Cleanup uses of double spaces between words or after punctuation

This commit is contained in:
Rémi Verschelde
2021-06-07 10:15:21 +02:00
parent 08150dca70
commit 044b6a74f8
28 changed files with 125 additions and 141 deletions

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@@ -187,7 +187,7 @@ html_static_path = ["_static"]
html_extra_path = ["robots.txt"]
# These paths are either relative to html_static_path
# or fully qualified paths (eg. https://...)
# or fully qualified paths (e.g. https://...)
html_css_files = [
"css/custom.css",
]

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@@ -75,5 +75,5 @@ it at runtime.
::
ERROR: open_and_parse: Condition ' String::md5(md5.digest) != String::md5(md5d) ' is true. returned: ERR_FILE_CORRUPT
ERROR: open_and_parse: Condition "String::md5(md5.digest) != String::md5(md5d)" is true. Returning: ERR_FILE_CORRUPT
At: core/io/file_access_encrypted.cpp:103

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@@ -19,7 +19,7 @@ PackedInt32Array, etc.) for each type of information.
- ``ARRAY_VERTEX`` = 0 | PackedVector3Array or PackedVector2Array
- ``ARRAY_NORMAL`` = 1 | PackedVector3Array
- ``ARRAY_TANGENT`` = 2 | PackedFloat32Array of groups of 4 floats. first 3 floats determine the tangent, and
- ``ARRAY_TANGENT`` = 2 | PackedFloat32Array of groups of 4 floats. First 3 floats determine the tangent, and
the last the binormal direction as -1 or 1.
- ``ARRAY_COLOR`` = 3 | PackedColorArray
- ``ARRAY_TEX_UV`` = 4 | PackedVector2Array or PackedVector3Array

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@@ -85,7 +85,7 @@ Contiguous memory stores imply the following operation performance:
This makes only 2 copies of the array (still constant time, but slow)
versus copying roughly 1/2 of the array, on average, N times (linear time).
- **Get, Set:** Fastest *by position*. Ex. can request 0th, 2nd, 10th record, etc.
- **Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, etc.
but cannot specify which record you want.
- Op: 1 addition operation from array start position up to desired index.

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@@ -79,7 +79,7 @@ Reuse Shaders and Materials
The Godot renderer is a little different to what is out there. It's designed to
minimize GPU state changes as much as possible. :ref:`StandardMaterial3D
<class_StandardMaterial3D>` does a good job at reusing materials that need similar
shaders. if custom shaders are used, make sure to reuse them as much as
shaders. If custom shaders are used, make sure to reuse them as much as
possible. Godot's priorities are:
- **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
with the following caveats:
- 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>`_.
- The library must include a specifically configured ``<meta-data>`` tag in its manifest file.
Building an Android plugin
@@ -56,10 +55,8 @@ The instructions below assumes that you're using Android Studio.
2. Add the Godot engine library as a dependency to your plugin module:
- 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``).
- Follow `these instructions <https://developer.android.com/studio/projects/android-library#AddDependency>`__ to add
the Godot engine library as a dependency for your plugin.
- In the plugin module's ``build.gradle`` file, replace ``implementation`` with ``compileOnly`` for the dependency line for the Godot engine library.
3. Create a new class in the plugin module and make sure it extends ``org.godotengine.godot.plugin.GodotPlugin``.
@@ -68,9 +65,7 @@ The instructions below assumes that you're using Android Studio.
4. Update the plugin ``AndroidManifest.xml`` file:
- Open the plugin ``AndroidManifest.xml`` file.
- Add the ``<application></application>`` tag if it's missing.
- In the ``<application>`` tag, add a ``<meta-data>`` tag setup as follow::
<meta-data
@@ -88,7 +83,6 @@ The instructions below assumes that you're using Android Studio.
6. Create a Godot Android Plugin configuration file to help the system detect and load your plugin:
- The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``).
- The configuration file format is as follow::
[config]
@@ -105,29 +99,22 @@ The instructions below assumes that you're using Android Studio.
The ``config`` section and fields are required and defined as follow:
- **name**: name of the plugin
- **binary_type**: can be either ``local`` or ``remote``. The type affects the **binary** field
- **name**: name of the plugin.
- **binary_type**: can be either ``local`` or ``remote``. The type affects the **binary** field.
- **binary**:
- if **binary_type** is ``local``, then this should be the filepath of the plugin ``aar`` file.
- If **binary_type** is ``local``, then this should be the filepath of the plugin ``aar`` file.
- The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's relative to the ``res://android/plugins`` directory.
- The filepath can be absolute: ``res://some_path/MyPlugin.aar``.
- 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``).
- 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``).
The ``dependencies`` section and fields are optional and defined as follow:
- **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.
- **remote**: contains a list of remote binary gradle dependencies for the plugin.
- **custom_maven_repos**: contains a list of URLs specifying the custom maven repositories required for the plugin's dependencies
- **custom_maven_repos**: contains a list of URLs specifying the custom maven repositories required for the plugin's dependencies.
Loading and using an Android plugin
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
@@ -152,9 +139,8 @@ Bundling GDNative resources
An Android plugin can define and provide C/C++ GDNative resources, either to provide and/or access functionality from the game logic.
The GDNative resources can be bundled within the plugin ``aar`` file which simplifies the distribution and deployment process:
- The shared libraries (``.so``) for the defined GDNative libraries will be automatically bundled by the ``aar`` build system.
- Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in the plugin ``assets`` directory.
- The shared libraries (``.so``) for the defined GDNative libraries will be automatically bundled by the ``aar`` build system.
- Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in the plugin ``assets`` directory.
The recommended path for these resources relative to the ``assets`` directory should be: ``godot/plugin/v1/[PluginName]/``.
For GDNative libraries, the plugin singleton object must override the ``org.godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` method,
@@ -165,9 +151,7 @@ Reference implementations
^^^^^^^^^^^^^^^^^^^^^^^^^
- `Godot Oculus Mobile plugin <https://github.com/GodotVR/godot_oculus_mobile>`_
- `Bundled gdnative resources <https://github.com/GodotVR/godot_oculus_mobile/tree/master/plugin/src/main/assets/addons/godot_ovrmobile>`_
- `Godot Google Play Billing plugin <https://github.com/godotengine/godot-google-play-billing>`_
@@ -180,5 +164,4 @@ Godot crashes upon load
Check ``adb logcat`` for possible problems, then:
- 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[]``.
- More complex datatypes are not supported for now.
- 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
editor, and it must inherit from :ref:`class_EditorPlugin`.
.. warning::
In addition to the EditorPlugin script, any other GDScript that your plugin uses
must *also* be a tool. Any GDScript without ``tool`` imported into the editor
will act like an empty file!

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@@ -1364,7 +1364,7 @@ There are a few things to keep in mind here:
in to ``Idle.gd``.
4. If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value
to the ``State.gd`` base class, even if it does nothing. This brings us to the fact that you
can pass expressions to the base constructor as well, not just variables. eg.::
can pass expressions to the base constructor as well, not just variables, e.g.::
# 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.
.. image:: img/quest_project_settings.png
Then go into the export menu and configure a new Android export. if
Then go into the export menu and configure a new Android export. If
you still haven't gone through the :ref:`doc_exporting_for_android`
page do it now. If you didn't you'll have some red messages on this
screen.

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@@ -770,7 +770,7 @@ teleport, it will make the ``teleport_mesh`` visible so the user knows where the
_________________
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
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
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
on all of the special/custom :ref:`RigidBody <class_RigidBody>`-based nodes in the project.
.. tip:: Don't worry, we will cover ``VR_Interactable_Rigidbody`` after this section!