More cleanups.

This commit is contained in:
Relintai 2023-01-12 20:49:14 +01:00
parent 73841919b6
commit 1ae7bcaf0b
291 changed files with 351 additions and 351 deletions

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.. _doc_complying_with_licenses:
Complying with licenses
=======================

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.. _doc_docs_changelog:
Documentation changelog
=======================

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.. meta::
:keywords: FAQ
.. _doc_faq:
Frequently asked questions
==========================
@ -89,7 +89,7 @@ NativeScript / PluginScript facilities. (See the question about plugins below.)
Work is currently underway, for example, on unofficial bindings for Godot
to `Python ( https://github.com/touilleMan/godot-python )`_ and `Nim ( https://github.com/pragmagic/godot-nim )`_.
.. _doc_faq_what_is_gdscript:
What is GDScript and why should I use it?
-----------------------------------------
@ -424,7 +424,7 @@ developer experiences as a whole.
Bonus points for bringing screenshots, concrete numbers, test cases, or example
projects (if applicable).
.. _doc_faq_non_game_applications:
Is it possible to use Godot to create non-game applications?
------------------------------------------------------------
@ -443,7 +443,7 @@ Check out `Material Maker ( https://github.com/RodZill4/material-maker )` and
`Pixelorama ( https://github.com/Orama-Interactive/Pixelorama )` for examples of
open source applications made with Godot.
.. _doc_faq_use_godot_as_library:
Is it possible to use Godot as a library?
-----------------------------------------
@ -478,7 +478,7 @@ This custom UI toolkit `can't be used as a library ( doc_faq_use_godot_as_librar
but you can still
`use Godot to create non-game applications by using the editor ( doc_faq_non_game_applications )`.
.. _doc_faq_why_not_stl:
Why does Godot not use STL (Standard Template Library)?
-------------------------------------------------------

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.. _doc_about_intro:
Introduction
============

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.. _doc_list_of_features:
List of features
================

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.. _doc_release_policy:
Godot release policy
====================
@ -130,7 +130,7 @@ on GitHub.
Pre-release Godot versions aren't intended to be used in production and are
provided for testing purposes only.
.. _doc_release_policy_when_is_next_release_out:
When is the next release out?
-----------------------------

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.. _doc_troubleshooting:
Troubleshooting
===============

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.. _doc_best_practices_for_engine_contributors:
Best practices for engine contributors
======================================

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.. _doc_bisecting_regressions:
Bisecting regressions
=====================

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.. _doc_bug_triage_guidelines:
Bug triage guidelines
=====================

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.. _doc_building_the_manual:
Building the manual with Sphinx
===============================

