them to your fork and make a pull request.
**Note that the pages in `classes/` should not be edited here, they are automatically generated from Pandemonium's [XML class references](https://github.com/pandemoniumengine/pandemonium/tree/master/doc/classes).**
**Note that the pages in `classes/` should not be edited here, they are automatically generated from Pandemonium's [XML class references](https://github.com/Relintai/pandemonium_engine/tree/master/doc/classes).**
See [Contribute to the Class Reference](https://docs.pandemoniumengine.org/en/latest/community/contributing/updating_the_class_reference.html) for details.
### Adding new pages
@ -92,7 +92,7 @@ set SPHINXOPTS=-j2 && make html
The compilation might take some time as the `classes/` folder contains many files to parse.
In case of a `MemoryError` or `EOFError`, you can remove the `classes/` folder and run `make` again. This will drop the class references from the final HTML documentation but will keep the rest intact. Make sure to avoid using `git add .` in this case when working on a pull request, or the whole `classes/` folder will be removed when you make a commit. See [#3157](https://github.com/pandemoniumengine/pandemonium-docs/issues/3157) for more details.
In case of a `MemoryError` or `EOFError`, you can remove the `classes/` folder and run `make` again. This will drop the class references from the final HTML documentation but will keep the rest intact. Make sure to avoid using `git add .` in this case when working on a pull request, or the whole `classes/` folder will be removed when you make a commit. See [#3157](https://github.com/Relintai/pandemonium_engine-docs/issues/3157) for more details.
You can then test the changes live by opening `build/html/index.html` in your favorite browser.
@ -133,7 +133,7 @@ Then do `make html` like above.
## License
At the exception of the `classes/` folder, all the content of this repository is licensed under the Creative Commons Attribution 3.0 Unported license ([CC BY 3.0](https://creativecommons.org/licenses/by/3.0/)) and is to be attributed to "Juan Linietsky, Ariel Manzur and the Pandemonium community".
At the exception of the `classes/` folder, all the content of this repository is licensed under the Creative Commons Attribution 3.0 Unported license ([CC BY 3.0](https://creativecommons.org/licenses/by/3.0/)) and is to be attributed to "Péter Magyar and the Pandemonium community, and Juan Linietsky, Ariel Manzur and the Godot community".
See [LICENSE.txt](/LICENSE.txt) for details.
The files in the `classes/` folder are derived from [Pandemonium's main source repository](https://github.com/pandemoniumengine/pandemonium) and are distributed under the MIT license, with the same authors as above.
The files in the `classes/` folder are derived from [Pandemonium's main source repository](https://github.com/Relintai/pandemonium_engine) and are distributed under the MIT license, with the same authors as above.

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@ -35,18 +35,31 @@ This text reads as follows:
This game uses Pandemonium Engine, available under the following license:
Copyright (c) 2022-present Péter Magyar.
Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
Copyright (c) 2014-2022 Pandemonium Engine contributors.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Note:
Your games do not need to be under the same license. You are free to release
your Pandemonium projects under any license and to create commercial games with
the engine.
@ -99,7 +112,7 @@ Third-party licenses
--------------------
Pandemonium itself contains software written by
`third parties ( https://github.com/pandemoniumengine/pandemonium/blob/master/COPYRIGHT.txt )`.
`third parties ( https://github.com/Relintai/pandemonium_engine/blob/master/COPYRIGHT.txt )`.
Most of it does not require license inclusion, but some do.
Make sure to do it if these are compiled in your Pandemonium export template. If
you're using the official export templates, all libraries are enabled. This

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@ -14,14 +14,14 @@ In short:
All the contents of this accompanying documentation are published under
the permissive Creative Commons Attribution 3.0 (`CC-BY 3.0 ( https://creativecommons.org/licenses/by/3.0/ )`) license, with attribution
to "Juan Linietsky, Ariel Manzur and the Pandemonium Engine community."
to "Péter Magyar and the Pandemonium community, and Juan Linietsky, Ariel Manzur and the Godot community".
Logos and icons are generally under the same Creative Commons license. Note
that some third-party libraries included with Pandemonium's source code may have
different licenses.
For full details, look at the `COPYRIGHT.txt ( https://github.com/pandemoniumengine/pandemonium/blob/master/COPYRIGHT.txt )` as well
as the `LICENSE.txt ( https://github.com/pandemoniumengine/pandemonium/blob/master/LICENSE.txt )` and `LOGO_LICENSE.txt ( https://github.com/pandemoniumengine/pandemonium/blob/master/LOGO_LICENSE.md )` files
For full details, look at the `COPYRIGHT.txt ( https://github.com/Relintai/pandemonium_engine/blob/master/COPYRIGHT.txt )` as well
as the `LICENSE.txt ( https://github.com/Relintai/pandemonium_engine/blob/master/LICENSE.txt )` and `LOGO_LICENSE.txt ( https://github.com/Relintai/pandemonium_engine/blob/master/LOGO_LICENSE.md )` files
in the Pandemonium repository.
Also, see `the license page on the Pandemonium website ( https://pandemoniumengine.org/license )`.
@ -77,7 +77,7 @@ Note that C# support is still relatively new, and as such, you may encounter som
issues along the way. Our friendly and hard-working development community is always
ready to tackle new problems as they arise, but since this is an open-source project,
we recommend that you first do some due diligence yourself. Searching through
discussions on `open issues ( https://github.com/pandemoniumengine/pandemonium/issues )` is a
discussions on `open issues ( https://github.com/Relintai/pandemonium_engine/issues )` is a
great way to start your troubleshooting.
As for new languages, support is possible via third parties using the GDNative /
@ -380,8 +380,8 @@ I would like to contribute! How can I get started?
Awesome! As an open-source project, Pandemonium thrives off of the innovation and
ambition of developers like you.
The first place to get started is in the `issues ( https://github.com/pandemoniumengine/pandemonium/issues )`.
Find an issue that resonates with you, then proceed to the `How to Contribute ( https://github.com/pandemoniumengine/pandemonium/blob/master/CONTRIBUTING.md#contributing-pull-requests )`
The first place to get started is in the `issues ( https://github.com/Relintai/pandemonium_engine/issues )`.
Find an issue that resonates with you, then proceed to the `How to Contribute ( https://github.com/Relintai/pandemonium_engine/blob/master/CONTRIBUTING.md#contributing-pull-requests )`
guide to learn how to fork, modify, and submit a Pull Request (PR) with your changes.
I have a great idea for Pandemonium. How can I share it?
@ -392,8 +392,8 @@ result in massive core changes, some sort of mimicry of what another
game engine does, or alternative workflows that you'd like built into
the editor. These are great, and we are thankful to have such motivated
people want to contribute, but Pandemonium's focus is and always will be the
core functionality as outlined in the `Roadmap ( https://github.com/pandemoniumengine/pandemonium-roadmap/blob/master/ROADMAP.md )`,
`squashing bugs and addressing issues ( https://github.com/pandemoniumengine/pandemonium/issues )`,
core functionality as outlined in the `Roadmap ( https://github.com/Relintai/pandemonium_engine-roadmap/blob/master/ROADMAP.md )`,
`squashing bugs and addressing issues ( https://github.com/Relintai/pandemonium_engine/issues )`,
and conversations between Pandemonium community members.
Most developers in the Pandemonium community will be more interested to learn

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@ -66,13 +66,13 @@ open source `Sphinx ( http://www.sphinx-doc.org )` and `ReadTheDocs
Note:
You can contribute to Pandemonium's documentation by opening issue tickets
or sending patches via pull requests on its GitHub
`source repository ( https://github.com/pandemoniumengine/pandemonium-docs )`, or
`source repository ( https://github.com/Relintai/pandemonium_engine-docs )`, or
translating it into your language on `Hosted Weblate
( https://hosted.weblate.org/projects/pandemonium-engine/pandemonium-docs/ )`.
All the contents are under the permissive Creative Commons Attribution 3.0
(`CC-BY 3.0 ( https://creativecommons.org/licenses/by/3.0/ )`) license, with
attribution to "Juan Linietsky, Ariel Manzur and the Pandemonium Engine community".
attribution to "Péter Magyar and the Pandemonium community, and Juan Linietsky, Ariel Manzur and the Godot community".
Organization of the documentation
---------------------------------
@ -106,6 +106,6 @@ relatively intuitive:
`doc_updating_the_class_reference` for details.
In addition to this documentation you may also want to take a look at the
various `Pandemonium demo projects ( https://github.com/pandemoniumengine/pandemonium-demo-projects )`.
various `Pandemonium demo projects ( https://github.com/Relintai/pandemonium_engine-demo-projects )`.
Have fun reading and making games with Pandemonium Engine!

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@ -433,7 +433,7 @@ Import
- *3D scenes:*
- glTF 2.0 *(recommended)*.
- `ESCN ( https://github.com/pandemoniumengine/pandemonium-blender-exporter )`
- `ESCN ( https://github.com/Relintai/pandemonium_engine-blender-exporter )`
(direct export from Blender).
- FBX (experimental, static meshes only).
- Collada (.dae).
@ -631,7 +631,7 @@ Miscellaneous
- `Command line interface ( doc_command_line_tutorial )` for automation.
- Export and deploy projects using continuous integration platforms.
- `Shell completion scripts ( https://github.com/pandemoniumengine/pandemonium/tree/master/misc/dist/shell )`
- `Shell completion scripts ( https://github.com/Relintai/pandemonium_engine/tree/master/misc/dist/shell )`
are available for Bash, zsh and fish.
- Support for `C++ modules ( doc_custom_modules_in_c++ )` statically linked
@ -652,6 +652,6 @@ Miscellaneous
See also:
The `Pandemonium proposals repository ( https://github.com/pandemoniumengine/pandemonium-proposals )`
The `Pandemonium proposals repository ( https://github.com/Relintai/pandemonium_engine-proposals )`
lists features that have been requested by the community and may be implemented
in future Pandemonium releases.

