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-rw-r--r--misc/dist/ios_xcode/godot_ios.xcodeproj/project.pbxproj2
-rw-r--r--misc/dist/linux/godot.63
-rw-r--r--misc/dist/osx_template.app/Contents/Info.plist4
-rw-r--r--misc/dist/osx_tools.app/Contents/Info.plist2
-rw-r--r--misc/dist/shell/_godot.zsh-completion29
-rw-r--r--misc/dist/shell/godot.bash-completion19
-rw-r--r--misc/dist/shell/godot.fish28
7 files changed, 59 insertions, 28 deletions
diff --git a/misc/dist/ios_xcode/godot_ios.xcodeproj/project.pbxproj b/misc/dist/ios_xcode/godot_ios.xcodeproj/project.pbxproj
index e2505de3bf..69899cbe8d 100644
--- a/misc/dist/ios_xcode/godot_ios.xcodeproj/project.pbxproj
+++ b/misc/dist/ios_xcode/godot_ios.xcodeproj/project.pbxproj
@@ -45,6 +45,7 @@
D0BCFE3418AEBDA2004A7AAE /* $binary.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = "$binary.app"; sourceTree = BUILT_PRODUCTS_DIR; };
D0BCFE4318AEBDA2004A7AAE /* $binary-Info.plist */ = {isa = PBXFileReference; lastKnownFileType = text.plist.xml; path = "$binary-Info.plist"; sourceTree = "<group>"; };
D0BCFE4518AEBDA2004A7AAE /* en */ = {isa = PBXFileReference; lastKnownFileType = text.plist.strings; name = en; path = en.lproj/InfoPlist.strings; sourceTree = "<group>"; };
+ $pbx_locale_file_reference
D0BCFE7718AEBFEB004A7AAE /* $binary.pck */ = {isa = PBXFileReference; lastKnownFileType = file; path = "$binary.pck"; sourceTree = "<group>"; };
$pbx_launch_screen_file_reference
/* End PBXFileReference section */
@@ -207,6 +208,7 @@
isa = PBXVariantGroup;
children = (
D0BCFE4518AEBDA2004A7AAE /* en */,
+ $pbx_locale_build_reference
);
name = InfoPlist.strings;
sourceTree = "<group>";
diff --git a/misc/dist/linux/godot.6 b/misc/dist/linux/godot.6
index 3e5bdefdce..07e2a389a7 100644
--- a/misc/dist/linux/godot.6
+++ b/misc/dist/linux/godot.6
@@ -150,9 +150,6 @@ Disallow dumping the base types (used with \fB\-\-doctool\fR).
\fB\-\-build\-solutions\fR
Build the scripting solutions (e.g. for C# projects). Implies \-\-editor and requires a valid project to edit.
.TP
-\fB\-\-gdnative\-generate\-json\-api\fR
-Generate JSON dump of the Godot API for GDNative bindings.
-.TP
\fB\-\-test\fR <test>
Run a unit test ('string', 'math', 'physics', 'physics_2d', 'render', 'oa_hash_map', 'gui', 'shaderlang', 'gd_tokenizer', 'gd_parser', 'gd_compiler', 'gd_bytecode', 'ordered_hash_map', 'astar').
