diff --git a/Redot-Documentation/docs/26.1/Tutorials/editor/external_editor.md b/Redot-Documentation/docs/26.1/Tutorials/editor/external_editor.md index 15fb518..5fbe4c2 100644 --- a/Redot-Documentation/docs/26.1/Tutorials/editor/external_editor.md +++ b/Redot-Documentation/docs/26.1/Tutorials/editor/external_editor.md @@ -65,7 +65,7 @@ For details, see [Script editor debug tools and options ](doc_overview_of_debugg We have official plugins for the following code editors: -- [Visual Studio Code ](https://github.com/redot-engine/redot-vscode-plugin) +- [Visual Studio Code ](https://github.com/godotengine/godot-vscode-plugin) - [Emacs ](https://github.com/redot-engine/emacs-gdscript-mode) ## LSP/DAP support @@ -78,9 +78,9 @@ Below are some configuration steps for specific editors: ### Visual Studio Code -You need to install the official [Visual Studio Code plugin ](https://github.com/redot-engine/redot-vscode-plugin). +You need to install the official [Visual Studio Code plugin ](https://github.com/godotengine/godot-vscode-plugin). -For **LSP**, follow [these instructions ](https://github.com/redot-engine/redot-vscode-plugin#gdscript_lsp_server_port) to change the default LSP port. The connection status can be checked on the status bar: +For **LSP**, follow [these instructions ](https://github.com/godotengine/godot-vscode-plugin#gdscript_lsp_server_port) to set ``godotTools.lsp.serverPort`` to Redot's default LSP port, ``6005``. The connection status can be checked on the status bar: ![Image](/img/Tutorials/editor/img/lsp_vscode_status.png) @@ -92,7 +92,7 @@ For **DAP**, specify the ``debugServer`` property in your ``launch.json`` file: "configurations": [ { "name": "GDScript Redot", - "type": "Redot", + "type": "godot", "request": "launch", "project": "${workspaceFolder}", "port": 6007, diff --git a/Redot-Documentation/docs/26.1/Tutorials/editor/mcp_server.md b/Redot-Documentation/docs/26.1/Tutorials/editor/mcp_server.md index e384311..6026970 100644 --- a/Redot-Documentation/docs/26.1/Tutorials/editor/mcp_server.md +++ b/Redot-Documentation/docs/26.1/Tutorials/editor/mcp_server.md @@ -162,6 +162,12 @@ If you have downloaded a standard binary (e.g., from the Redot website): ``` +:::note + +Some agents may require the ``--quiet`` flag, and may not work properly without it. + +::: + ## Tools Reference The MCP server exposes 5 master controllers, designed to give AI agents comprehensive control over the engine: diff --git a/Redot-Documentation/docs/26.1/Tutorials/i18n/internationalizing_games.md b/Redot-Documentation/docs/26.1/Tutorials/i18n/internationalizing_games.md index c5a09f6..962b791 100644 --- a/Redot-Documentation/docs/26.1/Tutorials/i18n/internationalizing_games.md +++ b/Redot-Documentation/docs/26.1/Tutorials/i18n/internationalizing_games.md @@ -13,7 +13,7 @@ Localization is usually done by specific studios hired for the job. Despite the huge amount of software and file formats available for this, the most common way to do localization to this day is still with spreadsheets. The process of creating the spreadsheets and importing them is already covered in the -[doc_importing_translations](../assets_pipeline/importing_translations.md) tutorial. If you haven't read the Importing +[doc_importing_translations](doc_importing_translations#importing-translations) tutorial. If you haven't read the Importing translations page before, we recommend you give it a read before reading this page. diff --git a/Redot-Documentation/docs/26.1/Tutorials/i18n/localization_using_gettext.md b/Redot-Documentation/docs/26.1/Tutorials/i18n/localization_using_gettext.md index 3e6e151..3d03b03 100644 --- a/Redot-Documentation/docs/26.1/Tutorials/i18n/localization_using_gettext.md +++ b/Redot-Documentation/docs/26.1/Tutorials/i18n/localization_using_gettext.md @@ -1,7 +1,7 @@ # Localization using gettext -In addition to [doc_importing_translations](../assets_pipeline/importing_translations.md) in CSV format, Redot +In addition to [doc_importing_translations](doc_importing_translations#importing-translations) in CSV format, Redot also supports loading translation files written in the GNU gettext format (text-based ``.po`` and compiled ``.mo`` since Redot 4.0). diff --git a/Redot-Documentation/docs/26.2/Tutorials/editor/external_editor.md b/Redot-Documentation/docs/26.2/Tutorials/editor/external_editor.md index 15fb518..5fbe4c2 100644 --- a/Redot-Documentation/docs/26.2/Tutorials/editor/external_editor.md +++ b/Redot-Documentation/docs/26.2/Tutorials/editor/external_editor.md @@ -65,7 +65,7 @@ For details, see [Script editor debug tools and options ](doc_overview_of_debugg We have official plugins for the following code editors: -- [Visual Studio Code ](https://github.com/redot-engine/redot-vscode-plugin) +- [Visual Studio Code ](https://github.com/godotengine/godot-vscode-plugin) - [Emacs ](https://github.com/redot-engine/emacs-gdscript-mode) ## LSP/DAP support @@ -78,9 +78,9 @@ Below are some configuration steps for specific editors: ### Visual Studio Code -You need to install the official [Visual Studio Code plugin ](https://github.com/redot-engine/redot-vscode-plugin). +You need to install the official [Visual Studio Code plugin ](https://github.com/godotengine/godot-vscode-plugin). -For **LSP**, follow [these instructions ](https://github.com/redot-engine/redot-vscode-plugin#gdscript_lsp_server_port) to change the default LSP port. The connection status can be checked on the status bar: +For **LSP**, follow [these instructions ](https://github.com/godotengine/godot-vscode-plugin#gdscript_lsp_server_port) to set ``godotTools.lsp.serverPort`` to Redot's default LSP port, ``6005``. The connection status can be checked on the status bar: ![Image](/img/Tutorials/editor/img/lsp_vscode_status.png) @@ -92,7 +92,7 @@ For **DAP**, specify the ``debugServer`` property in your ``launch.json`` file: "configurations": [ { "name": "GDScript Redot", - "type": "Redot", + "type": "godot", "request": "launch", "project": "${workspaceFolder}", "port": 6007, diff --git a/Redot-Documentation/docs/26.2/Tutorials/editor/mcp_server.md b/Redot-Documentation/docs/26.2/Tutorials/editor/mcp_server.md index e384311..6026970 100644 --- a/Redot-Documentation/docs/26.2/Tutorials/editor/mcp_server.md +++ b/Redot-Documentation/docs/26.2/Tutorials/editor/mcp_server.md @@ -162,6 +162,12 @@ If you have downloaded a standard binary (e.g., from the Redot website): ``` +:::note + +Some agents may require the ``--quiet`` flag, and may not work properly without it. + +::: + ## Tools Reference The MCP server exposes 5 master controllers, designed to give AI agents comprehensive control over the engine: diff --git a/Redot-Documentation/docs/26.2/Tutorials/i18n/internationalizing_games.md b/Redot-Documentation/docs/26.2/Tutorials/i18n/internationalizing_games.md index c5a09f6..962b791 100644 --- a/Redot-Documentation/docs/26.2/Tutorials/i18n/internationalizing_games.md +++ b/Redot-Documentation/docs/26.2/Tutorials/i18n/internationalizing_games.md @@ -13,7 +13,7 @@ Localization is usually done by specific studios hired for the job. Despite the huge amount of software and file formats available for this, the most common way to do localization to this day is still with spreadsheets. The process of creating the spreadsheets and importing them is already covered in the -[doc_importing_translations](../assets_pipeline/importing_translations.md) tutorial. If you haven't read the Importing +[doc_importing_translations](doc_importing_translations#importing-translations) tutorial. If you haven't read the Importing translations page before, we recommend you give it a read before reading this page. diff --git a/Redot-Documentation/docs/26.2/Tutorials/i18n/localization_using_gettext.md