Fix a few broken references
Plus add three missing images
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@ -282,7 +282,7 @@ Animation
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The following section will be a collection of tips for creating
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animation for your rigs. If unsure about how the animation system in
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Godot works, refresh it by checking again the :ref:`doc-animations`.
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Godot works, refresh it by checking again the :ref:`doc_animations`.
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2D Animation
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------------
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@ -98,10 +98,8 @@ Moving the Kinematic Character
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Go back to the character scene, and open the script, the magic begins
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now! Kinematic body will do nothing by default, but it has a really
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useful function called
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`move(motion_vector:Vector2) <https://github.com/okamstudio/godot/wiki/class_kinematicbody2d#move>`__.
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This function takes a
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:ref:`Vector2 <class_Vector2>` as
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useful function called :ref:`KinematicBody2D.move() <class_KinematicBody2D_move>`.
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This function takes a :ref:`Vector2 <class_Vector2>` as
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an argument, and tries to apply that motion to the kinematic body. If a
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collision happens, it stops right at the moment of the collision.
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@ -231,8 +231,8 @@ the CollisionObject2D:
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KinematicBody2D
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~~~~~~~~~~~~~~~
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:ref:`Kinematic <class_Kinematic>`
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bodies are special types of bodies that are meant to be user-controlled.
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:ref:`KinematicBody2D <class_KinematicBody2D>` bodies are special types
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of bodies that are meant to be user-controlled.
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They are not affected by the physics at all (to other types of bodies,
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such a character or a rigidbody, these are the same as a staticbody).
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They have however, two main uses:
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@ -75,7 +75,7 @@ function**
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Now, we want to do something interesting with ID except for printing it.
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Also, we might need additional information - to find bone parents to
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complete chain, etc. This all is done with get/set_bone_\* functions.
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complete chain, etc. This all is done with get/set_bone\_\* functions.
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**To find bone parent we use get_bone_parent(id) function**
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@ -18,7 +18,7 @@ Localization is usually done by specific studios hired for the job and,
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despite the huge amount of software and file formats available for this,
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the most common way to do localization to this day is still with
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spreadsheets. The process of creating the spreadsheets and importing
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them is already covered in the :ref:`doc_import_translations` tutorial, so this
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them is already covered in the :ref:`doc_importing_translations` tutorial, so this
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one could be seen more like a follow up to that one.
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Configuring the Imported Translation
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@ -72,10 +72,8 @@ Making Controls Resizeable
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The same text in different languages can vary greatly in length. For
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this, make sure to read the tutorial on :ref:`doc_size_and_anchors`, as having
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dynamically adjusted control sizes may help.
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:ref:`Containers <class_Containers>`
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can be very useful, as well as the multiple options in
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:ref:`Label <class_Label>` for
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text wrapping.
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:ref:`Container <class_Container>` can be very useful, as well as the multiple options in
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:ref:`Label <class_Label>` for text wrapping.
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TranslationServer
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-----------------
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@ -181,12 +181,11 @@ rendering (once), or always render, no matter if visible or not.
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A few classes are created to make this easier in most common cases
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inside the editor:
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- :ref:`ViewportSprite <class_ViewportSprite>`
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(for 2D).
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- :ref:`ViewportQuad <class_ViewportQuad>`
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(for 3D).
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- :ref:`ViewportFrame <class_ViewportFrame>`
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(for GUI).
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- :ref:`ViewportSprite <class_ViewportSprite>` (for 2D).
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- ViewportQuad (for 3D).
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- ViewportFrame (for GUI).
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*TODO: Review the doc, ViewportQuad and ViewportFrame don't exist in 2.0.*
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Make sure to check the viewport demos! Viewport folder in the demo.zip
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available to download, or
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@ -61,10 +61,8 @@ subsequent motion events are received by the pressed control until that
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button is released, even if the pointer moves outside the control
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boundary.
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Like any class that inherits from
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:ref:`CanvasItem <class_CanvasItem>`
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(Control does), a
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:ref:`CanvasItem.draw() <class_CanvasItem_draw>`
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Like any class that inherits from :ref:`CanvasItem <class_CanvasItem>`
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(Control does), a :ref:`CanvasItem._draw() <class_CanvasItem__draw>`
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callback will be received at the begining and every time the control
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needs to be redrawn (programmer needs to call
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:ref:`CanvasItem.update() <class_CanvasItem_update>`
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