.SH FILES
diff --git a/misc/dist/osx_template.app/Contents/Info.plist b/misc/dist/osx_template.app/Contents/Info.plist
index a087550290..542146cdb8 100644
--- a/misc/dist/osx_template.app/Contents/Info.plist
+++ b/misc/dist/osx_template.app/Contents/Info.plist
@@ -8,8 +8,8 @@
<string>$binary</string>
<key>CFBundleName</key>
<string>$name</string>
- <key>CFBundleGetInfoString</key>
- <string>$info</string>
+ <key>CFBundleDisplayName</key>
+ <string>$name</string>
<key>CFBundleIconFile</key>
<string>icon.icns</string>
<key>CFBundleIdentifier</key>
diff --git a/misc/dist/osx_tools.app/Contents/Info.plist b/misc/dist/osx_tools.app/Contents/Info.plist
index 221c4b7a81..886df87cc6 100644
--- a/misc/dist/osx_tools.app/Contents/Info.plist
+++ b/misc/dist/osx_tools.app/Contents/Info.plist
@@ -8,8 +8,6 @@
<string>Godot</string>
<key>CFBundleName</key>
<string>Godot</string>
- <key>CFBundleGetInfoString</key>
- <string>(c) 2007-2022 Juan Linietsky, Ariel Manzur &amp; Godot Engine contributors</string>
<key>CFBundleIconFile</key>
<string>Godot.icns</string>
<key>CFBundleIdentifier</key>
diff --git a/misc/dist/shell/_godot.zsh-completion b/misc/dist/shell/_godot.zsh-completion
index 9d42f4fe05..aaa5fe0a06 100644
--- a/misc/dist/shell/_godot.zsh-completion
+++ b/misc/dist/shell/_godot.zsh-completion
@@ -30,10 +30,11 @@ _arguments \
'(-h --help)'{-h,--help}'[display the full help message]' \
'--version[display the version string]' \
'(-v --verbose)'{-v,--verbose}'[use verbose stdout mode]' \
- '--quiet[quiet mode, silences stdout messages (errors are still displayed)]' \
+ '(-q --quiet)'{-q,--quiet}'[quiet mode, silences stdout messages (errors are still displayed)]' \
'(-e --editor)'{-e,--editor}'[start the editor instead of running the scene]' \
'(-p --project-manager)'{-p,--project-manager}'[start the project manager, even if a project is auto-detected]' \
- '(-q --quit)'{-q,--quit}'[quit after the first iteration]' \
+ '--debug-server[start the editor debug server]:editor debugger listen address' \
+ '--quit[quit after the first iteration]' \
'(-l --language)'{-l,--language}'[use a specific locale (<locale> being a two-letter code)]:two-letter locale code' \
"--path[path to a project (<directory> must contain a 'project.godot' file)]:path to directory with 'project.godot' file:_dirs" \
'(-u --upwards)'{-u,--upwards}'[scan folders upwards for project.godot file]' \
@@ -42,7 +43,12 @@ _arguments \
'--remote-fs[use a remote filesystem]:remote filesystem address' \
'--remote-fs-password[password for remote filesystem]:remote filesystem password' \
'--audio-driver[set the audio driver]:audio driver name' \
- "--video-driver[set the video driver]:video driver name:((Vulkan\:'Vulkan renderer' GLES2\:'OpenGL ES 2.0 renderer'))" \
+ '--display-driver[set the display driver]:display driver name' \
+ "--rendering-driver[set the rendering driver]:rendering driver name:((vulkan\:'Vulkan renderer' opengl3\:'OpenGL ES 3.0 renderer' dummy\:'Dummy renderer'))" \
+ "--gpu-index[use a specific GPU (run with --verbose to get available device list)]:device index" \
+ '--text-driver[set the text driver]:text driver name' \
+ '--tablet-driver[set the pen tablet input driver]:tablet driver name' \
+ '--headless[enable headless mode (--display-driver headless --audio-driver Dummy), useful for servers and with --script]' \
'(-f --fullscreen)'{-f,--fullscreen}'[request fullscreen mode]' \
'(-m --maximized)'{-m,--maximized}'[request a maximized window]' \
'(-w --windowed)'{-w,--windowed}'[request windowed mode]' \
@@ -50,12 +56,17 @@ _arguments \
'--resolution[request window resolution]:resolution in WxH format' \
'--position[request window position]:position in X,Y format' \
'--headless[enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script]' \
+ '--single-window[use a single window (no separate subwindows)]' \
'(-d --debug)'{-d,--debug}'[debug (local stdout debugger)]' \
'(-b --breakpoints)'{-b,--breakpoints}'[specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)]:breakpoint list' \
'--profiling[enable profiling in the script debugger]' \
+ '--gpu-profile[show a GPU profile of the tasks that took the most time during frame rendering]' \
+ '--vk-layers[enable Vulkan validation layers for debugging]' \
+ '--gpu-abort[abort on GPU errors (usually validation layer errors)]' \
'--remote-debug[enable remote debugging]:remote debugger address' \
