From 38cfba79bb2a6b2641f797e5b0287e7ae59fe8d9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 26 Feb 2021 10:15:49 +0100 Subject: [PATCH 1/2] Rename godot_headers to godot-headers And fix references to old GodotNativeTools org. --- README.md | 15 ++++++++------- 1 file changed, 8 insertions(+), 7 deletions(-) diff --git a/README.md b/README.md index 543dd80..a0f4ac8 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,5 @@ -# godot_headers +# godot-headers + #### `GDNative / NativeScript` > `GDNative` enables the use of dynamically linked libraries inside of [**Godot**](https://github.com/godotengine/godot). @@ -13,16 +14,16 @@ | **Build latest version of Godot** | [**GitHub**](https://github.com/godotengine/godot) | [**Docs**](https://godot.readthedocs.io/en/latest/development/compiling/index.html) | | --- | --- | --- | -### Clone godot_headers into Library +### Clone godot-headers into Library -Clone `godot_headers` under `SimpleLibrary/` +Clone `godot-headers` under `SimpleLibrary/` ```bash cd SimpleLibrary -git clone https://github.com/GodotNativeTools/godot_headers +git clone https://github.com/godotengine/godot-headers ``` -> Note that the master branch of this repository contains the header for the latest Godot master. If you want to build GDNative modules for older versions of Godot add `-b ` to the git clone command above. i.e. `git clone https://github.com/GodotNativeTools/godot_headers -b 3.0` will retrieve headers compatible with Godot 3.0. +> Note that the master branch of this repository contains the header for the latest Godot master. If you want to build GDNative modules for older versions of Godot add `-b ` to the git clone command above. i.e. `git clone https://github.com/godotengine/godot-headers -b 3.0` will retrieve headers compatible with Godot 3.0. > With the exception of a breaking change in the ARVR module between 3.0 and 3.1, GDNative plugins written for an older version of Godot will work in newer versions. @@ -214,8 +215,8 @@ use of GDNative to implement scripts backed by native code. **Which languages are binding as a NativeScript?** -[**C++**](https://github.com/GodotNativeTools/cpp_bindings), -[**D**](https://github.com/GodotNativeTools/d_bindings), +[**C++**](https://github.com/godotengine/godot-cpp), +[**D**](https://github.com/godot-d/godot-d), [**Nim**](https://github.com/pragmagic/godot-nim) **Can you debug NativeScripts?** From cec9b8ebb2d460b17a865d1de08e33151290bf2c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 26 Feb 2021 10:17:31 +0100 Subject: [PATCH 2/2] Update copyright statement to 'Godot Engine contributors' And bump year to cover 2021. --- LICENSE.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/LICENSE.md b/LICENSE.md index 84a1ce0..599ae1e 100644 --- a/LICENSE.md +++ b/LICENSE.md @@ -1,6 +1,6 @@ # MIT License -Copyright (c) 2017-2020 GodotNativeTools +Copyright (c) 2017-2021 Godot Engine contributors. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal