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Merge pull request #6978 from JohnVeness/project-manager
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Change capitalization of Project Manager
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mhilbrunner authored Mar 20, 2023
2 parents e7ec0d5 + 53511e2 commit da46470
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2 changes: 1 addition & 1 deletion about/list_of_features.rst
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Expand Up @@ -76,7 +76,7 @@ Editor
- :ref:`Create your own plugins <doc_making_plugins>` using GDScript to add new
features or speed up your workflow.
- :ref:`Download projects from the asset library <doc_using_assetlib_editor>`
in the project manager and import them directly.
in the Project Manager and import them directly.

Rendering
---------
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2 changes: 1 addition & 1 deletion about/troubleshooting.rst
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Expand Up @@ -87,7 +87,7 @@ the system console. Godot cannot override this system-specific behavior.
To solve this, select the system console window and press Enter to leave
selection mode.

Some text such as "NO DC" appears in the top-left corner of the project manager and editor window
Some text such as "NO DC" appears in the top-left corner of the Project Manager and editor window
-------------------------------------------------------------------------------------------------

This is caused by the NVIDIA graphics driver injecting an overlay to display information.
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4 changes: 2 additions & 2 deletions community/asset_library/using_assetlib.rst
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Expand Up @@ -109,10 +109,10 @@ In the editor
.. note::

The editor will display different categories of assets depending on whether
you're browsing the project manager's **Asset Library Projects** tab or the editor's
you're browsing the Project Manager's **Asset Library Projects** tab or the editor's
**AssetLib** tab.

The project manager's **Asset Library Projects** tab will only display assets that are
The Project Manager's **Asset Library Projects** tab will only display assets that are
standalone projects by themselves. This is denoted on the asset library with
the *Templates*, *Demos* and *Projects* categories.

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2 changes: 1 addition & 1 deletion community/asset_library/what_is_assetlib.rst
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Expand Up @@ -31,7 +31,7 @@ Types of assets
Be aware that there are, broadly, two different types of assets you can post.

* Assets labeled as "Templates", "Projects", or "Demos" appear under
the "Asset Library Projects" tab in the Godot project manager. These assets are
the "Asset Library Projects" tab in the Godot Project Manager. These assets are
standalone Godot projects that can run by themselves.

* Other assets show up inside of the Godot editor under the "AssetLib"
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4 changes: 2 additions & 2 deletions contributing/development/compiling/compiling_for_linuxbsd.rst
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Expand Up @@ -117,8 +117,8 @@ Start a terminal, go to the root dir of the engine source code and type:

If all goes well, the resulting binary executable will be placed in the
"bin" subdirectory. This executable file contains the whole engine and
runs without any dependencies. Executing it will bring up the project
manager.
runs without any dependencies. Executing it will bring up the Project
Manager.

.. note::

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4 changes: 2 additions & 2 deletions contributing/development/compiling/compiling_for_macos.rst
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Expand Up @@ -66,8 +66,8 @@ To support both architectures in a single "Universal 2" binary, run the above tw

If all goes well, the resulting binary executable will be placed in the
``bin/`` subdirectory. This executable file contains the whole engine and
runs without any dependencies. Executing it will bring up the project
manager.
runs without any dependencies. Executing it will bring up the Project
Manager.

.. note:: If you want to use separate editor settings for your own Godot builds
and official releases, you can enable
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Expand Up @@ -118,7 +118,7 @@ A Windows binary with the same configuration will look like this:
C:\godot> dir bin/
godot.windows.editor.64.exe
Copy that binary to any location you like, as it contains the project manager,
Copy that binary to any location you like, as it contains the Project Manager,
editor and all means to execute the game. However, it lacks the data to export
it to the different platforms. For that the export templates are needed (which
can be either downloaded from `godotengine.org <https://godotengine.org/>`__, or
Expand All @@ -141,7 +141,7 @@ All builds are optimized. Each mode means:

The editor is enabled by default in all PC targets (Linux, Windows, macOS),
disabled for everything else. Disabling the editor produces a binary that can
run projects but that does not include the editor or the project manager.
run projects but that does not include the editor or the Project Manager.