'--debug-collisions[show collision shapes when running the scene]' \
'--debug-navigation[show navigation polygons when running the scene]' \
+ '--debug-stringnames[print all StringName allocations to stdout when the engine quits]' \
'--frame-delay[simulate high CPU load (delay each frame by the given number of milliseconds)]:number of milliseconds' \
'--time-scale[force time scale (higher values are faster, 1.0 is normal speed)]:time scale' \
'--disable-render-loop[disable render loop so rendering only occurs when called explicitly from script]' \
@@ -64,11 +75,11 @@ _arguments \
'--print-fps[print the frames per second to the stdout]' \
'(-s, --script)'{-s,--script}'[run a script]:path to script:_files' \
'--check-only[only parse for errors and quit (use with --script)]' \
- '--export[export the project using the given preset and matching release template]:export preset name' \
- '--export-debug[same as --export, but using the debug template]:export preset name' \
- '--export-pack[same as --export, but only export the game pack for the given preset]:export preset name' \
- '--doctool[dump the engine API reference to the given path in XML format, merging if existing files are found]:path to base Godot build directory:_dirs' \
+ '--export[export the project using the given preset and matching release template]:export preset name then path' \
+ '--export-debug[same as --export, but using the debug template]:export preset name then path' \
+ '--export-pack[same as --export, but only export the game pack for the given preset]:export preset name then path' \
+ '--doctool[dump the engine API reference to the given path in XML format, merging if existing files are found]:path to base Godot build directory (optional):_dirs' \
'--no-docbase[disallow dumping the base types (used with --doctool)]' \
'--build-solutions[build the scripting solutions (e.g. for C# projects)]' \
- '--gdnative-generate-json-api[generate JSON dump of the Godot API for GDNative bindings]' \
- '--test[run a unit test]:unit test name'
+ '--dump-extension-api[generate JSON dump of the Godot API for GDExtension bindings named "extension_api.json" in the current folder]' \
+ '--test[run all unit tests; run with "--test --help" for more information]'
diff --git a/misc/dist/shell/godot.bash-completion b/misc/dist/shell/godot.bash-completion
index eeee538aba..7927d26171 100644
--- a/misc/dist/shell/godot.bash-completion
+++ b/misc/dist/shell/godot.bash-completion
@@ -36,6 +36,7 @@ _complete_godot_options() {
--quiet
--editor
--project-manager
+--debug-server
--quit
--language
--path
@@ -45,7 +46,12 @@ _complete_godot_options() {
--remote-fs
--remote-fs-password
--audio-driver
---video-driver
+--display-driver
+--rendering-driver
+--gpu-index
+--text-driver
+--tablet-driver
+--headless
--fullscreen
--maximized
--windowed
@@ -53,12 +59,17 @@ _complete_godot_options() {
--resolution
--position
--headless
+--single-window
--debug
--breakpoints
--profiling
+--gpu-profile
+--vk-layers
+--gpu-abort
--remote-debug
--debug-collisions
--debug-navigation
+--debug-stringnames
--frame-delay
--time-scale
--disable-render-loop
@@ -73,7 +84,7 @@ _complete_godot_options() {
--doctool
--no-docbase
--build-solutions
---gdnative-generate-json-api
+--dump-extension-api
--test
" -- "$1"))
}
@@ -99,10 +110,10 @@ _complete_godot_bash() {
local IFS=$' \n\t'
# shellcheck disable=SC2207
COMPREPLY=($(compgen -W "unsafe safe separate" -- "$cur"))
- elif [[ $prev == "--video-driver" ]]; then
+ elif [[ $prev == "--rendering-driver" ]]; then
local IFS=$' \n\t'
# shellcheck disable=SC2207
- COMPREPLY=($(compgen -W "Vulkan GLES2" -- "$cur"))
+ COMPREPLY=($(compgen -W "vulkan opengl3 dummy" -- "$cur"))
elif [[ $prev == "--path" || $prev == "--doctool" ]]; then
local IFS=$'\n\t'
# shellcheck disable=SC2207
diff --git a/misc/dist/shell/godot.fish b/misc/dist/shell/godot.fish
index 79df2de7f0..c05aa74017 100644
--- a/misc/dist/shell/godot.fish
+++ b/misc/dist/shell/godot.fish
@@ -23,10 +23,11 @@
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
-function godot_video_driver_args
+function godot_rendering_driver_args
# Use a function instead of a fixed string to customize the argument descriptions.
- echo -e "Vulkan\tVulkan renderer"
- echo -e "GLES2\tOpenGL ES 2.0 renderer"
+ echo -e "vulkan\tVulkan renderer"
+ echo -e "opengl3\tOpenGL ES 3.0 renderer"
+ echo -e "dummy\tDummy renderer"
