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Cleanup uses of double spaces between words or after punctuation
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2
conf.py
2
conf.py
@@ -187,7 +187,7 @@ html_static_path = ["_static"]
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html_extra_path = ["robots.txt"]
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# These paths are either relative to html_static_path
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# or fully qualified paths (eg. https://...)
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# or fully qualified paths (e.g. https://...)
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html_css_files = [
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"css/custom.css",
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]
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@@ -75,5 +75,5 @@ it at runtime.
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::
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ERROR: open_and_parse: Condition ' String::md5(md5.digest) != String::md5(md5d) ' is true. returned: ERR_FILE_CORRUPT
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ERROR: open_and_parse: Condition "String::md5(md5.digest) != String::md5(md5d)" is true. Returning: ERR_FILE_CORRUPT
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At: core/io/file_access_encrypted.cpp:103
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@@ -19,7 +19,7 @@ PackedInt32Array, etc.) for each type of information.
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- ``ARRAY_VERTEX`` = 0 | PackedVector3Array or PackedVector2Array
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- ``ARRAY_NORMAL`` = 1 | PackedVector3Array
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- ``ARRAY_TANGENT`` = 2 | PackedFloat32Array of groups of 4 floats. first 3 floats determine the tangent, and
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- ``ARRAY_TANGENT`` = 2 | PackedFloat32Array of groups of 4 floats. First 3 floats determine the tangent, and
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the last the binormal direction as -1 or 1.
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- ``ARRAY_COLOR`` = 3 | PackedColorArray
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- ``ARRAY_TEX_UV`` = 4 | PackedVector2Array or PackedVector3Array
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@@ -85,7 +85,7 @@ Contiguous memory stores imply the following operation performance:
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This makes only 2 copies of the array (still constant time, but slow)
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versus copying roughly 1/2 of the array, on average, N times (linear time).
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- **Get, Set:** Fastest *by position*. Ex. can request 0th, 2nd, 10th record, etc.
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- **Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, etc.
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but cannot specify which record you want.
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- Op: 1 addition operation from array start position up to desired index.
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@@ -79,7 +79,7 @@ Reuse Shaders and Materials
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The Godot renderer is a little different to what is out there. It's designed to
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minimize GPU state changes as much as possible. :ref:`StandardMaterial3D
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<class_StandardMaterial3D>` does a good job at reusing materials that need similar
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shaders. if custom shaders are used, make sure to reuse them as much as
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shaders. If custom shaders are used, make sure to reuse them as much as
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possible. Godot's priorities are:
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- **Reusing Materials:** The fewer different materials in the
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@@ -42,7 +42,6 @@ At its core, a Godot Android plugin is a `Android archive library <https://devel
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with the following caveats:
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- The library must have a dependency on the Godot engine library (``godot-lib.<version>.<status>.aar``). A stable version is made available for each Godot release on the `Godot download page <https://godotengine.org/download>`_.
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- The library must include a specifically configured ``<meta-data>`` tag in its manifest file.
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Building an Android plugin
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@@ -56,10 +55,8 @@ The instructions below assumes that you're using Android Studio.
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2. Add the Godot engine library as a dependency to your plugin module:
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- Download the Godot engine library (``godot-lib.<version>.<status>.aar``) from the `Godot download page <https://godotengine.org/download>`_ (e.g: ``godot-lib.4.0.stable.aar``).
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- Follow `these instructions <https://developer.android.com/studio/projects/android-library#AddDependency>`__ to add
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the Godot engine library as a dependency for your plugin.
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- In the plugin module's ``build.gradle`` file, replace ``implementation`` with ``compileOnly`` for the dependency line for the Godot engine library.
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3. Create a new class in the plugin module and make sure it extends ``org.godotengine.godot.plugin.GodotPlugin``.
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@@ -68,9 +65,7 @@ The instructions below assumes that you're using Android Studio.
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4. Update the plugin ``AndroidManifest.xml`` file:
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- Open the plugin ``AndroidManifest.xml`` file.
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- Add the ``<application></application>`` tag if it's missing.
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- In the ``<application>`` tag, add a ``<meta-data>`` tag setup as follow::
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<meta-data
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@@ -88,7 +83,6 @@ The instructions below assumes that you're using Android Studio.
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6. Create a Godot Android Plugin configuration file to help the system detect and load your plugin:
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- The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``).
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- The configuration file format is as follow::
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[config]
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@@ -105,29 +99,22 @@ The instructions below assumes that you're using Android Studio.
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The ``config`` section and fields are required and defined as follow:
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- **name**: name of the plugin
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- **binary_type**: can be either ``local`` or ``remote``. The type affects the **binary** field
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- **name**: name of the plugin.
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- **binary_type**: can be either ``local`` or ``remote``. The type affects the **binary** field.
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- **binary**:
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- if **binary_type** is ``local``, then this should be the filepath of the plugin ``aar`` file.
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- If **binary_type** is ``local``, then this should be the filepath of the plugin ``aar`` file.
