From 5933ea07767763f270ee90ab41eba1e833ca0ebc Mon Sep 17 00:00:00 2001 From: Arctis Fireblight <6182060+Arctis-Fireblight@users.noreply.github.com> Date: Sun, 28 Jun 2026 05:48:28 -0500 Subject: [PATCH 01/11] Add HTML line break to `DocRendererService` template for improved formatting --- Redot-Documentation/Services/DocRendererService.cs | 1 + 1 file changed, 1 insertion(+) diff --git a/Redot-Documentation/Services/DocRendererService.cs b/Redot-Documentation/Services/DocRendererService.cs index cb7b3a7..37e743e 100644 --- a/Redot-Documentation/Services/DocRendererService.cs +++ b/Redot-Documentation/Services/DocRendererService.cs @@ -297,6 +297,7 @@ public static string TransformCallout( +
"""; return StoreHtmlBlock(htmlPlaceholders, transformed); } From a89cde062d481aebd57cba6f3758fbebaa928271 Mon Sep 17 00:00:00 2001 From: Arctis Fireblight <6182060+Arctis-Fireblight@users.noreply.github.com> Date: Sun, 28 Jun 2026 05:53:39 -0500 Subject: [PATCH 02/11] Update system requirements documentation for clarity and accuracy Refactors formatting to use simplified "Component" tables for better readability. Updates supported operating systems, officially deprecates Windows 7/8/8.1, and removes pre-compiled binaries for 32-bit CPUs. Adjusts GPU and OS compatibility details across platforms for native and web editors. --- .../docs/About/system_requirements.md | 74 ++++++++----------- 1 file changed, 29 insertions(+), 45 deletions(-) diff --git a/Redot-Documentation/docs/About/system_requirements.md b/Redot-Documentation/docs/About/system_requirements.md index dea170f..8fb8427 100644 --- a/Redot-Documentation/docs/About/system_requirements.md +++ b/Redot-Documentation/docs/About/system_requirements.md @@ -13,56 +13,37 @@ on a simple 2D or 3D project: ### Desktop or laptop PC - Minimum -| **CPU** | - **Windows:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv8 CPU - *Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Snapdragon X Elite* - **macOS:** x86_64 or ARM CPU (Apple Silicon) - *Example: Intel Core 2 Duo SU9400, Apple M1* - **Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU - *Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4* | +| Component | Requirenment | |----------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| **CPU** | - **Windows:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv8 CPU - *Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Snapdragon X Elite* - **macOS:** x86_64 or ARM CPU (Apple Silicon) - *Example: Intel Core 2 Duo SU9400, Apple M1* - **Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU - *Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4* | | **GPU** | - **Forward+ renderer:** Integrated graphics with full Vulkan 1.0 support - *Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)* - **Mobile renderer:** Integrated graphics with full Vulkan 1.0 support - *Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)* - **Compatibility renderer:** Integrated graphics with full OpenGL 3.3 support - *Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics (Kaveri)* | | **RAM** | - **Native editor:** 4 GB - **Web editor:** 8 GB | | **Storage** | 200 MB (used for the executable, project files and cache). Exporting projects requires downloading export templates separately (1.3 GB after installation). | -| **Operating system** | - **Native editor:** Windows 7, macOS 10.13 (Compatibility) or macOS 10.15 (Forward+/Mobile), Linux distribution released after 2016 - **Web editor:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64 | +| **Operating system** | - **Native editor:** Windows 10 or 11, macOS 10.13 (Compatibility) or macOS 10.15 (Forward+/Mobile), or a Linux distribution released after 2020 | :::note -Windows 7/8/8.1 are supported on a best-effort basis. These versions are not -regularly tested and some features may be missing (such as colored -[print_rich ](/docs/Classes/@GlobalScope_method_print_rich) console output). -Support for Windows 7/8/8.1 may be removed in a -[future Redot 4.x release ](abt_release_policy). - -Vulkan drivers for these Windows versions are known to have issues with -memory leaks. As a result, it's recommended to stick to the Compatibility -renderer when running Redot on a Windows version older than 10. +Windows versions 7/8/8.1 are not officially supported. ::: +
+:::note -### Mobile device (smartphone/tablet) - Minimum - -| **CPU** | - **Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU - *Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430* - **iOS:** *Cannot run the editor* | -|----------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| **GPU** | - **Forward+ renderer:** SoC featuring GPU with full Vulkan 1.0 support - *Example: Qualcomm Adreno 505, Mali-G71 MP2* - **Mobile renderer:** SoC featuring GPU with full Vulkan 1.0 support - *Example: Qualcomm Adreno 505, Mali-G71 MP2* - **Compatibility renderer:** SoC featuring GPU with full OpenGL ES 3.0 support - *Example: Qualcomm Adreno 306, Mali-T628 MP6* | -| **RAM** | - **Native editor:** 3 GB - **Web editor:** 6 GB | -| **Storage** | 200 MB (used for the executable, project files and cache) Exporting projects requires downloading export templates separately (1.3 GB after installation) | -| **Operating system** | - **Native editor:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/Mobile) - **Web editor:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, Samsung Internet 15 | +While the editor does support 32-bit CPUs, we no longer provide pre-compiled binaries for them. These platforms are considered +legacy and must be built from source. -These are the **recommended** specifications to get a smooth experience with the -Redot editor on a simple 2D or 3D project: +::: ### Desktop or laptop PC - Recommended -| **CPU** | - **Windows:** x86_64 CPU with SSE4.2 instructions, with 4 physical cores or more, ARMv8 CPU - *Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Snapdragon X Elite* - **macOS:** x86_64 or ARM CPU (Apple Silicon) - *Example: Intel Core i5-8500, Apple M1* - **Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU - *Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with overclocking* | +| Component | Requirenment | |----------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| **CPU** | - **Windows:** x86_64 CPU with SSE4.2 instructions, with 4 physical cores or more, ARMv8 CPU - *Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Snapdragon X Elite* - **macOS:** x86_64 or ARM CPU (Apple Silicon) - *Example: Intel Core i5-8500, Apple M1* - **Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU - *Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with overclocking* | | **GPU** | - **Forward+ renderer:** Dedicated graphics with full Vulkan 1.2 support - *Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)* - **Mobile renderer:** Dedicated graphics with full Vulkan 1.2 support - *Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)* - **Compatibility renderer:** Dedicated graphics with full OpenGL 4.6 support - *Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)* | | **RAM** | - **Native editor:** 8 GB - **Web editor:** 12 GB | | **Storage** | 1.5 GB (used for the executable, project files, all export templates and cache) | -| **Operating system** | - **Native editor:** Windows 10, macOS 10.15, Linux distribution released after 2020 - **Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera | - -### Mobile device (smartphone/tablet) - Recommended +| **Operating system** | - **Native editor:** Windows 10 or 11, macOS 10.15, Linux distribution released after 2020 - **Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera | -| **CPU** | - **Android:** SoC with 64-bit ARM or x86 CPU, with 3 "performance" cores or more - *Example: Qualcomm Snapdragon 845, Samsung Exynos 9810* - **iOS:** *Cannot run the editor* | -|----------------------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| **GPU** | - **Forward+ renderer:** SoC featuring GPU with full Vulkan 1.2 support - *Example: Qualcomm Adreno 630, Mali-G72 MP18* - **Mobile renderer:** SoC featuring GPU with full Vulkan 1.2 support - *Example: Qualcomm Adreno 630, Mali-G72 MP18* - **Compatibility renderer:** SoC featuring GPU with full OpenGL ES 3.2 support - *Example: Qualcomm Adreno 630, Mali-G72 MP18* | -| **RAM** | - **Native editor:** 6 GB - **Web editor:** 8 GB | -| **Storage** | 1.5 GB (used for the executable, project files, all export templates and cache) | -| **Operating system** | - **Native editor:** Android 9.0 - **Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera, Samsung Internet | ## Exported Redot project @@ -88,31 +69,32 @@ project exported with Redot: ### Desktop or laptop PC - Minimum -| **CPU** | - **Windows:** x86_32 CPU with SSE2 instructions, any x86_64 CPU, ARMv8 CPU - *Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Snapdragon X Elite* - **macOS:** x86_64 or ARM CPU (Apple Silicon) - *Example: Intel Core 2 Duo SU9400, Apple M1* - **Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU - *Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4* | +| Component | Requirenment | |----------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| **CPU** | - **Windows:** x86_32 CPU with SSE2 instructions, any x86_64 CPU, ARMv8 CPU - *Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Snapdragon X Elite* - **macOS:** x86_64 or ARM CPU (Apple Silicon) - *Example: Intel Core 2 Duo SU9400, Apple M1* - **Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU - *Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4* | | **GPU** | - **Forward+ renderer:** Integrated graphics with full Vulkan 1.0 support, Metal 3 support (macOS) or Direct3D 12 (12_0 feature level) support (Windows) - *Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)* - **Mobile renderer:** Integrated graphics with full Vulkan 1.0 support, Metal 3 support (macOS) or Direct3D 12 (12_0 feature level) support (Windows) - *Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)* - **Compatibility renderer:** Integrated graphics with full OpenGL 3.3 support or Direct3D 11 support (Windows). - *Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics (Kaveri)* | | **RAM** | - **For native exports:** 2 GB - **For web exports:** 4 GB | | **Storage** | 150 MB (used for the executable, project files and cache) | -| **Operating system** | - **For native exports:** Windows 7 (Compatibility and Forward+/Mobile, Vulkan), Windows 10 (Forward+/Mobile, Direct3D 12), macOS 10.13 (Compatibility), macOS 10.15 (Forward+/Mobile, Vulkan), macOS 13.0 (Forward+/Mobile, Metal), Linux distribution released after 2016 - **For web exports:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64 | +| **Operating system** | - **For native exports:** Windows 10 or 11 (Forward+/Mobile, Direct3D 12), macOS 10.13 (Compatibility), macOS 10.15 (Forward+/Mobile, Vulkan), macOS 13.0 (Forward+/Mobile, Metal), Linux distribution released after 2016 - **For web exports:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64 | :::note -Windows 7/8/8.1 are supported on a best-effort basis. These versions are not -regularly tested and some features may be missing (such as colored -[print_rich ](/docs/Classes/@GlobalScope_method_print_rich) console output). -Support for Windows 7/8/8.1 may be removed in a -[future Redot 4.x release ](abt_release_policy). +Windows versions 7/8/8.1 are not officially supported. + +::: +
