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Update encryption key page according to the new PCK encryption feature.

bruvzg 4 years ago
parent
commit
3a8d5bc8b4

+ 14 - 28
development/compiling/compiling_with_script_encryption_key.rst

@@ -1,13 +1,14 @@
 .. _doc_compiling_with_script_encryption_key:
 .. _doc_compiling_with_script_encryption_key:
 
 
-Compiling with script encryption key
-====================================
+Compiling with PCK encryption key
+=================================
 
 
 .. highlight:: shell
 .. highlight:: shell
 
 
-The export dialog gives you the option to encrypt your scripts with an 256bit
-AES key, when releasing your game. This will make sure your scripts are not
-stored in plain text and can not easily be ripped by some script kiddie.
+The export dialog gives you the option to encrypt your PCK file with an 256bit
+AES key, when releasing your game. This will make sure your scenes, scripts
+and other resources are not stored in plain text and can not easily be ripped
+by some script kiddie.
 Of course the key needs to be stored in the binary, but if it's compiled,
 Of course the key needs to be stored in the binary, but if it's compiled,
 optimized and without symbols, it would take some effort to find it.
 optimized and without symbols, it would take some effort to find it.
 
 
@@ -52,38 +53,23 @@ Step by step
 3. Compile Godot export templates and set them as custom export templates
 3. Compile Godot export templates and set them as custom export templates
    in the export preset options.
    in the export preset options.
 
 
-4. Set the encryption key in the ``Script`` tab of the export preset:
+4. Set the encryption key in the ``Encryption`` tab of the export preset:
 
 
-   .. image:: img/script_encryption_key.png
+   .. image:: img/encryption_key.png
 
 
-5. Export the project. The game should run with encrypted scripts now.
+5. Add filters for the files/folders to encrypt. By default, include filters
+   are empty and nothing will be encrypted.
+
+6. Export the project. The game should run with the files encrypted now.
 
 
 Possible Errors
 Possible Errors
 ---------------
 ---------------
 
 
 If you get an error like below, it means the key wasn't properly included in
 If you get an error like below, it means the key wasn't properly included in
-your Godot build. Godot is encrypting the scripts during export, but can't read
-them at runtime.
+your Godot build. Godot is encrypting PCK file during export, but can't read
+it at runtime.
 
 
 ::
 ::
 
 
    ERROR: open_and_parse: Condition ' String::md5(md5.digest) != String::md5(md5d) ' is true. returned: ERR_FILE_CORRUPT
    ERROR: open_and_parse: Condition ' String::md5(md5.digest) != String::md5(md5d) ' is true. returned: ERR_FILE_CORRUPT
       At: core/io/file_access_encrypted.cpp:103
       At: core/io/file_access_encrypted.cpp:103
-   ERROR: load_byte_code: Condition ' err ' is true. returned: err
-      At: modules/gdscript/gdscript.cpp:755
-   ERROR: load: Condition ' err != OK ' is true. returned: RES()
-      At: modules/gdscript/gdscript.cpp:2135
-   ERROR: Failed loading resource: res://Node2D.gde
-      At: core/io/resource_loader.cpp:279
-   ERROR: poll: res://Node2D.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Node2D.gd
-      At: scene/resources/scene_format_text.cpp:439
-   ERROR: load: Condition ' err != OK ' is true. returned: RES()
-      At: core/io/resource_loader.cpp:202
-   ERROR: Failed loading resource: res://Node2D.tscn
-      At: core/io/resource_loader.cpp:279
-   ERROR: Failed loading scene: res://Node2D.tscn
-      At: main/main.cpp:1727
-   WARNING: cleanup: ObjectDB Instances still exist!
-        At: core/object.cpp:2081
-   ERROR: clear: Resources Still in use at Exit!
-      At: core/resource.cpp:425

BIN
development/compiling/img/encryption_key.png


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development/compiling/img/script_encryption_key.png