Fix a few broken references

Plus add three missing images
This commit is contained in:
Rémi Verschelde 2016-02-10 20:40:19 +01:00
parent 444e053df8
commit 1e206a9383
10 changed files with 16 additions and 23 deletions

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@ -282,7 +282,7 @@ Animation
The following section will be a collection of tips for creating
animation for your rigs. If unsure about how the animation system in
Godot works, refresh it by checking again the :ref:`doc-animations`.
Godot works, refresh it by checking again the :ref:`doc_animations`.
2D Animation
------------

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@ -98,10 +98,8 @@ Moving the Kinematic Character
Go back to the character scene, and open the script, the magic begins
now! Kinematic body will do nothing by default, but it has a really
useful function called
`move(motion_vector:Vector2) <https://github.com/okamstudio/godot/wiki/class_kinematicbody2d#move>`__.
This function takes a
:ref:`Vector2 <class_Vector2>` as
useful function called :ref:`KinematicBody2D.move() <class_KinematicBody2D_move>`.
This function takes a :ref:`Vector2 <class_Vector2>` as
an argument, and tries to apply that motion to the kinematic body. If a
collision happens, it stops right at the moment of the collision.

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@ -231,8 +231,8 @@ the CollisionObject2D:
KinematicBody2D
~~~~~~~~~~~~~~~
:ref:`Kinematic <class_Kinematic>`
bodies are special types of bodies that are meant to be user-controlled.
:ref:`KinematicBody2D <class_KinematicBody2D>` bodies are special types
of bodies that are meant to be user-controlled.
They are not affected by the physics at all (to other types of bodies,
such a character or a rigidbody, these are the same as a staticbody).
They have however, two main uses:

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@ -75,7 +75,7 @@ function**
Now, we want to do something interesting with ID except for printing it.
Also, we might need additional information - to find bone parents to
complete chain, etc. This all is done with get/set_bone_\* functions.
complete chain, etc. This all is done with get/set_bone\_\* functions.
**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,
despite the huge amount of software and file formats available for this,
the most common way to do localization to this day is still with
spreadsheets. The process of creating the spreadsheets and importing
them is already covered in the :ref:`doc_import_translations` tutorial, so this
them is already covered in the :ref:`doc_importing_translations` tutorial, so this
one could be seen more like a follow up to that one.
Configuring the Imported Translation
@ -72,10 +72,8 @@ Making Controls Resizeable
The same text in different languages can vary greatly in length. For
this, make sure to read the tutorial on :ref:`doc_size_and_anchors`, as having
dynamically adjusted control sizes may help.
:ref:`Containers <class_Containers>`
can be very useful, as well as the multiple options in
:ref:`Label <class_Label>` for
text wrapping.
:ref:`Container <class_Container>` can be very useful, as well as the multiple options in
:ref:`Label <class_Label>` for text wrapping.
TranslationServer
-----------------

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@ -181,12 +181,11 @@ rendering (once), or always render, no matter if visible or not.
A few classes are created to make this easier in most common cases
inside the editor:
- :ref:`ViewportSprite <class_ViewportSprite>`
(for 2D).
- :ref:`ViewportQuad <class_ViewportQuad>`
(for 3D).
- :ref:`ViewportFrame <class_ViewportFrame>`
(for GUI).
- :ref:`ViewportSprite <class_ViewportSprite>` (for 2D).
- ViewportQuad (for 3D).
- ViewportFrame (for GUI).
*TODO: Review the doc, ViewportQuad and ViewportFrame don't exist in 2.0.*
Make sure to check the viewport demos! Viewport folder in the demo.zip
available to download, or

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@ -61,10 +61,8 @@ subsequent motion events are received by the pressed control until that
button is released, even if the pointer moves outside the control
boundary.
Like any class that inherits from
:ref:`CanvasItem <class_CanvasItem>`
(Control does), a
:ref:`CanvasItem.draw() <class_CanvasItem_draw>`
Like any class that inherits from :ref:`CanvasItem <class_CanvasItem>`
(Control does), a :ref:`CanvasItem._draw() <class_CanvasItem__draw>`
callback will be received at the begining and every time the control
needs to be redrawn (programmer needs to call
:ref:`CanvasItem.update() <class_CanvasItem_update>`