+:::note -Vulkan drivers for these Windows versions are known to have issues with -memory leaks. As a result, it's recommended to stick to the Compatibility -renderer when running Redot on a Windows version older than 10. +While the editor does support 32-bit CPUs, we no longer provide pre-compiled binaries for them. These platforms are considered +legacy and must be built from source. ::: ### Mobile device (smartphone/tablet) - Minimum -| **CPU** | - **Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU - *Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430* - **iOS:** SoC with any 64-bit ARM CPU - *Example: Apple A7 (iPhone 5S)* | +| Component | Requirenment | |----------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| **CPU** | - **Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU - *Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430* - **iOS:** SoC with any 64-bit ARM CPU - *Example: Apple A7 (iPhone 5S)* | | **GPU** | - **Forward+ renderer:** SoC featuring GPU with full Vulkan 1.0 support, or Metal 3 support (iOS/iPadOS) - *Example (Vulkan): Qualcomm Adreno 505, Mali-G71 MP2, Apple A12 (iPhone XR/XS)* - *Example (Metal): Apple A11 (iPhone 8/X)* - **Mobile renderer:** SoC featuring GPU with full Vulkan 1.0 support, or Metal 3 support (iOS/iPadOS) - *Example (Vulkan): Qualcomm Adreno 505, Mali-G71 MP2, Apple A12 (iPhone XR/XS)* - *Example (Metal): Apple A11 (iPhone 8/X)* - **Compatibility renderer:** SoC featuring GPU with full OpenGL ES 3.0 support - *Example: Qualcomm Adreno 306, Mali-T628 MP6, Apple A7 (iPhone 5S)* | | **RAM** | - **For native exports:** 1 GB - **For web exports:** 2 GB | | **Storage** | 150 MB (used for the executable, project files and cache) | @@ -123,17 +105,19 @@ simple 2D or 3D project exported with Redot: ### Desktop or laptop PC - Recommended -| **CPU** | - **Windows:** x86_64 CPU with SSE4.2 instructions, with 4 physical cores or more, ARMv8 CPU - *Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Snapdragon X Elite* - **macOS:** x86_64 or ARM CPU (Apple Silicon) - *Example: Intel Core i5-8500, Apple M1* - **Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU - *Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with overclocking* | +| Component | Requirenment | |----------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| **CPU** | - **Windows:** x86_64 CPU with SSE4.2 instructions, with 4 physical cores or more, ARMv8 CPU - *Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Snapdragon X Elite* - **macOS:** x86_64 or ARM CPU (Apple Silicon) - *Example: Intel Core i5-8500, Apple M1* - **Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU - *Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with overclocking* | | **GPU** | - **Forward+ renderer:** Dedicated graphics with full Vulkan 1.2 support, Metal 3 support (macOS), or Direct3D 12 (12_0 feature level) support (Windows) - *Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)* - **Mobile renderer:** Dedicated graphics with full Vulkan 1.2 support, Metal 3 support (macOS), or Direct3D 12 (12_0 feature level) support (Windows) - *Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)* - **Compatibility renderer:** Dedicated graphics with full OpenGL 4.6 support - *Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)* | | **RAM** | - **For native exports:** 4 GB - **For web exports:** 8 GB | | **Storage** | 150 MB (used for the executable, project files and cache) | -| **Operating system** | - **For native exports:** Windows 10, macOS 10.15 (Forward+/Mobile, Vulkan), macOS 13.0 (Forward+/Mobile, Metal), Linux distribution released after 2020 - **For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera | +| **Operating system** | - **For native exports:** Windows 10 or 11, macOS 10.15 (Forward+/Mobile, Vulkan), macOS 13.0 (Forward+/Mobile, Metal), Linux distribution released after 2020 - **For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera | ### Mobile device (smartphone/tablet) - Recommended -| **CPU** | - **Android:** SoC with 64-bit ARM or x86 CPU, with 3 "performance" cores or more - *Example: Qualcomm Snapdragon 845, Samsung Exynos 9810* - **iOS:** SoC with 64-bit ARM CPU - *Example: Apple A14 (iPhone 12)* | +| Component | Requirenment | |----------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| **CPU** | - **Android:** SoC with 64-bit ARM or x86 CPU, with 3 "performance" cores or more - *Example: Qualcomm Snapdragon 845, Samsung Exynos 9810* - **iOS:** SoC with 64-bit ARM CPU - *Example: Apple A14 (iPhone 12)* | | **GPU** | - **Forward+ renderer:** SoC featuring GPU with full Vulkan 1.2 support, or Metal 3 support (iOS/iPadOS) - *Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple A14 (iPhone 12)* - **Mobile renderer:** SoC featuring GPU with full Vulkan 1.2 support, or Metal 3 support (iOS/iPadOS) - *Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple A14 (iPhone 12)* - **Compatibility renderer:** SoC featuring GPU with full OpenGL ES 3.2 support - *Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple A14 (iPhone 12)* | | **RAM** | - **For native exports:** 2 GB - **For web exports:** 4 GB | | **Storage** | 150 MB (used for the executable, project files and cache) | From dbdafa8408dfa686ad72956458e3bad8d95686d1 Mon Sep 17 00:00:00 2001 From: Arctis Fireblight <6182060+Arctis-Fireblight@users.noreply.github.com> Date: Sun, 28 Jun 2026 06:06:57 -0500 Subject: [PATCH 03/11] Update callout styles: adjust colors and increase warning icon size --- Redot-Documentation/wwwroot/app.css | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Redot-Documentation/wwwroot/app.css b/Redot-Documentation/wwwroot/app.css index 31d4b67..a82948e 100644 --- a/Redot-Documentation/wwwroot/app.css +++ b/Redot-Documentation/wwwroot/app.css @@ -157,16 +157,16 @@ h1:focus { gap: 16px; align-items: flex-start; - background: #8a8a8a; - border-left: 8px solid #aaaaaa; + background: #937a07; + border-left: 8px solid #756005; border-radius: 4px; padding: 20px 24px; color: white; } .callout-icon-warning { - width: 24px; - height: 24px; + width: 48px; + height: 48px; background-color: white; From b0a58a176d2d5af214ea57854a1b14c263af86f7 Mon Sep 17 00:00:00 2001 From: Arctis Fireblight <6182060+Arctis-Fireblight@users.noreply.github.com> Date: Sun, 28 Jun 2026 06:15:20 -0500 Subject: [PATCH 04/11] Add danger callout styling and processing to DocRendererService --- .../Services/DocRendererService.cs | 6 +++++ Redot-Documentation/wwwroot/app.css | 25 +++++++++++++++++++ 2 files changed, 31 insertions(+) diff --git a/Redot-Documentation/Services/DocRendererService.cs b/Redot-Documentation/Services/DocRendererService.cs index 37e743e..828db78 100644 --- a/Redot-Documentation/Services/DocRendererService.cs +++ b/Redot-Documentation/Services/DocRendererService.cs @@ -106,6 +106,12 @@ private static (string Markdown, Dictionary HtmlPlaceholders) Tr @":::warning\s*\r?\n(.*?)\r?\n:::", match => TransformCallout(match.Value, "warning", htmlPlaceholders, IconConstants.TipsIcon), RegexOptions.IgnoreCase | RegexOptions.Singleline); + // danger + transformedMarkdown = Regex.Replace( + transformedMarkdown, + @":::danger\s*\r?\n(.*?)\r?\n:::", + match => TransformCallout(match.Value, "danger", htmlPlaceholders, IconConstants.TipsIcon), + RegexOptions.IgnoreCase | RegexOptions.Singleline); transformedMarkdown = TransformTabsBlocks(transformedMarkdown, htmlPlaceholders); // Render tabs transformedMarkdown = Regex.Replace( diff --git a/Redot-Documentation/wwwroot/app.css b/Redot-Documentation/wwwroot/app.css index a82948e..13690a2 100644 --- a/Redot-Documentation/wwwroot/app.css +++ b/Redot-Documentation/wwwroot/app.css @@ -164,6 +164,18 @@ h1:focus { color: white; } +.callout-danger { + display: flex; + gap: 16px; + align-items: flex-start; + + background: #4d0000; + border-left: 8px solid #8b0000; + border-radius: 4px; + padding: 20px 24px; + color: white; +} + .callout-icon-warning { width: 48px; height: 48px; @@ -177,6 +189,19 @@ h1:focus { mask-size: contain; } +.callout-icon-danger { + width: 24px; + height: 24px; + + background-color: white; + + -webkit-mask: url("./Icons/Font-Awesome/solid/fire-flame-curved.svg") no-repeat center; + mask: url("./Icons/Font-Awesome/solid/fire-flame-curved.svg") no-repeat center; + + -webkit-mask-size: contain; + mask-size: contain; +} + .horizontal-stack { display: flex; gap: 16px; From c07662c4b7437f4df1b8c23f7dd473177d02b6a8 Mon Sep 17 00:00:00 2001 From: Arctis Fireblight <6182060+Arctis-Fireblight@users.noreply.github.com> Date: Sun, 28 Jun 2026 06:37:54 -0500 Subject: [PATCH 05/11] Updated release policy documentation --- .../docs/About/release_policy.md | 90 ++++--------------- 1 file changed, 16 insertions(+), 74 deletions(-) diff --git a/Redot-Documentation/docs/About/release_policy.md b/Redot-Documentation/docs/About/release_policy.md index 4ba624c..99a074c 100644 --- a/Redot-Documentation/docs/About/release_policy.md +++ b/Redot-Documentation/docs/About/release_policy.md @@ -16,7 +16,7 @@ Redot is hard forked from Godot 4.5.2, and aims to be compatible with most Godot In addition to stable releases, we also periodically release beta versions. These are not intended for production use, but we encourage users to try them out and provide feedback. -These are versioned slightly differently from stable releases, with a ``-beta.