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@ -14,7 +14,7 @@ See also:
Everything I do in the editor or project manager appears delayed by one frame.
------------------------------------------------------------------------------
This is a `known bug ( https://github.com/pandemoniumengine/pandemonium/issues/23069 )` on
This is a `known bug ( https://github.com/Relintai/pandemonium_engine/issues/23069 )` on
Intel graphics drivers on Windows. Updating to the latest graphics driver
version *provided by Intel* should fix the issue.
@ -25,7 +25,7 @@ outdated.
The grid disappears and meshes turn black when I rotate the 3D camera in the editor.
------------------------------------------------------------------------------------
This is a `known bug ( https://github.com/pandemoniumengine/pandemonium/issues/30330 )` on
This is a `known bug ( https://github.com/Relintai/pandemonium_engine/issues/30330 )` on
Intel graphics drivers on Windows.
The only workaround, for now, is to switch to the GLES2 renderer. You can switch
@ -37,7 +37,7 @@ Optimus, you can use the dedicated graphics card to run Pandemonium.
The editor or project takes a very long time to start.
------------------------------------------------------
This is a `known bug ( https://github.com/pandemoniumengine/pandemonium/issues/20566 )` on
This is a `known bug ( https://github.com/Relintai/pandemonium_engine/issues/20566 )` on
Windows when you have specific USB peripherals connected. In particular,
Corsair's iCUE software seems to cause the bug. Try updating your USB
peripherals' drivers to their latest version. If the bug persists, you need to
@ -47,7 +47,7 @@ connect the peripheral again.
Editor tooltips in the Inspector and Node docks blink when they're displayed.
-----------------------------------------------------------------------------
This is a `known issue ( https://github.com/pandemoniumengine/pandemonium/issues/32990 )`
This is a `known issue ( https://github.com/Relintai/pandemonium_engine/issues/32990 )`
caused by the third-party Stardock Fences application on Windows.
The only known workaround is to disable Stardock Fences while using Pandemonium.
@ -87,7 +87,7 @@ configured to support `multiple resolutions ( doc_multiple_resolutions )`.
The project window doesn't appear centered when I run the project.
------------------------------------------------------------------
This is a `known bug ( https://github.com/pandemoniumengine/pandemonium/issues/13017 )`. To
This is a `known bug ( https://github.com/Relintai/pandemonium_engine/issues/13017 )`. To
resolve this, open **Project > Project Settings** and enable **Display > Window
> Dpi > Allow Hidpi**. On top of that, make sure your project is configured to
support `multiple resolutions ( doc_multiple_resolutions )`.

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@ -5,7 +5,7 @@ Bisecting regressions
Bisecting is a way to find regressions in software. After reporting a bug on the
`Pandemonium repository on GitHub ( https://github.com/pandemoniumengine/pandemonium )`, you may
`Pandemonium repository on GitHub ( https://github.com/Relintai/pandemonium_engine )`, you may
be asked by a contributor to *bisect* the issue. Bisecting makes it possible for
contributors to fix bugs faster, as they can know in advance which commit caused
the regression. Your effort will be widely appreciated :)

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@ -5,7 +5,7 @@ Bug triage guidelines
This page describes the typical workflow of the bug triage team aka
bugsquad when handling issues and pull requests on Pandemonium's
`GitHub repository ( https://github.com/pandemoniumengine/pandemonium )`.
`GitHub repository ( https://github.com/Relintai/pandemonium_engine )`.
It is bound to evolve together with the bugsquad, so do not
hesitate to propose modifications to the following guidelines.
@ -61,13 +61,13 @@ The following labels are currently defined in the Pandemonium repository:
- *Documentation*: issue related to the documentation. Mainly to request
enhancements in the API documentation. Issues related to the ReadTheDocs
documentation should be filed on the
`pandemonium-docs ( https://github.com/pandemoniumengine/pandemonium-docs )` repository.
`pandemonium-docs ( https://github.com/Relintai/pandemonium_engine-docs )` repository.
- *Enhancement*: describes a proposed enhancement to an existing
functionality.
- *Feature proposal*: describes a wish for a new feature to be
implemented. Note that the main Pandemonium repository no longer accepts
feature requests. Please use
`pandemonium-proposals ( https://github.com/pandemoniumengine/pandemonium-proposals )` instead.
`pandemonium-proposals ( https://github.com/Relintai/pandemonium_engine-proposals )` instead.
- *For PR meeting*: the issue needs to be discussed in a pull request meeting.
These meetings are public and are held on the `Pandemonium Contributors Chat ( https://chat.pandemoniumengine.org/ )`.
- *Good first issue*: the issue is *assumed* to be an easy one to fix, which makes
@ -149,7 +149,7 @@ Android and Linux exclusively, select those two platforms).
Documentation labels
~~~~~~~~~~~~~~~~~~~~
In the `documentation repository ( https://github.com/pandemoniumengine/pandemonium-docs )`, we
In the `documentation repository ( https://github.com/Relintai/pandemonium_engine-docs )`, we
use the following labels:
- *Bug*: Incorrect information in an existing page. Not to be used for
@ -177,7 +177,7 @@ use the following labels:
Milestones
~~~~~~~~~~
`Milestones ( https://github.com/pandemoniumengine/pandemonium/milestones )` correspond to
`Milestones ( https://github.com/Relintai/pandemonium_engine/milestones )` correspond to
planned future versions of Pandemonium for which there is an existing roadmap. Issues
that fit in the said roadmap should be filed under the corresponding milestone;
if they don't correspond to any current roadmap, they should be left without

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@ -9,12 +9,12 @@ documentation as a PDF, EPUB, or LaTeX file, for example.
To get started, you need to:
1. Clone the `pandemonium-docs repository ( https://github.com/pandemoniumengine/pandemonium-docs/ )`.
1. Clone the `pandemonium-docs repository ( https://github.com/Relintai/pandemonium_engine-docs/ )`.
2. Install `Sphinx ( https://www.sphinx-doc.org/ )`
3. To build the docs as HTML files, install the `readthedocs.org theme
( https://github.com/snide/sphinx_rtd_theme )`.
4. Install the Sphinx extensions defined in the `pandemonium-docs repository
( https://github.com/pandemoniumengine/pandemonium-docs/ )` `requirements.txt` file.
( https://github.com/Relintai/pandemonium_engine-docs/ )` `requirements.txt` file.
We recommend using `pip ( https://pip.pypa.io )`, Pythons package manager to
install all these tools. It comes pre-installed with `Python
@ -26,7 +26,7 @@ Note:
If both approaches fail, `check that you have pip3 installed ( https://pip.pypa.io/en/stable/installation/ )`.
```
git clone https://github.com/pandemoniumengine/pandemonium-docs.git
git clone https://github.com/Relintai/pandemonium_engine-docs.git
pip3 install -r requirements.txt
```
@ -73,7 +73,7 @@ Note:
If you delete the `classes/` folder, do not use `git add .` when
working on a pull request or the whole `classes/` folder will be
removed when you commit. See `#3157
( https://github.com/pandemoniumengine/pandemonium-docs/issues/3157 )` for more
( https://github.com/Relintai/pandemonium_engine-docs/issues/3157 )` for more
detail.
Alternatively, you can build the documentation by running the sphinx-build

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@ -25,7 +25,7 @@ The reference for each class is contained in an XML file like the one below:
</description>
<tutorials>
<link title="Custom drawing in 2D">https://docs.pandemoniumengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="All 2D Demos">https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/2d</link>
<link title="All 2D Demos">https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/2d</link>
</tutorials>
<methods>
<method name="apply_scale">

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@ -25,7 +25,7 @@ To name a few:
- See further down regarding header includes
The rules used by clang-format are outlined in the
`.clang-format ( https://github.com/pandemoniumengine/pandemonium/blob/master/.clang-format )`
`.clang-format ( https://github.com/Relintai/pandemonium_engine/blob/master/.clang-format )`
file of the Pandemonium repository.
As long as you ensure that your style matches the surrounding code and that you
@ -163,12 +163,13 @@ Example:
/*************************************************************************/
/* my_new_file.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://pandemoniumengine.org */
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Pandemonium Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -208,12 +209,13 @@ Example:
/*************************************************************************/
/* my_new_file.cpp */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://pandemoniumengine.org */
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Pandemonium Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

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@ -17,7 +17,7 @@ Getting started
To modify or create pages in the reference manual, you need to edit `.rst`
files in the `pandemonium-docs GitHub repository
( https://github.com/pandemoniumengine/pandemonium-docs )`. Modifying those pages in a pull
( https://github.com/Relintai/pandemonium_engine-docs )`. Modifying those pages in a pull
request triggers a rebuild of the online documentation upon merging.
See also:
@ -28,7 +28,7 @@ See also:
Warning:
The class reference's source files are in the `Pandemonium engine
repository ( https://github.com/pandemoniumengine/pandemonium )`. We generate
repository ( https://github.com/Relintai/pandemonium_engine )`. We generate
the `Pandemonium API ( toc-class-ref )` section of this documentation
from them. If you want to update the description of a class, its
methods, or properties, read
@ -67,7 +67,7 @@ To edit an existing page, locate its `.rst` source file and open it in your
favorite text editor. You can then commit the changes, push them to your fork,
and make a pull request. **Note that the pages in** `classes/` **should not be
edited here.** They are automatically generated from Pandemoniums `XML class
reference ( https://github.com/pandemoniumengine/pandemonium/tree/master/doc/classes )`.
reference ( https://github.com/Relintai/pandemonium_engine/tree/master/doc/classes )`.
See `doc_updating_the_class_reference` for details.
See also:
@ -108,7 +108,7 @@ Adding new pages
Before adding a new page, please ensure that it fits in the documentation:
1. Look for `existing issues
( https://github.com/pandemoniumengine/pandemonium-docs/issues )` or open a new one to see
( https://github.com/Relintai/pandemonium_engine-docs/issues )` or open a new one to see
if the page is necessary.
2. Ensure there isn't a page that already covers the topic.
3. Read our `doc_content_guidelines`.
@ -185,7 +185,7 @@ License
This documentation and every page it contains is published under the terms of
the `Creative Commons Attribution 3.0 license (CC-BY-3.0)
( https://tldrlegal.com/license/creative-commons-attribution-(cc) )`, with
attribution to "Juan Linietsky, Ariel Manzur and the Pandemonium community".
attribution to "Péter Magyar and the Pandemonium community, and Juan Linietsky, Ariel Manzur and the Godot community.".
By contributing to the documentation on the GitHub repository, you agree that
your changes are distributed under this license.