b/Redot-Documentation/docs/26.2/Tutorials/i18n/localization_using_gettext.md index 3e6e151..3d03b03 100644 --- a/Redot-Documentation/docs/26.2/Tutorials/i18n/localization_using_gettext.md +++ b/Redot-Documentation/docs/26.2/Tutorials/i18n/localization_using_gettext.md @@ -1,7 +1,7 @@ # Localization using gettext -In addition to [doc_importing_translations](../assets_pipeline/importing_translations.md) in CSV format, Redot +In addition to [doc_importing_translations](doc_importing_translations#importing-translations) in CSV format, Redot also supports loading translation files written in the GNU gettext format (text-based ``.po`` and compiled ``.mo`` since Redot 4.0). diff --git a/Redot-Documentation/docs/About/list_of_features.md b/Redot-Documentation/docs/About/list_of_features.md index 7a60b65..a460737 100644 --- a/Redot-Documentation/docs/About/list_of_features.md +++ b/Redot-Documentation/docs/About/list_of_features.md @@ -465,7 +465,7 @@ improve quality. This can be helpful when 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)_. + and [C++](https://github.com/Redot-Engine/redot-cpp)_. - Use any build system and language features you wish. diff --git a/Redot-Documentation/docs/Contributing/Development/compiling/compiling_for_linuxbsd.md b/Redot-Documentation/docs/Contributing/Development/compiling/compiling_for_linuxbsd.md index 05c597b..b32c8ac 100644 --- a/Redot-Documentation/docs/Contributing/Development/compiling/compiling_for_linuxbsd.md +++ b/Redot-Documentation/docs/Contributing/Development/compiling/compiling_for_linuxbsd.md @@ -255,6 +255,14 @@ eopkg install -y \ +:::note + +If you are building the engine with C# support, please also see the page +for [Compiling with .NET](doc_compiling_with_dotnet) as there are additional steps +and considerations that need to be followed. + +::: + ## Compiling Start a terminal, go to the root dir of the engine source code and type: diff --git a/Redot-Documentation/docs/Contributing/Development/compiling/compiling_for_macos.md b/Redot-Documentation/docs/Contributing/Development/compiling/compiling_for_macos.md index 7bb7158..5bca337 100644 --- a/Redot-Documentation/docs/Contributing/Development/compiling/compiling_for_macos.md +++ b/Redot-Documentation/docs/Contributing/Development/compiling/compiling_for_macos.md @@ -55,6 +55,14 @@ For a general overview of SCons usage for Redot, see ::: +:::note + +If you are building the engine with C# support, please also see the page +for [Compiling with .NET](doc_compiling_with_dotnet) as there are additional steps +and considerations that need to be followed. + +::: + ## Compiling Start a terminal, go to the root directory of the engine source code. diff --git a/Redot-Documentation/docs/Contributing/Development/compiling/compiling_for_windows.md b/Redot-Documentation/docs/Contributing/Development/compiling/compiling_for_windows.md index d6da23b..091a0e0 100644 --- a/Redot-Documentation/docs/Contributing/Development/compiling/compiling_for_windows.md +++ b/Redot-Documentation/docs/Contributing/Development/compiling/compiling_for_windows.md @@ -71,6 +71,14 @@ For a general overview of SCons usage for Redot, see ::: +:::note + +If you are building the engine with C# support, please also see the page +for [Compiling with .NET](doc_compiling_with_dotnet) as there are additional steps +and considerations that need to be followed. + +::: + ## Setting up SCons To install SCons, open the command prompt and run the following command diff --git a/Redot-Documentation/docs/latest/Tutorials/editor/external_editor.md b/Redot-Documentation/docs/latest/Tutorials/editor/external_editor.md index 15fb518..5fbe4c2 100644 --- a/Redot-Documentation/docs/latest/Tutorials/editor/external_editor.md +++ b/Redot-Documentation/docs/latest/Tutorials/editor/external_editor.md @@ -65,7 +65,7 @@ For details, see [Script editor