From 73841919b69ed5a5068f68bc3c3b52a64d98c93b Mon Sep 17 00:00:00 2001 From: Relintai Date: Thu, 12 Jan 2023 20:47:54 +0100 Subject: [PATCH] More cleanups. --- README.md | 2 +- about/complying_with_licenses.md | 6 +- about/docs_changelog.md | 4 +- about/faq.md | 22 +++--- about/introduction.md | 8 +-- about/list_of_features.md | 70 +++++++++---------- about/troubleshooting.md | 6 +- .../contributing/bisecting_regressions.md | 4 +- .../class_reference_writing_guidelines.md | 2 +- .../contributing/code_style_guidelines.md | 4 +- .../contributing_to_the_documentation.md | 4 +- .../contributing/docs_writing_guidelines.md | 2 +- .../contributing/documentation_guidelines.md | 2 +- .../editor_and_docs_localization.md | 12 ++-- community/contributing/pr_workflow.md | 14 ++-- .../contributing/testing_pull_requests.md | 4 +- .../updating_the_class_reference.md | 8 +-- community/contributing/ways_to_contribute.md | 4 +- .../compiling/compiling_for_android.md | 18 ++--- development/compiling/compiling_for_osx.md | 2 +- development/compiling/compiling_for_web.md | 6 +- .../compiling/compiling_for_windows.md | 2 +- development/compiling/compiling_for_x11.md | 4 +- development/compiling/compiling_with_mono.md | 6 +- development/compiling/getting_source.md | 6 +- development/compiling/optimizing_for_size.md | 2 +- development/cpp/configuring_an_ide/clion.md | 2 +- .../cpp/configuring_an_ide/qt_creator.md | 4 +- .../cpp/configuring_an_ide/visual_studio.md | 2 +- development/cpp/custom_godot_servers.md | 2 +- development/cpp/custom_modules_in_cpp.md | 4 +- .../cpp/custom_resource_format_loaders.md | 2 +- development/editor/creating_icons.md | 2 +- .../introduction_to_editor_development.md | 4 +- .../first_2d_game/02.player_scene.md | 6 +- .../first_2d_game/06.heads_up_display.md | 2 +- .../first_3d_game/06.jump_and_squash.md | 10 +-- .../first_3d_game/08.score_and_replay.md | 4 +- .../first_3d_game/going_further.md | 6 +- .../introduction/first_look_at_the_editor.md | 2 +- .../introduction/introduction_to_godot.md | 2 +- getting_started/step_by_step/instancing.md | 2 +- .../step_by_step/scripting_first_script.md | 4 +- .../step_by_step/scripting_languages.md | 8 +-- getting_started/step_by_step/signals.md | 2 +- index.md | 2 +- tutorials/2d/2d_lights_and_shadows.md | 2 +- tutorials/2d/2d_movement.md | 2 +- tutorials/2d/2d_sprite_animation.md | 4 +- tutorials/2d/2d_transforms.md | 2 +- tutorials/2d/custom_drawing_in_2d.md | 4 +- tutorials/3d/3d_text.md | 2 +- tutorials/3d/baked_lightmaps.md | 2 +- .../portals/advanced_room_and_portal_usage.md | 8 +-- .../3d/portals/editing_rooms_and_portals.md | 14 ++-- .../first_steps_with_rooms_and_portals.md | 10 +-- .../introduction_to_rooms_and_portals.md | 2 +- .../3d/portals/rooms_and_portals_example.md | 12 ++-- .../using_objects_in_rooms_and_portals.md | 6 +- tutorials/3d/procedural_geometry/index.md | 8 +-- .../3d/procedural_geometry/meshdatatool.md | 4 +- tutorials/3d/using_gridmaps.md | 4 +- tutorials/animation/cutout_animation.md | 2 +- tutorials/animation/playing_videos.md | 2 +- tutorials/assets_pipeline/import_process.md | 4 +- .../importing_audio_samples.md | 2 +- .../assets_pipeline/importing_translations.md | 2 +- tutorials/audio/audio_buses.md | 4 +- tutorials/audio/sync_with_audio.md | 10 +-- .../autoloads_versus_internal_nodes.md | 4 +- tutorials/best_practices/data_preferences.md | 2 +- tutorials/best_practices/godot_interfaces.md | 2 +- tutorials/best_practices/logic_preferences.md | 2 +- tutorials/best_practices/node_alternatives.md | 2 +- .../best_practices/scene_organization.md | 6 +- .../best_practices/scenes_versus_scripts.md | 6 +- .../best_practices/what_are_godot_classes.md | 2 +- tutorials/editor/command_line_tutorial.md | 20 +++--- tutorials/editor/index.md | 2 +- tutorials/export/android_custom_build.md | 4 +- .../changing_application_icon_for_windows.md | 2 +- .../export/exporting_for_dedicated_servers.md | 2 +- tutorials/export/exporting_for_macos.md | 6 +- tutorials/export/exporting_for_web.md | 36 +++++----- tutorials/export/exporting_pcks.md | 2 +- tutorials/export/exporting_projects.md | 2 +- tutorials/export/feature_tags.md | 4 +- tutorials/i18n/internationalizing_games.md | 6 +- tutorials/i18n/localization_using_gettext.md | 2 +- tutorials/inputs/input_examples.md | 8 +-- tutorials/io/background_loading.md | 8 +-- tutorials/io/binary_serialization_api.md | 52 +++++++------- tutorials/io/data_paths.md | 4 +- tutorials/io/saving_games.md | 10 +-- tutorials/math/beziers_and_curves.md | 6 +- tutorials/math/interpolation.md | 2 +- tutorials/math/random_number_generation.md | 12 ++-- .../navigation/real_time_navigation_3d.md | 16 ++--- .../networking/high_level_multiplayer.md | 2 +- tutorials/networking/http_client_class.md | 2 +- tutorials/networking/http_request_class.md | 2 +- tutorials/networking/webrtc.md | 4 +- tutorials/networking/websocket.md | 2 +- tutorials/performance/batching.md | 8 +-- tutorials/performance/cpu_optimization.md | 2 +- tutorials/performance/gpu_optimization.md | 4 +- .../performance/optimizing_3d_performance.md | 6 +- .../performance/threads/thread_safe_apis.md | 2 +- .../threads/using_multiple_threads.md | 14 ++-- tutorials/performance/using_multimesh.md | 8 +-- tutorials/performance/using_servers.md | 4 +- .../animating_thousands_of_fish.md | 2 +- .../controlling_thousands_of_fish.md | 2 +- .../advanced_physics_interpolation.md | 22 +++--- .../physics_interpolation_introduction.md | 4 +- ...physics_interpolation_quick_start_guide.md | 6 +- .../using_physics_interpolation.md | 10 +-- tutorials/physics/physics_introduction.md | 4 +- .../android/android_in_app_purchases.md | 2 +- tutorials/platform/android/android_plugin.md | 2 +- tutorials/platform/customizing_html5_shell.md | 2 +- tutorials/platform/html5_shell_classref.md | 6 +- .../platform/mobile_rendering_limitations.md | 2 +- tutorials/plugins/editor/import_plugins.md | 10 +-- tutorials/plugins/editor/making_plugins.md | 6 +- tutorials/plugins/editor/spatial_gizmos.md | 14 ++-- .../plugins/running_code_in_the_editor.md | 4 +- tutorials/rendering/multiple_resolutions.md | 4 +- tutorials/rendering/viewports.md | 10 +-- tutorials/scripting/debug/debugger_panel.md | 2 +- .../debug/overview_of_debugging_tools.md | 2 +- .../scripting/gdscript/gdscript_basics.md | 18 ++--- .../scripting/gdscript/gdscript_exports.md | 2 +- .../scripting/gdscript/gdscript_styleguide.md | 4 +- tutorials/scripting/gdscript/static_typing.md | 4 +- .../scripting/gdscript/warning_system.md | 2 +- tutorials/scripting/groups.md | 2 +- .../scripting/idle_and_physics_processing.md | 2 +- .../scripting/nodes_and_scene_instances.md | 4 +- tutorials/scripting/overridable_functions.md | 6 +- tutorials/scripting/resources.md | 10 +-- tutorials/scripting/singletons_autoload.md | 2 +- tutorials/shaders/advanced_postprocessing.md | 4 +- .../converting_glsl_to_godot_shaders.md | 6 +- tutorials/shaders/custom_postprocessing.md | 6 +- tutorials/shaders/introduction_to_shaders.md | 12 ++-- .../shader_reference/canvas_item_shader.md | 2 +- .../shader_reference/shading_language.md | 10 +-- .../shader_reference/spatial_shader.md | 4 +- .../your_first_shader/your_first_2d_shader.md | 18 ++--- .../your_first_shader/your_first_3d_shader.md | 20 +++--- .../your_second_3d_shader.md | 8 +-- tutorials/ui/bbcode_in_richtextlabel.md | 2 +- tutorials/ui/gui_containers.md | 2 +- tutorials/ui/gui_navigation.md | 2 +- tutorials/ui/gui_skinning.md | 10 +-- tutorials/ui/gui_theme_type_variations.md | 4 +- 157 files changed, 491 insertions(+), 491 deletions(-) diff --git a/README.md b/README.md index 9113da0..4750d9b 100644 --- a/README.md +++ b/README.md @@ -54,7 +54,7 @@ To add images, please put them in an `img/` folder next to the .rst file with a Similarly, you can include attachments (like assets as support material for a tutorial) by placing them into a `files/` folder next to the .rst file, and using this inline markup: ```rst -:download:`myfilename.zip The FreeType Project (www.freetype.org). All rights reserved. + Portions of this software are copyright © ( year> The FreeType Project (www.freetype.org). All rights reserved. .. note:: - should correspond to the value from the FreeType version used + ( year> should correspond to the value from the FreeType version used in your build. This information can be found in the editor by opening the **Help > About** dialog and going to the **Third-party Licenses** tab. @@ -163,5 +163,5 @@ as the latest version of OpenSSL currently uses (as of April 2022). .. note:: If you exported your project using a - `custom build with specific modules disabled Project Settings** and enable **Display > Window > Dpi > Allow Hidpi**. On top of that, make sure your project is -configured to support `multiple resolutions Project Settings** and enable **Display > Window > Dpi > Allow Hidpi**. On top of that, make sure your project is configured to -support `multiple resolutions symbols, e.g. - `#include `. The block of third-party headers should also be followed by an empty line for separation. - Godot and third-party headers should be included in the file that requires them, i.e. in the `.h` header if used in the declarative code or in the `.cpp` @@ -344,7 +344,7 @@ Don't repeat what the code says in a comment. Explain the *why* rather than *how You can use Javadoc-style comments above function or macro definitions. It's recommended to use Javadoc-style comments *only* for methods which are not exposed to scripting. This is because exposed methods should be documented in -the `class reference XML , and _ characters all have a meaning in the hyperlink + # Note: The `, ( , >, and _ characters all have a meaning in the hyperlink # syntax and should be preserved. Looking for the documentation of the current **development** branch? @@ -281,7 +281,7 @@ external links, etc. Here are some examples:: # Or it can be used with an optional custom title, which should thus be translated: - See `how to contribute .po` (e.g. `eo.po` for +Rename the editor translation PO file to `( lang>.po` (e.g. `eo.po` for Esperanto) and place it in the `editor/translations/` folder (`GitHub ( https://github.com/godotengine/godot/tree/master/editor/translations )`). @@ -413,4 +413,4 @@ original image in the `images` subfolder and place your translated image there. In our example, the end result should be `images/getting_started/step_by_step/img/project_manager_first_open.fr.png)`. -Repeat this for other images and `make a Pull Request //( branch )` (e.g. `git reset --hard upstream/master`). Be warned that this will remove any changes that you might have committed in this branch. If you ever lose commits by mistake, use the `git reflog` command @@ -266,12 +266,12 @@ before staging it, while it is staged, and after it has been committed. - `git diff` will show you the current unstaged changes, i.e. the differences between your working directory and the staging area. -- `git checkout -- [:] + $ git push ( remote> ( local branch>[:( remote branch>] The part about the remote branch can be omitted if you want it to have the same name as the local branch, which is our case in this example, so we will diff --git a/community/contributing/testing_pull_requests.md b/community/contributing/testing_pull_requests.md index 88dd12d..e61433b 100644 --- a/community/contributing/testing_pull_requests.md +++ b/community/contributing/testing_pull_requests.md @@ -23,7 +23,7 @@ depending on whether you have a GitHub account or not. Due to a GitHub Actions limitation, builds are only available for 90 days after the pull request was last updated. If you still wish to try a pull request locally, you can - `compile the pull request branch from source /doc_classes/` directory instead. + files in the `modules/( module_name>/doc_classes/` directory instead. .. warning:: Always edit the API reference through these source XML files. Do not edit the generated `.rst` files `in the online documentation - --licenses + tools/bin/sdkmanager --sdk_root=( android_sdk_path> --licenses - Complete setup by running the following command where `android_sdk_path` is the path to the Android SDK. :: - tools/bin/sdkmanager --sdk_root= "platform-tools" "build-tools;30.0.3" "platforms;android-29" "cmdline-tools;latest" "cmake;3.10.2.4988404" + tools/bin/sdkmanager --sdk_root=( android_sdk_path> "platform-tools" "build-tools;30.0.3" "platforms;android-29" "cmdline-tools;latest" "cmake;3.10.2.4988404" .. seealso:: To set the environment variable on Windows, press :kbd:`Windows + R`, type "control system", then click on **Advanced system settings** in the left @@ -177,11 +177,11 @@ The newly-compiled templates (`android_debug.apk` and `android_release.apk`) must be copied to Godot's templates folder with their respective names. The templates folder can be located in: -- Windows: `%APPDATA%\Godot\templates\\` -- Linux: `$HOME/.local/share/godot/templates//` -- macOS: `$HOME/Library/Application Support/Godot/templates//` +- Windows: `%APPDATA%\Godot\templates\( version>\` +- Linux: `$HOME/.local/share/godot/templates/( version>/` +- macOS: `$HOME/Library/Application Support/Godot/templates/( version>/` -`/` - where `/` + where `( android_arch )` is the device's architecture. - The device's architecture does not match the exported one(s). Make sure your templates were built for that device's architecture, and that the export settings included support for that architecture. diff --git a/development/compiling/compiling_for_osx.md b/development/compiling/compiling_for_osx.md index 41a38ca..3e3aabb 100644 --- a/development/compiling/compiling_for_osx.md +++ b/development/compiling/compiling_for_osx.md @@ -85,7 +85,7 @@ projects in an automated manner, use:: scons platform=server tools=yes target=release_debug --jobs=$(sysctl -n hw.logicalcpu) To compile a debug *server* build which can be used with -`remote debugging tools scons platform=windows tools=no target=release bits=64 If you plan on replacing the standard export templates, copy these to the -following location, replacing `\ diff --git a/development/compiling/compiling_for_x11.md b/development/compiling/compiling_for_x11.md index adee2f2..865d1d3 100644 --- a/development/compiling/compiling_for_x11.md +++ b/development/compiling/compiling_for_x11.md @@ -150,7 +150,7 @@ projects in an automated manner, use:: scons -j8 platform=server tools=yes target=release_debug To compile a debug *server* build which can be used with -`remote debugging tools Options > C++**. diff --git a/development/cpp/configuring_an_ide/visual_studio.md b/development/cpp/configuring_an_ide/visual_studio.md index 9fff915..1c2a554 100644 --- a/development/cpp/configuring_an_ide/visual_studio.md +++ b/development/cpp/configuring_an_ide/visual_studio.md @@ -53,7 +53,7 @@ project manager opens a project, the initial process is terminated and the debug :align: center To learn more about command line arguments, refer to the -`command line tutorial Attach to Process...** menu. diff --git a/development/cpp/custom_godot_servers.md b/development/cpp/custom_godot_servers.md index e2ce774..c145ec6 100644 --- a/development/cpp/custom_godot_servers.md +++ b/development/cpp/custom_godot_servers.md @@ -315,7 +315,7 @@ object-oriented C code. References ~~~~~~~~~~~ -- `RID "New SpriteFrames". Click again to open the "SpriteFrames" panel: diff --git a/getting_started/first_2d_game/06.heads_up_display.md b/getting_started/first_2d_game/06.heads_up_display.md index b6e597f..4561045 100644 --- a/getting_started/first_2d_game/06.heads_up_display.md +++ b/getting_started/first_2d_game/06.heads_up_display.md @@ -22,7 +22,7 @@ The HUD needs to display the following information: The basic node for UI elements is `Control`. To create our UI, we'll use two types of `Control` nodes: `Label - 0.1`. The collision normal is a 3D vector diff --git a/getting_started/first_3d_game/08.score_and_replay.md b/getting_started/first_3d_game/08.score_and_replay.md index 5daea02..309c34a 100644 --- a/getting_started/first_3d_game/08.score_and_replay.md +++ b/getting_started/first_3d_game/08.score_and_replay.md @@ -262,14 +262,14 @@ gdscript GDScript ``` The function `get_tree()` gives us access to the global `SceneTree - Project Settings` and select the "Input Map" tab. Add the following -input actions (see `InputEvent