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@ -6,7 +6,7 @@ Documentation guidelines
This page describes the rules to follow if you want to contribute to Pandemonium
Engine by writing or reviewing documentation, or by translating existing
documentation. Also, have a look at README of the
`pandemonium-docs GitHub repository ( https://github.com/pandemoniumengine/pandemonium-docs )`
`pandemonium-docs GitHub repository ( https://github.com/Relintai/pandemonium_engine-docs )`
and the `docs front page ( https://docs.pandemoniumengine.org )`
on what steps to follow and how to contact the docs team.
@ -14,7 +14,7 @@ How to contribute
-----------------
Creating or modifying documentation pages is mainly done via the
`pandemonium-docs GitHub repository ( https://github.com/pandemoniumengine/pandemonium-docs )`.
`pandemonium-docs GitHub repository ( https://github.com/Relintai/pandemonium_engine-docs )`.
The HTML (or PDF and EPUB) documentation is generated from the .rst files
(reStructuredText markup language) in that repository. Modifying those pages
in a pull request and getting it merged will trigger a rebuild of the online
@ -28,7 +28,7 @@ See also:
Warning:
The class reference's source files are in the `Pandemonium engine repository
( https://github.com/pandemoniumengine/pandemonium )`. We generate the `Pandemonium API
( https://github.com/Relintai/pandemonium_engine )`. We generate the `Pandemonium API
( toc-class-ref )` section of this documentation from them. If you want to update the
description of a class, its methods, or properties, read
`doc_updating_the_class_reference`.
@ -129,14 +129,14 @@ You can help to translate the official Pandemonium documentation on our `Hosted
:height: 66
There also is the official
`Pandemonium i18n repository ( https://github.com/pandemoniumengine/pandemonium-docs-l10n )`
`Pandemonium i18n repository ( https://github.com/Relintai/pandemonium_engine-docs-l10n )`
where you can see when the data was last synchronized.
License
-------
This documentation and every page it contains is published under the terms of
the `Creative Commons Attribution 3.0 license (CC-BY-3.0) ( https://tldrlegal.com/license/creative-commons-attribution-(cc) )`, with attribution to "Juan Linietsky, Ariel Manzur and the Pandemonium community".
the `Creative Commons Attribution 3.0 license (CC-BY-3.0) ( https://tldrlegal.com/license/creative-commons-attribution-(cc) )`, with attribution to "Péter Magyar and the Pandemonium community, and Juan Linietsky, Ariel Manzur and the Godot community".
By contributing to the documentation on the GitHub repository, you agree that
your changes are distributed under this license.

View File

@ -370,11 +370,11 @@ can use the downloaded PO file and `compile Pandemonium from source ( toc-devel-
Rename the editor translation PO file to `( lang>.po` (e.g. `eo.po` for
Esperanto) and place it in the `editor/translations/` folder
(`GitHub ( https://github.com/pandemoniumengine/pandemonium/tree/master/editor/translations )`).
(`GitHub ( https://github.com/Relintai/pandemonium_engine/tree/master/editor/translations )`).
You can also test class reference changes the same way by renaming the PO file
similarly and placing it in the `doc/translations/` folder
(`GitHub ( https://github.com/pandemoniumengine/pandemonium/tree/master/doc/translations )`).
(`GitHub ( https://github.com/Relintai/pandemonium_engine/tree/master/doc/translations )`).
Localizing documentation images
-------------------------------
@ -384,7 +384,7 @@ Pandemonium editor, custom-made graphs, of any other kind of visual content. Som
it includes text and might thus be relevant to localize in your language.
This part is not handled via Weblate, but directly on the `pandemonium-docs-l10n
( https://github.com/pandemoniumengine/pandemonium-docs-l10n )` Git repository where the
( https://github.com/Relintai/pandemonium_engine-docs-l10n )` Git repository where the
documentation translations are synced from Weblate.
Note:
@ -419,7 +419,7 @@ added before the extension, e.g. `project_manager_first_open.png)` would become
Finally, on pandemonium-docs-l10n_, recreate the same folder structure as for the
original image in the `images` subfolder
(`GitHub ( https://github.com/pandemoniumengine/pandemonium-docs-l10n/tree/master/images )`),
(`GitHub ( https://github.com/Relintai/pandemonium_engine-docs-l10n/tree/master/images )`),
and place your translated image there. In our example, the end result should be
`images/getting_started/step_by_step/img/project_manager_first_open.fr.png)`.

View File

@ -9,7 +9,7 @@ can contribute to the project:
reference manual or the code reference.
- Translating the editor or documentation from English to other languages.
- Reporting issues or `writing detailed proposals
( https://github.com/pandemoniumengine/pandemonium-proposals/ )`.
( https://github.com/Relintai/pandemonium_engine-proposals/ )`.
Getting started
---------------
@ -82,7 +82,7 @@ Class reference guides
The pages below focus on the class reference.
As the reference is included in the Pandemonium editor, its source files are part of
the `pandemonium repository ( https://github.com/pandemoniumengine/pandemonium )`. We use XML files
the `pandemonium repository ( https://github.com/Relintai/pandemonium_engine )`. We use XML files
to write it, so the process to contribute to the class reference differs from
writing the online manual.

View File

@ -25,13 +25,13 @@ organization of Pandemonium's Git repository.
Git source repository
---------------------
The `repository on GitHub ( https://github.com/pandemoniumengine/pandemonium )` is a
The `repository on GitHub ( https://github.com/Relintai/pandemonium_engine )` is a
`Git ( https://git-scm.com )` code repository together with an embedded
issue tracker and PR system.
Note:
If you are contributing to the documentation, its repository can
be found `here ( https://github.com/pandemoniumengine/pandemonium-docs )`.
be found `here ( https://github.com/Relintai/pandemonium_engine-docs )`.
The Git version control system is the tool used to keep track of successive
edits to the source code - to contribute efficiently to Pandemonium, learning the
@ -72,7 +72,7 @@ The branches on the Git repository are organized as follows:
Forking and cloning
-------------------
The first step is to *fork* the `pandemoniumengine/pandemonium ( https://github.com/pandemoniumengine/pandemonium )`
The first step is to *fork* the `pandemoniumengine/pandemonium ( https://github.com/Relintai/pandemonium_engine )`
repository on GitHub. To do so, you will need to have a GitHub account and to
be logged in. In the top right corner of the repository's GitHub page, you
should see the "Fork" button as shown below:
@ -114,7 +114,7 @@ working directory. Move into it using the `cd` command:
We will start by setting up a reference to the original repository that we forked:
```
$ git remote add upstream https://github.com/pandemoniumengine/pandemonium
$ git remote add upstream https://github.com/Relintai/pandemonium_engine
$ git fetch upstream
```

View File

@ -7,7 +7,7 @@ Many people are developing new features or fixing bugs on GitHub.
To help with engine development, you may be asked to test those pull requests
with a Pandemonium build that includes code from the pull request in question.
Thanks to GitHub Actions, all `pull requests ( https://github.com/pandemoniumengine/pandemonium/pulls )`
Thanks to GitHub Actions, all `pull requests ( https://github.com/Relintai/pandemonium_engine/pulls )`
have continuous builds available. These builds let you try out pull requests
without having to compile anything from source.

View File

@ -13,7 +13,7 @@ the entire reference on their own. Pandemonium needs you, and all of us, to
contribute.
**Important:** If you plan to make large changes, you should create an issue on
the `pandemonium-docs repository ( https://github.com/pandemoniumengine/pandemonium-docs/ )`
the `pandemonium-docs repository ( https://github.com/Relintai/pandemonium_engine-docs/ )`
or comment on an existing issue. Doing so lets others know you're already
taking care of a given class.
@ -39,7 +39,7 @@ See also:
You can find the source files for the class reference in Pandemonium's GitHub
repository: `doc/classes/
( https://github.com/pandemoniumengine/pandemonium/tree/master/doc/classes )`.
( https://github.com/Relintai/pandemonium_engine/tree/master/doc/classes )`.
Note:
For some modules in the engine's source code, you'll find the XML
@ -49,7 +49,7 @@ Warning:
Always edit the API reference through these source XML files. Do
not edit the generated `.rst` files `in the online documentation
( toc-class-ref )`, hosted in the `pandemonium-docs
( https://github.com/pandemoniumengine/pandemonium-docs )` repository.
( https://github.com/Relintai/pandemonium_engine-docs )` repository.
Warning:

View File

@ -59,7 +59,7 @@ Pandemonium's `MIT ( https://tldrlegal.com/license/mit-license )` license grants
making it `free and open source software ( https://en.wikipedia.org/wiki/Free_and_open-source_software )`.
As such, everyone is entitled to modify
`Pandemonium's source code ( https://github.com/pandemoniumengine/pandemonium )`, and send those
`Pandemonium's source code ( https://github.com/Relintai/pandemonium_engine )`, and send those
modifications back to the upstream project in the form of a patch (a text file
describing the changes in a ready-to-apply manner) or - in the modern workflow
that we use - via a so-called "pull request" (PR), i.e. a proposal to directly
@ -85,7 +85,7 @@ enforce some rules for code contributions, for example regarding the style to
use in the C++ code (indentation, brackets, etc.) or the Git and PR workflow.
A good place to start is by searching for issues tagged as
`good first issue ( https://github.com/pandemoniumengine/pandemonium/issues?q=is%3Aissue+is%3Aopen+label%3A%22good+first+issue%22 )`
`good first issue ( https://github.com/Relintai/pandemonium_engine/issues?q=is%3Aissue+is%3Aopen+label%3A%22good+first+issue%22 )`
on GitHub.
See also:
@ -105,7 +105,7 @@ way more contributions than people validating them.
To make sure that your time and efforts aren't wasted, it is recommended to vet the idea
first before implementing it and putting it for a review as a PR. To that end, Pandemonium
has a `proposal system ( https://github.com/pandemoniumengine/pandemonium-proposals )`. Its
has a `proposal system ( https://github.com/Relintai/pandemonium_engine-proposals )`. Its
usage is encouraged to plan changes and discuss them with the community. Implementation
details can also be discussed with other contributors on the `Pandemonium Contributors Chat ( https://chat.pandemoniumengine.org/ )`.
@ -145,7 +145,7 @@ the developers.
Filing an issue on GitHub
~~~~~~~~~~~~~~~~~~~~~~~~~
Pandemonium uses `GitHub's issue tracker ( https://github.com/pandemoniumengine/pandemonium/issues )`
Pandemonium uses `GitHub's issue tracker ( https://github.com/Relintai/pandemonium_engine/issues )`
for bug reports and enhancement suggestions. You will need a GitHub account to
be able to open a new issue there, and click on the **New issue** button.
@ -208,7 +208,7 @@ There are two separate resources referred to as "documentation" in Pandemonium:
This is the part you are reading now, which is distributed in the HTML format.
Its contents are generated from plain text files in the reStructured Text
(rst) format, to which you can contribute via pull requests on the
`pandemonium-docs ( https://github.com/pandemoniumengine/pandemonium-docs )` GitHub repository.
`pandemonium-docs ( https://github.com/Relintai/pandemonium_engine-docs )` GitHub repository.
See `doc_contributing_to_the_documentation` for more details.
Contributing translations

View File

@ -5,7 +5,7 @@ Tutorials and resources
This is a list of third-party tutorials and resources created by the Pandemonium community. For resources, remember that there is the official `Pandemonium Asset Library ( https://pandemoniumengine.org/asset-library/asset )` full of official and community resources too! Also, have a look at this `huge list over at Reddit ( https://www.reddit.com/r/pandemonium/comments/an0iq5/pandemonium_tutorials_list_of_video_and_written/ )`.
Think there is something missing here? Feel free to submit a `Pull Request ( https://github.com/pandemoniumengine/pandemonium-docs/blob/master/community/tutorials.rst )` as always.
Think there is something missing here? Feel free to submit a `Pull Request ( https://github.com/Relintai/pandemonium_engine-docs/blob/master/community/tutorials.rst )` as always.
Where to start
--------------

View File

@ -247,7 +247,7 @@ differ based on your system):
### Troubleshooting
Cross-compiling from some Ubuntu versions may lead to
`this bug ( https://github.com/pandemoniumengine/pandemonium/issues/9258 )`,
`this bug ( https://github.com/Relintai/pandemonium_engine/issues/9258 )`,
due to a default configuration lacking support for POSIX threading.
You can change that configuration following those instructions,

View File

@ -6,7 +6,7 @@
Before `getting into the SCons build system ( doc_introduction_to_the_buildsystem )`
and compiling Pandemonium, you need to actually download the Pandemonium source code.
The source code is available on `GitHub ( https://github.com/pandemoniumengine/pandemonium )`
The source code is available on `GitHub ( https://github.com/Relintai/pandemonium_engine )`
and while you can manually download it via the website, in general you want to
do it via the `git` version control system.
@ -25,12 +25,12 @@ If you are using the `git` command line client, this is done by entering
the following in a terminal:
```
git clone https://github.com/pandemoniumengine/pandemonium.git
git clone https://github.com/Relintai/pandemonium_engine.git
# You can add the --depth 1 argument to omit the commit history.
# Faster, but not all Git operations (like blame) will work.
```
For any stable release, visit the `release page ( https://github.com/pandemoniumengine/pandemonium/releases )`
For any stable release, visit the `release page ( https://github.com/Relintai/pandemonium_engine/releases )`
and click on the link for the release you want.
You can then download and extract the source from the download link on the page.
@ -39,10 +39,10 @@ after the `--branch` (or just `-b`) argument:
```
# Clone the continuously maintained stable branch (`3.x` as of writing).
git clone https://github.com/pandemoniumengine/pandemonium.git -b 3.x
git clone https://github.com/Relintai/pandemonium_engine.git -b 3.x
# Clone the `3.2.3-stable` tag. This is a fixed revision that will never change.
git clone https://github.com/pandemoniumengine/pandemonium.git -b 3.2.3-stable
git clone https://github.com/Relintai/pandemonium_engine.git -b 3.2.3-stable
```
There are also generally branches besides `master` for each major version.

View File

@ -332,7 +332,7 @@ directory to avoid conflicts. For instance, if you are building export templates
for Pandemonium 3.1.1, `version.txt` should contain `3.1.1.stable` on the first
line (and nothing else). This version identifier is based on the `major`,
`minor`, `patch` (if present) and `status` lines of the
`version.py file in the Pandemonium Git repository ( https://github.com/pandemoniumengine/pandemonium/blob/master/version.py )`.
`version.py file in the Pandemonium Git repository ( https://github.com/Relintai/pandemonium_engine/blob/master/version.py )`.
If you are developing for multiple platforms, macOS is definitely the most
convenient host platform for cross-compilation, since you can cross-compile for

View File

@ -241,10 +241,10 @@ Note:
See also:
See `core/error_macros.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/error_macros.h )`
See `core/error_macros.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/error_macros.h )`
in Pandemonium's codebase for more information about each error macro.
Some functions return an error code (materialized by a return type of
`Error`). This value can be returned directly from an error macro.
See the list of available error codes in
`core/error_list.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/error_list.h )`.
`core/error_list.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/error_list.h )`.

View File

@ -1,7 +1,7 @@
Configuring an IDE
==================
We assume that you have already `cloned ( https://github.com/pandemoniumengine/pandemonium )`
We assume that you have already `cloned ( https://github.com/Relintai/pandemonium_engine )`
and `compiled <toc-devel-compiling )` Pandemonium.
You can easily develop Pandemonium with any text editor and by invoking `scons`

View File

@ -34,7 +34,7 @@ directly to wchar_t.
References:
~~~~~~~~~~~
- `core/typedefs.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/typedefs.h )`
- `core/typedefs.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/typedefs.h )`
Memory model
------------
@ -131,8 +131,8 @@ large amount of accesses.
References:
~~~~~~~~~~~
- `core/os/memory.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/os/memory.h )`
- `core/pool_vector.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/pool_vector.cpp )`
- `core/os/memory.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/os/memory.h )`
- `core/pool_vector.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/pool_vector.cpp )`
Containers
----------
@ -165,10 +165,10 @@ The Vector<> class also has a few nice features:
References:
~~~~~~~~~~~
- `core/vector.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/vector.h )`
- `core/list.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/list.h )`
- `core/set.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/set.h )`
- `core/map.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/map.h )`
- `core/vector.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/vector.h )`
- `core/list.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/list.h )`
- `core/set.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/set.h )`
- `core/map.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/map.h )`
String
------
@ -181,7 +181,7 @@ conversion and visualization.
References:
~~~~~~~~~~~
- `core/ustring.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/ustring.h )`
- `core/ustring.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/ustring.h )`
StringName
----------
@ -197,7 +197,7 @@ is fast.
References:
~~~~~~~~~~~
- `core/string_name.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/string_name.h )`
- `core/string_name.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/string_name.h )`
Math types
----------
@ -208,7 +208,7 @@ directory.
References:
~~~~~~~~~~~
- `core/math ( https://github.com/pandemoniumengine/pandemonium/tree/3.x/core/math )`
- `core/math ( https://github.com/Relintai/pandemonium_engine/tree/3.x/core/math )`
NodePath
--------
@ -219,7 +219,7 @@ referencing them fast.
References:
~~~~~~~~~~~
- `core/node_path.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/node_path.h )`
- `core/node_path.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/node_path.h )`
RID
---
@ -232,4 +232,4 @@ referenced data.
References:
~~~~~~~~~~~
- `core/rid.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/rid.h )`
- `core/rid.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/rid.h )`

View File

@ -22,8 +22,8 @@ This guide assumes the reader knows how to create C++ modules. If not, refer to
References:
~~~~~~~~~~~
- `servers/audio/audio_stream.h ( https://github.com/pandemoniumengine/pandemonium/blob/master/servers/audio/audio_stream.h )`
- `scene/audio/audioplayer.cpp ( https://github.com/pandemoniumengine/pandemonium/blob/master/scene/audio/audio_player.cpp )`
- `servers/audio/audio_stream.h ( https://github.com/Relintai/pandemonium_engine/blob/master/servers/audio/audio_stream.h )`
- `scene/audio/audioplayer.cpp ( https://github.com/Relintai/pandemonium_engine/blob/master/scene/audio/audio_player.cpp )`
What for?
---------
@ -116,7 +116,7 @@ Therefore, playback state must be self-contained in AudioStreamPlayback.
References:
~~~~~~~~~~~
- `servers/audio/audio_stream.h ( https://github.com/pandemoniumengine/pandemonium/blob/master/servers/audio/audio_stream.h )`
- `servers/audio/audio_stream.h ( https://github.com/Relintai/pandemonium_engine/blob/master/servers/audio/audio_stream.h )`
Create an AudioStreamPlayback
@ -345,6 +345,6 @@ query AudioFrames and `get_stream_sampling_rate` to query current mix rate.
References:
~~~~~~~~~~~
- `core/math/audio_frame.h ( https://github.com/pandemoniumengine/pandemonium/blob/master/core/math/audio_frame.h )`
- `servers/audio/audio_stream.h ( https://github.com/pandemoniumengine/pandemonium/blob/master/servers/audio/audio_stream.h )`
- `scene/audio/audioplayer.cpp ( https://github.com/pandemoniumengine/pandemonium/blob/master/scene/audio/audio_player.cpp )`
- `core/math/audio_frame.h ( https://github.com/Relintai/pandemonium_engine/blob/master/core/math/audio_frame.h )`
- `servers/audio/audio_stream.h ( https://github.com/Relintai/pandemonium_engine/blob/master/servers/audio/audio_stream.h )`
- `scene/audio/audioplayer.cpp ( https://github.com/Relintai/pandemonium_engine/blob/master/scene/audio/audio_player.cpp )`

View File

@ -75,7 +75,7 @@ an initialization state and a cleanup procedure.
private:
uint64_t counter;
RID_Owner<InfiniteBus> bus_owner;
// https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/rid.h#L196
// https://github.com/Relintai/pandemonium_engine/blob/3.x/core/rid.h#L196
Set<RID> buses;
void _emit_occupy_room(uint64_t room, RID rid);
@ -203,7 +203,7 @@ an initialization state and a cleanup procedure.
return ret;
}
// https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/rid.h#L187
// https://github.com/Relintai/pandemonium_engine/blob/3.x/core/rid.h#L187
bool HilbertHotel::delete_bus(RID id) {
if (bus_owner.owns(id)) {
lock();
@ -316,7 +316,7 @@ References
~~~~~~~~~~~
- `RID( rid )`
- `core/rid.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/rid.h )`
- `core/rid.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/rid.h )`
Registering the class in GDScript
---------------------------------
@ -373,7 +373,7 @@ is used to register the dummy class in GDScript.
void unregister_hilbert_hotel_types();
```
- `servers/register_server_types.cpp ( https://github.com/pandemoniumengine/pandemonium/blob/master/servers/register_server_types.cpp )`
- `servers/register_server_types.cpp ( https://github.com/Relintai/pandemonium_engine/blob/master/servers/register_server_types.cpp )`
Bind methods
~~~~~~~~~~~~
@ -474,7 +474,7 @@ to execute the desired behavior. The queue will be flushed whenever either
References:
~~~~~~~~~~~
- `core/message_queue.cpp ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/message_queue.cpp )`
- `core/message_queue.cpp ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/message_queue.cpp )`
Summing it up
-------------