<Build Number>`` suffix (e.g. ``26.2-beta.1``) +These are versioned slightly differently from stable releases, with a ``-beta.`` suffix (e.g. ``26.2-beta.1``) or ``-rc.`` suffix (e.g. ``26.2-rc.1``). ::: @@ -27,8 +27,9 @@ Starting in 2026, Redot will be released on a quarterly basis. The current versi | **Version** | **Release date** | **Support level** | |-----------------------|------------------|-------------------| -| Redot 26.2 (`master`) | June 2026 | Unstable | -| Redot 26.1 | Feburary 2026 | Supported | +| Redot 26.3 (`master`) | TBD | Unstable | +| Redot 26.2 | June 2026 | Supported | +| Redot 26.1 | Feburary 2026 | EOL | | Redot 4.4 | December 2025 | EOL | | Redot 4.3 | August 2024 | EOL | @@ -45,16 +46,8 @@ provided for testing purposes only. ## Which version should I use for a new project? -We recommend using Redot 4.x for new projects, as the Redot 4.x series will be -supported long after 3.x stops receiving updates in the future. One caveat is -that a lot of third-party documentation hasn't been updated for Redot 4.x yet. -If you have to follow a tutorial designed for Redot 3.x, we recommend keeping -[doc_upgrading_to_Redot_4](doc_upgrading_to_Redot_4) open in a separate tab to check which methods -have been renamed (if you get a script error while trying to use a specific node -or method that was renamed in Redot 4.x). - -If your project requires a feature that is missing in 4.x (such as GLES2/WebGL -1.0), you should use Redot 3.x for a new project instead. +We recommend using the latest stable build of Redot for new projects. +At the time of writing, this is Redot 26.2. ## Should I upgrade my project to use new engine versions? @@ -65,48 +58,17 @@ consider whether it's a good idea for your project before attempting an upgrade. Also, make backups of your project or use version control to prevent losing data in case the upgrade goes wrong. -That said, we do our best to keep minor and especially patch releases -compatible with existing projects. +That said, we do our best to keep avoid breaking changes between releases. ::: -The general recommendation is to upgrade your project to follow new *patch* -releases, such as upgrading from 4.0.2 to 4.0.3. This ensures you get bug fixes, -security updates and platform support updates (which is especially important for -mobile platforms). You also get continued support, as only the last patch -release receives support on official community platforms. - -For *minor* releases, you should determine whether it's a good idea to upgrade -on a case-by-case basis. We've made a lot of effort in making the upgrade -process as seamless as possible, but some breaking changes may be present in -minor releases, along with a greater risk of regressions. Some fixes included in -minor releases may also change a class' expected behavior as required to fix -some bugs. This is especially the case in classes marked as *experimental* in -the documentation. - -*Major* releases bring a lot of new functionality, but they also remove -previously existing functionality and may raise hardware requirements. They also -require much more work to upgrade to compared to minor releases. As a result, we -recommend sticking with the major release you've started your project with if -you are happy with how your project currently works. +The general recommendation is to only upgrade your project if you are needing new features or improvements, +or if you are experiencing issues that have been fixed in a newer release. ## When is the next release out? -While Redot contributors aren't working under any deadlines, we strive to -publish minor releases relatively frequently. - -In particular, after the very length release cycle for 4.0, we are pivoting to -a faster paced development workflow, 4.1 released 4 months after 4.0, and 4.2 -released 4 months after 4.1 - -Frequent minor releases will enable us to ship new features faster (possibly -as experimental), get user feedback quickly, and iterate to improve those -features and their usability. Likewise, the general user experience will be -improved more steadily with a faster path to the end users. - -Maintenance (patch) releases are released as needed with potentially very -short development cycles, to provide users of the current stable branch with -the latest bug fixes for their production needs. +Redot Engine will typically put out a new release every quarter, or every three months. +Stable release will typically come towards the end of each quarter, with beta and release typically coming around the middle. ## What are the criteria for compatibility across engine versions? @@ -118,7 +80,7 @@ outlines the most common situations encountered during Redot's development. ::: -The following changes are acceptable in patch releases: +The following changes are acceptable in releases: - Fixing a bug in a way that has no major negative impact on most projects, such as a visual or physics bug. Redot's physics engine is not deterministic, so @@ -127,29 +89,11 @@ The following changes are acceptable in patch releases: optional (e.g. using a project setting or separate method). - Adding a new optional parameter to a method. - Small-scale editor usability tweaks. - -Note that we tend to be more conservative with the fixes we allow in each -subsequent patch release. For instance, 4.0.1 may receive more impactful fixes -than 4.0.4 would. - -The following changes are acceptable in minor releases, but not patch releases: - -- Significant new features. -- Renaming a method parameter. In C#, method parameters can be passed by name - (but not in GDScript). As a result, this can break some projects that use C#. +- New features that do not break existing projects. - Deprecating a method, member variable, or class. This is done by adding a - deprecated flag to its class reference, which will show up in the editor. When - a method is marked as deprecated, it's slated to be removed in the next - *major* release. -- Changes that affect the default project theme's visuals. -- Bug fixes which significantly change the behavior or the output, with the aim - to meet user expectations better. In comparison, in patch releases, we may - favor keeping a buggy behavior so we don't break existing projects which - likely already rely on the bug or use a workaround. -- Performance optimizations that result in visual changes. - -The following changes are considered **compatibility-breaking** and can only be -performed in a new major release: + deprecated flag to its class reference, which will show up in the editor. + +The following changes are considered **compatibility-breaking** and should be avoided: - Renaming or removing a method, member variable, or class. - Modifying a node's inheritance tree by making it inherit from a different class. @@ -157,8 +101,6 @@ performed in a new major release: projects. To only affect new projects, the project manager should write a modified ``project.Redot`` instead. -Since Redot 5.0 hasn't been branched off yet, we currently discourage making -compatibility-breaking changes of this kind. :::note From 55b22c164b5c4755d3f509086a42fa1b1fd166cc Mon Sep 17 00:00:00 2001 From: Arctis Fireblight <6182060+Arctis-Fireblight@users.noreply.github.com> Date: Sun, 28 Jun 2026 06:40:47 -0500 Subject: [PATCH 06/11] Remove outdated changelog content in docs_changelog.md --- .../docs/About/docs_changelog.md | 121 +----------------- 1 file changed, 4 insertions(+), 117 deletions(-) diff --git a/Redot-Documentation/docs/About/docs_changelog.md b/Redot-Documentation/docs/About/docs_changelog.md index 404c177..a2ff163 100644 --- a/Redot-Documentation/docs/About/docs_changelog.md +++ b/Redot-Documentation/docs/About/docs_changelog.md @@ -3,124 +3,11 @@ The documentation is continually being improved. New releases include new pages, fixes and updates to existing pages, and many updates -to the [class reference ](doc_class_reference). Below is a list of new pages -added since version 3.0. +to the [class reference ](doc_class_reference). :::note -This document only contains new pages so not all changes are reflected, -many pages have been substantially updated but are not reflected in this document. -::: +This is a brand-new documentation site, so this page is currently empty. +It will be updated over time as we add more content. -## New pages since version 4.3 - -### 2D - -- [doc_introduction_to_2d](../tutorials/2d/introduction_to_2d.md) - -### 3D - -- [doc_spring_arm](../tutorials/3d/spring_arm.md) - -### Debug - -- [doc_output_panel](../tutorials/scripting/debug/output_panel.md) - -### Editor - -- [doc_using_the_xr_editor](../tutorials/editor/using_the_xr_editor.md) - -### Performance - -- [doc_pipeline_compilations](../tutorials/performance/pipeline_compilations.md) - -### Physics - -- [doc_physics_interpolation](../tutorials/physics/interpolation/index.md) -- [doc_physics_interpolation_quick_start_guide](../tutorials/physics/interpolation/physics_interpolation_quick_start_guide.md) -- [doc_physics_interpolation_introduction](../tutorials/physics/interpolation/physics_interpolation_introduction.md) -- [doc_using_physics_interpolation](../tutorials/physics/interpolation/using_physics_interpolation.md) -- [doc_advanced_physics_interpolation](../tutorials/physics/interpolation/advanced_physics_interpolation.md) -- [doc_2d_and_3d_physics_interpolation](../tutorials/physics/interpolation/2d_and_3d_physics_interpolation.md) - -### Rendering - -- [doc_renderers](../tutorials/rendering/renderers.md) - -### Shaders - -- [doc_shader_functions](../tutorials/shaders/shader_reference/shader_functions.md) - -## New pages since version 4.2 - -### About - -- [doc_system_requirements](abt_system_requirements) - -### 2D - -- [doc_2d_parallax](../tutorials/2d/2d_parallax.md) - -### Contributing - -- [doc_handling_compatibility_breakages](../Contributing/Development/handling_compatibility_breakages.md) -- [doc_ways_to_contribute](doc_ways_to_contribute) - -### GDExtension - -- [doc_gdextension_file](../tutorials/scripting/gdextension/gdextension_file.md) -- [doc_gdextension_docs_system](../tutorials/scripting/gdextension/gdextension_docs_system.md) - -### Migrating - -- [doc_upgrading_to_Redot_4.3](doc_upgrading_to_Redot_4.3) - -### Rendering - -- [doc_compositor](../tutorials/rendering/compositor.md) - -### XR - -- [doc_a_better_xr_start_script](../tutorials/xr/a_better_xr_start_script.md) -- [doc_openxr_passthrough](../tutorials/xr/ar_passthrough.md) -- [doc_xr_next_steps](../tutorials/xr/xr_next_steps.md) -- [doc_openxr_settings](../tutorials/xr/openxr_settings.md) -- [doc_openxr_composition_layers](../tutorials/xr/openxr_composition_layers.md) -- [doc_openxr_body_tracking](../tutorials/xr/openxr_body_tracking.md) - -## New pages since version 4.1 - -### C# - -- [doc_c_sharp_diagnostics](../tutorials/scripting/c_sharp/diagnostics/index.md) - -### Development - -- [doc_2d_coordinate_systems](../Contributing/Development/core_and_modules/2d_coordinate_systems.md) - -### Migrating - -- [doc_upgrading_to_Redot_4.2](doc_upgrading_to_Redot_4.2) - -### I/O - -- [doc_runtime_loading_and_saving](../tutorials/io/runtime_file_loading_and_saving.md) - -### Platform-specific - -- [doc_android_library](../tutorials/platform/android/android_library.md) - -## New pages since version 4.0 - -### Development - -- [doc_internal_rendering_architecture](../Contributing/Development/core_and_modules/internal_rendering_architecture.md) -- [doc_using_sanitizers](../Contributing/Development/debugging/using_sanitizers.md) - -### Migrating - -- [doc_upgrading_to_Redot_4.1](doc_upgrading_to_Redot_4.1) - -### Physics - -- [doc_troubleshooting_physics_issues](../tutorials/physics/troubleshooting_physics_issues.md) \ No newline at end of file +::: \ No newline at end of file From 1fb2a0123f7913b8b9c9b485c7f21723212f537d Mon Sep 17 00:00:00 2001 From: Arctis Fireblight <6182060+Arctis-Fireblight@users.noreply.github.com> Date: Sun, 28 Jun 2026 06:43:19 -0500 Subject: [PATCH 07/11] Simplify Redot version recommendation in FAQ and update link to downloads page --- Redot-Documentation/docs/About/faq.md | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/Redot-Documentation/docs/About/faq.md b/Redot-Documentation/docs/About/faq.md index df0a2d0..aa5fa57 100644 --- a/Redot-Documentation/docs/About/faq.md +++ b/Redot-Documentation/docs/About/faq.md @@ -374,9 +374,8 @@ information. ## Which Redot version should I use for a new project? -We recommend using Redot 4.x for new projects, but depending on the feature set -you need, it may be better to use 3.x instead. See -[abt_release_policy_which_version_should_i_use](abt_release_policy_which_version_should_i_use) for more information. +We recommend using the latest stable version for new projects. Please see the [Downloads](https://www.redotengine.org/download) +page on our website. ## Should I upgrade my project to use new Redot versions? From 7b3f36995ceb6711a9710ce4afe2effe60287fed Mon Sep 17 00:00:00 2001 From: Arctis Fireblight <6182060+Arctis-Fireblight@users.noreply.github.com> Date: Sun, 28 Jun 2026 06:48:04 -0500 Subject: [PATCH 08/11] Remove outdated notes and experimental references in feature list documentation --- .../docs/About/list_of_features.md | 20 +++++-------------- 1 file changed, 5 insertions(+), 15 deletions(-) diff --git a/Redot-Documentation/docs/About/list_of_features.md b/Redot-Documentation/docs/About/list_of_features.md index 2c321f1..083d847 100644 --- a/Redot-Documentation/docs/About/list_of_features.md +++ b/Redot-Documentation/docs/About/list_of_features.md @@ -3,13 +3,6 @@ This page aims to list **all** features currently supported by Redot. -:::note - -This page lists features supported by the current stable version of -Redot. Some of these features are not available in the -[3.x release series ](https://docs.redotengine.org/en/3.6/about/list_of_features.html)_. - -::: ## Platforms @@ -32,8 +25,7 @@ See [doc_system_requirements](abt_system_requirements) for hardware and software allowing for binaries that work across common Linux distributions. - Android (editor support is experimental). -- [Web browsers ](doc_using_the_web_editor). Experimental in 4.0, - using Redot 3.x is recommended instead when targeting HTML5. +- [Web browsers ](doc_using_the_web_editor). **Runs exported projects:** @@ -45,10 +37,8 @@ Redot aims to be as platform-independent as possible and can be :::note -Projects written in C# using Redot 4 currently cannot be exported to the -web platform. To use C# on that platform, consider Redot 3 instead. -Android and iOS platform support is available as of Redot 4.2, but is -experimental and [some limitations apply ](doc_c_sharp_platforms). +Projects written in C# using Redot LTS currently cannot be exported to the +web platform. ::: @@ -62,7 +52,7 @@ experimental and [some limitations apply ](doc_c_sharp_platforms). Visual Studio Code or Vim. - GDScript [debugger ](doc_debugger_panel). - - Support for debugging in threads is available since 4.2. +- Support for debugging in threads is available. - Visual profiler with CPU and GPU time indications for each step of the rendering pipeline. - Performance monitoring tools, including @@ -458,7 +448,7 @@ improve quality. This can be helpful when - Full support for the C# 12.0 syntax and features. -- Supports Windows, Linux, and macOS. Since Redot 4.2, experimental support for Android and iOS is also available. +- Supports Windows, Linux, and macOS. - On the iOS platform only some architectures are supported: ``arm64``. - The web platform is currently unsupported. To use C# on that platform, From 069109cfe1388433a7d5e2fe2d2a72087431e59b Mon Sep 17 00:00:00 2001 From: Arctis Fireblight <6182060+Arctis-Fireblight@users.noreply.github.com> Date: Sun, 28 Jun 2026 07:08:12 -0500 Subject: [PATCH 09/11] Update FAQ with improved formatting, clarify contributor guidance, and reflect changes to supported platforms like removal of pre-compiled 32-bit binaries. --- Redot-Documentation/docs/About/faq.md | 57 +++++++++++++-------------- 1 file changed, 28 insertions(+), 29 deletions(-) diff --git a/Redot-Documentation/docs/About/faq.md b/Redot-Documentation/docs/About/faq.md index aa5fa57..f1bdb39 100644 --- a/Redot-Documentation/docs/About/faq.md +++ b/Redot-Documentation/docs/About/faq.md @@ -17,7 +17,7 @@ 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 Godot Engine community." +to "Juan Linietsky, Ariel Manzur and the Godot & Redot Engine community." Logos and icons are generally under the same Creative Commons license. Note that some third-party libraries included with Redot's source code may have @@ -49,9 +49,10 @@ Also, see [the license page on the Redot website ](https://redotengine.org/licen Both 32- and 64-bit binaries are supported where it makes sense, with 64 being the default. Official macOS builds support Apple Silicon natively as well as x86_64. - -Some users also report building and using Redot successfully on ARM-based -systems with Linux, like the Raspberry Pi. +:::note +Redot does not provide pre-compiled 32-bit binaries for the editor or exported games. +These platforms are considered legacy, and must be compiled from source. +::: The Redot team can't provide an open source console export due to the licensing terms imposed by console manufacturers. @@ -85,7 +86,7 @@ to [Python ](https://github.com/touilleMan/godot-python) and [Nim ](https://gith ## What is GDScript and why should I use it? -GDScript is Redot's integrated scripting language. It was built from the ground +GDScript is Godot & Redot's integrated scripting language. It was built from the ground up to maximize Redot's potential in the least amount of code, affording both novice and expert developers alike to capitalize on Redot's strengths as fast as possible. If you've ever written anything in a language like Python before, then you'll feel @@ -216,13 +217,10 @@ third-party library integrates with Redot. Since you don't need to actually install Redot on your system to run it, this means desktop integration is not performed automatically. -There are two ways to overcome this. You can install Redot from - -[Scoop ](https://scoop.sh/)_ (Windows), [Homebrew ](https://brew.sh/)_ (macOS) -or [Flathub ](https://flathub.org/apps/details/org.godotengine.Redot)_ (Linux). -This will automatically perform the required steps for desktop integration. -Alternatively, you can manually perform the steps that an installer would do for you: +We eventually plan to create a lancher and project manager to manage Redot installations and projects. +However, this is not ready yet and we do not have a publicly available version. +For the time being, you can manually perform the steps that an installer would do for you: ### Windows @@ -284,6 +282,7 @@ more. While Vulkan and OpenGL remain our primary focus for their open standard and cross-platform benefits, Redot 4.3 introduced experimental support for Direct3D 12. +As of 26.2 this support is still experimental and may not be fully functional or optimized. This addition aims to enhance performance and compatibility on platforms where Direct3D 12 is prevalent, such as Windows and Xbox. However, Vulkan and OpenGL will continue as the default rendering drivers on all platforms, including Windows. @@ -369,8 +368,8 @@ And that's it! Your game should work in multiple resolutions. ## When is the next release of Redot out? -When it's ready! See [abt_release_policy_when_is_next_release_out](abt_release_policy_when_is_next_release_out) for more -information. +We have a release once per quarter, or every 3 months. +Please see our [Release Policy](abt_release_policy) for more information. ## Which Redot version should I use for a new project? @@ -393,10 +392,10 @@ Awesome! As an open source project, Redot thrives off of the innovation and the ambition of developers like you. The best way to start contributing to Redot is by using it and reporting -any [issues ](https://github.com/redot-engine/redot-engine/issues) that you might experience. +any [issues](https://github.com/redot-engine/redot-engine/issues) that you might experience. A good bug report with clear reproduction steps helps your fellow contributors fix bugs quickly and efficiently. You can also report issues you find in the -[online documentation ](https://github.com/redot-engine/redot-docs-site/issues). +[online documentation](https://github.com/redot-engine/redot-docs-site/issues). If