::

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2 changes: 1 addition & 1 deletion contributing/development/configuring_an_ide/clion.rst
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Expand Up @@ -70,7 +70,7 @@ To add a custom build target that invokes SCons for compilation:
.. figure:: img/clion-add-custom-build-application.png
:align: center

- Give the run/debug configuration a name, e.g. ``Godot debug``, select the ``Godot debug`` custom build target as the **Target**. Select the Godot executable in the ``bin/`` folder as the **Executable**, and set the **Program arguments** to ``--editor --path path-to-your-project/``, where ``path-to-your-project/`` should be a path pointing to an existing Godot project. If you omit the ``--path`` argument, you will only be able to debug the Godot project manager window. Click **OK** to create the run/debug configuration.
- Give the run/debug configuration a name, e.g. ``Godot debug``, select the ``Godot debug`` custom build target as the **Target**. Select the Godot executable in the ``bin/`` folder as the **Executable**, and set the **Program arguments** to ``--editor --path path-to-your-project/``, where ``path-to-your-project/`` should be a path pointing to an existing Godot project. If you omit the ``--path`` argument, you will only be able to debug the Godot Project Manager window. Click **OK** to create the run/debug configuration.

.. figure:: img/clion-run-configuration.png
:align: center
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6 changes: 3 additions & 3 deletions contributing/development/configuring_an_ide/visual_studio.rst
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Expand Up @@ -34,9 +34,9 @@ source code, stop at specific points in the code, inspect the current execution
and make live changes to the codebase.

You can launch the project with the debugger attached using the **Debug > Start Debugging**
option from the top menu. However, unless you want to debug the project manager specifically,
option from the top menu. However, unless you want to debug the Project Manager specifically,
you'd need to configure debugging options first. This is due to the fact that when the Godot
project manager opens a project, the initial process is terminated and the debugger gets detached.
Project Manager opens a project, the initial process is terminated and the debugger gets detached.

- To configure the launch options to use with the debugger use **Project > Properties**
from the top menu:
Expand All @@ -45,7 +45,7 @@ project manager opens a project, the initial process is terminated and the debug
:align: center

- Open the **Debugging** section and under **Command Arguments** add two new arguments:
the ``-e`` flag opens the editor instead of the project manager, and the ``--path`` argument
the ``-e`` flag opens the editor instead of the Project Manager, and the ``--path`` argument
tells the executable to open the specified project (must be provided as an *absolute* path
to the project root, not the ``project.godot`` file).

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2 changes: 1 addition & 1 deletion contributing/development/configuring_an_ide/xcode.rst
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Expand Up @@ -99,7 +99,7 @@ To enable debugging support you need to edit the external build target's build a
- Set the **Executable** to the file you linked in your post-build action script.
- Check **Debug executable**.
- You can add two arguments on the **Arguments** tab:
the ``-e`` flag opens the editor instead of the project manager, and the ``--path`` argument
the ``-e`` flag opens the editor instead of the Project Manager, and the ``--path`` argument
tells the executable to open the specified project (must be provided as an *absolute* path
to the project root, not the ``project.godot`` file).

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4 changes: 2 additions & 2 deletions contributing/development/debugging/index.rst
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Expand Up @@ -16,8 +16,8 @@ Debugging the editor
--------------------

When working on the Godot editor keep in mind that by default the executable
will start in the project manager mode. Opening a project from the project
manager spawns a new process, which stops the debugging session. To avoid that
will start in the Project Manager mode. Opening a project from the Project
Manager spawns a new process, which stops the debugging session. To avoid that
you should launch directly into the project using ``-e`` and ``--path`` launch
options.

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4 changes: 2 additions & 2 deletions contributing/development/debugging/using_cpp_profilers.rst
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Expand Up @@ -68,8 +68,8 @@ VerySleepy
^^^^^^^^^^

- Start the Godot editor or your project first.
If you start the project manager, make sure to edit or run a project first.
Otherwise, the profiler will not track the child process since the project manager
If you start the Project Manager, make sure to edit or run a project first.
Otherwise, the profiler will not track the child process since the Project Manager
will spawn a child process for every project edited or run.
- Open VerySleepy and select the Godot executable in the list of processes on the left:

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Expand Up @@ -47,7 +47,7 @@ Some important files in the editor are:
- `editor/editor_node.cpp <https://github.com/godotengine/godot/blob/master/editor/editor_node.cpp>`__:
Main editor initialization file. Effectively the "main scene" of the editor.
- `editor/project_manager.cpp <https://github.com/godotengine/godot/blob/master/editor/project_manager.cpp>`__:
Main project manager initialization file. Effectively the "main scene" of the project manager.
Main Project Manager initialization file. Effectively the "main scene" of the Project Manager.
- `editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/godotengine/godot/blob/master/editor/plugins/canvas_item_editor_plugin.cpp>`__:
The 2D editor viewport and related functionality (toolbar at the top, editing modes, overlaid helpers/panels, …).
- `editor/plugins/node_3d_editor_plugin.cpp <https://github.com/godotengine/godot/blob/master/editor/plugins/node_3d_editor_plugin.cpp>`__:
Expand Down Expand Up @@ -84,5 +84,5 @@ Development tips

To iterate quickly on the editor, we recommend to set up a test project and
:ref:`open it from the command line <doc_command_line_tutorial>` after compiling
the editor. This way, you don't have to go through the project manager every
the editor. This way, you don't have to go through the Project Manager every
time you start Godot.
12 changes: 6 additions & 6 deletions contributing/workflow/pr_workflow.rst
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Expand Up @@ -136,7 +136,7 @@ metadata is hidden in its ``.git`` subfolder).
working in Git.

