Removed old documentation
This commit is contained in:
@@ -1,20 +0,0 @@
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# .readthedocs.yaml
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# Read the Docs configuration file
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# See https://docs.readthedocs.io/en/stable/config-file/v2.html for details
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# Required
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version: 2
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# Build documentation in the docs/ directory with Sphinx
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sphinx:
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configuration: docs/conf.py
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# Optionally build your docs in additional formats such as PDF
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formats:
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- pdf
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# Optionally set the version of Python and requirements required to build your docs
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python:
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version: 3.7
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#install:
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#- requirements: docs/requirements.txt
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@@ -11,11 +11,11 @@ namespace Nuake
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{
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namespace UI
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{
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uint32_t PrimaryCol = IM_COL32(97, 0, 255, 255);
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uint32_t GrabCol = IM_COL32(97, 0, 255, 255);
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static uint32_t PrimaryCol = IM_COL32(97, 0, 255, 255);
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static uint32_t GrabCol = IM_COL32(97, 0, 255, 255);
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ImVec2 ButtonPadding = ImVec2(16.0f, 8.0f);
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ImVec2 IconButtonPadding = ImVec2(8.0f, 8.0f);
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static ImVec2 ButtonPadding = ImVec2(16.0f, 8.0f);
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static ImVec2 IconButtonPadding = ImVec2(8.0f, 8.0f);
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void BeginWindow(const std::string& name);
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@@ -1,15 +0,0 @@
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How to build
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==================
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Building Nuake is currently the only supported way to get Nuake.
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This means that you will need to build the projects file, build, then launch the project.
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The following step should help you get Nuake running on your computer:
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#. Clone the git repo and the submodules recursivly.
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This can be done using the following command::
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git clone --recurse-submodules https://github.com/antopilo/Nuake.git
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#. Launch the cmd file called `generate.bat`.
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This should generate a visual studio solution for you.
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#. Build the project, everything should build in the right order and launch the editor.
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@@ -1,4 +0,0 @@
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How do I contribute?
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============
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You can simply fork the current github `repository <https://github.com/antopilo/Nuake>`_ and create pull requests,
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I will look over them personally.
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@@ -1,30 +0,0 @@
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Introduction
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============
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.. toctree::
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:maxdepth: 1
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:name: toc-intro
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introduction
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Building
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========
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.. toctree::
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:maxdepth: 1
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:name: toc-building
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building
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Contribution
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============
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.. toctree::
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:maxdepth: 1
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:name: toc-contribution
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contribution
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.. note:: Nuake is a work-in-progress project and is not suited for profesionnal game development.
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Use at your own risk.
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Welcome to the offical documentation of Nuake, an open-source 3D game engine!
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Nuake is a 3D game engine aimed to create games similar to quake with modern technologies.
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The recent resurgence of quake-like games gave me the initial ideas to create an engine designed
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to make those types of games. This means that integration of tools like trenchbroom and quake-based tools
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will be a priority during the development of Nuake.
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What is Nuake?
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============
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Nuake is a work-in-progress game engine aimed to give a simple but flexible tool to create quake-type games.
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What type of game is it for?
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============
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You can create any type of game using Nuake, but it is mostly designed to create 3D games.
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You should be able to create FPS or TPS games without problems, although it was originally designed to create first person games.
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@@ -1,28 +0,0 @@
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# Nuake engine
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# UI system
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The UI system uses yoga layout and custom styling properties. The styling properties will mimick the standard css properties but will be rendererd using a shader. Since the layout system is based on yoga, the actual writting of the layout will look a lot like html, the differences will lie in the actual components.
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# The UI pipeline maybe
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1. load xml file containing pseudo html with components
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Potential nodes
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- Canvas basically a container for UI.
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- Button with basic state and event
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- Texture which display a engine texture(can use framebuffer!!)
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- Slider(ouch)
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2. Create an in engien structure of the layout
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3. Create a yoga layotu from node and calculate when changes occurs
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4. Draw each node in the structure using styling loaded somewhere idk.
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# Styling
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TODO MAN
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# Interface design
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Interface component
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Layout
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Styling
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Behaviour
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## Layout
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The layout is represented using XML
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## Components
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The components all derives from Rect
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## Styling
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The styling could be done a file that looks like css
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## Behaviour
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The behaviour needs to be done using the scripting API
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Engine module API
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==============
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Entity scripts
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==============
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Entity scripts are Wren scripts that are attached to an entity using the WrenScript component.
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After attaching the WrenScript component on an entity, you can select the script file directly.
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In addition to pointing to the script file, you need to specify which class in the script is considered as the
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entity script.
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The class chosen must inherit from ScriptableEntity.
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Here is an example of a barebone entity scripts::
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import "Scripts/ScriptableEntity" for ScriptableEntity
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class TestScript is ScriptableEntity {
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construct new() {
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}
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init() {
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}
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update(ts) {
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}
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exit() {
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}
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}
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Scripting
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========
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.. toctree::
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:maxdepth: 1
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:name: toc-scripting
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entity_scripts
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interface_scripts
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engine
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math
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scene
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@@ -1,2 +0,0 @@
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Interface scripts
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=================
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@@ -1,2 +0,0 @@
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Math module API
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==============
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Scene module API
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==============
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Tutorials
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=====
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.. toctree::
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:maxdepth: 1
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:name: toc-tutorial
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project
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scene
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Project tutorial
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================
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Scene tutorial
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==============
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52
docs/conf.py
52
docs/conf.py
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# Configuration file for the Sphinx documentation builder.
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#
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# This file only contains a selection of the most common options. For a full
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# list see the documentation:
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# https://www.sphinx-doc.org/en/master/usage/configuration.html
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# -- Path setup --------------------------------------------------------------
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# If extensions (or modules to document with autodoc) are in another directory,
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# add these directories to sys.path here. If the directory is relative to the
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# documentation root, use os.path.abspath to make it absolute, like shown here.
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#
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# import os
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# import sys
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# sys.path.insert(0, os.path.abspath('.'))
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# -- Project information -----------------------------------------------------
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project = 'Nuake'
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copyright = '2021, Antoine Pilote'
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author = 'Antoine Pilote'
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# -- General configuration ---------------------------------------------------
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# Add any Sphinx extension module names here, as strings. They can be
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# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
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# ones.
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extensions = [
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]
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# Add any paths that contain templates here, relative to this directory.
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templates_path = ['_templates']
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# List of patterns, relative to source directory, that match files and
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# directories to ignore when looking for source files.
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# This pattern also affects html_static_path and html_extra_path.
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exclude_patterns = ['_build', 'Thumbs.db', '.DS_Store']
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# -- Options for HTML output -------------------------------------------------
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# The theme to use for HTML and HTML Help pages. See the documentation for
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# a list of builtin themes.
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#
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html_theme = 'sphinx_rtd_theme'
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# Add any paths that contain custom static files (such as style sheets) here,
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# relative to this directory. They are copied after the builtin static files,
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# so a file named "default.css" will overwrite the builtin "default.css".
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html_static_path = ['_static']
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@@ -1,33 +0,0 @@
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.. Nuake documentation master file, created by
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sphinx-quickstart on Sun Jun 13 13:25:29 2021.
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You can adapt this file completely to your liking, but it should at least
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contain the root `toctree` directive.
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Welcome to Nuake's documentation!
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=================================
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Welcome to the offical Nuake documentation website!
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Here you will find the most up-to-date documentation regarding the Nuake game engine.
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I strongly advise everyone to read up the general section to learn more about the project
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before cloning it.
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.. toctree::
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:maxdepth: 1
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:caption: General
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:name: sec-general
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General/index
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.. toctree::
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:maxdepth: 1
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:caption: Scripting
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:name: sec-scripting
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Scripting/index
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.. toctree::
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:maxdepth: 1
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:caption: Tutorial
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:name: sec-tutorial
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Tutorial/index
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@@ -1,35 +0,0 @@
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@ECHO OFF
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pushd %~dp0
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REM Command file for Sphinx documentation
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if "%SPHINXBUILD%" == "" (
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set SPHINXBUILD=sphinx-build
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)
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set SOURCEDIR=.
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set BUILDDIR=_build
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if "%1" == "" goto help
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%SPHINXBUILD% >NUL 2>NUL
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if errorlevel 9009 (
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echo.
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echo.The 'sphinx-build' command was not found. Make sure you have Sphinx
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echo.installed, then set the SPHINXBUILD environment variable to point
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echo.to the full path of the 'sphinx-build' executable. Alternatively you
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echo.may add the Sphinx directory to PATH.
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echo.
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echo.If you don't have Sphinx installed, grab it from
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echo.http://sphinx-doc.org/
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exit /b 1
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)
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%SPHINXBUILD% -M %1 %SOURCEDIR% %BUILDDIR% %SPHINXOPTS% %O%
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goto end
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:help
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%SPHINXBUILD% -M help %SOURCEDIR% %BUILDDIR% %SPHINXOPTS% %O%
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:end
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popd
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