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Merge pull request #4026 from bruvzg/pck-encrypt-docs

Update encryption key page according to the new PCK encryption feature.
Rémi Verschelde 4 years ago
parent
commit
e99ed437fb

+ 14 - 28
development/compiling/compiling_with_script_encryption_key.rst

@@ -1,13 +1,14 @@
 .. _doc_compiling_with_script_encryption_key:
 
-Compiling with script encryption key
-====================================
+Compiling with PCK encryption key
+=================================
 
 .. 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,
 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
    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
 ---------------
 
 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
       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


BIN
development/compiling/img/script_encryption_key.png