you feel ready to submit your first PR, pick any issue that resonates with you from one of the links above and try your hand at fixing it. You will need to learn how to @@ -404,7 +403,7 @@ compile the engine from sources, or how to build the documentation. You also nee get familiar with Git, a version control system that Redot developers use. We explain how to work with the engine source, how to edit the documentation, and -what other ways to contribute are there in our [documentation for contributors ](doc_ways_to_contribute). +what other ways to contribute are there in our [documentation for contributors](doc_ways_to_contribute). ## I have a great idea for Redot. How can I share it? @@ -414,23 +413,23 @@ you might face while working on your project are a great data point for us when engine enhancements. If you experience a usability problem or are missing a feature in the current version of -Redot, start by discussing it with our [community ](https://redotengine.org/community/). +Redot, start by discussing it with our [community](https://redotengine.org/community/). There may be other, perhaps better, ways to achieve the desired result that community members could suggest. And you can learn if other users experience the same issue, and figure out a good solution together. If you come up with a well-defined idea for the engine, feel free to open a -[proposal issue ](https://github.com/redot-engine/redot-proposals/issues). +[proposal issue](https://github.com/redot-engine/redot-proposals/issues). Try to be specific and concrete while describing your problem and your proposed solution — only actionable proposals can be considered. It is not required, but if you want to implement it yourself, that's always appreciated! If you only have a general idea without specific details, you can open a -[proposal discussion ](https://github.com/redot-engine/redot-proposals/discussions). +[proposal discussion](https://github.com/redot-engine/redot-proposals/discussions). These can be anything you want, and allow for a free-form discussion in search of a solution. Once you find one, a proposal issue can be opened. -Please, read the [readme ](https://github.com/redot-engine/redot-proposals/blob/master/README.md) +Please, read the [readme](https://github.com/redot-engine/redot-proposals/blob/master/README.md) document before creating a proposal to learn more about the process. ## Is it possible to use Redot to create non-game applications? @@ -439,11 +438,11 @@ Yes! Redot features an extensive built-in UI system, and its small distribution size can make it a suitable alternative to frameworks like Electron or Qt. When creating a non-game application, make sure to enable -[low-processor mode ](/docs/Classes/ProjectSettings_property_application/run/low_processor_mode) +[low-processor mode](/docs/Classes/ProjectSettings_property_application/run/low_processor_mode) in the Project Settings to decrease CPU and GPU usage. -Check out [Material Maker ](https://github.com/RodZill4/material-maker)_ and -[Pixelorama ](https://github.com/Orama-Interactive/Pixelorama)_ for examples of +Check out [Material Maker](https://github.com/RodZill4/material-maker)_ and +[Pixelorama](https://github.com/Orama-Interactive/Pixelorama)_ for examples of open source applications made with Redot. ## Is it possible to use Redot as a library? @@ -473,13 +472,13 @@ have to deal with the LGPL licensing caveats that come with GTK or Qt. Lastly, this means Redot is "eating its own dog food" since the editor itself is one of the most complex users of Redot's UI system. -This custom UI toolkit [can't be used as a library ](abt_faq_use_Redot_as_library), +This custom UI toolkit [can't be used as a library](abt_faq_use_Redot_as_library), but you can still -[use Redot to create non-game applications by using the editor ](abt_faq_non_game_applications). +[use Redot to create non-game applications by using the editor](abt_faq_non_game_applications). ## Why does Redot use the SCons build system? -Redot uses the [SCons ](https://www.scons.org/)_ build system. There are no +Redot uses the [SCons](https://www.scons.org/)_ build system. There are no plans to switch to a different build system in the near future. There are many reasons why we have chosen SCons over other alternatives. For example: @@ -493,7 +492,7 @@ reasons why we have chosen SCons over other alternatives. For example: configurations, additions, removals etc. - Redot's build process is not simple. Several files are generated by code (binders), others are parsed (shaders), and others need to offer - customization ([modules ](../Contributing/Development/core_and_modules/custom_modules_in_cpp.md)). This requires + customization ([modules](../Contributing/Development/core_and_modules/custom_modules_in_cpp.md)). This requires complex logic which is easier to write in an actual programming language (like Python) rather than using a mostly macro-based language only meant for building. - Redot's build process makes heavy use of cross-compiling tools. Each @@ -542,7 +541,7 @@ by creating child Nodes with individual scripts. These nodes can then be added a removed at runtime to dynamically add and remove behaviors. More information about Redot's design choices can be found in -[this article ](https://godotengine.org/article/why-isnt-godot-ecs-based-game-engine)_. +[this article](https://godotengine.org/article/why-isnt-godot-ecs-based-game-engine). ## Why does Redot not force users to implement DOD (Data-Oriented Design)? @@ -569,4 +568,4 @@ See [doc_ways_to_contribute](doc_ways_to_contribute). ## Who is working on Redot? How can I contact you? -See the corresponding page on the [Redot website ](https://redotengine.org/contact). \ No newline at end of file +See the corresponding page on the [Redot website](https://redotengine.org/contact). \ No newline at end of file From f1e17e7dfc5b483522e98ef1c6ac351b1dd0f9c3 Mon Sep 17 00:00:00 2001 From: Arctis Fireblight <6182060+Arctis-Fireblight@users.noreply.github.com> Date: Sun, 28 Jun 2026 07:34:32 -0500 Subject: [PATCH 10/11] Fix typos and formatting inconsistencies across documentation files for better readability and accuracy. --- .../docs/About/docs_changelog.md | 2 +- Redot-Documentation/docs/About/faq.md | 4 +- .../docs/About/list_of_features.md | 170 +++++++++--------- .../docs/About/release_policy.md | 6 +- 4 files changed, 91 insertions(+), 91 deletions(-) diff --git a/Redot-Documentation/docs/About/docs_changelog.md b/Redot-Documentation/docs/About/docs_changelog.md index a2ff163..07ef98f 100644 --- a/Redot-Documentation/docs/About/docs_changelog.md +++ b/Redot-Documentation/docs/About/docs_changelog.md @@ -3,7 +3,7 @@ The documentation is continually being improved. New releases include new pages, fixes and updates to existing pages, and many updates -to the [class reference ](doc_class_reference). +to the [class reference](doc_class_reference). :::note diff --git a/Redot-Documentation/docs/About/faq.md b/Redot-Documentation/docs/About/faq.md index f1bdb39..930161d 100644 --- a/Redot-Documentation/docs/About/faq.md +++ b/Redot-Documentation/docs/About/faq.md @@ -218,8 +218,8 @@ third-party library integrates with Redot. Since you don't need to actually install Redot on your system to run it, this means desktop integration is not performed automatically. -We eventually plan to create a lancher and project manager to manage Redot installations and projects. -However, this is not ready yet and we do not have a publicly available version. +We eventually plan to create a launcher and project manager to manage Redot installations and projects. +However, this is not ready yet, and we do not have a publicly available version. For the time being, you can manually perform the steps that an installer would do for you: ### Windows diff --git a/Redot-Documentation/docs/About/list_of_features.md b/Redot-Documentation/docs/About/list_of_features.md index 083d847..75c9fe7 100644 --- a/Redot-Documentation/docs/About/list_of_features.md +++ b/Redot-Documentation/docs/About/list_of_features.md @@ -21,19 +21,19 @@ See [doc_system_requirements](abt_system_requirements) for hardware and software - Binaries are statically linked and can run on any distribution if compiled on an old enough base distribution. - Official binaries are compiled using the - [Redot Engine buildroot ](https://github.com/redot-engine/buildroot)_, + [Redot Engine buildroot](https://github.com/redot-engine/buildroot)_, allowing for binaries that work across common Linux distributions. - Android (editor support is experimental). -- [Web browsers ](doc_using_the_web_editor). +- [Web browsers](doc_using_the_web_editor). **Runs exported projects:** - iOS. -- [Consoles ](doc_consoles). +- [Consoles](doc_consoles). Redot aims to be as platform-independent as possible and can be -[ported to new platforms ](doc_custom_platform_ports) with relative ease. +[ported to new platforms](doc_custom_platform_ports) with relative ease. :::note @@ -48,15 +48,15 @@ web platform. - Scene tree editor. - Built-in script editor. -- Support for [external script editors ](doc_external_editor) such as +- Support for [external script editors](doc_external_editor) such as Visual Studio Code or Vim. -- GDScript [debugger ](doc_debugger_panel). +- GDScript [debugger](doc_debugger_panel). - Support for debugging in threads is available. - Visual profiler with CPU and GPU time indications for each step of the rendering pipeline. - Performance monitoring tools, including - [custom performance monitors ](doc_custom_performance_monitors). + [custom performance monitors](doc_custom_performance_monitors). - Live script reloading. - Live scene editing. @@ -76,10 +76,10 @@ web platform. **Plugins:** - Editor plugins can be downloaded from the - [asset library ](doc_what_is_assetlib) to extend editor functionality. -- [Create your own plugins ](doc_making_plugins) using GDScript to add new + [asset library](doc_what_is_assetlib) to extend editor functionality. +- [Create your own plugins](doc_making_plugins) using GDScript to add new features or speed up your workflow. -- [Download projects from the asset library ](doc_using_assetlib_editor) +- [Download projects from the asset library](doc_using_assetlib_editor) in the Project Manager and