In the following, we will assume as an example that you want to implement a feature in
Godot's project manager, which is coded in the ``editor/project_manager.cpp``
Godot's Project Manager, which is coded in the ``editor/project_manager.cpp``
file.

Branching
Expand Down Expand Up @@ -298,7 +298,7 @@ Here's how the shell history could look like on our example:
# It's nice to know where you're starting from
$ git log

# Do changes to the project manager with the nano text editor
# Do changes to the Project Manager with the nano text editor
$ nano editor/project_manager.cpp

# Find an unrelated bug in Control and fix it
Expand All @@ -320,7 +320,7 @@ Here's how the shell history could look like on our example:

# Make our second commit
$ git add editor/project_manager.cpp
$ git commit -m "Add a pretty banner to the project manager"
$ git commit -m "Add a pretty banner to the Project Manager"
$ git log

With this, we should have two new commits in our ``better-project-manager``
Expand Down Expand Up @@ -476,7 +476,7 @@ to configure your favorite one) with something which may look like this:

.. code-block:: text
pick 1b4aad7 Add a pretty banner to the project manager
pick 1b4aad7 Add a pretty banner to the Project Manager
pick e07077e Fix a typo in the banner's title
The editor will also show instructions regarding how you can act on those
Expand All @@ -489,7 +489,7 @@ so we use:

.. code-block:: text
pick 1b4aad7 Add a pretty banner to the project manager
pick 1b4aad7 Add a pretty banner to the Project Manager
fixup e07077e Fix a typo in the banner's title
Upon saving and quitting the editor, the rebase will occur. The second commit
Expand Down Expand Up @@ -531,7 +531,7 @@ Git branch for the PR. There won't be issues if you don't delete your branch, bu
good practice to do so. You'll need to do this twice, once for the local branch and another
for the remote branch on GitHub.

To delete our better project manager branch locally, use this command:
To delete our better Project Manager branch locally, use this command:

::

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2 changes: 1 addition & 1 deletion getting_started/first_3d_game/01.game_setup.rst
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Expand Up @@ -12,7 +12,7 @@ the archive here: `Squash the Creeps assets
<https://github.com/godotengine/godot-3d-dodge-the-creeps/releases/tag/1.1.0>`__.

Once you downloaded it, extract the .zip archive on your computer. Open the
Godot project manager and click the *Import* button.
Godot Project Manager and click the *Import* button.

.. image:: img/01.game_setup/01.import_button.png

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8 changes: 4 additions & 4 deletions getting_started/introduction/first_look_at_the_editor.rst
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@@ -1,8 +1,8 @@
.. This page is only here to introduce the interface to the user broadly. To
cover individual areas in greater detail, write the corresponding pages in
the most appropriate section, and link them. E.g. the animation editor goes
to the animation section. General pages, for instance, about the project
manager, should go in the editor manual.
to the animation section. General pages, for instance, about the Project
Manager, should go in the editor manual.
.. _doc_intro_to_the_editor_interface:

Expand All @@ -15,7 +15,7 @@ look at the different main screens and docks to help you situate yourself.
.. seealso:: For a comprehensive breakdown of the editor's interface and how to
use it, see the :ref:`Editor manual <toc-learn-editor>`.

The Project manager
The Project Manager
-------------------

When you launch Godot, the first window you see is the Project Manager. In the
Expand All @@ -28,7 +28,7 @@ At the top of the window, there is another tab named "Asset Library Projects". Y
for demo projects in the open source asset library, which includes many projects
developed by the community.

.. seealso:: To learn the project manager's ins and outs, read
.. seealso:: To learn the Project Manager's ins and outs, read
:ref:`doc_project_manager`.

.. image:: img/editor_intro_project_templates.webp
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6 changes: 3 additions & 3 deletions getting_started/step_by_step/instancing.rst
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Expand Up @@ -44,10 +44,10 @@ Let's use instancing in practice to see how it works in Godot. We invite
you to download the ball's sample project we prepared for you:
:download:`instancing.zip <files/instancing.zip>`.

