From 20754d2843d7d45562b3a84cd186dc4d47e858c5 Mon Sep 17 00:00:00 2001 From: Micky <66727710+Mickeon@users.noreply.github.com> Date: Mon, 10 Aug 2026 15:16:26 +0200 Subject: [PATCH] Fix accidental usages of RST's default role --- .../asset_library/submitting_to_assetlib.rst | 8 +- engine_details/architecture/core_types.rst | 2 +- engine_details/class_reference/index.rst | 14 +- .../compiling/compiling_for_linuxbsd.rst | 4 +- .../compiling/compiling_for_windows.rst | 14 +- .../development/configuring_an_ide/rider.rst | 2 +- .../configuring_an_ide/visual_studio_code.rst | 2 +- .../binding_to_external_libraries.rst | 4 +- .../first_2d_game/03.coding_the_player.rst | 16 +- .../first_2d_game/04.creating_the_enemy.rst | 2 +- .../first_3d_game/06.jump_and_squash.rst | 2 +- tutorials/2d/custom_drawing_in_2d.rst | 2 +- tutorials/2d/introduction_to_2d.rst | 40 +- tutorials/3d/spring_arm.rst | 6 +- tutorials/3d/visibility_ranges.rst | 2 +- tutorials/animation/animation_track_types.rst | 2 +- tutorials/animation/animation_tree.rst | 15 +- tutorials/animation/playing_videos.rst | 12 +- .../import_configuration.rst | 2 +- tutorials/audio/text_to_speech.rst | 14 +- tutorials/editor/command_line_tutorial.rst | 7 +- tutorials/editor/inspector_dock.rst | 8 +- tutorials/editor/script_editor.rst | 8 +- tutorials/export/exporting_for_android.rst | 4 +- tutorials/export/exporting_for_macos.rst | 14 +- tutorials/export/one-click_deploy.rst | 8 +- tutorials/io/data_paths.rst | 2 +- tutorials/math/matrices_and_transforms.rst | 10 +- .../migrating/upgrading_to_godot_4.4.rst | 2 +- .../migrating/upgrading_to_godot_4.5.rst | 2 +- tutorials/networking/webrtc.rst | 2 +- tutorials/networking/websocket.rst | 2 +- tutorials/physics/using_character_body_2d.rst | 13 +- tutorials/plugins/editor/3d_gizmos.rst | 8 +- .../editor/making_main_screen_plugins.rst | 2 +- tutorials/plugins/editor/making_plugins.rst | 4 +- .../plugins/running_code_in_the_editor.rst | 2 +- .../scripting/c_sharp/c_sharp_differences.rst | 10 +- .../scripting/c_sharp/c_sharp_style_guide.rst | 2 +- .../debug/overview_of_debugging_tools.rst | 11 +- tutorials/scripting/debug/the_profiler.rst | 22 +- .../scripting/gdscript/gdscript_exports.rst | 6 +- tutorials/scripting/singletons_autoload.rst | 2 +- .../shader_reference/shader_functions.rst | 6 +- tutorials/ui/bbcode_in_richtextlabel.rst | 378 +++++++++--------- tutorials/xr/deploying_to_android.rst | 6 +- tutorials/xr/openxr_hand_tracking.rst | 4 +- tutorials/xr/openxr_spatial_entities.rst | 4 +- 48 files changed, 374 insertions(+), 340 deletions(-) diff --git a/community/asset_library/submitting_to_assetlib.rst b/community/asset_library/submitting_to_assetlib.rst index 13b89aa21..5b5d8dbe9 100644 --- a/community/asset_library/submitting_to_assetlib.rst +++ b/community/asset_library/submitting_to_assetlib.rst @@ -160,15 +160,15 @@ is required in the submission form here as well. your asset uses, so the site can compute the final download link. * **Repository URL**: The URL to your asset's files/webpage. This will vary - based on your choice of provider, but it should look similar to `https://github.com//`. + based on your choice of provider, but it should look similar to ``https://github.com//``. * **Issues URL**: The URL to your asset's issue tracker. Again, this will differ from repository host to repository host, but will likely look similar to - `https://github.com///issues`. You may leave this field empty + ``https://github.com///issues``. You may leave this field empty if you use your provider's issue tracker, and it's part of the same repository. * **Download Commit**: The commit of the asset. For example, - `b1d3172f89b86e52465a74f63a74ac84c491d3e1`. The site computes + ``b1d3172f89b86e52465a74f63a74ac84c491d3e1``. The site computes the actual download URL from this. * **Icon URL**: The URL to your asset's icon (which will be used as a thumbnail @@ -180,7 +180,7 @@ is required in the submission form here as well. .. note:: - For icons hosted on GitHub, URLs must be provided in the form of `https://raw.githubusercontent.com////Icon.png`. + For icons hosted on GitHub, URLs must be provided in the form of ``https://raw.githubusercontent.com////Icon.png``. * **License**: The license under which you are distributing the asset. The list diff --git a/engine_details/architecture/core_types.rst b/engine_details/architecture/core_types.rst index 113babc91..a4b8d9cb3 100644 --- a/engine_details/architecture/core_types.rst +++ b/engine_details/architecture/core_types.rst @@ -102,7 +102,7 @@ scripting API. | | | Note that ``Span`` is designed to be a high performance API: It does not perform | | | | parameter correctness checks in the same way you might be used to with other Godot | | | | containers. Use with care. | -| | | `Span` can be constructed from most array-like containers (e.g. ``vector.span()``). | +| | | ``Span`` can be constructed from most array-like containers (e.g. ``vector.span()``). | +-----------------------+--------------------------+---------------------------------------------------------------------------------------+ | |rb_set| | ``std::set`` | Uses a `red-black tree `__ | | | | for faster access. | diff --git a/engine_details/class_reference/index.rst b/engine_details/class_reference/index.rst index dadf222f5..8920788bc 100644 --- a/engine_details/class_reference/index.rst +++ b/engine_details/class_reference/index.rst @@ -70,14 +70,14 @@ member variables, constants, and signals in separate XML nodes. For each, you want to learn how they work in Godot's source code. Then, fill their documentation by completing or improving the text in these tags: -- `` -- `` -- `` -- `` (in its `` tag; return types and arguments don't take separate +- ```` +- ```` +- ```` +- ```` (in its ```` tag; return types and arguments don't take separate documentation strings) -- `` -- `` (in its `` tag; arguments don't take separate documentation strings) -- `` +- ```` +- ```` (in its ```` tag; arguments don't take separate documentation strings) +- ```` Write in a clear and simple language. Always follow the `writing guidelines `__ diff --git a/engine_details/development/compiling/compiling_for_linuxbsd.rst b/engine_details/development/compiling/compiling_for_linuxbsd.rst index 6d33304da..b906f1778 100644 --- a/engine_details/development/compiling/compiling_for_linuxbsd.rst +++ b/engine_details/development/compiling/compiling_for_linuxbsd.rst @@ -657,8 +657,8 @@ After installing all required packages, use the following command to build Godot scons platform=linuxbsd builtin_embree=no builtin_enet=no builtin_freetype=no builtin_graphite=no builtin_harfbuzz=no builtin_libogg=no builtin_libpng=no builtin_libtheora=no builtin_libvorbis=no builtin_libwebp=no builtin_mbedtls=no builtin_miniupnpc=no builtin_pcre2=no builtin_sdl=no builtin_zlib=no builtin_zstd=no -On Debian stable, you will need to remove `builtin_embree=no` as the system-provided -Embree version is too old to work with Godot's latest `master` branch +On Debian stable, you will need to remove ``builtin_embree=no`` as the system-provided +Embree version is too old to work with Godot's latest ``master`` branch (which requires Embree 4). You can view a list of all built-in libraries that have system alternatives by diff --git a/engine_details/development/compiling/compiling_for_windows.rst b/engine_details/development/compiling/compiling_for_windows.rst index 1323a98fa..f51df5a84 100644 --- a/engine_details/development/compiling/compiling_for_windows.rst +++ b/engine_details/development/compiling/compiling_for_windows.rst @@ -62,15 +62,17 @@ For compiling under Windows, the following is required: scoop install python mingw Scons will still need to be installed via pip -.. note:: If you have `MSYS2 `_ installed, you can easily - install MinGW and other dependencies using the following command: +.. note:: - :: + If you have `MSYS2 `_ installed, you can easily + install MinGW and other dependencies using the following command: - pacman -S mingw-w64-x86_64-gcc mingw-w64-i686-gcc make python-pip + :: - For each MSYS2 MinGW subsystem, you should then run - `pip3 install scons` in its shell. + pacman -S mingw-w64-x86_64-gcc mingw-w64-i686-gcc make python-pip + + For each MSYS2 MinGW subsystem, you should then run + ``pip3 install scons`` in its shell. .. seealso:: To get the Godot source code for compiling, see :ref:`doc_getting_source`. diff --git a/engine_details/development/configuring_an_ide/rider.rst b/engine_details/development/configuring_an_ide/rider.rst index 77c32ce75..3326c881b 100644 --- a/engine_details/development/configuring_an_ide/rider.rst +++ b/engine_details/development/configuring_an_ide/rider.rst @@ -26,7 +26,7 @@ If you are starting from the scratch, please follow :ref:`instructions`_ - is installed for configurations using `lldb`. + is installed for configurations using ``lldb``. If you encounter issues with lldb, you may consider using gdb (see the LinuxBSD_gdb configuration). diff --git a/engine_details/engine_api/binding_to_external_libraries.rst b/engine_details/engine_api/binding_to_external_libraries.rst index 791ab47e4..2269625be 100644 --- a/engine_details/engine_api/binding_to_external_libraries.rst +++ b/engine_details/engine_api/binding_to_external_libraries.rst @@ -175,8 +175,8 @@ environment's paths: env.Append(LIBS=['Festival', 'estools', 'estbase', 'eststring']) If you want to add custom compiler flags when building your module, you need to clone -`env` first, so it won't add those flags to whole Godot build (which can cause errors). -Example `SCsub` with custom flags: +``env`` first, so it won't add those flags to whole Godot build (which can cause errors). +Example ``SCsub`` with custom flags: .. code-block:: python :caption: godot/modules/tts/SCsub diff --git a/getting_started/first_2d_game/03.coding_the_player.rst b/getting_started/first_2d_game/03.coding_the_player.rst index 590f1c4ca..d7b94d07c 100644 --- a/getting_started/first_2d_game/03.coding_the_player.rst +++ b/getting_started/first_2d_game/03.coding_the_player.rst @@ -15,8 +15,10 @@ Script" button: In the script settings window, you can leave the default settings