debug tools and options ](doc_overview_of_debugg We have official plugins for the following code editors: -- [Visual Studio Code ](https://github.com/redot-engine/redot-vscode-plugin) +- [Visual Studio Code ](https://github.com/godotengine/godot-vscode-plugin) - [Emacs ](https://github.com/redot-engine/emacs-gdscript-mode) ## LSP/DAP support @@ -78,9 +78,9 @@ Below are some configuration steps for specific editors: ### Visual Studio Code -You need to install the official [Visual Studio Code plugin ](https://github.com/redot-engine/redot-vscode-plugin). +You need to install the official [Visual Studio Code plugin ](https://github.com/godotengine/godot-vscode-plugin). -For **LSP**, follow [these instructions ](https://github.com/redot-engine/redot-vscode-plugin#gdscript_lsp_server_port) to change the default LSP port. The connection status can be checked on the status bar: +For **LSP**, follow [these instructions ](https://github.com/godotengine/godot-vscode-plugin#gdscript_lsp_server_port) to set ``godotTools.lsp.serverPort`` to Redot's default LSP port, ``6005``. The connection status can be checked on the status bar: ![Image](/img/Tutorials/editor/img/lsp_vscode_status.png) @@ -92,7 +92,7 @@ For **DAP**, specify the ``debugServer`` property in your ``launch.json`` file: "configurations": [ { "name": "GDScript Redot", - "type": "Redot", + "type": "godot", "request": "launch", "project": "${workspaceFolder}", "port": 6007, diff --git a/Redot-Documentation/docs/latest/Tutorials/editor/mcp_server.md b/Redot-Documentation/docs/latest/Tutorials/editor/mcp_server.md index e384311..6026970 100644 --- a/Redot-Documentation/docs/latest/Tutorials/editor/mcp_server.md +++ b/Redot-Documentation/docs/latest/Tutorials/editor/mcp_server.md @@ -162,6 +162,12 @@ If you have downloaded a standard binary (e.g., from the Redot website): ``` +:::note + +Some agents may require the ``--quiet`` flag, and may not work properly without it. + +::: + ## Tools Reference The MCP server exposes 5 master controllers, designed to give AI agents comprehensive control over the engine: diff --git a/Redot-Documentation/docs/latest/Tutorials/i18n/internationalizing_games.md b/Redot-Documentation/docs/latest/Tutorials/i18n/internationalizing_games.md index c5a09f6..962b791 100644 --- a/Redot-Documentation/docs/latest/Tutorials/i18n/internationalizing_games.md +++ b/Redot-Documentation/docs/latest/Tutorials/i18n/internationalizing_games.md @@ -13,7 +13,7 @@ Localization is usually done by specific studios hired for the job. Despite the huge amount of software and file formats available for this, the most common way to do localization to this day is still with spreadsheets. The process of creating the spreadsheets and importing them is already covered in the -[doc_importing_translations](../assets_pipeline/importing_translations.md) tutorial. If you haven't read the Importing +[doc_importing_translations](doc_importing_translations#importing-translations) tutorial. If you haven't read the Importing translations page before, we recommend you give it a read before reading this page. diff --git a/Redot-Documentation/docs/latest/Tutorials/i18n/localization_using_gettext.md b/Redot-Documentation/docs/latest/Tutorials/i18n/localization_using_gettext.md index 3e6e151..3d03b03 100644 --- a/Redot-Documentation/docs/latest/Tutorials/i18n/localization_using_gettext.md +++ b/Redot-Documentation/docs/latest/Tutorials/i18n/localization_using_gettext.md @@ -1,7 +1,7 @@ # Localization using gettext -In addition to [doc_importing_translations](../assets_pipeline/importing_translations.md) in CSV format, Redot +In addition to [doc_importing_translations](doc_importing_translations#importing-translations) in CSV format, Redot also supports loading translation files written in the GNU gettext format (text-based ``.po`` and compiled ``.mo`` since Redot 4.0).