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@ -18,7 +18,7 @@ References
~~~~~~~~~~
- `ResourceLoader( resourceloader )`
- `core/io/resource_loader.cpp ( https://github.com/pandemoniumengine/pandemonium/blob/master/core/io/resource_loader.cpp )`
- `core/io/resource_loader.cpp ( https://github.com/Relintai/pandemonium_engine/blob/master/core/io/resource_loader.cpp )`
What for?
---------
@ -38,7 +38,7 @@ ImageFormatLoader should be used to load images.
References
~~~~~~~~~~
- `core/io/image_loader.h ( https://github.com/pandemoniumengine/pandemonium/blob/master/core/io/image_loader.h )`
- `core/io/image_loader.h ( https://github.com/Relintai/pandemonium_engine/blob/master/core/io/image_loader.h )`
Creating a ResourceFormatLoader
@ -303,7 +303,7 @@ References
- `istream ( http://www.cplusplus.com/reference/istream/istream/ )`
- `streambuf ( http://www.cplusplus.com/reference/streambuf/streambuf/?kw=streambuf )`
- `core/io/fileaccess.h ( https://github.com/pandemoniumengine/pandemonium/blob/master/core/os/file_access.h )`
- `core/io/fileaccess.h ( https://github.com/Relintai/pandemonium_engine/blob/master/core/os/file_access.h )`
Registering the new file format
-------------------------------
@ -354,7 +354,7 @@ when `load` is called.
References
~~~~~~~~~~
- `core/io/resource_loader.cpp ( https://github.com/pandemoniumengine/pandemonium/blob/master/core/io/resource_loader.cpp )`
- `core/io/resource_loader.cpp ( https://github.com/Relintai/pandemonium_engine/blob/master/core/io/resource_loader.cpp )`
Loading it on GDScript
----------------------

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@ -36,7 +36,7 @@ This makes Objects gain a lot of functionality, like for example
References:
~~~~~~~~~~~
- `core/object.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/object.h )`
- `core/object.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/object.h )`
Registering an Object
---------------------
@ -94,7 +94,7 @@ string passing the name can be passed for brevity.
References:
~~~~~~~~~~~
- `core/class_db.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/class_db.h )`
- `core/class_db.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/class_db.h )`
Constants
---------
@ -266,7 +266,7 @@ templates point to it.
References:
~~~~~~~~~~~
- `core/reference.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/reference.h )`
- `core/reference.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/reference.h )`
Resources:
----------
@ -282,7 +282,7 @@ Resources without a path are fine too.
References:
~~~~~~~~~~~
- `core/resource.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/resource.h )`
- `core/resource.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/resource.h )`
Resource loading
----------------
@ -303,7 +303,7 @@ the same time.
References:
~~~~~~~~~~~
- `core/io/resource_loader.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/io/resource_loader.h )`
- `core/io/resource_loader.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/io/resource_loader.h )`
Resource saving
---------------
@ -322,4 +322,4 @@ be bundled with the saved resource and assigned sub-IDs, like
References:
~~~~~~~~~~~
- `core/io/resource_saver.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/io/resource_saver.h )`
- `core/io/resource_saver.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/io/resource_saver.h )`

View File

@ -37,7 +37,7 @@ of C++ with little effort. Become a friend of Variant today.
References:
~~~~~~~~~~~
- `core/variant.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/variant.h )`
- `core/variant.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/variant.h )`
Containers: Dictionary and Array
--------------------------------
@ -56,5 +56,5 @@ Copy-on-write (COW) mode support for containers was dropped with Pandemonium 3.0
References:
~~~~~~~~~~~
- `core/dictionary.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/dictionary.h )`
- `core/array.h ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/core/array.h )`
- `core/dictionary.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/dictionary.h )`
- `core/array.h ( https://github.com/Relintai/pandemonium_engine/blob/3.x/core/array.h )`

View File

@ -17,7 +17,7 @@ For instance, you can use the open source `Inkscape ( https://inkscape.org/ )` e
Clone the `pandemonium` repository containing all the editor icons:
```
git clone https://github.com/pandemoniumengine/pandemonium.git
git clone https://github.com/Relintai/pandemonium_engine.git
```
The icons must be created in a vector graphics editor in SVG format. There are
@ -38,7 +38,7 @@ Color conversion for light editor themes
If the user has configured their editor to use a light theme, Pandemonium will
convert the icon's colors based on a
`set of predefined color mappings ( https://github.com/pandemoniumengine/pandemonium/blob/b9f2e57d6240346f1833fd0390de195c956299e7/editor/editor_themes.cpp#L122-L184 )`.
`set of predefined color mappings ( https://github.com/Relintai/pandemonium_engine/blob/b9f2e57d6240346f1833fd0390de195c956299e7/editor/editor_themes.cpp#L122-L184 )`.
This is to ensure the icon always displays with a sufficient contrast rate.
Try to restrict your icon's color palette to colors found in the list above.
Otherwise, your icon may become difficult to read on a light background.
@ -102,4 +102,4 @@ If icons don't appear in the editor, make sure that:
References
~~~~~~~~~~
- `editor/icons ( https://github.com/pandemoniumengine/pandemonium/tree/master/editor/icons )`
- `editor/icons ( https://github.com/Relintai/pandemonium_engine/tree/master/editor/icons )`

View File

@ -34,26 +34,26 @@ Directory structure
-------------------
The editor's code is fully self-contained in the
`editor/ ( https://github.com/pandemoniumengine/pandemonium/tree/master/editor )` folder
`editor/ ( https://github.com/Relintai/pandemonium_engine/tree/master/editor )` folder
of the Pandemonium source repository.
Some editor functionality is also implemented via
`modules ( doc_custom_modules_in_c++ )`. Some of these are only enabled in
editor builds to decrease the binary size of export templates. See the
`modules/ ( https://github.com/pandemoniumengine/pandemonium/tree/master/modules )` folder
`modules/ ( https://github.com/Relintai/pandemonium_engine/tree/master/modules )` folder
in the Pandemonium source repository.
Some important files in the editor are:
- `editor/editor_node.cpp ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/editor/editor_node.cpp )`:
- `editor/editor_node.cpp ( https://github.com/Relintai/pandemonium_engine/blob/3.x/editor/editor_node.cpp )`:
Main editor initialization file. Effectively the "main scene" of the editor.
- `editor/project_manager.cpp ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/editor/project_manager.cpp )`:
- `editor/project_manager.cpp ( https://github.com/Relintai/pandemonium_engine/blob/3.x/editor/project_manager.cpp )`:
Main project manager initialization file. Effectively the "main scene" of the project manager.
- `editor/plugins/canvas_item_editor_plugin.cpp ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/editor/plugins/canvas_item_editor_plugin.cpp )`:
- `editor/plugins/canvas_item_editor_plugin.cpp ( https://github.com/Relintai/pandemonium_engine/blob/3.x/editor/plugins/canvas_item_editor_plugin.cpp )`:
The 2D editor viewport and related functionality (toolbar at the top, editing modes, overlaid helpers/panels, …).
- `editor/plugins/spatial_editor_plugin.cpp ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/editor/plugins/spatial_editor_plugin.cpp )`:
- `editor/plugins/spatial_editor_plugin.cpp ( https://github.com/Relintai/pandemonium_engine/blob/3.x/editor/plugins/spatial_editor_plugin.cpp )`:
The 3D editor viewport and related functionality (toolbar at the top, editing modes, overlaid panels, …).
- `editor/spatial_editor_gizmos.cpp ( https://github.com/pandemoniumengine/pandemonium/blob/3.x/editor/spatial_editor_gizmos.cpp )`:
- `editor/spatial_editor_gizmos.cpp ( https://github.com/Relintai/pandemonium_engine/blob/3.x/editor/spatial_editor_gizmos.cpp )`:
Where the 3D editor gizmos are defined and drawn.
This file doesn't have a 2D counterpart as 2D gizmos are drawn by the nodes themselves.
@ -78,7 +78,7 @@ from `servers/` and `core/`, it cannot depend on includes from `editor/`.
Currently, there are some dependencies to `editor/` includes in `scene/`
files, but
`they are in the process of being removed ( https://github.com/pandemoniumengine/pandemonium/issues/29730 )`.
`they are in the process of being removed ( https://github.com/Relintai/pandemonium_engine/issues/29730 )`.
Development tips
----------------

View File

@ -16,7 +16,7 @@ This reduces the data size and speeds up loading, as binary formats are faster
to load compared to text-based formats.
For those looking for a complete description, the parsing is handled in the file
`resource_format_text.cpp ( https://github.com/pandemoniumengine/pandemonium/blob/master/scene/resources/resource_format_text.cpp )`
`resource_format_text.cpp ( https://github.com/Relintai/pandemonium_engine/blob/master/scene/resources/resource_format_text.cpp )`
in the `ResourceFormatLoaderText` class.
File structure

View File

@ -54,7 +54,7 @@ Note:
by letting us know!
Submit an issue or pull request on the `GitHub repository
( https://github.com/pandemoniumengine/pandemonium-docs/issues )`,
( https://github.com/Relintai/pandemonium_engine-docs/issues )`,
help us `translate the documentation
( https://hosted.weblate.org/engage/pandemonium-engine/ )` into your
language, or talk to us on the

View File

@ -16,7 +16,7 @@ This module is developed with the 3.x branch of pandemonium, usually at the newe
3.3 - Will more likely work, might need smaller changes by now. (TODO check.)\
3.4 - Should work without any issues. (TODO check.)\
3.x - Works.\
4.0 - Have been fixing support from time to time. Currently it won't build on the latest master, and it will take considerable amount of work to get it to work again after the virtual method binding rework. It will be done eventually, but it will take time. [Here](https://github.com/pandemoniumengine/pandemonium/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)'s the last know-to-work commit.
4.0 - Have been fixing support from time to time. Currently it won't build on the latest master, and it will take considerable amount of work to get it to work again after the virtual method binding rework. It will be done eventually, but it will take time. [Here](https://github.com/Relintai/pandemonium_engine/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)'s the last know-to-work commit.
## Project setup tl;dr
@ -573,10 +573,10 @@ First make sure that you can compile pandemonium. See the official docs: https:/
1. Clone the engine if you haven't already:
If you want Pandemonium 3.x:
```git clone -b 3.x https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone -b 3.x https://github.com/Relintai/pandemonium_engine.git pandemonium```
If you want Pandemonium 4.0:
```git clone https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone https://github.com/Relintai/pandemonium_engine.git pandemonium```
2. go into the modules folder inside the engine's directory"

View File

@ -45,12 +45,12 @@ Since MeshDataResource can hold collider information, these importers can create
1. Get the source code for the engine.
If you want Pandemonium 3.2:
```git clone -b 3.2 https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone -b 3.2 https://github.com/Relintai/pandemonium_engine.git pandemonium```
If you want Pandemonium 4.0:
```git clone https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone https://github.com/Relintai/pandemonium_engine.git pandemonium```
[last tested commit for 4.0](https://github.com/pandemoniumengine/pandemonium/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)
[last tested commit for 4.0](https://github.com/Relintai/pandemonium_engine/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)
2. Go into Pandemonium's modules directory.

View File

@ -2,7 +2,7 @@
This is a c++ engine module for the Pandemonium engine, containing my mesh merging utilities.
It supports both pandemonium 3.2 and 4.0 (master [last tested commit](https://github.com/pandemoniumengine/pandemonium/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
It supports both pandemonium 3.2 and 4.0 (master [last tested commit](https://github.com/Relintai/pandemonium_engine/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
check whether it works from time to time.
# Pre-built binaries
@ -37,10 +37,10 @@ I might just return to using the original FQMS. As if meshes are merged together
1. Get the source code for the engine.
If you want Pandemonium 3.2:
```git clone -b 3.2 https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone -b 3.2 https://github.com/Relintai/pandemonium_engine.git pandemonium```
If you want Pandemonium 4.0:
```git clone https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone https://github.com/Relintai/pandemonium_engine.git pandemonium```
2. Go into Pandemonium's modules directory.