alone. Just click "Create": -.. note:: If you're creating a C# script or other languages, select the language - from the `language` drop down menu before hitting create. +.. note:: + + If you're creating a C# script or other languages, select the language + from the :menu:`Language` drop down menu before hitting create. .. image:: img/attach_node_window.webp @@ -242,10 +244,12 @@ the ``_process`` function (make sure it's not indented under the `else`): y: Mathf.Clamp(Position.Y, 0, ScreenSize.Y) ); -.. tip:: The `delta` parameter in the `_process()` function refers to the *frame - length* - the amount of time that the previous frame took to complete. - Using this value ensures that your movement will remain consistent even - if the frame rate changes. +.. tip:: + + The ``delta`` parameter in the ``_process()`` function refers to the *frame + length*, which is the amount of time that the previous frame took to complete. + Using this value ensures that your movement will remain consistent even + if the frame rate changes. Click "Run Current Scene" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) and confirm you can move the player around the screen in all directions. diff --git a/getting_started/first_2d_game/04.creating_the_enemy.rst b/getting_started/first_2d_game/04.creating_the_enemy.rst index 0109a3bee..ad5308334 100644 --- a/getting_started/first_2d_game/04.creating_the_enemy.rst +++ b/getting_started/first_2d_game/04.creating_the_enemy.rst @@ -131,7 +131,7 @@ to the ``Mob`` and add this code: ``queue_free()`` is a function that essentially 'frees', or deletes, the node at the end of the frame. -This completes the `Mob` scene. +This completes the ``Mob`` scene. With the player and enemies ready, in the next part, we'll bring them together in a new scene. We'll make enemies spawn randomly around the game board and move diff --git a/getting_started/first_3d_game/06.jump_and_squash.rst b/getting_started/first_3d_game/06.jump_and_squash.rst index 09e128643..99326819d 100644 --- a/getting_started/first_3d_game/06.jump_and_squash.rst +++ b/getting_started/first_3d_game/06.jump_and_squash.rst @@ -362,7 +362,7 @@ destroy the mob. .. note:: - When using C#, Godot will create the appropriate events automatically for all Signals ending with `EventHandler`, see :ref:`C# Signals `. + When using C#, Godot will create the appropriate events automatically for all Signals ending with ``EventHandler``, see :ref:`C# Signals `. We will use the signal to add points to the score in the next lesson. diff --git a/tutorials/2d/custom_drawing_in_2d.rst b/tutorials/2d/custom_drawing_in_2d.rst index bf76d3f5a..fa3eb3754 100644 --- a/tutorials/2d/custom_drawing_in_2d.rst +++ b/tutorials/2d/custom_drawing_in_2d.rst @@ -613,7 +613,7 @@ Drawing text ~~~~~~~~~~~~ While using the :ref:`Label ` Node is the most common way to add -text to your application, the low-level `_draw` function includes functionality +text to your application, the low-level ``_draw`` function includes functionality to add text to your custom Node drawing. We will use it to add the name "GODOT" under the robot head. diff --git a/tutorials/2d/introduction_to_2d.rst b/tutorials/2d/introduction_to_2d.rst index bec1bac21..9044f1202 100644 --- a/tutorials/2d/introduction_to_2d.rst +++ b/tutorials/2d/introduction_to_2d.rst @@ -116,10 +116,10 @@ Use the three-dot menu for this: is located at ``x: 1, y: 1``, then, enabling this option will temporarily shift the grids by ``x: 1, y: 1``. - **Use Pixel Snap**: Toggles the use of subpixels for snapping. If enabled, the position values - will be integers, disabling will enable subpixel movement as decimal values. For the runtime - property, consider checking `Project Settings > Rendering > 2D > Snapping` property for - Node2D nodes, and `Project Settings > GUI > General > Snap Controls to Pixels` for - Control nodes. + will be integers, disabling will enable subpixel movement as decimal values. + For the project at runtime, consider going to the :menu:`Project Settings` and enabling + :menu:`Rendering > 2D > Snapping` for Node2D nodes, + or :menu:`GUI > General > Snap Controls to Pixels` for Control nodes. - **Smart Snapping**: Provides a set of options to snap to specific positions if they are enabled: - Snap to Parent: Snaps to parent's edges. For example, scaling a child control node while @@ -189,7 +189,7 @@ In Godot, going right and down are positive directions. Where these two lines intersect is the origin: ``x: 0, y: 0``. A root node will have its origin at this position once added. -Switching to the `move` or `scale` modes after selecting a node will display the gizmos at the +Switching to the :ui:`move` or :ui:`scale` modes after selecting a node will display the gizmos at the node's offset position. The gizmos will point to the positive directions of the x and y axes. In the move mode, you can drag the green line to move only in the ``y`` axis. @@ -212,8 +212,8 @@ interfaces visually: Middle-clicking and dragging the mouse will pan the view. The scrollbars on the right or bottom of the viewport also move the view. Alternatively, the :kbd:`G` or :kbd:`Space` keys can be used. -If you enable `Editor Settings > Editors > Panning > Simple Panning`, you can activate -panning directly with :kbd:`Space` only, without requiring dragging. +If you enable :menu:`Editor Settings > Editors > Panning > Simple Panning`, +you can activate panning directly with :kbd:`Space` only, without requiring dragging. The viewport has buttons on the top-left. **Center View** centers the selected node(s) in the screen. Useful if you have a large scene @@ -226,7 +226,7 @@ The black bars at the viewport's left and top edges are the **rulers**. You can orient yourself in the viewport. By default, the rulers will display the pixel coordinates of the viewport, numbered at 100 pixel steps. Changing the zoom factor will change the shown values. -Enabling `Grid Snap` or changing the snapping options will update the ruler's scaling and +Enabling :button:`Grid Snap` or changing the snapping options will update the ruler's scaling and the shown values. You can also create multiple custom guides to help you make measurements or align @@ -241,15 +241,17 @@ simultaneously by dragging from the gray square at the rulers' intersection. Gui repositioned by dragging them back to their respective rulers, and they can be removed by dragging them all the way back to the ruler. -You can also enable snapping to the created guides using the `Smart Snap` menu. +You can also enable snapping to the created guides using the :ui:`Smart Snap` menu. -.. note:: If you cannot create a line, or do not see previously created guides, make sure that - they are visible by checking the `View` menu of the viewport. :kbd:`Y` toggles their visibility, - by default. Also, make sure you have at least one node in the scene. +.. note:: + + If you cannot create a line, or do not see previously created guides, make sure that + they are visible by checking the :menu:`View` menu of the viewport. :kbd:`Y` toggles their visibility, + by default. Also, make sure you have at least one node in the scene. Depending on the tool chosen in the toolbar, left-clicking will have a primary action in the viewport. -For example, the `Select Mode` will select the left-clicked node in the viewport. +For example, the :ui:`Select Mode` will select the left-clicked node in the viewport. Sometimes, left-clicking can be combined with a modifier (e.g., :kbd:`Ctrl`, or :kbd:`Shift`) to perform secondary actions. For example, keeping :kbd:`Shift` pressed while dragging a node in the Select or Move modes will @@ -267,7 +269,7 @@ Viewport has a **View** menu which provides several options to change the look o can also toggle them with the provided option. - **Show Helpers**: Toggles the temporary display of an outline of the node, with the previous transform properties (position, scaling, or rotation) if a transform operation has been - initiated. For `Control` nodes, it also shows the sizing parameters. Useful to see the deltas. + initiated. For Control nodes, it also shows the sizing parameters. Useful to see the deltas. - **Show Rulers**: Toggles the visibility of horizontal and vertical rulers. See :ref:`doc_introduction_to_2d_the_viewport` more on rulers. - **Show Guides**: Toggles the visibility of created guides. See @@ -275,14 +277,14 @@ Viewport has a **View** menu which provides several options to change the look o - **Show Origin**: Toggles the display of the green and red origin lines drawn at ``x: 0, y: 0``. - **Show Viewport**: Toggles the visibility of the game's default viewport, indicated by an indigo-colored rectangle. It is also the default window size on desktop - platforms, which can be changed by going to `Project Settings > Display > Window > Size` and - setting `Viewport Width` and `Viewport Height`. -- **Gizmos**: Toggles the visibility of `Position` (shown with cross icon), `Lock` - (shown with padlock), `Groups` (shown with two squares), and `Transformation` (shown with + platforms, which can be changed by going to :menu:`Project Settings > Display > Window > Size` and + setting :ui:`Viewport Width` and :ui:`Viewport Height`. +- **Gizmos**: Toggles the visibility of :ui:`Position` (shown with cross icon), :ui:`Lock` + (shown with padlock), :ui:`Groups` (shown with two squares), and :ui:`Transformation` (shown with green and red lines) indicators. - **Center Selection**: The same as the **Center View** button inside the viewport. Centers the selected node(s) in the view. :kbd:`F` is the default shortcut. -- **Frame to Selection**: Similar to `Center Selection`, but also changes the zoom factor to fit the +- **Frame to Selection**: Similar to :ui:`Center Selection`, but also changes the zoom factor to fit the contents in the screen. :kbd:`Shift + F` is the default shortcut. - **Clear Guides**: Deletes all guides from the screen. You will need to recreate them if you plan to use them later. diff --git a/tutorials/3d/spring_arm.rst b/tutorials/3d/spring_arm.rst index a37769ec5..6b70bf381 100644 --- a/tutorials/3d/spring_arm.rst +++ b/tutorials/3d/spring_arm.rst @@ -63,11 +63,11 @@ Let's add a spring arm camera setup to the platformer demo. In general, for a third-person camera setup, you will have three nodes as children of the node that you're following: -- `Node3D` (the "pivot point" for the camera) +- ``Node3D`` (the "pivot point" for the camera) - - `SpringArm3D` + - ``SpringArm3D`` - - `Camera3D` + - ``Camera3D`` Open the ``player/player.tscn`` scene. Set these up as children of our player and give them unique names so we can find them in our script. **Make sure to delete the existing camera node!