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.. _doc_class_reference_writing_guidelines:
Class reference writing guidelines
==================================
@ -84,7 +84,7 @@ Write in a clear and simple language. Always follow the `writing guidelines
**Do not leave empty lines** in the descriptions: each line in the XML file will
result in a new paragraph, even if it is empty.
.. _doc_class_reference_writing_guidelines_editing_xml:
How to edit class XML
---------------------
@ -114,7 +114,7 @@ We recommend using a code editor that supports XML files like Vim, Atom, Visual
Notepad++, or another to comfortably edit the file. You can also use their
search feature to find classes and properties quickly.
.. _doc_class_reference_writing_guidelines_bbcode:
Improve formatting with BBCode style tags
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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.. _doc_code_style_guidelines:
Code style guidelines
=====================
@ -126,7 +126,7 @@ Here is a non-exhaustive list of beautifier plugins for some IDEs:
(Pull requests welcome to extend this list with tested plugins.)
.. _doc_code_style_guidelines_header_includes:
Header includes
~~~~~~~~~~~~~~~

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.. _doc_content_guidelines:
Content guidelines
==================

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.. _doc_contributing_to_the_documentation:
Contributing to the documentation
=================================
@ -123,7 +123,7 @@ Always begin pages with their title and a Sphinx reference name:
::
.. _doc_insert_your_title_here:
Insert your title here
======================

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.. _doc_cpp_usage_guidelines:
C++ usage guidelines
====================

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.. _doc_docs_writing_guidelines:
Docs writing guidelines
=======================

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.. _doc_documentation_guidelines:
Documentation guidelines
========================
@ -93,7 +93,7 @@ Always begin pages with their title and a Sphinx reference name:
::
.. _doc_insert_your_title_here:
Insert your title here
======================

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.. _doc_editor_and_docs_localization:
Editor and docs localization
============================

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@ -23,7 +23,7 @@ answers below.
ways_to_contribute
.. _doc_community_contributing_to_the_engine:
Contributing to the engine
--------------------------
@ -43,7 +43,7 @@ about the code style, the contribution workflow, and more.
code_style_guidelines
cpp_usage_guidelines
.. _doc_community_writing_documentation:
Writing documentation
---------------------
@ -93,7 +93,7 @@ writing the online manual.
updating_the_class_reference
class_reference_writing_guidelines
.. _doc_community_translating_the_documentation:
Translating the documentation
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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.. _doc_pr_workflow:
Pull request workflow
=====================
@ -421,7 +421,7 @@ fixes. The above example would then become:
.. _mastering-the-pr-workflow-the-rebase:
.. _doc_pr_workflow_rebase:
The interactive rebase
----------------------

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.. _doc_testing_pull_requests:
Testing pull requests
=====================
@ -82,7 +82,7 @@ to generate a universal download link.
If you frequently test pull request builds, it may be better to disable
Windows SmartScreen or `disable macOS Gatekeeper ( https://disable-gatekeeper.github.io/ )` permanently.
.. _doc_testing_pull_requests_compile:
Compiling a pull request branch from source
-------------------------------------------

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.. _doc_updating_the_class_reference:
Contributing to the class reference
===================================

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.. _doc_ways_to_contribute:
Ways to contribute
==================

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.. _doc_community_tutorials:
Tutorials and resources
=======================

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.. _doc_compiling_for_android:
Compiling for Android
=====================
@ -45,7 +45,7 @@ For compiling under Windows, Linux or macOS, the following is required:
For a general overview of SCons usage for Godot, see
`doc_introduction_to_the_buildsystem`.
.. _doc_android_setting_up_the_buildsystem:
Setting up the buildsystem
--------------------------

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.. _doc_compiling_for_ios:
Compiling for iOS
=================

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.. _doc_compiling_for_osx:
Compiling for macOS
===================

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.. _doc_compiling_for_uwp:
Compiling for Universal Windows Platform
========================================

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.. _doc_compiling_for_web:
Compiling for the Web
=====================

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.. _doc_compiling_for_windows:
Compiling for Windows
=====================
@ -71,7 +71,7 @@ If SCons cannot detect your Visual Studio installation, it might be that your
SCons version is too old. Update it to the latest version with
`python -m pip install --upgrade scons`.
.. _doc_compiling_for_windows_install_vs:
Installing Visual Studio caveats
--------------------------------

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.. _doc_compiling_for_x11:
Compiling for X11 (Linux, \*BSD)
================================

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.. _doc_compiling_with_mono:
Compiling with Mono
===================

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.. _doc_compiling_with_script_encryption_key:
Compiling with script encryption key
====================================

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.. _doc_cross-compiling_for_ios_on_linux:
Cross-compiling for iOS on Linux
================================

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.. _doc_getting_source:
Getting the source
==================

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.. _doc_introduction_to_the_buildsystem:
Introduction to the buildsystem
===============================
@ -123,7 +123,7 @@ you can build them yourself).
Aside from that, there are a few standard options that can be set in all
build targets, and which will be explained below.
.. _doc_introduction_to_the_buildsystem_tools:
Tools
-----
@ -137,7 +137,7 @@ manager.
scons platform=<platform> tools=yes/no
.. _doc_introduction_to_the_buildsystem_target:
Target
------
@ -181,7 +181,7 @@ This flag appends `.32` or `.64` suffixes to resulting binaries when
relevant. If `bits=default` is used, the suffix will match the detected
architecture.
.. _doc_buildsystem_custom_modules:
Custom modules
--------------
@ -233,7 +233,7 @@ features to include/disable.
Check the output of `scons --help` for details about each option for
the version you are willing to compile.
.. _doc_overriding_build_options:
Overriding the build options
~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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.. _doc_optimizing_for_size:
Optimizing a build for size
===========================

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.. _doc_binding_to_external_libraries:
Binding to external libraries
=============================

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.. _doc_common_engine_methods_and_macros:
Common engine methods and macros
================================

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.. _doc_configuring_an_ide_android_studio:
Android Studio
==============

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.. _doc_configuring_an_ide_clion:
CLion
=====

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.. _doc_configuring_an_ide_code_blocks:
Code::Blocks
============

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.. _doc_configuring_an_ide_kdevelop:
KDevelop
========

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.. _doc_configuring_an_ide_qtcreator:
Qt Creator
==========

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.. _doc_configuring_an_ide_vs:
Visual Studio
=============

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.. _doc_configuring_an_ide_vscode:
Visual Studio Code
==================

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.. _doc_configuring_an_ide_xcode:
Xcode
=====

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.. _doc_core_types:
Core types
==========

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.. _doc_custom_audiostreams:
Custom AudioStreams
===================

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.. _doc_custom_godot_servers:
Custom Godot servers
====================

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.. _doc_custom_modules_in_c++:
Custom modules in C++
=====================
@ -516,7 +516,7 @@ you might encounter an error similar to the following:
At: editor/doc/doc_data.cpp:956
.. _doc_custom_module_icons:
Adding custom editor icons
--------------------------

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.. _doc_custom_resource_format_loaders:
Custom resource format loaders
==============================

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.. _doc_introduction_to_godot_development:
Introduction to Godot development
=================================

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.. _doc_object_class:
Object class
============
@ -174,7 +174,7 @@ set/get functions exist. Example:
This creates the property using the setter and the getter.
.. _doc_binding_properties_using_set_get_property_list:
Binding properties using `_set`/`_get`/`_get_property_list`
-----------------------------------------------------------------

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.. _doc_using_cpp_profilers:
Using C++ profilers
===================

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.. _doc_variant_class:
Variant class
=============

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.. _doc_editor_icons:
Editor icons
============

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.. _doc_editor_style_guide:
Editor style guide
==================

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.. _doc_introduction_to_editor_development:
Introduction to editor development
==================================

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.. _doc_tscn_file_format:
TSCN file format
================

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.. _doc_your_first_2d_game_project_setup:
Setting up the project
======================

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.. _doc_your_first_2d_game_player_scene:
Creating the player scene
=========================

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.. _doc_your_first_2d_game_coding_the_player:
Coding the player
=================

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.. _doc_your_first_2d_game_creating_the_enemy:
Creating the enemy
==================

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.. _doc_your_first_2d_game_the_main_game_scene:
The main game scene
===================

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.. _doc_your_first_2d_game_heads_up_display:
Heads up display
================

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.. _doc_your_first_2d_game_finishing_up:
Finishing up
============

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.. _doc_your_first_2d_game:
Your first 2D game
==================

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.. _doc_first_3d_game_game_area:
Setting up the game area
========================

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.. _doc_first_3d_game_player_scene_and_input:
Player scene and input actions
==============================

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.. _doc_first_3d_game_player_movement:
Moving the player with code
===========================

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.. _doc_first_3d_game_designing_the_mob_scene:
Designing the mob scene
=======================

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.. _doc_first_3d_game_spawning_monsters:
Spawning monsters
=================

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.. _doc_first_3d_game_jumping_and_squashing_monsters:
Jumping and squashing monsters
==============================

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.. _doc_first_3d_game_killing_the_player:
Killing the player
==================

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.. _doc_first_3d_game_score_and_replay:
Score and replay
================

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.. _doc_first_3d_game_character_animation:
Character animation
===================

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.. _doc_first_3d_game_going_further:
Going further
=============

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.. _doc_your_first_3d_game:
Your first 3D game
==================

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@ -4,7 +4,7 @@
to the animation section. General pages, for instance, about the project
manager, should go in the editor manual.
.. _doc_intro_to_the_editor_interface:
First look at Godot's editor
============================

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.. _doc_godot_design_philosophy:
Godot's design philosophy
=========================

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.. _doc_introduction_to_godot:
Introduction to Godot
=====================

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@ -2,7 +2,7 @@
load. Readers will then be reminded of the concepts further in the getting
started series, reinforcing their learning.
.. _doc_key_concepts_overview:
Overview of Godot's key concepts
================================

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know where to find information, how to get help, and how to maximize chances
of getting answers.
.. _doc_learning_new_features:
Learning new features
=====================

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.. _doc_instancing:
Creating instances
==================

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@ -1,6 +1,6 @@
.. The goal of this page is to explain more than doc_key_concepts_overview about nodes and scenes, get the user to create their first concrete scene.
.. _doc_nodes_and_scenes:
Nodes and Scenes
================

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- _init() and _process().
- Moving an object on screen.
.. _doc_scripting_first_script:
Creating your first script
==========================

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.. Intention: only introduce what a script does in general and options for
scripting languages.
.. _doc_scripting:
Scripting languages
===================

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Inputs section of the docs should provide more guides comparing the various
tools you have to manage the complexity of user input.
.. _doc_scripting_player_input:
Listening to player input
=========================

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.. meta::
:keywords: Signal
.. _doc_signals:
Using signals
=============

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.. _doc_2d_lights_and_shadows:
2D lights and shadows
=====================

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.. _doc_2d_meshes:
2D meshes
=========

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.. _doc_2d_movement:
2D movement overview
====================
@ -13,7 +13,7 @@ the movement in most 2D games is based on a small number of designs.
We'll use `KinematicBody2D` for these examples,
but the principles will apply to other node types (Area2D, RigidBody2D) as well.
.. _doc_2d_movement_setup:
Setup
-----

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.. _doc_2d_sprite_animation:
2D Sprite animation
===================

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.. _doc_viewport_and_canvas_transforms:
Viewport and canvas transforms
==============================

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.. _doc_canvas_layers:
Canvas layers
=============

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.. _doc_custom_drawing_in_2d:
Custom drawing in 2D
====================

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.. _doc_particle_systems_2d:
Particle systems (2D)
=====================

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.. _doc_using_tilemaps:
Using TileMaps
==============

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