end
# Erase existing completions for Godot.
@@ -36,12 +37,13 @@ complete -c godot -e
complete -c godot -s h -l help -d "Display the full help message"
complete -c godot -l version -d "Display the version string"
complete -c godot -s v -l verbose -d "Use verbose stdout mode"
-complete -c godot -l quiet -d "Quiet mode, silences stdout messages (errors are still displayed)"
+complete -c godot -s q -l quiet -d "Quiet mode, silences stdout messages (errors are still displayed)"
# Run options:
complete -c godot -s e -l editor -d "Start the editor instead of running the scene"
complete -c godot -s p -l project-manager -d "Start the project manager, even if a project is auto-detected"
-complete -c godot -s q -l quit -d "Quit after the first iteration"
+complete -c godot -l debug-server -d "Start the editor debug server (<protocol>://<host/IP>[:<port>] address)" -x
+complete -c godot -l quit -d "Quit after the first iteration"
complete -c godot -s l -l language -d "Use a specific locale (<locale> being a two-letter code)" -x
complete -c godot -l path -d "Path to a project (<directory> must contain a 'project.godot' file)" -r
complete -c godot -s u -l upwards -d "Scan folders upwards for project.godot file"
@@ -50,7 +52,12 @@ complete -c godot -l render-thread -d "Set the render thread mode" -x -a "unsafe
complete -c godot -l remote-fs -d "Use a remote filesystem (<host/IP>[:<port>] address)" -x
complete -c godot -l remote-fs-password -d "Password for remote filesystem" -x
complete -c godot -l audio-driver -d "Set the audio driver" -x
-complete -c godot -l video-driver -d "Set the video driver" -x -a "(godot_video_driver_args)"
+complete -c godot -l display-driver -d "Set the display driver" -x
+complete -c godot -l rendering-driver -d "Set the rendering driver" -x -a "(godot_rendering_driver_args)"
+complete -c godot -l gpu-index -d "Use a specific GPU (run with --verbose to get available device list)" -x
+complete -c godot -l text-driver -d "Set the text driver" -x
+complete -c godot -l tablet-driver -d "Set the pen tablet input driver" -x
+complete -c godot -l headless -d "Enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script"
# Display options:
complete -c godot -s f -l fullscreen -d "Request fullscreen mode"
@@ -60,14 +67,19 @@ complete -c godot -s t -l always-on-top -d "Request an always-on-top window"
complete -c godot -l resolution -d "Request window resolution" -x
complete -c godot -l position -d "Request window position" -x
complete -c godot -l headless -d "Enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script"
+complete -c godot -l single-window -d "Use a single window (no separate subwindows)"
# Debug options:
complete -c godot -s d -l debug -d "Debug (local stdout debugger)"
complete -c godot -s b -l breakpoints -d "Specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)" -x
complete -c godot -l profiling -d "Enable profiling in the script debugger"
+complete -c godot -l gpu-profile -d "Show a GPU profile of the tasks that took the most time during frame rendering"
+complete -c godot -l vk-layers -d "Enable Vulkan validation layers for debugging"
+complete -c godot -l gpu-abort -d "Abort on GPU errors (usually validation layer errors)"
complete -c godot -l remote-debug -d "Enable remote debugging"
complete -c godot -l debug-collisions -d "Show collision shapes when running the scene"
complete -c godot -l debug-navigation -d "Show navigation polygons when running the scene"
+complete -c godot -l debug-stringnames -d "Print all StringName allocations to stdout when the engine quits"
complete -c godot -l frame-delay -d "Simulate high CPU load (delay each frame by the given number of milliseconds)" -x
complete -c godot -l time-scale -d "Force time scale (higher values are faster, 1.0 is normal speed)" -x
complete -c godot -l disable-render-loop -d "Disable render loop so rendering only occurs when called explicitly from script"
@@ -84,5 +96,5 @@ complete -c godot -l export-pack -d "Same as --export, but only export the game
complete -c godot -l doctool -d "Dump the engine API reference to the given path in XML format, merging if existing files are found" -r
complete -c godot -l no-docbase -d "Disallow dumping the base types (used with --doctool)"
complete -c godot -l build-solutions -d "Build the scripting solutions (e.g. for C# projects)"
-complete -c godot -l gdnative-generate-json-api -d "Generate JSON dump of the Godot API for GDNative bindings"
-complete -c godot -l test -d "Run a unit test" -x
+complete -c godot -l dump-extension-api -d "Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder"
+complete -c godot -l test -d "Run all unit tests; run with '--test --help' for more information" -x