** diff --git a/tutorials/3d/visibility_ranges.rst b/tutorials/3d/visibility_ranges.rst index 03e84f9a4..50daa467d 100644 --- a/tutorials/3d/visibility_ranges.rst +++ b/tutorials/3d/visibility_ranges.rst @@ -164,7 +164,7 @@ nodes when viewed at a distance. *House1* to *House4* are smaller MeshInstance3Ds representing individual houses. To configure HLOD in this example, we only need to configure two things: -- Set **Visibility Range Begin** to a number greater than `0.0` so that +- Set **Visibility Range Begin** to a number greater than ``0.0`` so that *BatchOfHouses* only appears when far away enough from the camera. Below this distance, we want *House1* to *House4* to be displayed instead. - On *House1* to *House4*, assign the **Visibility Parent** property to *BatchOfHouses*. diff --git a/tutorials/animation/animation_track_types.rst b/tutorials/animation/animation_track_types.rst index bed2ed06c..d11d2b947 100644 --- a/tutorials/animation/animation_track_types.rst +++ b/tutorials/animation/animation_track_types.rst @@ -211,7 +211,7 @@ key you just created to select an animation in the inspector dock. .. image:: img/animation_player_animation.webp If an animation is already playing and you want to stop it early, you can create -a key and have it set to `[STOP]` in the inspector. +a key and have it set to ``[STOP]`` in the inspector. .. note:: If you instantiate a scene that contains an animation player into your scene, you need to enable "Editable Children" in the scene tree to diff --git a/tutorials/animation/animation_tree.rst b/tutorials/animation/animation_tree.rst index 1988f4962..9f0cac0e0 100644 --- a/tutorials/animation/animation_tree.rst +++ b/tutorials/animation/animation_tree.rst @@ -124,7 +124,7 @@ This node will execute an animation once and return when it finishes. You can cu TimeSeek ~~~~~~~~ -This node allows you to seek to a time in the animation connected to its `in` input. Use this node to play an ``Animation`` starting from a certain playback position. +This node allows you to seek to a time in the animation connected to its ``in`` input. Use this node to play an ``Animation`` starting from a certain playback position. Note that the seek request value is measured in seconds, so if you would like to play an animation from the beginning, set the value to ``0.0``, or if you would like to play an animation from 3 seconds in, set the value to ``3.0``. @@ -154,8 +154,10 @@ to play an animation from 3 seconds in, set the value to ``3.0``. TimeScale ~~~~~~~~~ -This node allows you to scale the speed of the animation connected to its `in` input. The speed of the animation will be multiplied by the number in the `scale` -parameter. Setting the scale to 0 will pause the animation. Setting the scale to a negative number will play the animation backwards. +This node allows you to scale the speed of the animation connected to its ``in`` input. +The speed of the animation will be multiplied by the number in the ``scale`` parameter. +Setting the scale to ``0.0`` will pause the animation. +Setting the scale to a negative number will play the animation backwards. .. image:: img/animtree_timescale.webp @@ -498,5 +500,8 @@ Then you can set or read them: animationTree.Set("parameters/eye_blend/blend_amount", 1.0); -.. note:: Advance Expressions from a StateMachine will not be found under the parameters. This is because they are held in another script rather than the - AnimationTree itself. Advance `Conditions` will be found under parameters. +.. note:: + + Advance Expressions from a StateMachine will not be found under the parameters. + This is because they are held in another script rather than the AnimationTree itself. + Advance :ui:`Conditions` will be found under parameters. diff --git a/tutorials/animation/playing_videos.rst b/tutorials/animation/playing_videos.rst index 007eaa801..106444ea8 100644 --- a/tutorials/animation/playing_videos.rst +++ b/tutorials/animation/playing_videos.rst @@ -272,12 +272,12 @@ Chroma key, commonly known as the "green screen" or "blue screen" effect, allows .. image:: img/chroma_key_video.webp -We will achieve the chroma key effect by writing a custom shader in GDScript and using a `VideoStreamPlayer` node to display the video content. +We will achieve the chroma key effect by writing a custom shader in GDScript and using a ``VideoStreamPlayer`` node to display the video content. Scene Setup ~~~~~~~~~~~ -Ensure that the scene contains a `VideoStreamPlayer` node to play the video and a `Control` node to hold the UI elements for controlling the chroma key effect. +Ensure that the scene contains a ``VideoStreamPlayer`` node to play the video and a ``Control`` node to hold the UI elements for controlling the chroma key effect. .. image:: img/chroma_key_scene.webp @@ -286,7 +286,7 @@ Writing the Custom Shader To implement the chroma key effect, follow these steps: -1. Select the `VideoStreamPlayer` node in the scene and go to its properties. Under `CanvasItem > Material`, create a new shader named "ChromaKeyShader.gdshader." +1. Select the ``VideoStreamPlayer`` node in the scene and go to its properties. Under :menu:`CanvasItem > Material`, create a new shader named "ChromaKeyShader.gdshader." 2. In the "ChromaKeyShader.gdshader" file, write the custom shader code as shown below: @@ -331,7 +331,7 @@ and users can customize it according to their specific requirements. UI Controls ~~~~~~~~~~~ -To allow users to manipulate the chroma key effect in real-time, we created sliders in the `Control` node. The `Control` node's script contains the following functions: +To allow users to manipulate the chroma key effect in real-time, we created sliders in the ``Control`` node. The ``Control`` node's script contains the following functions: .. tabs:: .. code-tab:: gdscript @@ -399,8 +399,8 @@ also make sure that the range of the sliders are appropriate, our settings are : Signal Handling ~~~~~~~~~~~~~~~ -Connect the appropriate signal from the UI elements to the `Control` node's script. -you created in the `Control` node's script to control the chroma key effect. +Connect the appropriate signal from the UI elements to the ``Control`` node's script. +you created in the ``Control`` node's script to control the chroma key effect. These signal handlers will update the shader's uniform variables in response to user input. diff --git a/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst b/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst index 4b4912a7f..6036b7bc0 100644 --- a/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst +++ b/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst @@ -68,7 +68,7 @@ scene in the FileSystem dock: match the filename in this case. - **Apply Root Scale:** If enabled, **Root Scale** will be *applied* on the meshes and animations directly, while keeping the root node's scale to the - default `(1, 1, 1)`. This means that if you add a child node later on within + default ``(1, 1, 1)``. This means that if you add a child node later on within the imported scene, it won't be scaled. If disabled, **Root Scale** will multiply the scale of the root node instead. diff --git a/tutorials/audio/text_to_speech.rst b/tutorials/audio/text_to_speech.rst index 4717dccda..92ff0d2bf 100644 --- a/tutorials/audio/text_to_speech.rst +++ b/tutorials/audio/text_to_speech.rst @@ -85,7 +85,9 @@ Distro-specific one-liners Troubleshooting --------------- -If you get the error `Invalid get index '0' (on base: 'PackedStringArray').` for the line `var voice_id = voices[0]`, check if there are any items in `voices`. If not: +If you get the error ``Invalid get index '0' (on base: 'PackedStringArray').`` +for the line ``var voice_id = voices[0]``, check if there are any items in ``voices``. +If not: - All users: make sure you enabled **Text to Speech** in project settings - Linux users: ensure you installed the system-specific libraries for text to speech @@ -106,10 +108,16 @@ This provides your blind players with the most flexibility and comfort available Caveats and Other Information ----------------------------- -- Expect delays when you call `tts_speak` and `tts_stop`. The actual delay time varies depending on both the OS and on your machine's specifications. This is especially critical on Android and Web, where some of the voices depend on web services, and the actual time to playback depends on server load, network latency, and other factors. +- Expect delays when you call :ref:`tts_speak() ` and + :ref:`tts_stop() `. + The actual delay time varies depending on both the OS and on your machine's specifications. + This is especially critical on Android and Web, where some of the voices depend on web services, + and the actual time to playback depends on server load, network latency, and other factors. - Non-English text works if the correct voices are installed and used. On Windows, you can consult the instructions in `this article`_ to enable additional language voices on Windows. - Non-ASCII characters, such as umlaut, are pronounced correctly if you select the correct voice. - Blind players use a number of screen readers, including JAWS, NVDA, VoiceOver, Narrator, and more. -- Windows text-to-speech APIs generally perform better than their equivalents on other systems (e.g. `tts_stop` followed by `tts_speak` immediately speaks the new message). +- Windows text-to-speech APIs generally perform better than their equivalents on other systems + (e.g. :ref:`tts_stop() ` followed by + :ref:`tts_speak() ` immediately speaks the new message). .. _this article: https://www.ghacks.net/2018/08/11/unlock-all-windows-10-tts-voices-system-wide-to-get-more-of-them/ diff --git a/tutorials/editor/command_line_tutorial.rst b/tutorials/editor/command_line_tutorial.rst index e9c5d5b35..c70720802 100644 --- a/tutorials/editor/command_line_tutorial.rst +++ b/tutorials/editor/command_line_tutorial.rst @@ -177,9 +177,10 @@ given build type. +--------------------------------+-----------------------------------------------------------------------------------------------------------------+ | ``--generate-spirv-debug-info``| |debug| Generate SPIR-V debug information. This allows source-level shader debugging with RenderDoc. | +--------------------------------+-----------------------------------------------------------------------------------------------------------------+ -| ``--extra-gpu-memory-tracking``| |debug| Enables additional memory tracking (see class reference for | -| | `RenderingDevice.get_driver_and_device_memory_report()` and linked methods). Currently only implemented for | -| | Vulkan. Enabling this feature may cause crashes on some systems due to buggy drivers or bugs in the Vulkan | +| ``--extra-gpu-memory-tracking``| |debug| Enables additional memory tracking (see :ref:`RenderingDevice.get_driver_and_device_memory_report() | +| | ` and linked methods). | +| | Currently only implemented for Vulkan. | +| | Enabling this feature may cause crashes on some systems due to buggy drivers or bugs in the Vulkan | | | Loader. See https://github.com/godotengine/godot/issues/95967 | +--------------------------------+-----------------------------------------------------------------------------------------------------------------+ | ``--accurate-breadcrumbs`` | |debug| Force barriers between breadcrumbs. Useful for narrowing down a command causing GPU resets. Currently | diff --git a/tutorials/editor/inspector_dock.rst b/tutorials/editor/inspector_dock.rst index af7afdcd3..1b5d7a8bc 100644 --- a/tutorials/editor/inspector_dock.rst +++ b/tutorials/editor/inspector_dock.rst @@ -116,9 +116,11 @@ various view and edit options. Clicking this option makes each sub-resource used in this node unique, separated from other nodes. -.. tip:: If a node has exported variables in its attached script, you will also see these - in the inspector. The first image in this section has one for the Player node: - `Action Suffix`. See :ref:`doc_gdscript_exports` for more on this topic. +.. tip:: + + If a node has exported variables in its attached script, you will also see these + in the Inspector. The first image in this section has one for the Player node: + :ui:`Action Suffix`. See :ref:`doc_gdscript_exports` for more on this topic. .. seealso:: Refer to :ref:`doc_customizing_editor` for dock customization options. diff --git a/tutorials/editor/script_editor.rst b/tutorials/editor/script_editor.rst index 94dc09e46..ab37e8428 100644 --- a/tutorials/editor/script_editor.rst +++ b/tutorials/editor/script_editor.rst @@ -208,13 +208,13 @@ The **File** menu provides the following options: opened. This is useful when you have multiple scripts open and want to quickly navigate back to the last script you were editing. If you also changed the caret position more than 10 lines, you will first move it to its previous location in the same file. -- **History Next**: After using `History Previous` to go back to an earlier script, +- **History Next**: After using **History Previous** to go back to an earlier script, this feature allows you to move forward through the script history, switching to scripts that were previously accessed. Similar to above, if you also changed the caret position more than 10 lines, you will first move it to its next location in the same file. - **Theme**: Provides options to import an existing theme, save, or reload it. Changing - theme settings is performed via `Editor Settings`. + theme settings is performed via :ui:`Editor Settings`. - **Close**: Closes the active script. - **Close All**: Closes all open scripts and prompts to save if there are unsaved changes. - **Close Other Tabs**: Closes all open scripts except the selected one. @@ -225,7 +225,7 @@ The **File** menu provides the following options: See :ref:`doc_running_code_in_the_editor_editorscript` for more. - **Toggle Files Panel**: Shows or hides the script panel located on the left side of the text editor, allowing you to expand the available coding area. More on the - `Scripts Panel` is explained :ref:`above `. + :ui:`Scripts Panel` is explained :ref:`above `. The **Edit** menu provides several options for line operations: @@ -286,7 +286,7 @@ The **Edit** menu provides several options for line operations: - **Auto Indent**: Converts the indentation of the selected lines (or the entire file) following the indentation setting. -- **Convert Case**: Changes the case of the selected text to `Upper Case*`, `Lower Case*`, or +- **Convert Case**: Changes the case of the selected text to :ui:`Upper Case`, :ui:`Lower Case`, or capitalizes each initial letter of the words. - **Syntax Highlighter**: Allows you to choose the syntax highlighter. diff --git a/tutorials/export/exporting_for_android.rst b/tutorials/export/exporting_for_android.rst index 95983e08d..50e31f5f9 100644 --- a/tutorials/export/exporting_for_android.rst +++ b/tutorials/export/exporting_for_android.rst @@ -62,10 +62,10 @@ Download and install the Android SDK. - CMake version 3.10.2.4988404 - NDK version r28b (28.1.13356709) -- Alternatively, you can install the Android SDK with the `sdkmanager` command line tool. +- Alternatively, you can install the Android SDK with the ``sdkmanager`` command line tool. - Install the command line tools package using these `instructions `__. - - Once the command line tools are installed, run the following `sdkmanager` command to complete the setup process: + - Once the command line tools are installed, run the following ``sdkmanager`` command to complete the setup process: :: diff --git a/tutorials/export/exporting_for_macos.rst b/tutorials/export/exporting_for_macos.rst index 93390336d..75a73e302 100644 --- a/tutorials/export/exporting_for_macos.rst +++ b/tutorials/export/exporting_for_macos.rst @@ -168,17 +168,17 @@ See `Hardened Runtime `__ - and set path to `ios-deploy` in the Editor Settings (see `Export ⇾ iOS ⇾ iOS Deploy`). + and set path to ``ios-deploy`` in the Editor Settings (see :menu:`Export > iOS > iOS Deploy`). - For running on device: - Pair your mobile device with a Mac. - Enable developer mode on your device. - Device can be connected via USB or local network. - Make sure the device is on the same local network and a correct network - interface is selected in the editor settings (see `Network ⇾ Debug ⇾ Remote Host`). - By default, the editor is listening for `localhost` connections only. + interface is selected in the Editor Settings (see :menu:`Network > Debug > Remote Host`). + By default, the editor is listening for ``localhost`` connections only. - Device screen should be unlocked. - **Desktop platforms:** - - Enable `SSH Remote Deploy` and configure connection settings in the project + - Enable :ui:`SSH Remote Deploy` and configure connection settings in the project export setting. - Make sure there is an export preset marked as **Runnable** for the target diff --git a/tutorials/io/data_paths.rst b/tutorials/io/data_paths.rst index db9a403fd..2969a8390 100644 --- a/tutorials/io/data_paths.rst +++ b/tutorials/io/data_paths.rst @@ -183,7 +183,7 @@ Self-contained mode ~~~~~~~~~~~~~~~~~~~ If you create a file called ``._sc_`` or ``_sc_`` in the same directory as the -editor binary (or in `MacOS/Contents/` for a macOS editor .app bundle), Godot +editor binary (or in ``MacOS/Contents/`` for a macOS editor .app bundle), Godot will enable *self-contained mode*. This mode makes Godot write all editor data, settings, and cache to a directory named ``editor_data/`` in the same directory as the editor binary. diff --git a/tutorials/math/matrices_and_transforms.rst b/tutorials/math/matrices_and_transforms.rst index 58d6b8a23..63e0f4106 100644 --- a/tutorials/math/matrices_and_transforms.rst +++ b/tutorials/math/matrices_and_transforms.rst @@ -136,10 +136,12 @@ hardest thing you need to know. .. image:: img/matrices_and_transforms/rotate2.png -.. note:: Godot represents all rotations with radians, not degrees. - A full turn is `TAU` or `PI*2` radians, and a quarter - turn of 90 degrees is `TAU/4` or `PI/2` radians. Working - with `TAU` usually results in more readable code. +.. note:: + + Godot represents all rotations with radians, not degrees. + A full turn is ``TAU`` or ``PI*2`` radians, and a quarter + turn of 90 degrees is ``TAU/4`` or ``PI/2`` radians. Working + with ``TAU`` usually results in more readable code. .. note:: Fun fact: In addition to Y being *down* in Godot, rotation is represented clockwise. This means that all the math and diff --git a/tutorials/migrating/upgrading_to_godot_4.4.rst b/tutorials/migrating/upgrading_to_godot_4.4.rst index 84361b429..a7ad57252 100644 --- a/tutorials/migrating/upgrading_to_godot_4.4.rst +++ b/tutorials/migrating/upgrading_to_godot_4.4.rst @@ -69,7 +69,7 @@ Method ``standardize_locale`` adds a new ``add_defaults`` optional parameter ``res://`` paths, especially if they were partially edited in the Inspector. In 4.4, the only way to retain the ``res://`` format is to **manually edit** the - `.tscn` or `.tres` files in a text editor. Starting in Godot 4.5, a new annotation + ``.tscn`` or ``.tres`` files in a text editor. Starting in Godot 4.5, a new annotation ``@export_file_path`` can be used to explicitly retain the old behavior and export raw ``res://`` paths. diff --git a/tutorials/migrating/upgrading_to_godot_4.5.rst b/tutorials/migrating/upgrading_to_godot_4.5.rst index 824fb4660..d6137aa53 100644 --- a/tutorials/migrating/upgrading_to_godot_4.5.rst +++ b/tutorials/migrating/upgrading_to_godot_4.5.rst @@ -268,7 +268,7 @@ Navigation If a project had navigation map synchronisation errors before, it might now have shifted affected edges, making already existing errors in a layout more noticeable in the pathfinding. The ``navigation/2d_or_3d/merge_rasterizer_cell_scale`` project setting can be set to a lower value - to increase