Extract the archive on your computer. To import it, you need the project manager.
The project manager is accessed by opening Godot, or if you already have Godot opened, click on *Project -> Quit to Project List* (:kbd:`Ctrl + Shift + Q`)
Extract the archive on your computer. To import it, you need the Project Manager.
The Project Manager is accessed by opening Godot, or if you already have Godot opened, click on *Project -> Quit to Project List* (:kbd:`Ctrl + Shift + Q`)

In the project manager, click the *Import* button to import the project.
In the Project Manager, click the *Import* button to import the project.

.. image:: img/instancing_import_button.png

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4 changes: 2 additions & 2 deletions tutorials/editor/command_line_tutorial.rst
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Expand Up @@ -52,7 +52,7 @@ Command line reference
+------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------+
| ``-e``, ``--editor`` | Start the editor instead of running the scene (:ref:`target=editor <doc_introduction_to_the_buildsystem_target>` must be used). |
+------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------+
| ``-p``, ``--project-manager`` | Start the project manager, even if a project is auto-detected (:ref:`target=editor <doc_introduction_to_the_buildsystem_target>` must be used). |
| ``-p``, ``--project-manager`` | Start the Project Manager, even if a project is auto-detected (:ref:`target=editor <doc_introduction_to_the_buildsystem_target>` must be used). |
+------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------+
| ``--debug-server <uri>`` | Start the editor debug server (``<protocol>://<host/IP>[:<port>]``, e.g. ``tcp://127.0.0.1:6007``) |
+------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------+
Expand Down Expand Up @@ -262,7 +262,7 @@ Running the editor

Running the editor is done by executing Godot with the ``-e`` flag. This
must be done from within the project directory or a subdirectory,
otherwise the command is ignored and the project manager appears.
otherwise the command is ignored and the Project Manager appears.

::

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4 changes: 2 additions & 2 deletions tutorials/editor/project_manager.rst
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Expand Up @@ -2,7 +2,7 @@

.. _doc_project_manager:

Using the Project manager
Using the Project Manager
=========================

When you launch Godot, the first window you see is the Project Manager. It lets
Expand Down Expand Up @@ -44,7 +44,7 @@ folder based on your project's name.
Opening and importing projects
------------------------------

The next time you open the project manager, you'll see your new project in the
The next time you open the Project Manager, you'll see your new project in the
list. Double click on it to open it in the editor.

.. image:: img/editor_ui_intro_project_manager_06.webp
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2 changes: 1 addition & 1 deletion tutorials/editor/using_the_web_editor.rst
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Expand Up @@ -79,7 +79,7 @@ To import an existing project, the current process is as follows:
- Specify a ZIP file to preload on the HTML5 filesystem using the
**Preload project ZIP** input.
- Run the editor by clicking **Start Godot editor**.
The Godot project manager should appear after 10-20 seconds.
The Godot Project Manager should appear after 10-20 seconds.
On slower machines or connections, loading may take up to a minute.
- In the dialog that appears at the middle of the window, specify a name for
the folder to create then click the **Create Folder** button
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6 changes: 3 additions & 3 deletions tutorials/migrating/upgrading_to_godot_4.rst
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Expand Up @@ -113,12 +113,12 @@ Running the project upgrade tool
You can backup a project by using version control, or by copying the project
folder to another location.

Using the project manager
Using the Project Manager
^^^^^^^^^^^^^^^^^^^^^^^^^

To use the project upgrade tool:

1. Open the Godot 4 project manager.
1. Open the Godot 4 Project Manager.
2. Import the Godot 3.x project using the **Import** button, or use the **Scan**
button to find the project within a folder.
3. Double-click the imported project (or select the project then choose **Edit**).
Expand All @@ -129,7 +129,7 @@ To use the project upgrade tool:
case the conversion tool fails.
5. Wait until the project conversion process finishes. This can take up to a few
minutes for large projects with lots of scenes.
6. When the project manager interface becomes available again, double-click the
6. When the Project Manager interface becomes available again, double-click the
project (or select the project then choose **Edit**) to open it in the
editor.

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2 changes: 1 addition & 1 deletion tutorials/platform/web/html5_shell_classref.rst
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Expand Up @@ -297,7 +297,7 @@ Properties

A callback function for handling Godot's ``OS.execute`` calls.

This is for example used in the Web Editor template to switch between project manager and editor, and for running the game.
This is for example used in the Web Editor template to switch between Project Manager and editor, and for running the game.

:param string path:
The path that Godot's wants executed.
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