From 8a06ec979e03a056d75bc484e24955e562099ace Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Mon, 10 Jul 2023 13:08:11 +0200 Subject: [PATCH] Change explicit 'Godot 4.0' references to 'Godot 4' Fixes #79276. --- SConstruct | 6 +-- editor/project_converter_3_to_4.cpp | 46 +++++++++---------- editor/project_manager.cpp | 2 +- modules/gdscript/gdscript_parser.cpp | 2 +- .../parser/errors/yield_instead_of_await.out | 2 +- platform/uwp/export/export_plugin.cpp | 8 ++-- 6 files changed, 33 insertions(+), 33 deletions(-) diff --git a/SConstruct b/SConstruct index 7e706e8e73de..22c9e18c0810 100644 --- a/SConstruct +++ b/SConstruct @@ -297,21 +297,21 @@ else: if selected_platform in ["macos", "osx"]: if selected_platform == "osx": # Deprecated alias kept for compatibility. - print('Platform "osx" has been renamed to "macos" in Godot 4.0. Building for platform "macos".') + print('Platform "osx" has been renamed to "macos" in Godot 4. Building for platform "macos".') # Alias for convenience. selected_platform = "macos" if selected_platform in ["ios", "iphone"]: if selected_platform == "iphone": # Deprecated alias kept for compatibility. - print('Platform "iphone" has been renamed to "ios" in Godot 4.0. Building for platform "ios".') + print('Platform "iphone" has been renamed to "ios" in Godot 4. Building for platform "ios".') # Alias for convenience. selected_platform = "ios" if selected_platform in ["linux", "bsd", "x11"]: if selected_platform == "x11": # Deprecated alias kept for compatibility. - print('Platform "x11" has been renamed to "linuxbsd" in Godot 4.0. Building for platform "linuxbsd".') + print('Platform "x11" has been renamed to "linuxbsd" in Godot 4. Building for platform "linuxbsd".') # Alias for convenience. selected_platform = "linuxbsd" diff --git a/editor/project_converter_3_to_4.cpp b/editor/project_converter_3_to_4.cpp index 9008b6a600c9..3af8615b0cd2 100644 --- a/editor/project_converter_3_to_4.cpp +++ b/editor/project_converter_3_to_4.cpp @@ -336,7 +336,7 @@ bool ProjectConverter3To4::convert() { // Checking if folder contains valid Godot 3 project. // Project should not be converted more than once. { - String converter_text = "; Project was converted by built-in tool to Godot 4.0"; + String converter_text = "; Project was converted by built-in tool to Godot 4"; ERR_FAIL_COND_V_MSG(!FileAccess::exists("project.godot"), false, "Current working directory doesn't contain a \"project.godot\" file for a Godot 3 project."); @@ -536,7 +536,7 @@ bool ProjectConverter3To4::validate_conversion() { // Checking if folder contains valid Godot 3 project. // Project should not be converted more than once. { - String conventer_text = "; Project was converted by built-in tool to Godot 4.0"; + String conventer_text = "; Project was converted by built-in tool to Godot 4"; ERR_FAIL_COND_V_MSG(!FileAccess::exists("project.godot"), false, "Current directory doesn't contain any Godot 3 project"); @@ -857,16 +857,16 @@ bool ProjectConverter3To4::test_conversion(RegExContainer ®_container) { valid = valid && test_conversion_gdscript_builtin("\tif OS.get_borderless_window(): pass", "\tif get_window().borderless: pass", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); valid = valid && test_conversion_gdscript_builtin("\tOS.set_borderless_window(Settings.borderless)", "\tget_window().borderless = (Settings.borderless)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); - valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide( a, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); - valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide( a, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); - valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide_with_snap( a, g, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\t# TODOConverter40 looks that snap in Godot 4.0 is float, not vector like in Godot 3 - previous value `g`\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); - valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide_with_snap( a, g, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\t# TODOConverter40 looks that snap in Godot 4.0 is float, not vector like in Godot 3 - previous value `g`\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); + valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide( a, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); + valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide( a, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); + valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide_with_snap( a, g, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\t# TODOConverter3To4 