the detail of the rasterization grid (with `0.01` being the smallest cell size possible). + to increase the detail of the rasterization grid (with ``0.01`` being the smallest cell size possible). If edge merge errors still persist with the lowest possible rasterization scale value, the error may be caused by overlap: two navmeshes are stacked on top of each other, causing geometry conflict. diff --git a/tutorials/networking/webrtc.rst b/tutorials/networking/webrtc.rst index 5f3a3d7bf..8d857e209 100644 --- a/tutorials/networking/webrtc.rst +++ b/tutorials/networking/webrtc.rst @@ -222,4 +222,4 @@ This will print something similar to this: Remote signaling with WebSocket ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -A more advanced demo using WebSocket for signaling peers and :ref:`WebRTCMultiplayerPeer ` is available in the `godot demo projects `_ under `networking/webrtc_signaling`. +A more advanced demo using WebSocket for signaling peers and :ref:`WebRTCMultiplayerPeer ` is available in the `godot demo projects `_ under ``networking/webrtc_signaling``. diff --git a/tutorials/networking/websocket.rst b/tutorials/networking/websocket.rst index 5bac8b53b..1fee5e9ca 100644 --- a/tutorials/networking/websocket.rst +++ b/tutorials/networking/websocket.rst @@ -186,4 +186,4 @@ Advanced chat demo A more advanced chat demo which optionally uses the multiplayer mid-level abstraction and a high-level multiplayer demo are available in the `godot demo projects `_ -under `networking/websocket_chat` and `networking/websocket_multiplayer`. +under ``networking/websocket_chat`` and ``networking/websocket_multiplayer``. diff --git a/tutorials/physics/using_character_body_2d.rst b/tutorials/physics/using_character_body_2d.rst index 32f39233e..bc6367487 100644 --- a/tutorials/physics/using_character_body_2d.rst +++ b/tutorials/physics/using_character_body_2d.rst @@ -33,9 +33,11 @@ platforms or complex projectiles. bodies. Please read :ref:`doc_physics_introduction` first, for an overview of the physics options. -.. tip:: A `CharacterBody2D` can be affected by gravity and other forces, - but you must calculate the movement in code. The physics engine will - not move a `CharacterBody2D`. +.. tip:: + + A ``CharacterBody2D`` can be affected by gravity and other forces, + but you must calculate the movement in code. The physics engine will + not move a ``CharacterBody2D``. Movement and collision ---------------------- @@ -157,7 +159,10 @@ and ``get_slide_collision()``: GD.Print("I collided with ", ((Node)collision.GetCollider()).Name); } -.. note:: `get_slide_collision_count()` only counts times the body has collided and changed direction. +.. note:: + + ``get_slide_collision_count()`` only counts the times the body + has collided *and* changed direction. See :ref:`KinematicCollision2D ` for details on what collision data is returned. diff --git a/tutorials/plugins/editor/3d_gizmos.rst b/tutorials/plugins/editor/3d_gizmos.rst index 85dcfc838..83bb680e2 100644 --- a/tutorials/plugins/editor/3d_gizmos.rst +++ b/tutorials/plugins/editor/3d_gizmos.rst @@ -113,8 +113,8 @@ or all the handle related ones. # ... -Note that we created a material in the `_init` method, and retrieved it in the `_redraw` -method using :ref:`get_material()`. This +Note that we created a material in the ``_init`` method, and retrieved it in the ``_redraw`` +method using :ref:`get_material() `. This method retrieves one of the material's variants depending on the state of the gizmo (selected and/or editable). @@ -159,7 +159,7 @@ So the final plugin would look somewhat like this: # You should implement the rest of handle-related callbacks # (_get_handle_name(), _get_handle_value(), _commit_handle(), ...). -Note that we just added some handles in the `_redraw` method, but we still need to implement +Note that we just added some handles in the ``_redraw`` method, but we still need to implement the rest of handle-related callbacks in :ref:`EditorNode3DGizmoPlugin ` to get properly working handles. @@ -233,6 +233,6 @@ This way all the gizmo logic and drawing methods can be implemented in a new cla # You should implement the rest of handle-related callbacks # (_get_handle_name(), _get_handle_value(), _commit_handle(), ...). -Note that we just added some handles in the `_redraw` method, but we still need to implement +Note that we just added some handles in the ``_redraw`` method, but we still need to implement the rest of handle-related callbacks in :ref:`EditorNode3DGizmo` to get properly working handles. diff --git a/tutorials/plugins/editor/making_main_screen_plugins.rst b/tutorials/plugins/editor/making_main_screen_plugins.rst index 70ec60601..9c77c3650 100644 --- a/tutorials/plugins/editor/making_main_screen_plugins.rst +++ b/tutorials/plugins/editor/making_main_screen_plugins.rst @@ -248,7 +248,7 @@ Here is the full plugin script: #endif A couple of specific lines were added. ``MainPanel`` is a constant that holds -a reference to the scene, and we instantiate it into `main_panel_instance`. +a reference to the scene, and we instantiate it into ``main_panel_instance``. The ``_enter_tree()`` function is called before ``_ready()``. This is where we instantiate the main panel scene, and add them as children of specific parts diff --git a/tutorials/plugins/editor/making_plugins.rst b/tutorials/plugins/editor/making_plugins.rst index 2032d752f..eae528f81 100644 --- a/tutorials/plugins/editor/making_plugins.rst +++ b/tutorials/plugins/editor/making_plugins.rst @@ -211,8 +211,8 @@ clicked. For that, we'll need a script that extends from That's it for our basic button. You can save this as ``my_button.gd`` inside the plugin folder. You may have a 16×16 icon to show in the scene tree. If you don't have one, you can grab the default one from the engine and save it in your -`addons/my_custom_node` folder as `icon.svg`, or use the default Godot logo -(`@icon("res://icon.svg")`). +``addons/my_custom_node`` folder as ``icon.svg``, or use the default Godot logo +(``@icon("res://icon.svg")``). .. tip:: diff --git a/tutorials/plugins/running_code_in_the_editor.rst b/tutorials/plugins/running_code_in_the_editor.rst index 713556865..808f829f7 100644 --- a/tutorials/plugins/running_code_in_the_editor.rst +++ b/tutorials/plugins/running_code_in_the_editor.rst @@ -138,7 +138,7 @@ Debugging While the debugger and breakpoints cannot be used directly with tool scripts, it is possible to launch a new instance of the editor and debug from there. To do this, navigate to -**Debug > Customize Run Instances...** and specify `--editor` in **Main Run Args**. +:menu:`Debug > Customize Run Instances...` and specify ``--editor`` in :ui:`Main Run Args`. See :ref:`doc_overview_of_debugging_tools` for more information. diff --git a/tutorials/scripting/c_sharp/c_sharp_differences.rst b/tutorials/scripting/c_sharp/c_sharp_differences.rst index b1eec4165..c66abbb22 100644 --- a/tutorials/scripting/c_sharp/c_sharp_differences.rst +++ b/tutorials/scripting/c_sharp/c_sharp_differences.rst @@ -308,8 +308,8 @@ See also: :ref:`doc_c_sharp_exports`. ------------------ Use the ``[Signal]`` attribute to declare a signal instead of the GDScript ``signal`` keyword. -This attribute should be used on a `delegate`, whose name signature will be used to define the signal. -The `delegate` must have the ``EventHandler`` suffix, an `event` will be generated in the class with the same name but without the suffix, use that event's name with ``EmitSignal``. +This attribute should be used on a ``delegate``, whose name signature will be used to define the signal. +The ``delegate`` must have the ``EventHandler`` suffix, an ``event`` will be generated in the class with the same name but without the suffix, use that event's name with ``EmitSignal``. .. code-block:: csharp @@ -318,11 +318,11 @@ The `delegate` must have the ``EventHandler`` suffix, an `event` will be generat See also: :ref:`doc_c_sharp_signals`. -`@onready` annotation ---------------------- +``@onready`` annotation +----------------------- GDScript has the ability to defer the initialization of a member variable until the ready function -is called with `@onready` (cf. :ref:`doc_gdscript_onready_annotation`). +is called with :ref:`@onready `. For example: .. code-block:: gdscript diff --git a/tutorials/scripting/c_sharp/c_sharp_style_guide.rst b/tutorials/scripting/c_sharp/c_sharp_style_guide.rst index 5ef66c617..46c0c9c2a 100644 --- a/tutorials/scripting/c_sharp/c_sharp_style_guide.rst +++ b/tutorials/scripting/c_sharp/c_sharp_style_guide.rst @@ -35,7 +35,7 @@ General guidelines ~~~~~~~~~~~~~~~~~~ * Use line feed (**LF**) characters to break lines, not CRLF or CR. -* Use one line feed character at the end of each file, except for `csproj` files. +* Use one line feed character at the end of each file, except for ``.csproj`` files. * Use **UTF-8** encoding without a `byte order mark `_. * Use **4 spaces** instead of tabs for indentation (which is referred to as "soft tabs"). * Consider breaking a line into several if it's longer than 100 characters. diff --git a/tutorials/scripting/debug/overview_of_debugging_tools.rst b/tutorials/scripting/debug/overview_of_debugging_tools.rst index e70f872a6..9e32b35d4 100644 --- a/tutorials/scripting/debug/overview_of_debugging_tools.rst +++ b/tutorials/scripting/debug/overview_of_debugging_tools.rst @@ -184,17 +184,18 @@ project when you Run Project. They will be **combined with** the "Main Feature Tags" unless you select "Enabled" under "Override Main Tags". .. warning:: + If you want to pass "User" arguments, that can be accessed with :ref:`get_cmdline_user_args` then you - must prefix them with two dashes **and a space** like `-- one two three`. + must prefix them with two dashes **and a space** like ``-- one two three``. Be aware that these dashes will apply to arguments added later in the "Launch Arguments" on a per instance basis, which can cause some confusion - when combining the `Main Run Args` and `Launch Arguments`. + when combining the "Main Run Args" and "Launch Arguments". - If you place `-- one two three` in the "Main Run Args" and `-- four five - six` in the "Launch Arguments" then the final