Fix headings, settings etc. in troubleshooting.rst (#6914)

Removed full-stops from end of each heading, which looks better, and consistent with other files. Corrected settings visible names, and a few other minor language improvements.
This commit is contained in:
John Veness
2023-03-09 03:49:32 +00:00
committed by GitHub
parent 44e4e19d22
commit 128842e704

View File

@@ -12,8 +12,8 @@ This page lists common issues encountered when using Godot and possible solution
See :ref:`doc_using_the_web_editor` for caveats specific to the HTML5 version
of the Godot editor.
Everything I do in the editor or project manager appears delayed by one frame.
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Everything I do in the editor or project manager appears delayed by one frame
-----------------------------------------------------------------------------
This is a `known bug <https://github.com/godotengine/godot/issues/23069>`__ on
Intel graphics drivers on Windows. Updating to the latest graphics driver
@@ -23,8 +23,8 @@ You should use the graphics driver provided by Intel rather than the one
provided by your desktop or laptop's manufacturer because their version is often
outdated.
The editor runs slowly and uses all my CPU and GPU resources, making my computer noisy.
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The editor runs slowly and uses all my CPU and GPU resources, making my computer noisy
--------------------------------------------------------------------------------------
This is a known issue, especially on macOS since most Macs have Retina displays.
Due to Retina displays' higher pixel density, everything has to be rendered at a
@@ -36,7 +36,7 @@ There are several ways to improve performance and battery life:
- In 3D, click the **Perspective** button in the top left corner and enable
**Half Resolution**. The 3D viewport will now be rendered at half resolution,
which can be up to 4 times faster.
- Open the Editor Settings and increase the value of **Low Processor Mode Sleep Usec**
- Open the Editor Settings and increase the value of **Low Processor Mode Sleep sec)**
to ``33000`` (30 FPS). This value determines the amount of *microseconds*
between frames to render. Higher values will make the editor feel less reactive
but will help decrease CPU and GPU usage significantly.
@@ -45,8 +45,8 @@ There are several ways to improve performance and battery life:
This way, it will be hidden in the editor but will still be visible in the
running project.
The editor stutters and flickers on my variable refresh rate monitor (G-Sync/FreeSync).
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The editor stutters and flickers on my variable refresh rate monitor (G-Sync/FreeSync)
--------------------------------------------------------------------------------------
This is a `known issue <https://github.com/godotengine/godot/issues/38219>`__.
There are two workarounds for this:
@@ -54,14 +54,14 @@ There are two workarounds for this:
- Enable **Interface > Editor > Update Continuously** in the Editor Settings. Keep in mind
this will increase power usage and heat/noise emissions since the editor will
now be rendering constantly, even if nothing has changed on screen. To
alleviate this, you can increase **Low Processor Mode Sleep Usec** to
alleviate this, you can increase **Low Processor Mode Sleep sec)** to
``33000`` (30 FPS) in the Editor Settings. This value determines the amount of
*microseconds* between frames to render. Higher values will make the editor
feel less reactive but will help decrease CPU and GPU usage significantly.
- Alternatively, disable variable refresh rate on your monitor or in the graphics driver.
The grid disappears and meshes turn black when I rotate the 3D camera in the editor.
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The grid disappears and meshes turn black when I rotate the 3D camera in the editor
-----------------------------------------------------------------------------------
This is a `known bug <https://github.com/godotengine/godot/issues/30330>`__ on
Intel graphics drivers on Windows.
@@ -72,25 +72,25 @@ the renderer in the top-right corner of the editor or the Project Settings.
If you use a computer allowing you to switch your graphics card, like NVIDIA
Optimus, you can use the dedicated graphics card to run Godot.
The editor or project takes a very long time to start.
------------------------------------------------------
The editor or project takes a very long time to start
-----------------------------------------------------
This is a `known bug <https://github.com/godotengine/godot/issues/20566>`__ on
Windows when you have specific USB peripherals connected. In particular,
Corsair's iCUE software seems to cause the bug. Try updating your USB
Corsair's iCUE software seems to cause this bug. Try updating your USB
peripherals' drivers to their latest version. If the bug persists, you need to
disconnect the faulty peripherals before opening the editor. You can then
disconnect the specific peripheral before opening the editor. You can then
connect the peripheral again.
Editor tooltips in the Inspector and Node docks blink when they're displayed.
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Editor tooltips in the Inspector and Node docks blink when they're displayed
----------------------------------------------------------------------------
This is a `known issue <https://github.com/godotengine/godot/issues/32990>`__
caused by the third-party Stardock Fences application on Windows.
The only known workaround is to disable Stardock Fences while using Godot.
The Godot editor appears frozen after clicking the system console.
------------------------------------------------------------------
The Godot editor appears frozen after clicking the system console
-----------------------------------------------------------------
When running Godot on Windows with the system console enabled, you can
accidentally enable *selection mode* by clicking inside the command window. This
@@ -100,8 +100,8 @@ the system console. Godot cannot override this system-specific behavior.
To solve this, select the system console window and press Enter to leave
selection mode.
Some text such as "NO DC" appears in the top-left corner of the project manager and editor window.
--------------------------------------------------------------------------------------------------
Some text such as "NO DC" appears in the top-left corner of the project manager and editor window
-------------------------------------------------------------------------------------------------
This is caused by the NVIDIA graphics driver injecting an overlay to display information.
@@ -111,27 +111,29 @@ default values in the NVIDIA Control Panel.
To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen 0 >
OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**.
The project window appears blurry, unlike the editor.
-----------------------------------------------------
The project window appears blurry, unlike the editor
----------------------------------------------------
Unlike the editor, the project isn't marked as DPI-aware by default. This is
done to improve performance, especially on integrated graphics, where rendering
3D scenes in hiDPI is slow.
To resolve this, open **Project > Project Settings** and enable **Display >
Window > Dpi > Allow Hidpi**. On top of that, make sure your project is
To resolve this, open **Project > Project Settings**, make sure **Advanced
Settings** is active, and enable **Display >
Window > DPI > Allow hiDPI**. On top of that, make sure your project is
configured to support :ref:`multiple resolutions <doc_multiple_resolutions>`.
The project window doesn't appear centered when I run the project.
------------------------------------------------------------------
The project window doesn't appear centered when I run the project
-----------------------------------------------------------------
This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. To
resolve this, open **Project > Project Settings** and enable **Display > Window
> Dpi > Allow Hidpi**. On top of that, make sure your project is configured to
resolve this, open **Project > Project Settings**, make sure **Advanced
Settings** is active, and enable **Display > Window
> DPI > Allow hiDPI**. On top of that, make sure your project is configured to
support :ref:`multiple resolutions <doc_multiple_resolutions>`.
The project works when run from the editor, but fails to load some files when running from an exported copy.
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The project works when run from the editor, but fails to load some files when running from an exported copy
-----------------------------------------------------------------------------------------------------------
This is usually caused by forgetting to specify a filter for non-resource files
in the Export dialog. By default, Godot will only include actual *resources*