looks that snap in Godot 4 is float, not vector like in Godot 3 - previous value `g`\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); + valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide_with_snap( a, g, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\t# TODOConverter3To4 looks that snap in Godot 4 is float, not vector like in Godot 3 - previous value `g`\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); valid = valid && test_conversion_gdscript_builtin("remove_and_slide(a,b,c,d,e,f)", "remove_and_slide(a,b,c,d,e,f)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); - valid = valid && test_conversion_gdscript_builtin("list_dir_begin( a , b )", "list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); - valid = valid && test_conversion_gdscript_builtin("list_dir_begin( a )", "list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); - valid = valid && test_conversion_gdscript_builtin("list_dir_begin( )", "list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); + valid = valid && test_conversion_gdscript_builtin("list_dir_begin( a , b )", "list_dir_begin() # TODOConverter3To4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); + valid = valid && test_conversion_gdscript_builtin("list_dir_begin( a )", "list_dir_begin() # TODOConverter3To4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); + valid = valid && test_conversion_gdscript_builtin("list_dir_begin( )", "list_dir_begin() # TODOConverter3To4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); valid = valid && test_conversion_gdscript_builtin("sort_custom( a , b )", "sort_custom(Callable(a, b))", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); @@ -874,9 +874,9 @@ bool ProjectConverter3To4::test_conversion(RegExContainer ®_container) { valid = valid && test_conversion_gdscript_builtin("draw_line(1, 2, 3, 4, 5)", "draw_line(1, 2, 3, 4)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); - valid = valid && test_conversion_gdscript_builtin("\timage.lock()", "\tfalse # image.lock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); - valid = valid && test_conversion_gdscript_builtin("\timage.unlock()", "\tfalse # image.unlock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); - valid = valid && test_conversion_gdscript_builtin("\troman.image.unlock()", "\tfalse # roman.image.unlock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); + valid = valid && test_conversion_gdscript_builtin("\timage.lock()", "\tfalse # image.lock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); + valid = valid && test_conversion_gdscript_builtin("\timage.unlock()", "\tfalse # image.unlock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); + valid = valid && test_conversion_gdscript_builtin("\troman.image.unlock()", "\tfalse # roman.image.unlock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); valid = valid && test_conversion_gdscript_builtin("\tmtx.lock()", "\tmtx.lock()", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); valid = valid && test_conversion_gdscript_builtin("\tmutex.unlock()", "\tmutex.unlock()", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); @@ -998,7 +998,7 @@ bool ProjectConverter3To4::test_conversion(RegExContainer ®_container) { valid = valid && test_conversion_gdscript_builtin("apply_force(position, impulse)", "apply_force(impulse, position)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); valid = valid && test_conversion_gdscript_builtin("apply_impulse(position, impulse)", "apply_impulse(impulse, position)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); - valid = valid && test_conversion_gdscript_builtin("draw_rect(a,b,c,d,e).abc", "draw_rect(a, b, c, d).abc# e) TODOGODOT4 Antialiasing argument is missing", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); + valid = valid && test_conversion_gdscript_builtin("draw_rect(a,b,c,d,e).abc", "draw_rect(a, b, c, d).abc# e) TODOConverter3To4 Antialiasing argument is missing", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); valid = valid && test_conversion_gdscript_builtin("get_focus_owner()", "get_viewport().gui_get_focus_owner()", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); valid = valid && test_conversion_gdscript_builtin("button.pressed = 1", "button.button_pressed = 1", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); valid = valid && test_conversion_gdscript_builtin("button.pressed=1", "button.button_pressed=1", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); @@ -1149,13 +1149,13 @@ bool ProjectConverter3To4::test_array_names() { // Light2D, Texture, Viewport are special classes(probably virtual ones). if (ClassDB::class_exists(StringName(old_class)) && old_class != "Light2D" && old_class != "Texture" && old_class != "Viewport") { - ERR_PRINT(vformat("Class \"%s\" exists in Godot 4.0, so it cannot be renamed to something else.", old_class)); + ERR_PRINT(vformat("Class \"%s\" exists in Godot 4, so it cannot be renamed to something else.", old_class)); valid = false; // This probably should be only a warning, but not 100% sure - this would need to be added to CI. } // Callable is special class, to which normal classes may be renamed. if (!ClassDB::class_exists(StringName(new_class)) && new_class != "Callable") { - ERR_PRINT(vformat("Class \"%s\" does not exist in Godot 4.0, so it cannot be used in the conversion.", old_class)); + ERR_PRINT(vformat("Class \"%s\" does not exist in Godot 4, so it cannot be used in the conversion.", old_class)); valid = false; // This probably should be only a warning, but not 100% sure - this would need to be added to CI. } } @@ -1630,8 +1630,8 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai // With longer lines, doing so can sometimes be significantly faster. if ((line.contains(".lock") || line.contains(".unlock")) && !line.contains("mtx") && !line.contains("mutex") && !line.contains("Mutex")) { - line = reg_container.reg_image_lock.sub(line, "false # $1.lock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", true); - line = reg_container.reg_image_unlock.sub(line, "false # $1.unlock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", true); + line = reg_container.reg_image_lock.sub(line, "false # $1.lock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", true); + line = reg_container.reg_image_unlock.sub(line, "false # $1.unlock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", true); } // PackedStringArray(req_godot).join('.') -> '.'.join(PackedStringArray(req_godot)) PoolStringArray @@ -1832,7 +1832,7 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai // infiinite_interia if (parts.size() >= 6) { - line_new += starting_space + "# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `" + parts[5] + "`\n"; + line_new += starting_space + "# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `" + parts[5] + "`\n"; } line_new += starting_space + base_obj + "move_and_slide()"; @@ -1863,7 +1863,7 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai // snap if (parts.size() >= 2) { - line_new += starting_space + "# TODOConverter40 looks that snap in Godot 4.0 is float, not vector like in Godot 3 - previous value `" + parts[1] + "`\n"; + line_new += starting_space + "# TODOConverter3To4 looks that snap in Godot 4 is float, not vector like in Godot 3 - previous value `" + parts[1] + "`\n"; } // up_direction @@ -1888,7 +1888,7 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai // infiinite_interia if (parts.size() >= 7) { - line_new += starting_space + "# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `" + parts[6] + "`\n"; + line_new += starting_space + "# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `" + parts[6] + "`\n"; } line_new += starting_space + base_obj + "move_and_slide()"; @@ -1919,7 +1919,7 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai int start = line.find("list_dir_begin("); int end = get_end_parenthesis(line.substr(start)) + 1; if (end > -1) { - line = line.substr(0, start) + "list_dir_begin() " + line.substr(end + start) + "# TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547"; + line = line.substr(0, start) + "list_dir_begin() " + line.substr(end + start) + "# TODOConverter3To4 fill missing arguments https://github.com/godotengine/godot/pull/40547"; } } @@ -2203,14 +2203,14 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai } } } - // draw_rect(a,b,c,d,e) -> draw_rect(a,b,c,d)#e) TODOGODOT4 Antialiasing argument is missing + // draw_rect(a,b,c,d,e) -> draw_rect(a,b,c,d)#e) TODOConverter3To4 Antialiasing argument is missing if (contains_function_call(line, "draw_rect(")) { int start = line.find("draw_rect("); int end = get_end_parenthesis(line.substr(start)) + 1; if (end > -1) { Vector parts = parse_arguments(line.substr(start, end)); if (parts.size() == 