command line arguments will be - `one two three -- four five six`. This is because the `--` is repeated in + If you place ``-- one two three`` in the "Main Run Args" and ``-- four five + six`` in the "Launch Arguments" then the final command line arguments will be + ``one two three -- four five six``. This is because the ``--`` is repeated in the "Launch Arguments". diff --git a/tutorials/scripting/debug/the_profiler.rst b/tutorials/scripting/debug/the_profiler.rst index 67f758ea5..303c2c6d4 100644 --- a/tutorials/scripting/debug/the_profiler.rst +++ b/tutorials/scripting/debug/the_profiler.rst @@ -56,10 +56,11 @@ The main measurements are frame time, physics frame, idle time, and physics time default, which corresponds to 60FPS. It's a frame of reference you can use for everything else around it. - **Idle time** is the time Godot took to update logic other than physics, such - as code that lives in `_process` or timers and cameras set to update on - **Idle**. + as code that lives in :ref:`_process() ` + or timers and cameras set to update on **Idle**. - **Physics time** is the time Godot took to update physics tasks, like - `_physics_process` and built-in nodes set to **Physics** update. + :ref:`_physics_process() ` + and built-in nodes set to update on **Physics**. .. note:: **Frame Time** includes rendering time. Say you find a mysterious spike of lag in your game, but your physics and scripts are @@ -95,7 +96,7 @@ function took **with** any nested function calls. For example: .. image:: img/split_curve.png -`get_neighbors`, `find_nearest_neighbor` and `move_subject` all took a lot of +``get_neighbors``, ``find_nearest_neighbor``, and ``move_subject`` all took a lot of time. You could be fooled into thinking that this is because all three of them are slow. @@ -104,10 +105,10 @@ without considering function calls it made itself. .. image:: img/self_curve.png -You can see that `get_neighbors` and `move_subject` have lost a lot of their -importance. In effect, that means that `get_neighbors` and `move_subject` have +You can see that ``get_neighbors`` and ``move_subject`` have lost a lot of their +importance. In effect, that means that ``get_neighbors`` and ``move_subject`` have spent more time waiting for some other function call to finish than not, and -`find_nearest_neighbor` is **actually** slow. +``find_nearest_neighbor`` is **actually** slow. Debugging slow code with the profiler ------------------------------------- @@ -126,11 +127,12 @@ Measuring manually in microseconds If your function is complex, it could be challenging to figure out which part needs optimization. Is it your math or the way you access other pieces of data -to do the math with? Is it the `for` loop? The `if` statements? +to do the math with? Is it the ``for`` loop? The ``if`` statements? You can narrow down the measurement by manually counting ticks as the code runs -with some temporary functions. The two functions are part of the `Time` class -object. They are `get_ticks_msec` and `get_ticks_usec`. The first measures in +with some temporary functions. The two functions are part of the ``Time`` class +object. They are :ref:`get_ticks_msec() ` and +:ref:`get_ticks_usec() `. The first measures in milliseconds (1,000 per second), and the second measures in microseconds (1,000,000 per second). diff --git a/tutorials/scripting/gdscript/gdscript_exports.rst b/tutorials/scripting/gdscript/gdscript_exports.rst index 77d585103..957a1388f 100644 --- a/tutorials/scripting/gdscript/gdscript_exports.rst +++ b/tutorials/scripting/gdscript/gdscript_exports.rst @@ -248,7 +248,7 @@ inspector. For example, to define a value that is meant to be configured as @export_range(0, 100, 1, "suffix:m") var m: int For angles that are stored in radians but displayed as degrees to the user, use -the `"radians_as_degrees"` hint: +the ``"radians_as_degrees"`` hint: :: @@ -256,9 +256,9 @@ the `"radians_as_degrees"` hint: This performs automatic conversion when the value is displayed or modified in the inspector and also displays a degree (``°``) suffix. This approach is used -by Godot's own `rotation` properties throughout the editor. +by Godot's own ``rotation`` properties throughout the editor. -If the angle is stored in degrees instead, use the `"degrees"` hint to display +If the angle is stored in degrees instead, use the ``"degrees"`` hint to display the degree symbol while disabling the automatic degrees-to-radians conversion when the value is modified from the inspector. diff --git a/tutorials/scripting/singletons_autoload.rst b/tutorials/scripting/singletons_autoload.rst index b7d18f37a..c8baa3ed6 100644 --- a/tutorials/scripting/singletons_autoload.rst +++ b/tutorials/scripting/singletons_autoload.rst @@ -161,7 +161,7 @@ by the name "Global": Now whenever we run any scene in the project, this script will always be loaded. Returning to the script, it needs to fetch the current scene in the -`_ready()` function. Both the current scene (the one with the button) and +``_ready()`` function. Both the current scene (the one with the button) and ``global.gd`` are children of root, but autoloaded nodes are always first. This means that the last child of root is always the loaded scene. diff --git a/tutorials/shaders/shader_reference/shader_functions.rst b/tutorials/shaders/shader_reference/shader_functions.rst index 70b9cdd50..d03eeb622 100644 --- a/tutorials/shaders/shader_reference/shader_functions.rst +++ b/tutorials/shaders/shader_reference/shader_functions.rst @@ -2555,7 +2555,7 @@ vec4 **texture**\ (\ samplerExternalOES s, vec2 p [, float bias] ) :ref:`🔗`. + :ref:`texture`. :param s: The sampler to which the texture from which texels will be retrieved is bound. @@ -2649,7 +2649,7 @@ vec4 **textureLod**\ (\ samplerCubeArray s, vec4 p, float lod) :ref:`🔗`, with ``lod`` used to specify the level-of-detail from + :ref:`textureLod`, with ``lod`` used to specify the level-of-detail from which the texture will be sampled. :param s: @@ -2747,7 +2747,7 @@ vec4 **textureGrad**\ (\ samplerCubeArray s, vec3 p, vec3 dPdx, vec3 dPdy) :ref: The texture coordinates consumed from ``p``, not including the last component of ``p``, are divided by the last component of ``p``. After these values are computed, the texture lookup proceeds as in - `textureGrad`, passing ``dPdx`` and ``dPdy`` as gradients. + :ref:`textureGrad`, passing ``dPdx`` and ``dPdy`` as gradients. :param s: The sampler to which the texture from which texels will be retrieved is bound. diff --git a/tutorials/ui/bbcode_in_richtextlabel.rst b/tutorials/ui/bbcode_in_richtextlabel.rst index 82150eb0a..a2c49109d 100644 --- a/tutorials/ui/bbcode_in_richtextlabel.rst +++ b/tutorials/ui/bbcode_in_richtextlabel.rst @@ -14,7 +14,7 @@ of the text centered. To get around these limitations, you would use a :ref:`cla :ref:`class_RichTextLabel` allows for complex formatting of text using a markup syntax or the built-in API. It uses BBCodes for the markup syntax, a system of tags that designate formatting rules for a part of the text. You may be familiar with them if you ever used -forums (also known as `bulletin boards`, hence the "BB" in "BBCode"). +forums (also known as *bulletin boards*, hence the "BB" in "BBCode"). Unlike Label, RichTextLabel also comes with its own vertical scrollbar. This scrollbar is automatically displayed if the text does not fit within the @@ -520,64 +520,64 @@ Paragraph options - **align** - +-----------+----------------------------------------------------------------------------------------+ - | `Values` | ``left`` (or ``l``), ``center`` (or ``c``), ``right`` (or ``r``), ``fill`` (or ``f``) | - +-----------+----------------------------------------------------------------------------------------+ - | `Default` | ``left`` | - +-----------+----------------------------------------------------------------------------------------+ + +-------------+----------------------------------------------------------------------------------------+ + | **Values** | ``left`` (or ``l``), ``center`` (or ``c``), ``right`` (or ``r``), ``fill`` (or ``f``) | + +-------------+----------------------------------------------------------------------------------------+ + | **Default** | ``left`` | + +-------------+----------------------------------------------------------------------------------------+ Text horizontal alignment. - **bidi_override**, **st** - +-----------+--------------------------------------------------------------------------------------------------------------+ - | `Values` | ``default`` (of ``d``), ``uri`` (or ``u``), ``file`` (or ``f``), ``email`` (or ``e``), ``list`` (or ``l``), | - | | ``none`` (or ``n``), ``custom`` (or ``c``) | - +-----------+--------------------------------------------------------------------------------------------------------------+ - | `Default` | ``default`` | - +-----------+--------------------------------------------------------------------------------------------------------------+ + +-------------+--------------------------------------------------------------------------------------------------------------+ + | **Values** | ``default`` (of ``d``), ``uri`` (or ``u``), ``file`` (or ``f``), ``email`` (or ``e``), ``list`` (or ``l``), | + | | ``none`` (or ``n``), ``custom`` (or ``c``) | + +-------------+--------------------------------------------------------------------------------------------------------------+ + | **Default** | ``default`` | + +-------------+--------------------------------------------------------------------------------------------------------------+ Structured text override. - **justification_flags**, **jst** - +-----------+--------------------------------------------------------------------------------------------------------+ - | `Values` | Comma-separated list of the following values (no space after each comma): | - | | ``kashida`` (or ``k``), ``word`` (or ``w``), ``trim`` (or ``tr``), ``after_last_tab`` (or ``lt``), | - | | ``skip_last`` (or ``sl``), ``skip_last_with_chars`` (or ``sv``), ``do_not_skip_single`` (or ``ns``). | - +-----------+--------------------------------------------------------------------------------------------------------+ - | `Default` | ``word,kashida,skip_last,do_not_skip_single`` | - +-----------+--------------------------------------------------------------------------------------------------------+ + +-------------+--------------------------------------------------------------------------------------------------------+ + | **Values** | Comma-separated list of the following values (no space after each comma): | + | | ``kashida`` (or ``k``), ``word`` (or ``w``), ``trim`` (or ``tr``), ``after_last_tab`` (or ``lt``), | + | | ``skip_last`` (or ``sl``), ``skip_last_with_chars`` (or ``sv``), ``do_not_skip_single`` (or ``ns``). | + +-------------+--------------------------------------------------------------------------------------------------------+ + | **Default** | ``word,kashida,skip_last,do_not_skip_single`` | + +-------------+--------------------------------------------------------------------------------------------------------+ Justification (fill alignment) option. See :ref:`class_TextServer` for more details. - **direction**, **dir** - +-----------+-----------------------------------------------------------------+ - | `Values` | ``ltr`` (or ``l``), ``rtl`` (or ``r``), ``auto`` (or ``a``) | - +-----------+-----------------------------------------------------------------+ - | `Default` | Inherit | - +-----------+-----------------------------------------------------------------+ + +-------------+-----------------------------------------------------------------+ + | **Values** | ``ltr`` (or ``l``), ``rtl`` (or ``r``), ``auto`` (or ``a``) | + +-------------+-----------------------------------------------------------------+ + | **Default** | Inherit | + +-------------+-----------------------------------------------------------------+ Base BiDi direction. - **language**, **lang** - +-----------+--------------------------------------------+ - | `Values` | ISO language codes. See :ref:`doc_locales` | - +-----------+--------------------------------------------+ - | `Default` | Inherit | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | ISO language codes. See :ref:`doc_locales` | + +-------------+--------------------------------------------+ + | **Default** | Inherit | + +-------------+--------------------------------------------+ Locale override. Some font files may contain script-specific substitutes, in which case they will be used. - **tab_stops** - +-----------+----------------------------------------------------+ - | `Values` | List of floating-point numbers, e.g. ``10.0,30.0`` | - +-----------+----------------------------------------------------+ - | `Default` | Width of the space character in the font | - +-----------+----------------------------------------------------+ + +-------------+----------------------------------------------------+ + | **Values** | List of floating-point numbers, e.g. ``10.0,30.0`` | + +-------------+----------------------------------------------------+ + | **Default** | Width of the space character in the font | + +-------------+----------------------------------------------------+ Overrides the horizontal offsets for each tab character. When the end of the list is reached, the tab stops will loop over. For example, if you set @@ -624,41 +624,41 @@ Horizontal rule options - **color** - +-----------+--------------------------------------------+ - | `Values` | Color name or color in HEX format | - +-----------+--------------------------------------------+ - | `Default` | ``Color(1, 1, 1, 1)`` | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Color name or color in HEX format | + +-------------+--------------------------------------------+ + | **Default** | ``Color(1, 1, 1, 1)`` | + +-------------+--------------------------------------------+ Color tint of the rule (modulation). - **height** - +-----------+--------------------------------------------+ - | `Values` | Integer number | - +-----------+--------------------------------------------+ - | `Default` | ``2`` | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Integer number | + +-------------+--------------------------------------------+ + | **Default** | ``2`` | + +-------------+--------------------------------------------+ Target height of the rule in pixels, add ``%`` to the end of value to specify it as percentages of the control width instead of pixels. - **width** - +-----------+--------------------------------------------+ - | `Values` | Integer number | - +-----------+--------------------------------------------+ - | `Default` | ``90%`` | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Integer number | + +-------------+--------------------------------------------+ + | **Default** | ``90%`` | + +-------------+--------------------------------------------+ Target width of the rule in pixels, add ``%`` to the end of value to specify it as percentages of the control width instead of pixels. - **align** - +-----------+----------------------------------------------------------------------------------------+ - | `Values` | ``left`` (or ``l``), ``center`` (or ``c``), ``right`` (or ``r``) | - +-----------+----------------------------------------------------------------------------------------+ - | `Default` | ``center`` | - +-----------+----------------------------------------------------------------------------------------+ + +-------------+----------------------------------------------------------------------------------------+ + | **Values** | ``left`` (or ``l``), ``center`` (or ``c``), ``right`` (or ``r``) | + +-------------+----------------------------------------------------------------------------------------+ + | **Default** | ``center`` | + +-------------+----------------------------------------------------------------------------------------+ Horizontal alignment. @@ -670,31 +670,31 @@ URL options - **underline** - +-----------+--------------------------------------------+ - | `Values` | ``always``, ``never``, ``hover`` | - +-----------+--------------------------------------------+ - | `Default` | ``always`` | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | ``always``, ``never``, ``hover`` | + +-------------+--------------------------------------------+ + | **Default** | ``always`` | + +-------------+--------------------------------------------+ URL underlining mode. - **tooltip** - +-----------+--------------------------------------------+ - | `Values` | String. | - +-----------+--------------------------------------------+ - | `Default` | | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | String. | + +-------------+--------------------------------------------+ + | **Default** | | + +-------------+--------------------------------------------+ URL tooltip. - **href** - +-----------+--------------------------------------------+ - | `Values` | String. | - +-----------+--------------------------------------------+ - | `Default` | | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | String. | + +-------------+--------------------------------------------+ + | **Default** | | + +-------------+--------------------------------------------+ URL target address. @@ -706,21 +706,21 @@ Image options - **color** - +-----------+--------------------------------------------+ - | `Values` | Color name or color in HEX format | - +-----------+--------------------------------------------+ - | `Default` | Inherit | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Color name or color in HEX format | + +-------------+--------------------------------------------+ + | **Default** | Inherit | + +-------------+--------------------------------------------+ Color tint of the image (modulation). - **height** - +-----------+--------------------------------------------+ - | `Values` | Floating-point number | - +-----------+--------------------------------------------+ - | `Default` | Inherit | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Floating-point number | + +-------------+--------------------------------------------+ + | **Default** | Inherit | + +-------------+--------------------------------------------+ Target height of the image in pixels. @@ -734,11 +734,11 @@ Image options - **width** - +-----------+--------------------------------------------+ - | `Values` | Floating-point number | - +-----------+--------------------------------------------+ - | `Default` | Inherit | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Floating-point number | + +-------------+--------------------------------------------+ + | **Default** | Inherit | + +-------------+--------------------------------------------+ Target width of the image in pixels. @@ -752,51 +752,51 @@ Image options - **region** - +-----------+--------------------------------------------+ - | `Values` | x,y,width,height in pixels | - +-----------+--------------------------------------------+ - | `Default` | Inherit | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | x,y,width,height in pixels | + +-------------+--------------------------------------------+ + | **Default** | Inherit | + +-------------+--------------------------------------------+ Region rect of the image. This can be used to display a single image from a spritesheet. - **pad** - +-----------+--------------------------------------------+ - | `Values` | ``false``, ``true`` | - +-----------+--------------------------------------------+ - | `Default` | ``false`` | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | ``false``, ``true`` | + +-------------+--------------------------------------------+ + | **Default** | ``false`` | + +-------------+--------------------------------------------+ If set to ``true``, and the image is smaller than the size specified by ``width`` and ``height``, the image padding is added to match the size instead of upscaling. - **tooltip** - +-----------+--------------------------------------------+ - | `Values` | String | - +-----------+--------------------------------------------+ - | `Default` | | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | String | + +-------------+--------------------------------------------+ + | **Default** | | + +-------------+--------------------------------------------+ Image