View File

@ -4,7 +4,7 @@ This is a c++ engine module for the Pandemonium Engine.
It gives you props, and editor utilities to convert scenes to props.
It supports both pandemonium 3.2 and 4.0 (master [last tested commit](https://github.com/pandemoniumengine/pandemonium/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
It supports both pandemonium 3.2 and 4.0 (master [last tested commit](https://github.com/Relintai/pandemonium_engine/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
check whether it works from time to time.
# Pre-built binaries
@ -72,10 +72,10 @@ or look into Project->Tools.
1. Get the source code for the engine.
If you want Pandemonium 3.2:
```git clone -b 3.2 https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone -b 3.2 https://github.com/Relintai/pandemonium_engine.git pandemonium```
If you want Pandemonium 4.0:
```git clone https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone https://github.com/Relintai/pandemonium_engine.git pandemonium```
2. Go into Pandemonium's modules directory.

View File

@ -4,7 +4,7 @@ This is a c++ engine module for the Pandemonium Engine.
It gives you props, and editor utilities to convert scenes to props.
It supports both pandemonium 3.2 and 4.0 (master [last tested commit](https://github.com/pandemoniumengine/pandemonium/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
It supports both pandemonium 3.2 and 4.0 (master [last tested commit](https://github.com/Relintai/pandemonium_engine/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
check whether it works from time to time.
# Pre-built binaries
@ -72,10 +72,10 @@ or look into Project->Tools.
1. Get the source code for the engine.
If you want Pandemonium 3.2:
```git clone -b 3.2 https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone -b 3.2 https://github.com/Relintai/pandemonium_engine.git pandemonium```
If you want Pandemonium 4.0:
```git clone https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone https://github.com/Relintai/pandemonium_engine.git pandemonium```
2. Go into Pandemonium's modules directory.

View File

@ -8,7 +8,7 @@ The tilemap classes will be prefixed with R, so it compiles cleanly with the bui
1. Get the source code for the engine.
```git clone -b 3.x https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone -b 3.x https://github.com/Relintai/pandemonium_engine.git pandemonium```
2. Go into Pandemonium's modules directory.

View File

@ -2,7 +2,7 @@
This is a c++ engine module for the Pandemonium engine that contains a modularized version of TokageItLab's pr's 3.2 version from the pandemonium engine repository, until it gets merged.
The original pr is here: https://github.com/pandemoniumengine/pandemonium/pull/45699
The original pr is here: https://github.com/Relintai/pandemonium_engine/pull/45699
Tht 3.x version (linked in the pr itself) is here (This is the base for this module): https://github.com/TokageItLab/pandemonium/tree/pose-edit-mode
I'm developing this for pandemonium 3.x, it will probably work on earlier versions though. 4.0 is not supported.
@ -11,7 +11,7 @@ I'm developing this for pandemonium 3.x, it will probably work on earlier versio
1. Get the source code for the engine.
```git clone -b 3.x https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone -b 3.x https://github.com/Relintai/pandemonium_engine.git pandemonium```
2. Go into Pandemonium's modules directory.

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@ -187,10 +187,10 @@ First make sure that you can compile pandemonium. See the official docs: https:/
1. Clone the engine if you haven't already:
If you want Pandemonium 3.x:
```git clone -b 3.x https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone -b 3.x https://github.com/Relintai/pandemonium_engine.git pandemonium```
If you want Pandemonium 4.0:
```git clone https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone https://github.com/Relintai/pandemonium_engine.git pandemonium```
2. go into the modules folder inside the engine's directory:

View File

@ -189,10 +189,10 @@ First make sure that you can compile pandemonium. See the official docs: https:/
1. Clone the engine if you haven't already:
If you want Pandemonium 3.x:
```git clone -b 3.x https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone -b 3.x https://github.com/Relintai/pandemonium_engine.git pandemonium```
If you want Pandemonium 4.0:
```git clone https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone https://github.com/Relintai/pandemonium_engine.git pandemonium```
2. go into the modules folder inside the engine's directory:

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@ -8,7 +8,7 @@ It uses the legacy version of [rectpack2D](https://github.com/TeamHypersomnia/re
It should work on all platforms.
It supports both pandemonium 3.2 and 4.0 (master [last tested commit](https://github.com/pandemoniumengine/pandemonium/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
It supports both pandemonium 3.2 and 4.0 (master [last tested commit](https://github.com/Relintai/pandemonium_engine/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
check whether it works from time to time.
# Pre-built binaries
@ -21,10 +21,10 @@ repo, should you want to. It contains all my modules.
1. Get the source code for the engine.
If you want Pandemonium 3.2:
```git clone -b 3.2 https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone -b 3.2 https://github.com/Relintai/pandemonium_engine.git pandemonium```
If you want Pandemonium 4.0:
```git clone https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone https://github.com/Relintai/pandemonium_engine.git pandemonium```
2. Go into Pandemonium's modules directory.

View File

@ -120,12 +120,12 @@ It's api is still a bit messy, it will be cleaned up (hopefully very soon).
1. Get the source code for the engine.
If you want Pandemonium 3.2:
```git clone -b 3.2 https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone -b 3.2 https://github.com/Relintai/pandemonium_engine.git pandemonium```
If you want Pandemonium 4.0:
```git clone https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone https://github.com/Relintai/pandemonium_engine.git pandemonium```
[last tested commit](https://github.com/pandemoniumengine/pandemonium/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)
[last tested commit](https://github.com/Relintai/pandemonium_engine/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)
2. Go into Pandemonium's modules directory.

View File

@ -2,7 +2,7 @@
This is a c++ engine module for the Pandemonium engine, containing smaller utilities.
It supports both pandemonium 3.2 and 4.0 (master [last tested commit](https://github.com/pandemoniumengine/pandemonium/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
It supports both pandemonium 3.2 and 4.0 (master [last tested commit](https://github.com/Relintai/pandemonium_engine/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
check whether it works from time to time.
# Pre-built binaries
@ -54,10 +54,10 @@ I recommend putting this code into a singleton.
1. Get the source code for the engine.
If you want Pandemonium 3.2:
```git clone -b 3.2 https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone -b 3.2 https://github.com/Relintai/pandemonium_engine.git pandemonium```
If you want Pandemonium 4.0:
```git clone https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone https://github.com/Relintai/pandemonium_engine.git pandemonium```
2. Go into Pandemonium's modules directory.

View File

@ -194,10 +194,10 @@ First make sure that you can compile pandemonium. See the official docs: https:/
1. Clone the engine if you haven't already:
If you want Pandemonium 3.x:
```git clone -b 3.x https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone -b 3.x https://github.com/Relintai/pandemonium_engine.git pandemonium```
If you want Pandemonium 4.0:
```git clone https://github.com/pandemoniumengine/pandemonium.git pandemonium```
```git clone https://github.com/Relintai/pandemonium_engine.git pandemonium```
2. go into the modules folder inside the engine's directory:

View File

@ -40,7 +40,7 @@ until you understood the game development process and how to use Pandemonium wel
You can find a completed version of this project at this location:
- https://github.com/pandemoniumengine/pandemonium-demo-projects
- https://github.com/Relintai/pandemonium_engine-demo-projects
Prerequisites
-------------
@ -50,7 +50,7 @@ This step-by-step tutorial is intended for beginners who followed the complete
If you're an experienced programmer, you can find the complete demo's source
code here: `Pandemonium demo projects
( https://github.com/pandemoniumengine/pandemonium-demo-projects )`.
( https://github.com/Relintai/pandemonium_engine-demo-projects )`.
We prepared some game assets you'll need to download so we can jump straight to
the code.

View File

@ -121,7 +121,7 @@ We will provide you with more Pandemonium-specific learning resources in
In the next part, you will get an overview of the engine's essential concepts.
.. _Blender: https://www.blender.org/
.. _VSCode: https://github.com/pandemoniumengine/pandemonium-vscode-plugin
.. _VSCode: https://github.com/Relintai/pandemonium_engine-vscode-plugin
.. _Emacs: https://github.com/pandemoniumengine/emacs-gdscript-mode
.. _official showcase videos: https://www.youtube.com/playlist?list=PLeG_dAglpVo6EpaO9A1nkwJZOwrfiLdQ8
.. _CS50 open courseware: https://cs50.harvard.edu/x

View File

@ -54,7 +54,7 @@ A class reference's page tells you:
Note:
If the manual or class reference is missing or has insufficient
information, please open an Issue in the official `pandemonium-docs
( https://github.com/pandemoniumengine/pandemonium-docs/issues )` GitHub repository
( https://github.com/Relintai/pandemonium_engine-docs/issues )` GitHub repository
to report it.
You can Ctrl-click any underlined text like the name of a class, property,

View File

@ -7,13 +7,13 @@ Introduction
------------
This tutorial explains how the 2D lighting works in the
`lights and shadows ( https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/2d/lights_and_shadows )` demo project.
`lights and shadows ( https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/2d/lights_and_shadows )` demo project.
It begins with a brief description of the resources used in the final demo and then describes how
to make a scene like the demo step by step.
![](img/light_shadow_main.png)
All the resources for this tutorial can be found in the `official demo repository ( https://github.com/pandemoniumengine/pandemonium-demo-projects )`
All the resources for this tutorial can be found in the `official demo repository ( https://github.com/Relintai/pandemonium_engine-demo-projects )`
on GitHub. I suggest you download it before starting. Alternatively,
it can be downloaded from the Project Manager. Launch Pandemonium and in the top
bar select "Templates" and search for "2D Lights and Shadows Demo".

View File

@ -12,7 +12,7 @@ methods to do this. The Label3D node and the text mesh for a
MeshInstance node.
This page does **not** cover how to display a GUI scene in a 3D
environment. For information on how to do that see `this ( https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/viewport/2d_in_3d )`
environment. For information on how to do that see `this ( https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/viewport/2d_in_3d )`
demo project.
Label3D

View File

@ -115,7 +115,7 @@ This can be done with the following steps:
**Flags > Unshaded** to improve rendering performance.
See `doc_viewports` and the
`GUI in 3D demo ( https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/viewport/gui_in_3d )`
`GUI in 3D demo ( https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/viewport/gui_in_3d )`
for more information on setting this up.
Video decoding conditions and recommended resolutions

View File

@ -3,7 +3,7 @@ Blender ESCN exporter
Note:
This chapter relates to the Blender plugin called "Pandemonium Blender Exporter",
which can be downloaded here: https://github.com/pandemoniumengine/pandemonium-blender-exporter
which can be downloaded here: https://github.com/Relintai/pandemonium_engine-blender-exporter
This plugin can be used to export Blender scenes in a Pandemonium-specific scene format
called ESCN, which is similar to TSCN (text format) but will be imported as binary

View File

@ -20,5 +20,5 @@ Warning:
incorrect shape keys exported, try to disable :code:`Apply Modifiers`
and do the exporting again. Besides, it is worthwhile to report the
incompatible modifier to the `issue list
( https://github.com/pandemoniumengine/pandemonium-blender-exporter/issues )`,
( https://github.com/Relintai/pandemonium_engine-blender-exporter/issues )`,
which helps to develop the exporter to have a more precise check of modifiers.

View File

@ -85,7 +85,7 @@ Exporting ESCN files from Blender
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The most powerful one, called `pandemonium-blender-exporter
( https://github.com/pandemoniumengine/pandemonium-blender-exporter )`.
( https://github.com/Relintai/pandemonium_engine-blender-exporter )`.
It uses a .escn file, which is kind of another name for a .tscn file (Pandemonium scene file);
it keeps as much information as possible from a Blender scene. However, it is considered
experimental.
@ -398,7 +398,7 @@ must have only one animation that is named `default`. To create clips, change th
greater than zero. You can then name a clip, specify which frames it starts and stops on, and choose whether
the animation loops or not.
.. If this PR (https://github.com/pandemoniumengine/pandemonium/pull/36709) is merged for Pandemonium 4.0 this section must
.. If this PR (https://github.com/Relintai/pandemonium_engine/pull/36709) is merged for Pandemonium 4.0 this section must
be updated to reflect that for the 4.0 documentation.
Scene inheritance

View File

@ -269,7 +269,7 @@ SpectrumAnalyzer
This effect doesn't alter audio, instead, you add this effect to buses you want
a spectrum analysis of. This would typically be used for audio visualization. A
demo project using this can be found `here ( https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/audio/spectrum )`.
demo project using this can be found `here ( https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/audio/spectrum )`.
StereoEnhance
~~~~~~~~~~~~~