import them directly. ## Rendering @@ -111,7 +111,7 @@ See [doc_renderers](doc_renderers) for a detailed comparison of the rendering me - Pseudo-3D support including preview in the editor. -- [2D lighting ](doc_2d_lights_and_shadows) with normal maps and specular maps. +- [2D lighting](doc_2d_lights_and_shadows) with normal maps and specular maps. - Point (omni/spot) and directional 2D lights. - Hard or soft shadows (adjustable on a per-light basis). @@ -119,7 +119,7 @@ See [doc_renderers](doc_renderers) for a detailed comparison of the rendering me representation of the 2D scene based on [class_LightOccluder2D](/docs/Classes/LightOccluder2D) nodes, which can be used for improved 2D lighting effects including 2D global illumination. -- [Font rendering ](doc_gui_using_fonts) using bitmaps, rasterization using FreeType +- [Font rendering](doc_gui_using_fonts) using bitmaps, rasterization using FreeType or multi-channel signed distance fields (MSDF). - Bitmap fonts can be exported using tools like BMFont, or imported from images @@ -137,22 +137,22 @@ See [doc_renderers](doc_renderers) for a detailed comparison of the rendering me requiring re-rasterization. Multi-channel usage makes SDF fonts scale down to lower sizes better compared to monochrome SDF fonts. -- GPU-based [particles ](doc_particle_systems_2d) with support for - [custom particle shaders ](doc_particle_shader). +- GPU-based [particles](doc_particle_systems_2d) with support for + [custom particle shaders](doc_particle_shader). - CPU-based particles. -- Optional [2D HDR rendering ](doc_environment_and_post_processing_using_glow_in_2d) +- Optional [2D HDR rendering](doc_environment_and_post_processing_using_glow_in_2d) for better glow capabilities. ## 2D tools -- [TileMaps ](doc_using_tilemaps) for 2D tile-based level design. +- [TileMaps](doc_using_tilemaps) for 2D tile-based level design. - 2D camera with built-in smoothing and drag margins. - Path2D node to represent a path in 2D space. - Can be drawn in the editor or generated procedurally. - PathFollow2D node to make nodes follow a Path2D. -- [2D geometry helper class ](/docs/Classes/Geometry2D). +- [2D geometry helper class](/docs/Classes/Geometry2D). ## 2D physics @@ -225,7 +225,7 @@ See [doc_renderers](doc_renderers) for a detailed comparison of the rendering me **Global illumination with indirect lighting:** -- [Baked lightmaps ](doc_using_lightmap_gi) (fast, but can't be updated at runtime). +- [Baked lightmaps](doc_using_lightmap_gi) (fast, but can't be updated at runtime). - Supports baking indirect light only or baking both direct and indirect lighting. The bake mode can be adjusted on a per-light basis to allow for hybrid light @@ -236,17 +236,17 @@ See [doc_renderers](doc_renderers) for a detailed comparison of the rendering me - Lightmaps are baked on the GPU using compute shaders (much faster compared to CPU lightmapping). Baking can only be performed from the editor, not in exported projects. - - Supports GPU-based [denoising ](doc_using_lightmap_gi_denoising) + - Supports GPU-based [denoising](doc_using_lightmap_gi_denoising) with JNLM, or CPU/GPU-based denoising with OIDN. -- [Voxel-based GI probes ](doc_using_voxel_gi). Supports +- [Voxel-based GI probes](doc_using_voxel_gi). Supports dynamic lights *and* dynamic occluders, while also supporting reflections. Requires a fast baking step which can be performed in the editor or at runtime (including from an exported project). -- [Signed-distance field GI ](doc_using_sdfgi) designed for large open worlds. +- [Signed-distance field GI](doc_using_sdfgi) designed for large open worlds. Supports dynamic lights, but not dynamic occluders. Supports reflections. No baking required. -- [Screen-space indirect lighting (SSIL) ](doc_environment_and_post_processing_ssil) +- [Screen-space indirect lighting (SSIL)](doc_environment_and_post_processing_ssil) at half or full resolution. Fully real-time and supports any kind of emissive light source (including decals). - VoxelGI and SDFGI use a deferred pass to allow for rendering GI at half @@ -271,7 +271,7 @@ See [doc_renderers](doc_renderers) for a detailed comparison of the rendering me **Decals:** -- [Supports albedo ](doc_using_decals), emissive, :abbr:`ORM (Occlusion Roughness Metallic)`, +- [Supports albedo](doc_using_decals), emissive, :abbr:`ORM (Occlusion Roughness Metallic)`, and normal mapping. - Texture channels are smoothly overlaid on top of the underlying material, with support for normal/ORM-only decals. @@ -290,7 +290,7 @@ See [doc_renderers](doc_renderers) for a detailed comparison of the rendering me - Panorama sky (using an HDRI). - Procedural sky and Physically-based sky that respond to the DirectionalLights in the scene. -- Support for [custom sky shaders ](doc_sky_shader), which can be animated. +- Support for [custom sky shaders](doc_sky_shader), which can be animated. - The radiance map used for ambient and specular light can be updated in real-time depending on the quality settings chosen. @@ -306,7 +306,7 @@ See [doc_renderers](doc_renderers) for a detailed comparison of the rendering me **Volumetric fog:** -- Global [volumetric fog ](doc_volumetric_fog) that reacts to lights and shadows. +- Global [volumetric fog](doc_volumetric_fog) that reacts to lights and shadows. - Volumetric fog can take indirect light into account when using VoxelGI or SDFGI. - Fog volume nodes that can be placed to add fog to specific areas (or remove fog from specific areas). Supported shapes include box, ellipse, cone, cylinder, and 3D texture-based density maps. @@ -338,7 +338,7 @@ See [doc_renderers](doc_renderers) for a detailed comparison of the rendering me - Glow/bloom with optional bicubic upscaling and several blend modes available: Screen, Soft Light, Add, Replace, Mix. - Glow can have a colored dirt map texture, acting as a lens dirt effect. -- Glow can be [used as a screen-space blur effect ](doc_environment_and_post_processing_using_glow_to_blur_the_screen). +- Glow can be [used as a screen-space blur effect](doc_environment_and_post_processing_using_glow_to_blur_the_screen). - Color correction using a one-dimensional ramp or a 3D LUT texture. - Roughness limiter to reduce the impact of specular aliasing. - Brightness, contrast and saturation adjustments. @@ -357,8 +357,8 @@ See [doc_renderers](doc_renderers) for a detailed comparison of the rendering me **Antialiasing:** -- Temporal [antialiasing ](doc_3d_antialiasing) (TAA). -- AMD FidelityFX Super Resolution 2.2 [antialiasing ](doc_3d_antialiasing) (FSR2), +- Temporal [antialiasing](doc_3d_antialiasing) (TAA). +- AMD FidelityFX Super Resolution 2.2 [antialiasing](doc_3d_antialiasing) (FSR2), which can be used at native resolution as a form of high-quality temporal antialiasing. - Multi-sample antialiasing (MSAA), for both [doc_2d_antialiasing](doc_2d_antialiasing) and [doc_3d_antialiasing](doc_3d_antialiasing). - Fast approximate antialiasing (FXAA). @@ -367,7 +367,7 @@ See [doc_renderers](doc_renderers) for a detailed comparison of the rendering me **Resolution scaling:** -- Support for [rendering 3D at a lower resolution ](doc_resolution_scaling) +- Support for [rendering 3D at a lower resolution](doc_resolution_scaling) while keeping 2D rendering at the original scale. This can be used to improve performance on low-end systems or improve visuals on high-end systems. - Resolution scaling uses bilinear filtering, AMD FidelityFX Super Resolution @@ -377,20 +377,20 @@ See [doc_renderers](doc_renderers) for a detailed comparison of the rendering me Most effects listed above can be adjusted for better performance or to further improve quality. This can be helpful when -[using Redot for offline rendering ](doc_creating_movies). +[using Redot for offline rendering](doc_creating_movies). ## 3D tools - Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad, torus, ribbon, tube. -- [GridMaps ](doc_using_gridmaps) for 3D tile-based level design. -- [Constructive solid geometry ](doc_csg_tools) (intended for prototyping). -- Tools for [procedural geometry generation ](doc_procedural_geometry). +- [GridMaps](doc_using_gridmaps) for 3D tile-based level design. +- [Constructive solid geometry](doc_csg_tools) (intended for prototyping). +- Tools for [procedural geometry generation](doc_procedural_geometry). - Path3D node to represent a path in 3D space. - Can be drawn in the editor or generated procedurally. - PathFollow3D node to make nodes follow a Path3D. -- [3D geometry helper class ](/docs/Classes/Geometry3D). +- [3D geometry helper class](/docs/Classes/Geometry3D). - Support for exporting the current scene as a glTF 2.0 file, both from the editor and at runtime from an exported project. @@ -418,7 +418,7 @@ improve quality. This can be helpful when - *2D:* Custom vertex, fragment, and light shaders. - *3D:* Custom vertex, fragment, light, and sky shaders. -- Text-based shaders using a [shader language inspired by GLSL ](doc_shading_language). +- Text-based shaders using a [shader language inspired by GLSL](doc_shading_language). - Visual shader editor. - Support for visual shader plugins. @@ -429,19 +429,19 @@ improve quality. This can be helpful when - Object-oriented design pattern with scripts extending nodes. - Signals and groups for communicating between scripts. -- Support for [cross-language scripting ](doc_cross_language_scripting). +- Support for [cross-language scripting](doc_cross_language_scripting). - Many 2D, 3D and 4D linear algebra data types such as vectors and transforms. -[GDScript: ](toc-learn-scripting-gdscript) +[GDScript:](toc-learn-scripting-gdscript) -- [High-level interpreted language ](doc_gdscript) with - [optional static typing ](doc_gdscript_static_typing). +- [High-level interpreted language](doc_gdscript) with + [optional static typing](doc_gdscript_static_typing). - Syntax inspired by Python. However, GDScript is **not** based on Python. - Syntax highlighting is provided on GitHub. -- [Use threads ](doc_using_multiple_threads) to perform asynchronous actions +- [Use threads](doc_using_multiple_threads) to perform asynchronous actions or make use of multiple processor cores. -[C#: ](toc-learn-scripting-C#) +[C#:](toc-learn-scripting-C#) - Packaged in a separate binary to keep file sizes and dependencies down. - Supports .NET 8 and higher. @@ -463,13 +463,13 @@ improve quality. This can be helpful when - For scripting game logic, GDScript or C# are recommended if their performance is suitable. -- Official GDExtension bindings for [C ](https://github.com/redot-engine/redot-engine-headers)_ - and [C++ ](https://github.com/redot-engine/redot-engine-cpp)_. +- Official GDExtension bindings for [C](https://github.com/redot-engine/redot-engine-headers)_ + and [C++](https://github.com/redot-engine/redot-engine-cpp)_. - Use any build system and language features you wish. -- Actively developed GDExtension bindings for [D ](https://github.com/Godot-dlang/Godot-dlang)_, - [Swift ](https://github.com/migueldeicaza/SwiftGodot)_, and [Rust ](https://github.com/Godot-rust/gdextension)_ +- Actively developed GDExtension bindings for [D](https://github.com/Godot-dlang/Godot-dlang)_, + [Swift](https://github.com/migueldeicaza/SwiftGodot)_, and [Rust](https://github.com/Godot-rust/gdextension)_ bindings provided by the community. (Some of these bindings may be experimental and not production-ready). ## Audio @@ -481,7 +481,7 @@ improve quality. This can be helpful when - Optional Doppler effect in 2D and 3D. -- Support for re-routable [audio buses ](doc_audio_buses) and effects +- Support for re-routable [audio buses](doc_audio_buses) and effects with dozens of effects included. - Support for polyphony (playing several sounds from a single AudioStreamPlayer node). - Support for random volume and pitch. @@ -489,7 +489,7 @@ improve quality. This can be helpful when - Support for sequential/random sample selection, including repetition prevention when using random sample selection. - Listener2D and Listener3D nodes to listen from a position different than the camera. -- Support for [procedural audio generation ](/docs/Classes/AudioStreamGenerator). +- Support for [procedural audio generation](/docs/Classes/AudioStreamGenerator). - Audio input to record microphones. - MIDI input. @@ -503,7 +503,7 @@ improve quality. This can be helpful when ## Import -- Support for [custom import plugins ](doc_import_plugins). +- Support for [custom import plugins](doc_import_plugins). **Formats:** @@ -518,17 +518,17 @@ improve quality. This can be helpful when - glTF 2.0 *(recommended)*. - ``.blend`` (by calling Blender's glTF export functionality transparently). - - FBX (by calling [FBX2glTF ](https://github.com/redot-engine/FBX2glTF)_ transparently). + - FBX (by calling [FBX2glTF](https://github.com/redot-engine/FBX2glTF)_ transparently). - Collada (.dae). - Wavefront OBJ (static scenes only, can be loaded directly as a mesh or imported as a 3D scene). - Support for loading glTF 2.0 scenes at runtime, including from an exported project. -- 3D meshes use [Mikktspace ](http://www.mikktspace.com/)_ to generate tangents +- 3D meshes use [Mikktspace](http://www.mikktspace.com/)_ to generate tangents on import, which ensures consistency with other 3D applications such as Blender. ## Input -- [Input mapping system ](doc_input_examples) using hardcoded input events +- [Input mapping system](doc_input_examples) using hardcoded input events or remappable input actions. - Axis values can be mapped to two different actions with a configurable deadzone. @@ -549,9 +549,9 @@ improve quality. This can be helpful when ## Navigation -- A* algorithm in [2D ](/docs/Classes/AStar2D) and [3D ](/docs/Classes/AStar3D). +- A* algorithm in [2D](/docs/Classes/AStar2D) and [3D](/docs/Classes/AStar3D). - Navigation meshes with dynamic obstacle avoidance in - [2D ](doc_navigation_overview_2d) and [3D ](doc_navigation_overview_3d). + [2D](doc_navigation_overview_2d) and [3D](doc_navigation_overview_3d). - Generate navigation meshes from the editor or at runtime (including from an exported project). ## Networking @@ -563,28 +563,28 @@ improve quality. This can be helpful when - Supports HTTPS out of the box using bundled certificates. -- [High-level multiplayer ](doc_high_level_multiplayer) API using UDP and ENet. +- [High-level multiplayer](doc_high_level_multiplayer) API using UDP and ENet. - Automatic replication using remote procedure calls (RPCs). - Supports unreliable, reliable and ordered transfers. -- [WebSocket ](doc_websocket) client and server, available on all platforms. -- [WebRTC ](doc_webrtc) client and server, available on all platforms. -- Support for [UPnP ](/docs/Classes/UPNP) to sidestep the requirement to forward ports +- [WebSocket](doc_websocket) client and server, available on all platforms. +- [WebRTC](doc_webrtc) client and server, available on all platforms. +- Support for [UPnP](/docs/Classes/UPNP) to sidestep the requirement to forward ports when hosting a server behind a NAT. ## Internationalization - Full support for Unicode including emoji. -- Store localization strings using [CSV ](doc_internationalizing_games) - or [gettext ](doc_localization_using_gettext). +- Store localization strings using [CSV](doc_internationalizing_games) + or [gettext](doc_localization_using_gettext). - Support for generating gettext POT and PO files from the editor. - Use localized strings in your project automatically in GUI elements or by using the ``tr()`` function. - Support for pluralization and translation contexts when using gettext translations. -- Support for [bidirectional typesetting ](doc_internationalizing_games_bidi), +- Support for [bidirectional typesetting](doc_internationalizing_games_bidi), text shaping and OpenType localized forms. - Automatic UI mirroring for right-to-left locales. - Support for pseudolocalization to test your project for i18n-friendliness. @@ -608,23 +608,23 @@ improve quality. This can be helpful when - Open file paths and URLs using default or custom protocol handlers (if registered on the system). - Parse custom command line arguments. - Any Redot binary (editor or exported project) can be - [used as a headless server ](doc_exporting_for_dedicated_servers) + [used as a headless server](doc_exporting_for_dedicated_servers) by starting it with the ``--headless`` command line argument. This allows running the engine without a GPU or display server. ## Mobile -- In-app purchases on [Android ](doc_android_in_app_purchases) - and [iOS ](doc_plugins_for_ios). +- In-app purchases on [Android](doc_android_in_app_purchases) + and [iOS](doc_plugins_for_ios). - Support for advertisements using third-party modules. ## XR support (AR and VR) -- Out of the box [support for OpenXR ](doc_setting_up_xr). +- Out of the box [support for OpenXR](doc_setting_up_xr). - Including support for popular desktop headsets like the Valve Index, WMR headsets, and Quest over Link. -- Support for [Android-based headsets ](doc_deploying_to_android) using OpenXR through a plugin. +- Support for [Android-based headsets](doc_deploying_to_android) using OpenXR through a plugin. - Including support for popular stand alone headsets like the Meta Quest 1/2/3 and Pro, Pico 4, Magic Leap 2, and Lynx R1. @@ -646,7 +646,7 @@ The editor UI can easily be extended in many ways using add-ons. - Dropdown menus using [class_PopupMenu](/docs/Classes/PopupMenu) and [class_OptionButton](/docs/Classes/OptionButton). - Scrollbars. - Labels. -- RichTextLabel for [text formatted using BBCode ](doc_bbcode_in_richtextlabel), +- RichTextLabel for [text formatted using BBCode](doc_bbcode_in_richtextlabel), with support for animated custom effects. - Trees (can also be used to represent tables). - Color picker with RGB and HSV modes. @@ -657,14 +657,14 @@ The editor UI can easily be extended in many ways using add-ons. - Anchors to keep GUI elements in a specific corner, edge or centered. - Containers to place GUI elements automatically following certain rules. - - [Stack ](/docs/Classes/BoxContainer) layouts. - - [Grid ](/docs/Classes/GridContainer) layouts. - - [Flow ](/docs/Classes/FlowContainer) layouts (similar to autowrapping text). - - [Margin ](/docs/Classes/MarginContainer), [centered ](/docs/Classes/CenterContainer) - and [aspect ratio ](/docs/Classes/AspectRatioContainer) layouts. - - [Draggable splitter ](/docs/Classes/SplitContainer) layouts. + - [Stack](/docs/Classes/BoxContainer) layouts. + - [Grid](/docs/Classes/GridContainer) layouts. + - [Flow](/docs/Classes/FlowContainer) layouts (similar to autowrapping text). + - [Margin](/docs/Classes/MarginContainer), [centered](/docs/Classes/CenterContainer) + and [aspect ratio](/docs/Classes/AspectRatioContainer) layouts. + - [Draggable splitter](/docs/Classes/SplitContainer) layouts. -- Scale to [multiple resolutions ](doc_multiple_resolutions) using the +- Scale to [multiple resolutions](doc_multiple_resolutions) using the ``canvas_items`` or ``viewport`` stretch modes. - Support any aspect ratio using anchors and the ``expand`` stretch aspect. @@ -693,7 +693,7 @@ like Electron or Qt. ## File formats -- Scenes and resources can be saved in [text-based ](doc_tscn_file_format) or binary formats. +- Scenes and resources can be saved in [text-based](doc_tscn_file_format) or binary formats. - Text-based formats are human-readable and more friendly to version control. - Binary formats are faster to save/load for large scenes/resources. @@ -708,7 +708,7 @@ like Electron or Qt. - Can (de)serialize any Redot datatype, including Vector2/3, Color, ... - Read XML files using [class_XMLParser](/docs/Classes/XMLParser). -- [Load and save images, audio/video, fonts and ZIP archives ](doc_runtime_loading_and_saving) +- [Load and save images, audio/video, fonts and ZIP archives](doc_runtime_loading_and_saving) in an exported project without having to go through Redot's import system. - Pack game data into a PCK file (custom format optimized for fast seeking), into a ZIP archive, or directly into the executable for single-file distribution. @@ -717,24 +717,24 @@ like Electron or Qt. ## Miscellaneous -- [Video playback ](doc_playing_videos) with built-in support for Ogg Theora. -- [Movie Maker mode ](doc_creating_movies) to record videos from a running +- [Video playback](doc_playing_videos) with built-in support for Ogg Theora. +- [Movie Maker mode](doc_creating_movies) to record videos from a running project with synchronized audio and perfect frame pacing. -- [Low-level access to servers ](doc_using_servers) which allows bypassing +- [Low-level access to