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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
94 lines
7.3 KiB
Plaintext
94 lines
7.3 KiB
Plaintext
#compdef godot
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# zsh completion for the Godot editor
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# To use it, install this file as `_godot` in a directory specified in your
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# `fpath` environment variable then restart your shell.
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#
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# Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md).
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# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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_arguments \
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"1::path to scene or 'project.godot' file:_files" \
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'(-h --help)'{-h,--help}'[display the full help message]' \
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'--version[display the version string]' \
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'(-v --verbose)'{-v,--verbose}'[use verbose stdout mode]' \
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'(-q --quiet)'{-q,--quiet}'[quiet mode, silences stdout messages (errors are still displayed)]' \
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'(-e --editor)'{-e,--editor}'[start the editor instead of running the scene]' \
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'(-p --project-manager)'{-p,--project-manager}'[start the project manager, even if a project is auto-detected]' \
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'--debug-server[start the editor debug server]:editor debugger listen address' \
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'--quit[quit after the first iteration]' \
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'(-l --language)'{-l,--language}'[use a specific locale (<locale> being a two-letter code)]:two-letter locale code' \
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"--path[path to a project (<directory> must contain a 'project.godot' file)]:path to directory with 'project.godot' file:_dirs" \
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'(-u --upwards)'{-u,--upwards}'[scan folders upwards for project.godot file]' \
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'--main-pack[path to a pack (.pck) file to load]:path to .pck file:_files' \
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'--render-thread[set the render thread mode]:render thread mode:(unsafe safe separate)' \
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'--remote-fs[use a remote filesystem]:remote filesystem address' \
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'--remote-fs-password[password for remote filesystem]:remote filesystem password' \
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'--audio-driver[set the audio driver]:audio driver name' \
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'--display-driver[set the display driver]:display driver name' \
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"--rendering-method[set the renderer]:renderer name:((forward_plus\:'Desktop renderer' mobile\:'Desktop and mobile renderer' gl_compatibility\:'Desktop, mobile and web renderer'))" \
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"--rendering-driver[set the rendering driver]:rendering driver name:((vulkan\:'Vulkan renderer' opengl3\:'OpenGL ES 3.0 renderer' dummy\:'Dummy renderer'))" \
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"--gpu-index[use a specific GPU (run with --verbose to get available device list)]:device index" \
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'--text-driver[set the text driver]:text driver name' \
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'--tablet-driver[set the pen tablet input driver]:tablet driver name' \
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'--headless[enable headless mode (--display-driver headless --audio-driver Dummy), useful for servers and with --script]' \
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'--write-movie[writes a video to the specified path (usually with .avi or .png extension)]:path to output video file' \
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'(-f --fullscreen)'{-f,--fullscreen}'[request fullscreen mode]' \
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'(-m --maximized)'{-m,--maximized}'[request a maximized window]' \
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'(-w --windowed)'{-w,--windowed}'[request windowed mode]' \
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'(-t --always-on-top)'{-t,--always-on-top}'[request an always-on-top window]' \
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'--resolution[request window resolution]:resolution in WxH format' \
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'--position[request window position]:position in X,Y format' \
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'--single-window[use a single window (no separate subwindows)]' \
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'--xr-mode[select Extended Reality (XR) mode]:Extended Reality (XR) mode:(default off on)' \
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'(-d --debug)'{-d,--debug}'[debug (local stdout debugger)]' \
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'(-b --breakpoints)'{-b,--breakpoints}'[specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)]:breakpoint list' \
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'--profiling[enable profiling in the script debugger]' \
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'--gpu-profile[show a GPU profile of the tasks that took the most time during frame rendering]' \
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'--gpu-validation[enable graphics API validation layers for debugging]' \
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'--gpu-abort[abort on graphics API usage errors (usually validation layer errors)]' \
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'--remote-debug[enable remote debugging]:remote debugger address' \
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'--debug-collisions[show collision shapes when running the scene]' \
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'--debug-navigation[show navigation polygons when running the scene]' \
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'--debug-stringnames[print all StringName allocations to stdout when the engine quits]' \
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'--frame-delay[simulate high CPU load (delay each frame by the given number of milliseconds)]:number of milliseconds' \
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'--time-scale[force time scale (higher values are faster, 1.0 is normal speed)]:time scale' \
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'--disable-vsync[disable vertical synchronization even if enabled in the project settings]' \
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'--disable-render-loop[disable render loop so rendering only occurs when called explicitly from script]' \
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'--disable-crash-handler[disable crash handler when supported by the platform code]' \
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'--fixed-fps[force a fixed number of frames per second (this setting disables real-time synchronization)]:frames per second' \
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'--print-fps[print the frames per second to the stdout]' \
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'(-s, --script)'{-s,--script}'[run a script]:path to script:_files' \
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'--check-only[only parse for errors and quit (use with --script)]' \
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'--export-release[export the project in release mode using the given preset and output path]:export preset name then path' \
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'--export-debug[export the project in debug mode using the given preset and output path]:export preset name then path' \
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'--export-pack[export the project data only as a PCK or ZIP file using the given preset and output path]:export preset name then path' \
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'--convert-3to4[converts project from Godot 3.x to Godot 4.x]' \
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'--validate-conversion-3to4[shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x]' \
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'--doctool[dump the engine API reference to the given path in XML format, merging if existing files are found]:path to base Godot build directory (optional):_dirs' \
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'--no-docbase[disallow dumping the base types (used with --doctool)]' \
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'--build-solutions[build the scripting solutions (e.g. for C# projects)]' \
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'--dump-gdextension-interface[generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension.]' \
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'--dump-extension-api[generate JSON dump of the Godot API for GDExtension bindings named "extension_api.json" in the current folder]' \
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'--startup-benchmark[benchmark the startup time and print it to console]' \
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'--startup-benchmark-file[benchmark the startup time and save it to a given file in JSON format]:path to output JSON file' \
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'--test[run all unit tests; run with "--test --help" for more information]'
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