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@ -8,7 +8,7 @@ iOS.
A simple demo is included in the official demo projects and will be used as
support for this tutorial:
`( https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/audio/mic_record )`.
`( https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/audio/mic_record )`.
You will need to enable audio input in the project settings, or you'll just get empty audio files.

View File

@ -18,9 +18,9 @@ Official Git plugin
Using Git from inside the editor is supported with an official plugin.
You can find the latest releases
`here ( https://github.com/pandemoniumengine/pandemonium-git-plugin/releases )`. Documentation on how to use the Git
`here ( https://github.com/Relintai/pandemonium_engine-git-plugin/releases )`. Documentation on how to use the Git
plugin can be found
`here ( https://github.com/pandemoniumengine/pandemonium-git-plugin/wiki )`.
`here ( https://github.com/Relintai/pandemonium_engine-git-plugin/wiki )`.
Files to exclude from VCS
-------------------------

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@ -56,5 +56,5 @@ Official editor plugins
We have official plugins for the following code editors:
- `Visual Studio Code ( https://github.com/pandemoniumengine/pandemonium-vscode-plugin )`
- `Visual Studio Code ( https://github.com/Relintai/pandemonium_engine-vscode-plugin )`
- `Emacs ( https://github.com/pandemoniumengine/emacs-gdscript-mode )`

View File

@ -70,7 +70,7 @@ See also:
See the
`list of open issues on GitHub related to the web editor ( https://github.com/pandemoniumengine/pandemonium/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform%3Ahtml5+label%3Atopic%3Aeditor )` for a list of known bugs.
`list of open issues on GitHub related to the web editor ( https://github.com/Relintai/pandemonium_engine/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform%3Ahtml5+label%3Atopic%3Aeditor )` for a list of known bugs.
Importing a project
-------------------

View File

@ -70,7 +70,7 @@ an embedded PCK.
Warning:
There are `known issues ( https://github.com/pandemoniumengine/pandemonium/issues/33466 )`
There are `known issues ( https://github.com/Relintai/pandemonium_engine/issues/33466 )`
when changing the application icon in executables that embed a PCK file.
It's recommended to avoid using rcedit for now if you choose to enable the
**Embed Pck** option for your Windows export preset in the Export dialog.
@ -112,7 +112,7 @@ Note:
If rcedit fails to change the icon, you can instead
`compile your own Windows export templates ( doc_compiling_for_windows )`
with the icon changed. To do so, replace
`platform/windows/pandemonium.ico ( https://github.com/pandemoniumengine/pandemonium/blob/master/platform/windows/pandemonium.ico )`
`platform/windows/pandemonium.ico ( https://github.com/Relintai/pandemonium_engine/blob/master/platform/windows/pandemonium.ico )`
with your own ICO file *before* compiling export templates.
Once this is done, you can specify your export templates as custom export

View File

@ -336,4 +336,4 @@ Note:
emerging technology and you may find some things that don't work. Make sure
you have updated your browser to the most recent version, and report any
bugs you find on the
`Pandemonium GitHub repository ( https://github.com/pandemoniumengine/pandemonium/issues )`.
`Pandemonium GitHub repository ( https://github.com/Relintai/pandemonium_engine/issues )`.

View File

@ -20,7 +20,7 @@ in the user's browser.
engine, and WebGL errors.
.. attention:: `There are significant bugs when running HTML5 projects on iOS
( https://github.com/pandemoniumengine/pandemonium/issues?q=is:issue+is:open+label:platform:html5+ios )`
( https://github.com/Relintai/pandemonium_engine/issues?q=is:issue+is:open+label:platform:html5+ios )`
(regardless of the browser). We recommend using
`iOS' native export functionality ( doc_exporting_for_ios )`
instead, as it will also result in better performance.
@ -103,7 +103,7 @@ of limitations you should be aware of when porting a Pandemonium game to the web
Tip:
Check the `list of open HTML5 issues on GitHub
( https://github.com/pandemoniumengine/pandemonium/issues?q=is:open+is:issue+label:platform:html5 )`
( https://github.com/Relintai/pandemonium_engine/issues?q=is:open+is:issue+label:platform:html5 )`
to see if the functionality you're interested in has an issue yet. If
not, open one to communicate your interest.

View File

@ -206,7 +206,7 @@ depending on your needs.
Warning:
Due to a `known bug ( https://github.com/pandemoniumengine/pandemonium/pull/42123 )`,
Due to a `known bug ( https://github.com/Relintai/pandemonium_engine/pull/42123 )`,
when using a ZIP file as a pack file, the exported binary will not try to use
it automatically. Therefore, you have to create a *launcher script* that
the player can double-click or run from a terminal to launch the project:

View File

@ -13,7 +13,7 @@ Note that more specialized devices such as steering wheels, rudder pedals and
always work as expected. Overriding force feedback for those devices is also not
implemented yet. If you have access to one of those devices, don't hesitate to
`report bugs on GitHub
( https://github.com/pandemoniumengine/pandemonium/blob/master/CONTRIBUTING.md#reporting-bugs )`.
( https://github.com/Relintai/pandemonium_engine/blob/master/CONTRIBUTING.md#reporting-bugs )`.
In this guide, you will learn:
@ -156,7 +156,7 @@ See also:
You can view a list of
`known issues with controller support ( https://github.com/pandemoniumengine/pandemonium/issues?q=is%3Aopen+is%3Aissue+label%3Atopic%3Ainput+gamepad )`
`known issues with controller support ( https://github.com/Relintai/pandemonium_engine/issues?q=is%3Aopen+is%3Aissue+label%3Atopic%3Ainput+gamepad )`
on GitHub.
My controller isn't recognized by Pandemonium.
@ -225,5 +225,5 @@ result, you may have to instruct your players to use a different browser if they
can't get their controller to work.
Also, note that
`controller support was significantly improved ( https://github.com/pandemoniumengine/pandemonium/pull/45078 )`
`controller support was significantly improved ( https://github.com/Relintai/pandemonium_engine/pull/45078 )`
in Pandemonium 3.3 and later.

View File

@ -532,7 +532,7 @@ to get an understanding of how they work. Pandemonium allows you to edit
3D transform matrices directly from the inspector. You can download
this project which has colored lines and cubes to help visualize the
`Basis` vectors and the origin in both 2D and 3D:
https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/misc/matrix_transform
https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/misc/matrix_transform
Note:
Spatial's "Matrix" section in Pandemonium 3.2's inspector

View File

@ -76,8 +76,8 @@ The 2D navigation meshes are defined with the following resources:
.. seealso::
You can see how 2D navigation works in action using the
`2D Navigation Polygon <https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/2d/navigation>`__
and `Grid-based Navigation with AStarGrid2D <https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/2d/navigation_astar>`__
`2D Navigation Polygon <https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/2d/navigation>`__
and `Grid-based Navigation with AStarGrid2D <https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/2d/navigation_astar>`__
demo projects.
Setup for 2D scene

View File

@ -80,7 +80,7 @@ The 3D navigation meshes are defined with the following resources:
.. seealso::
You can see how 3D navigation works in action using the
`3D Navigation demo project <https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/3d/navigation>`__.
`3D Navigation demo project <https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/3d/navigation>`__.
Setup for 3D scene
------------------

View File

@ -398,7 +398,7 @@ If you have paid attention to the previous example, it's possible you noticed th
Each time this piece of code is executed on each peer, the peer makes itself master on the node it controls, and all other nodes remain as puppets with the server being their network master.
To clarify, here is an example of how this looks in the
`bomber demo ( https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/networking/multiplayer_bomber )`:
`bomber demo ( https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/networking/multiplayer_bomber )`:
![](img/nmms.png)

View File

@ -164,4 +164,4 @@ This will print (when a client connects) something similar to this:
Advanced chat demo
^^^^^^^^^^^^^^^^^^
A more advanced chat demo which optionally uses the multiplayer mid-level abstraction and a high level multiplayer demo are available in the `pandemonium demo projects ( https://github.com/pandemoniumengine/pandemonium-demo-projects )` under `networking/websocket_chat` and `networking/websocket_multiplayer`.
A more advanced chat demo which optionally uses the multiplayer mid-level abstraction and a high level multiplayer demo are available in the `pandemonium demo projects ( https://github.com/Relintai/pandemonium_engine-demo-projects )` under `networking/websocket_chat` and `networking/websocket_multiplayer`.

View File

@ -175,4 +175,4 @@ And give it a try.
This is a good starting point for a platformer. A more complete demo can be found in the demo zip distributed with the
engine, or in the
https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/2d/kinematic_character.
https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/2d/kinematic_character.