servers](doc_using_servers) which allows bypassing the scene tree's overhead when needed. -- [Command line interface ](doc_command_line_tutorial) for automation. +- [Command line interface](doc_command_line_tutorial) for automation. - Export and deploy projects using continuous integration platforms. - - [Shell completion scripts ](https://github.com/redot-engine/redot-engine/tree/master/misc/dist/shell)_ + - [Shell completion scripts](https://github.com/redot-engine/redot-engine/tree/master/misc/dist/shell)_ are available for Bash, zsh and fish. - Print colored text to standard output on all platforms using - [print_rich ](/docs/Classes/@GlobalScope_method_print_rich). + [print_rich](/docs/Classes/@GlobalScope_method_print_rich). -- Support for [C++ modules ](doc_custom_modules_in_cpp) statically linked +- Support for [C++ modules](doc_custom_modules_in_cpp) statically linked into the engine binary. - Engine and editor written in C++17. - - Can be [compiled ](doc_introduction_to_the_buildsystem) using GCC, + - Can be [compiled](doc_introduction_to_the_buildsystem) using GCC, Clang and MSVC. MinGW is also supported. - Friendly towards packagers. In most cases, system libraries can be used instead of the ones provided by Redot. The build system doesn't download anything. @@ -742,11 +742,11 @@ like Electron or Qt. - Licensed under the permissive MIT license. - - Open development process with [contributions welcome ](doc_ways_to_contribute). + - Open development process with [contributions welcome](doc_ways_to_contribute). :::info -The [Redot proposals repository ](https://github.com/redot-engine/redot-engine-proposals)_ +The [Redot proposals repository](https://github.com/redot-engine/redot-engine-proposals)_ lists features that have been requested by the community and may be implemented in future Redot releases. diff --git a/Redot-Documentation/docs/About/release_policy.md b/Redot-Documentation/docs/About/release_policy.md index 99a074c..04aa454 100644 --- a/Redot-Documentation/docs/About/release_policy.md +++ b/Redot-Documentation/docs/About/release_policy.md @@ -29,7 +29,7 @@ Starting in 2026, Redot will be released on a quarterly basis. The current versi |-----------------------|------------------|-------------------| | Redot 26.3 (`master`) | TBD | Unstable | | Redot 26.2 | June 2026 | Supported | -| Redot 26.1 | Feburary 2026 | EOL | +| Redot 26.1 | February 2026 | EOL | | Redot 4.4 | December 2025 | EOL | | Redot 4.3 | August 2024 | EOL | @@ -58,11 +58,11 @@ consider whether it's a good idea for your project before attempting an upgrade. Also, make backups of your project or use version control to prevent losing data in case the upgrade goes wrong. -That said, we do our best to keep avoid breaking changes between releases. +That said, we do our best to avoid breaking changes between releases. ::: -The general recommendation is to only upgrade your project if you are needing new features or improvements, +The general recommendation is to only upgrade your project if you need new features or improvements, or if you are experiencing issues that have been fixed in a newer release. ## When is the next release out? From f0a77cc9614c6842e81b99c0f25241f87ab130cd Mon Sep 17 00:00:00 2001 From: Arctis Fireblight <6182060+Arctis-Fireblight@users.noreply.github.com> Date: Sun, 28 Jun 2026 07:37:21 -0500 Subject: [PATCH 11/11] Fix "Requirenment" typo in system requirements tables for consistency --- .../docs/About/system_requirements.md | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/Redot-Documentation/docs/About/system_requirements.md b/Redot-Documentation/docs/About/system_requirements.md index 8fb8427..547b9c1 100644 --- a/Redot-Documentation/docs/About/system_requirements.md +++ b/Redot-Documentation/docs/About/system_requirements.md @@ -13,7 +13,7 @@ on a simple 2D or 3D project: ### Desktop or laptop PC - Minimum -| Component | Requirenment | +| Component | Requirement | |----------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | **CPU** | - **Windows:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv8 CPU - *Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Snapdragon X Elite* - **macOS:** x86_64 or ARM CPU (Apple Silicon) - *Example: Intel Core 2 Duo SU9400, Apple M1* - **Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU - *Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4* | | **GPU** | - **Forward+ renderer:** Integrated graphics with full Vulkan 1.0 support - *Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)* - **Mobile renderer:** Integrated graphics with full Vulkan 1.0 support - *Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)* - **Compatibility renderer:** Integrated graphics with full OpenGL 3.3 support - *Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics (Kaveri)* | @@ -36,7 +36,7 @@ legacy and must be built from source. ### Desktop or laptop PC - Recommended -| Component | Requirenment | +| Component | Requirement | |----------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | **CPU** | - **Windows:** x86_64 CPU with SSE4.2 instructions, with 4 physical cores or more, ARMv8 CPU - *Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Snapdragon X Elite* - **macOS:** x86_64 or ARM CPU (Apple Silicon) - *Example: Intel Core i5-8500, Apple M1* - **Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU - *Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with overclocking* | | **GPU** | - **Forward+ renderer:** Dedicated graphics with full Vulkan 1.2 support - *Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)* - **Mobile renderer:** Dedicated graphics with full Vulkan 1.2 support - *Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)* - **Compatibility renderer:** Dedicated graphics with full OpenGL 4.6 support - *Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)* | @@ -69,7 +69,7 @@ project exported with Redot: ### Desktop or laptop PC - Minimum -| Component | Requirenment | +| Component | Requirement | |----------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | **CPU** | - **Windows:** x86_32 CPU with SSE2 instructions, any x86_64 CPU, ARMv8 CPU - *Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Snapdragon X Elite* - **macOS:** x86_64 or ARM CPU (Apple Silicon) - *Example: Intel Core 2 Duo SU9400, Apple M1* - **Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU - *Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4* | | **GPU** | - **Forward+ renderer:** Integrated graphics with full Vulkan 1.0 support, Metal 3 support (macOS) or Direct3D 12 (12_0 feature level) support (Windows) - *Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)* - **Mobile renderer:** Integrated graphics with full Vulkan 1.0 support, Metal 3 support (macOS) or Direct3D 12 (12_0 feature level) support (Windows) - *Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)* - **Compatibility renderer:** Integrated graphics with full OpenGL 3.3 support or Direct3D 11 support (Windows). - *Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics (Kaveri)* | @@ -92,7 +92,7 @@ legacy and must be built from source. ### Mobile device (smartphone/tablet) - Minimum -| Component | Requirenment | +| Component | Requirement | |----------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | **CPU** | - **Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU - *Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430* - **iOS:** SoC with any 64-bit ARM CPU - *Example: Apple A7 (iPhone 5S)* | | **GPU** | - **Forward+ renderer:** SoC featuring GPU with full Vulkan 1.0 support, or Metal 3 support (iOS/iPadOS) - *Example (Vulkan): Qualcomm Adreno 505, Mali-G71 MP2, Apple A12 (iPhone XR/XS)* - *Example (Metal): Apple A11 (iPhone 8/X)* - **Mobile renderer:** SoC featuring GPU with full Vulkan 1.0 support, or Metal 3 support (iOS/iPadOS) - *Example (Vulkan): Qualcomm Adreno 505, Mali-G71 MP2, Apple A12 (iPhone XR/XS)* - *Example (Metal): Apple A11 (iPhone 8/X)* - **Compatibility renderer:** SoC featuring GPU with full OpenGL ES 3.0 support - *Example: Qualcomm Adreno 306, Mali-T628 MP6, Apple A7 (iPhone 5S)* | @@ -105,7 +105,7 @@ simple 2D or 3D project exported with Redot: ### Desktop or laptop PC - Recommended -| Component | Requirenment | +| Component | Requirement | |----------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | **CPU** | - **Windows:** x86_64 CPU with SSE4.2 instructions, with 4 physical cores or more, ARMv8 CPU - *Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Snapdragon X Elite* - **macOS:** x86_64 or ARM CPU (Apple Silicon) - *Example: Intel Core i5-8500, Apple M1* - **Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU - *Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with overclocking* | | **GPU** | - **Forward+ renderer:** Dedicated graphics with full Vulkan 1.2 support, Metal 3 support (macOS), or Direct3D 12 (12_0 feature level) support (Windows) - *Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)* - **Mobile renderer:** Dedicated graphics with full Vulkan 1.2 support, Metal 3 support (macOS), or Direct3D 12 (12_0 feature level) support (Windows) - *Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)* - **Compatibility renderer:** Dedicated graphics with full OpenGL 4.6 support - *Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)* | @@ -115,7 +115,7 @@ simple 2D or 3D project exported with Redot: ### Mobile device (smartphone/tablet) - Recommended -| Component | Requirenment | +| Component | Requirement | |----------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | **CPU** | - **Android:** SoC with 64-bit ARM or x86 CPU, with 3 "performance" cores or more - *Example: Qualcomm Snapdragon 845, Samsung Exynos 9810* - **iOS:** SoC with 64-bit ARM CPU - *Example: Apple A14 (iPhone 12)* | | **GPU** | - **Forward+ renderer:** SoC featuring GPU with full Vulkan 1.2 support, or Metal 3 support (iOS/iPadOS) - *Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple A14 (iPhone 12)* - **Mobile renderer:** SoC featuring GPU with full Vulkan 1.2 support, or Metal 3 support (iOS/iPadOS) - *Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple A14 (iPhone 12)* - **Compatibility renderer:** SoC featuring GPU with full OpenGL ES 3.2 support - *Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple A14 (iPhone 12)* |