5) { - line = line.substr(0, start) + "draw_rect(" + parts[0] + ", " + parts[1] + ", " + parts[2] + ", " + parts[3] + ")" + line.substr(end + start) + "# " + parts[4] + ") TODOGODOT4 Antialiasing argument is missing"; + line = line.substr(0, start) + "draw_rect(" + parts[0] + ", " + parts[1] + ", " + parts[2] + ", " + parts[3] + ")" + line.substr(end + start) + "# " + parts[4] + ") TODOConverter3To4 Antialiasing argument is missing"; } } } diff --git a/editor/project_manager.cpp b/editor/project_manager.cpp index 98ce9baaf369..3b9a3dc2edef 100644 --- a/editor/project_manager.cpp +++ b/editor/project_manager.cpp @@ -3098,7 +3098,7 @@ ProjectManager::ProjectManager() { ask_full_convert_dialog = memnew(ConfirmationDialog); ask_full_convert_dialog->set_autowrap(true); - ask_full_convert_dialog->set_text(TTR("This option will perform full project conversion, updating scenes, resources and scripts from Godot 3.x to work in Godot 4.0.\n\nNote that this is a best-effort conversion, i.e. it makes upgrading the project easier, but it will not open out-of-the-box and will still require manual adjustments.\n\nIMPORTANT: Make sure to backup your project before converting, as this operation makes it impossible to open it in older versions of Godot.")); + ask_full_convert_dialog->set_text(TTR("This option will perform full project conversion, updating scenes, resources and scripts from Godot 3 to work in Godot 4.\n\nNote that this is a best-effort conversion, i.e. it makes upgrading the project easier, but it will not open out-of-the-box and will still require manual adjustments.\n\nIMPORTANT: Make sure to backup your project before converting, as this operation makes it impossible to open it in older versions of Godot.")); ask_full_convert_dialog->connect("confirmed", callable_mp(this, &ProjectManager::_perform_full_project_conversion)); add_child(ask_full_convert_dialog); diff --git a/modules/gdscript/gdscript_parser.cpp b/modules/gdscript/gdscript_parser.cpp index e17ee0668fda..13838ee0a117 100644 --- a/modules/gdscript/gdscript_parser.cpp +++ b/modules/gdscript/gdscript_parser.cpp @@ -3229,7 +3229,7 @@ GDScriptParser::ExpressionNode *GDScriptParser::parse_type_test(ExpressionNode * } GDScriptParser::ExpressionNode *GDScriptParser::parse_yield(ExpressionNode *p_previous_operand, bool p_can_assign) { - push_error(R"("yield" was removed in Godot 4.0. Use "await" instead.)"); + push_error(R"("yield" was removed in Godot 4. Use "await" instead.)"); return nullptr; } diff --git a/modules/gdscript/tests/scripts/parser/errors/yield_instead_of_await.out b/modules/gdscript/tests/scripts/parser/errors/yield_instead_of_await.out index 36cb699e9282..f68d76d101c7 100644 --- a/modules/gdscript/tests/scripts/parser/errors/yield_instead_of_await.out +++ b/modules/gdscript/tests/scripts/parser/errors/yield_instead_of_await.out @@ -1,2 +1,2 @@ GDTEST_PARSER_ERROR -"yield" was removed in Godot 4.0. Use "await" instead. +"yield" was removed in Godot 4. Use "await" instead. diff --git a/platform/uwp/export/export_plugin.cpp b/platform/uwp/export/export_plugin.cpp index 0332fbf71876..7f01e6389d4a 100644 --- a/platform/uwp/export/export_plugin.cpp +++ b/platform/uwp/export/export_plugin.cpp @@ -131,9 +131,9 @@ void EditorExportPlatformUWP::get_export_options(List *r_options) bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const { #ifndef DEV_ENABLED // We don't provide export templates for the UWP platform currently as it - // has not been ported for Godot 4.0. This is skipped in DEV_ENABLED so that + // has not been ported for Godot 4. This is skipped in DEV_ENABLED so that // contributors can still test the pipeline if/when we can build it again. - r_error = "The UWP platform is currently not supported in Godot 4.0.\n"; + r_error = "The UWP platform is currently not supported in Godot 4.\n"; return false; #endif @@ -180,9 +180,9 @@ bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref &p_preset, String &r_error) const { #ifndef DEV_ENABLED // We don't provide export templates for the UWP platform currently as it - // has not been ported for Godot 4.0. This is skipped in DEV_ENABLED so that + // has not been ported for Godot 4. This is skipped in DEV_ENABLED so that // contributors can still test the pipeline if/when we can build it again. - r_error = "The UWP platform is currently not supported in Godot 4.0.\n"; + r_error = "The UWP platform is currently not supported in Godot 4.\n"; return false; #endif