View File

@ -11,7 +11,7 @@ Since version 3.1, Pandemonium supports ragdoll physics. Ragdolls rely on physic
In this tutorial, we will be using the Platformer3D demo to set up a ragdoll.
Note:
You can download the Platformer3D demo on `GitHub ( https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/3d/platformer )` or using the `Asset Library ( https://pandemoniumengine.org/asset-library/asset/125 )`.
You can download the Platformer3D demo on `GitHub ( https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/3d/platformer )` or using the `Asset Library ( https://pandemoniumengine.org/asset-library/asset/125 )`.
Setting up the ragdoll
----------------------

View File

@ -35,7 +35,7 @@ Cloak simulation
Let's make a cloak in the Platformer3D demo.
Note:
You can download the Platformer3D demo on `GitHub ( https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/3d/platformer )` or `the Asset Library ( https://pandemoniumengine.org/asset-library/asset/125 )`.
You can download the Platformer3D demo on `GitHub ( https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/3d/platformer )` or `the Asset Library ( https://pandemoniumengine.org/asset-library/asset/125 )`.
Open the `Player` scene, add a `SoftBody` node and assign a `PlaneMesh` to it.

View File

@ -8,7 +8,7 @@ The new plugin uses the `Google Play Billing library ( https://developer.android
instead of the now deprecated AIDL IAP implementation.
If you learn better by looking at an example, you can find the demo project
`here ( https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/mobile/android_iap )`.
`here ( https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/mobile/android_iap )`.
Migrating from Pandemonium 3.2.1 and lower (PandemoniumPaymentsV3)
@ -35,7 +35,7 @@ Getting started
***************
If not already done, make sure you have enabled and successfully set up `Android Custom Builds ( doc_android_custom_build )`.
Grab the`PandemoniumGooglePlayBilling` plugin binary and config from the `releases page ( https://github.com/pandemoniumengine/pandemonium-google-play-billing/releases )`
Grab the`PandemoniumGooglePlayBilling` plugin binary and config from the `releases page ( https://github.com/Relintai/pandemonium_engine-google-play-billing/releases )`
and put both into `res://android/plugins`.
The plugin should now show up in the Android export settings, where you can enable it.

View File

@ -159,7 +159,7 @@ Reference implementations
- `Pandemonium Oculus Mobile plugin ( https://github.com/PandemoniumVR/pandemonium_oculus_mobile )`
- `Bundled gdnative resources ( https://github.com/PandemoniumVR/pandemonium_oculus_mobile/tree/master/plugin/src/main/assets/addons/pandemonium_ovrmobile )`
- `Pandemonium Google Play Billing plugin ( https://github.com/pandemoniumengine/pandemonium-google-play-billing )`
- `Pandemonium Google Play Billing plugin ( https://github.com/Relintai/pandemonium_engine-google-play-billing )`
Troubleshooting

View File

@ -75,5 +75,5 @@ Following is the list of providers:
If your company offers porting, or porting *and* publishing services for Pandemonium games,
feel free to
`open an issue or pull request ( https://github.com/pandemoniumengine/pandemonium-docs )`
`open an issue or pull request ( https://github.com/Relintai/pandemonium_engine-docs )`
to add your company to the list above.

View File

@ -19,7 +19,7 @@ Some use-cases where customizing the default page is useful include:
- Passing custom command line arguments, e.g. `-s` to start a `MainLoop` script.
The default HTML page is available in the Pandemonium Engine repository at
`/misc/dist/html/full-size.html ( https://github.com/pandemoniumengine/pandemonium/blob/master/misc/dist/html/full-size.html )`
`/misc/dist/html/full-size.html ( https://github.com/Relintai/pandemonium_engine/blob/master/misc/dist/html/full-size.html )`
but the following template can be used as a much simpler example:
```

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@ -42,7 +42,7 @@ An iOS plugin can have the same functionality as a Pandemonium module but provid
Here are the steps to get a plugin's development started. We recommend using `Xcode ( https://developer.apple.com/develop/ )` as your development environment.
See also:
The `Pandemonium iOS Plugins ( https://github.com/pandemoniumengine/pandemonium-ios-plugins )` Pandemonium iOS plugins.
The `Pandemonium iOS Plugins ( https://github.com/Relintai/pandemonium_engine-ios-plugins )` Pandemonium iOS plugins.
The `Pandemonium iOS plugin template ( https://github.com/naithar/pandemonium_ios_plugin )` gives you all the boilerplate you need to get your iOS plugin started.
@ -53,7 +53,7 @@ To build an iOS plugin:
2. Add the Pandemonium engine header files as a dependency for your plugin library in `HEADER_SEARCH_PATHS`. You can find the setting inside the `Build Settings` tab:
- Download the Pandemonium engine source from the `Pandemonium GitHub page ( https://github.com/pandemoniumengine/pandemonium )`.
- Download the Pandemonium engine source from the `Pandemonium GitHub page ( https://github.com/Relintai/pandemonium_engine )`.
- Run SCons to generate headers. You can learn the process by reading `doc_compiling_for_ios`. You don't have to wait for compilation to complete to move forward as headers are generated before the engine starts to compile.

View File

@ -8,7 +8,7 @@ They are using same model of asynchronous calls explained below.
ARKit and Camera access are also provided as plugins.
Latest updates, documentation and source code can be found at `Pandemonium iOS plugins repository ( https://github.com/pandemoniumengine/pandemonium-ios-plugins )`
Latest updates, documentation and source code can be found at `Pandemonium iOS plugins repository ( https://github.com/Relintai/pandemonium_engine-ios-plugins )`
Accessing plugin singletons
---------------------------
@ -90,7 +90,7 @@ The pending event interface consists of two methods:
Store Kit
---------
Implemented in `Pandemonium iOS InAppStore plugin ( https://github.com/pandemoniumengine/pandemonium-ios-plugins/blob/master/plugins/inappstore/in_app_store.mm )`.
Implemented in `Pandemonium iOS InAppStore plugin ( https://github.com/Relintai/pandemonium_engine-ios-plugins/blob/master/plugins/inappstore/in_app_store.mm )`.
The Store Kit API is accessible through the `InAppStore` singleton.
It is initialized automatically.
@ -242,7 +242,7 @@ finalize the purchase on. Example:
Game Center
-----------
Implemented in `Pandemonium iOS GameCenter plugin ( https://github.com/pandemoniumengine/pandemonium-ios-plugins/blob/master/plugins/gamecenter/game_center.mm )`.
Implemented in `Pandemonium iOS GameCenter plugin ( https://github.com/Relintai/pandemonium_engine-ios-plugins/blob/master/plugins/gamecenter/game_center.mm )`.
The Game Center API is available through the "GameCenter" singleton. It
has the following methods:

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@ -172,8 +172,8 @@ new main screen plugin, and the button in the middle will print text.
If you would like to try a finished version of this plugin,
check out the plugin demos here:
https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/plugins
https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/plugins
If you would like to see a more complete example of what main screen plugins
are capable of, check out the 2.5D demo projects here:
https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/misc/2.5d
https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/misc/2.5d

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@ -446,5 +446,5 @@ that it allows enable linear filtering. This makes scaled 3D viewports look
better in many cases.
See the
`3D viewport scaling demo ( https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/viewport/3d_scaling )`
`3D viewport scaling demo ( https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/viewport/3d_scaling )`
for examples.

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@ -127,7 +127,7 @@ For 2D, each `Viewport`.
This suffices in most cases, but in case sharing them may be desired, it
is possible to do so by setting the `Viewport's` manually.
For an example of how this works, see the demo projects `3D in 2D ( https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/viewport/3d_in_2d )` and `2D in 3D ( https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/viewport/2d_in_3d )` respectively.
For an example of how this works, see the demo projects `3D in 2D ( https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/viewport/3d_in_2d )` and `2D in 3D ( https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/viewport/2d_in_3d )` respectively.
Capture
-------
@ -253,4 +253,4 @@ incurring the cost of rendering every frame.
Make sure to check the Viewport demos! Viewport folder in the demos
archive available to download, or
https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/viewport
https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/viewport

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@ -179,5 +179,5 @@ Inheritance
A GDScript file may not inherit from a C# script. Likewise, a C# script may not
inherit from a GDScript file. Due to how complex this would be to implement,
this limitation is unlikely to be lifted in the future. See
`this GitHub issue ( https://github.com/pandemoniumengine/pandemonium/issues/38352 )`
`this GitHub issue ( https://github.com/Relintai/pandemonium_engine/issues/38352 )`
for more information.

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@ -135,7 +135,7 @@ keywords are reserved words (tokens), they can't be used as identifiers.
Operators (like `in`, `not`, `and` or `or`) and names of built-in types
as listed in the following sections are also reserved.
Keywords are defined in the `GDScript tokenizer ( https://github.com/pandemoniumengine/pandemonium/blob/master/modules/gdscript/gdscript_tokenizer.cpp )`
Keywords are defined in the `GDScript tokenizer ( https://github.com/Relintai/pandemonium_engine/blob/master/modules/gdscript/gdscript_tokenizer.cpp )`
in case you want to take a look under the hood.
+------------+---------------------------------------------------------------------------------------------------------------+

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@ -11,7 +11,7 @@ auto-formatting tools.
Since the Pandemonium shader language is close to C-style languages and GLSL, this
guide is inspired by Pandemonium's own GLSL formatting. You can view an example of a
GLSL file in Pandemonium's source code
`here ( https://github.com/pandemoniumengine/pandemonium/blob/master/drivers/gles2/shaders/copy.glsl )`.
`here ( https://github.com/Relintai/pandemonium_engine/blob/master/drivers/gles2/shaders/copy.glsl )`.
Style guides aren't meant as hard rulebooks. At times, you may not be able to
apply some of the guidelines below. When that happens, use your best judgment,
@ -30,7 +30,7 @@ Here is a complete shader example based on these guidelines:
shader_type canvas_item;
// Screen-space shader to adjust a 2D scene's brightness, contrast
// and saturation. Taken from
// https://github.com/pandemoniumengine/pandemonium-demo-projects/blob/master/2d/screen_space_shaders/shaders/BCS.shader
// https://github.com/Relintai/pandemonium_engine-demo-projects/blob/master/2d/screen_space_shaders/shaders/BCS.shader
uniform float brightness = 0.8;
uniform float contrast = 1.5;

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@ -6,4 +6,4 @@ Here is a list of common Control nodes with their name next to them:
![](/img/control_gallery.png)
The Control Gallery demo pictured above can be found
`on GitHub ( https://github.com/pandemoniumengine/pandemonium-demo-projects/tree/master/gui/control_gallery )`.
`on GitHub ( https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/gui/control_gallery )`.