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- The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's relative to the ``res://android/plugins`` directory.
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- The filepath can be absolute: ``res://some_path/MyPlugin.aar``.
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- if **binary_type** is ``remote``, then this should be a declaration for a `remote gradle binary <https://developer.android.com/studio/build/dependencies#dependency-types>`_ (e.g.: ``org.godot.example:my-plugin:0.0.0``).
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- If **binary_type** is ``remote``, then this should be a declaration for a `remote gradle binary <https://developer.android.com/studio/build/dependencies#dependency-types>`_ (e.g.: ``org.godot.example:my-plugin:0.0.0``).
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The ``dependencies`` section and fields are optional and defined as follow:
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- **local**: contains a list of filepaths to the local ``.aar`` binary files the plugin depends on. Similarly to the ``binary`` field (when the ``binary_type`` is ``local``), the local binaries' filepaths can be relative or absolute.
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- **remote**: contains a list of remote binary gradle dependencies for the plugin.
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- **custom_maven_repos**: contains a list of URLs specifying the custom maven repositories required for the plugin's dependencies
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- **custom_maven_repos**: contains a list of URLs specifying the custom maven repositories required for the plugin's dependencies.
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Loading and using an Android plugin
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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@@ -152,9 +139,8 @@ Bundling GDNative resources
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An Android plugin can define and provide C/C++ GDNative resources, either to provide and/or access functionality from the game logic.
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The GDNative resources can be bundled within the plugin ``aar`` file which simplifies the distribution and deployment process:
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- The shared libraries (``.so``) for the defined GDNative libraries will be automatically bundled by the ``aar`` build system.
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- Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in the plugin ``assets`` directory.
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- The shared libraries (``.so``) for the defined GDNative libraries will be automatically bundled by the ``aar`` build system.
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- Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in the plugin ``assets`` directory.
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The recommended path for these resources relative to the ``assets`` directory should be: ``godot/plugin/v1/[PluginName]/``.
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For GDNative libraries, the plugin singleton object must override the ``org.godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` method,
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@@ -165,9 +151,7 @@ Reference implementations
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^^^^^^^^^^^^^^^^^^^^^^^^^
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- `Godot Oculus Mobile plugin <https://github.com/GodotVR/godot_oculus_mobile>`_
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- `Bundled gdnative resources <https://github.com/GodotVR/godot_oculus_mobile/tree/master/plugin/src/main/assets/addons/godot_ovrmobile>`_
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- `Godot Google Play Billing plugin <https://github.com/godotengine/godot-google-play-billing>`_
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@@ -180,5 +164,4 @@ Godot crashes upon load
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Check ``adb logcat`` for possible problems, then:
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- Check that the methods exposed by the plugin used the following Java types: ``void``, ``boolean``, ``int``, ``float``, ``java.lang.String``, ``org.godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, ``java.lang.String[]``.
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- More complex datatypes are not supported for now.
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- More complex datatypes are not supported for now.
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@@ -73,6 +73,7 @@ change: it must be a ``tool`` script, or else it will not load properly in the
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editor, and it must inherit from :ref:`class_EditorPlugin`.
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.. warning::
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In addition to the EditorPlugin script, any other GDScript that your plugin uses
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must *also* be a tool. Any GDScript without ``tool`` imported into the editor
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will act like an empty file!
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@@ -1364,7 +1364,7 @@ There are a few things to keep in mind here:
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in to ``Idle.gd``.
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4. If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value
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to the ``State.gd`` base class, even if it does nothing. This brings us to the fact that you
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can pass expressions to the base constructor as well, not just variables. eg.::
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can pass expressions to the base constructor as well, not just variables, e.g.::
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# Idle.gd
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@@ -81,7 +81,7 @@ is the scene we run. Godot does not ask you to set this on export.
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.. image:: img/quest_project_settings.png
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Then go into the export menu and configure a new Android export. if
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Then go into the export menu and configure a new Android export. If
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you still haven't gone through the :ref:`doc_exporting_for_android`
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page do it now. If you didn't you'll have some red messages on this
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screen.
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@@ -770,7 +770,7 @@ teleport, it will make the ``teleport_mesh`` visible so the user knows where the
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_________________
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If ``held_object`` is not equal to ``null``, then the VR controller is holding something. We then check to see if the object that is being held, ``held_object``, extends
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a class called ``VR_Interactable_Rigidbody``. we have not made ``VR_Interactable_Rigidbody`` yet, but ``VR_Interactable_Rigidbody`` will be a custom class we will use
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a class called ``VR_Interactable_Rigidbody``. We have not made ``VR_Interactable_Rigidbody`` yet, but ``VR_Interactable_Rigidbody`` will be a custom class we will use
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on all of the special/custom :ref:`RigidBody <class_RigidBody>`-based nodes in the project.
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.. tip:: Don't worry, we will cover ``VR_Interactable_Rigidbody`` after this section!
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