diff --git a/img/bad.png b/img/bad.png new file mode 100644 index 00000000..71a689bc Binary files /dev/null and b/img/bad.png differ diff --git a/img/good.png b/img/good.png new file mode 100644 index 00000000..1e99a92f Binary files /dev/null and b/img/good.png differ diff --git a/img/regular.png b/img/regular.png new file mode 100644 index 00000000..4ffb148e Binary files /dev/null and b/img/regular.png differ diff --git a/tutorials/2d/cutout_animation.rst b/tutorials/2d/cutout_animation.rst index dc138d02..f839b122 100644 --- a/tutorials/2d/cutout_animation.rst +++ b/tutorials/2d/cutout_animation.rst @@ -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 ------------ diff --git a/tutorials/2d/kinematic_character_2d.rst b/tutorials/2d/kinematic_character_2d.rst index 927c86cd..ea9e0ddc 100644 --- a/tutorials/2d/kinematic_character_2d.rst +++ b/tutorials/2d/kinematic_character_2d.rst @@ -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) `__. -This function takes a -:ref:`Vector2 ` as +useful function called :ref:`KinematicBody2D.move() `. +This function takes a :ref:`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. diff --git a/tutorials/2d/physics_introduction.rst b/tutorials/2d/physics_introduction.rst index b28ae859..d2a82aca 100644 --- a/tutorials/2d/physics_introduction.rst +++ b/tutorials/2d/physics_introduction.rst @@ -231,8 +231,8 @@ the CollisionObject2D: KinematicBody2D ~~~~~~~~~~~~~~~ -:ref:`Kinematic ` -bodies are special types of bodies that are meant to be user-controlled. +:ref:`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: diff --git a/tutorials/3d/working_with_3d_skeletons.rst b/tutorials/3d/working_with_3d_skeletons.rst index 5f642445..649f9bcd 100644 --- a/tutorials/3d/working_with_3d_skeletons.rst +++ b/tutorials/3d/working_with_3d_skeletons.rst @@ -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** diff --git a/tutorials/engine/internationalizing_a_game.rst b/tutorials/engine/internationalizing_a_game.rst index 248b6f3b..080c3cc5 100644 --- a/tutorials/engine/internationalizing_a_game.rst +++ b/tutorials/engine/internationalizing_a_game.rst @@ -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 ` -can be very useful, as well as the multiple options in -:ref:`Label ` for -text wrapping. +:ref:`Container ` can be very useful, as well as the multiple options in +:ref:`Label ` for text wrapping. TranslationServer ----------------- diff --git a/tutorials/engine/viewports.rst b/tutorials/engine/viewports.rst index 681a9040..3117ba69 100644 --- a/tutorials/engine/viewports.rst +++ b/tutorials/engine/viewports.rst @@ -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 ` - (for 2D). -- :ref:`ViewportQuad ` - (for 3D). -- :ref:`ViewportFrame ` - (for GUI). +- :ref:`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 diff --git a/tutorials/step_by_step/gui_tutorial.rst b/tutorials/step_by_step/gui_tutorial.rst index d1657e70..9f6311ae 100644 --- a/tutorials/step_by_step/gui_tutorial.rst +++ b/tutorials/step_by_step/gui_tutorial.rst @@ -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 ` -(Control does), a -:ref:`CanvasItem.draw() ` +Like any class that inherits from :ref:`CanvasItem ` +(Control does), a :ref:`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() `