tooltip. - **align** - +-----------+------------------------------------------------------------------------+ - | `Values` | see :ref:`doc_bbcode_in_richtextlabel_image_and_table_alignment` | - +-----------+------------------------------------------------------------------------+ - | `Default` | ``center,center`` | - +-----------+------------------------------------------------------------------------+ + +-------------+------------------------------------------------------------------------+ + | **Values** | see :ref:`doc_bbcode_in_richtextlabel_image_and_table_alignment` | + +-------------+------------------------------------------------------------------------+ + | **Default** | ``center,center`` | + +-------------+------------------------------------------------------------------------+ Image alignment to the surrounding text. - **alt** - +-----------+--------------------------------------------+ - | `Values` | String | - +-----------+--------------------------------------------+ - | `Default` | | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | String | + +-------------+--------------------------------------------+ + | **Default** | | + +-------------+--------------------------------------------+ Image description for assistive apps (screen reader). @@ -844,101 +844,101 @@ Font options - **name**, **n** - +-----------+--------------------------------------------+ - | `Values` | A valid Font resource path. | - +-----------+--------------------------------------------+ - | `Default` | Inherit | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | A valid Font resource path. | + +-------------+--------------------------------------------+ + | **Default** | Inherit | + +-------------+--------------------------------------------+ Font resource path. - **size**, **s** - +-----------+--------------------------------------------+ - | `Values` | Number in pixels. | - +-----------+--------------------------------------------+ - | `Default` | Inherit | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Number in pixels. | + +-------------+--------------------------------------------+ + | **Default** | Inherit | + +-------------+--------------------------------------------+ Custom font size. - **glyph_spacing**, **gl** - +-----------+--------------------------------------------+ - | `Values` | Number in pixels. | - +-----------+--------------------------------------------+ - | `Default` | Inherit | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Number in pixels. | + +-------------+--------------------------------------------+ + | **Default** | Inherit | + +-------------+--------------------------------------------+ Extra spacing for each glyph. - **space_spacing**, **sp** - +-----------+--------------------------------------------+ - | `Values` | Number in pixels. | - +-----------+--------------------------------------------+ - | `Default` | Inherit | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Number in pixels. | + +-------------+--------------------------------------------+ + | **Default** | Inherit | + +-------------+--------------------------------------------+ Extra spacing for the space character. - **top_spacing**, **top** - +-----------+--------------------------------------------+ - | `Values` | Number in pixels. | - +-----------+--------------------------------------------+ - | `Default` | Inherit | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Number in pixels. | + +-------------+--------------------------------------------+ + | **Default** | Inherit | + +-------------+--------------------------------------------+ Extra spacing at the top of the line. - **bottom_spacing**, **bt** - +-----------+--------------------------------------------+ - | `Values` | Number in pixels. | - +-----------+--------------------------------------------+ - | `Default` | Inherit | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Number in pixels. | + +-------------+--------------------------------------------+ + | **Default** | Inherit | + +-------------+--------------------------------------------+ Extra spacing at the bottom of the line. - **embolden**, **emb** - +-----------+--------------------------------------------+ - | `Values` | Floating-point number. | - +-----------+--------------------------------------------+ - | `Default` | ``0.0`` | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Floating-point number. | + +-------------+--------------------------------------------+ + | **Default** | ``0.0`` | + +-------------+--------------------------------------------+ Font embolden strength, if it is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness. - **face_index**, **fi** - +-----------+--------------------------------------------+ - | `Values` | Integer number. | - +-----------+--------------------------------------------+ - | `Default` | ``0`` | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Integer number. | + +-------------+--------------------------------------------+ + | **Default** | ``0`` | + +-------------+--------------------------------------------+ An active face index in the TrueType / OpenType collection. - **slant**, **sln** - +-----------+--------------------------------------------+ - | `Values` | Floating-point number. | - +-----------+--------------------------------------------+ - | `Default` | ``0.0`` | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Floating-point number. | + +-------------+--------------------------------------------+ + | **Default** | ``0.0`` | + +-------------+--------------------------------------------+ Font slant strength, positive values slant glyphs to the right. Negative values to the left. - **opentype_variation**, **otv** - +-----------+----------------------------------------------------------------------------------+ - | `Values` | Comma-separated list of the OpenType variation tags (no space after each comma). | - +-----------+----------------------------------------------------------------------------------+ - | `Default` | | - +-----------+----------------------------------------------------------------------------------+ + +-------------+----------------------------------------------------------------------------------+ + | **Values** | Comma-separated list of the OpenType variation tags (no space after each comma). | + +-------------+----------------------------------------------------------------------------------+ + | **Default** | | + +-------------+----------------------------------------------------------------------------------+ Font OpenType variation coordinates. See `OpenType variation tags `__. @@ -950,11 +950,11 @@ Font options - **opentype_features**, **otf** - +-----------+--------------------------------------------------------------------------------+ - | `Values` | Comma-separated list of the OpenType feature tags (no space after each comma). | - +-----------+--------------------------------------------------------------------------------+ - | `Default` | | - +-----------+--------------------------------------------------------------------------------+ + +-------------+--------------------------------------------------------------------------------+ + | **Values** | Comma-separated list of the OpenType feature tags (no space after each comma). | + +-------------+--------------------------------------------------------------------------------+ + | **Default** | | + +-------------+--------------------------------------------------------------------------------+ Font OpenType features. See `OpenType features tags `__. @@ -1001,53 +1001,53 @@ Cell options - **shrink** - +-----------+--------------------------------------------+ - | `Values` | ``false``, ``true`` | - +-----------+--------------------------------------------+ - | `Default` | ``true`` | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | ``false``, ``true`` | + +-------------+--------------------------------------------+ + | **Default** | ``true`` | + +-------------+--------------------------------------------+ If ``true``, cell can shrink to its contents. - **expand** - +-----------+--------------------------------------------+ - | `Values` | Integer number | - +-----------+--------------------------------------------+ - | `Default` | 1 | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Integer number | + +-------------+--------------------------------------------+ + | **Default** | 1 | + +-------------+--------------------------------------------+ Cell expansion ratio. This defines which cells will try to expand to proportionally to other cells and their expansion ratios. - **border** - +-----------+--------------------------------------------+ - | `Values` | Color name or color in HEX format | - +-----------+--------------------------------------------+ - | `Default` | Inherit | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Color name or color in HEX format | + +-------------+--------------------------------------------+ + | **Default** | Inherit | + +-------------+--------------------------------------------+ Cell border color. - **bg** - +-----------+--------------------------------------------+ - | `Values` | Color name or color in HEX format | - +-----------+--------------------------------------------+ - | `Default` | Inherit | - +-----------+--------------------------------------------+ + +-------------+--------------------------------------------+ + | **Values** | Color name or color in HEX format | + +-------------+--------------------------------------------+ + | **Default** | Inherit | + +-------------+--------------------------------------------+ Cell background color. For alternating odd/even row backgrounds, you can use ``bg=odd_color,even_color``. - **padding** - +-----------+--------------------------------------------------------------------------+ - | `Values` | 4 comma-separated floating-point numbers (no space after each comma) | - +-----------+--------------------------------------------------------------------------+ - | `Default` | ``0,0,0,0`` | - +-----------+--------------------------------------------------------------------------+ + +-------------+--------------------------------------------------------------------------+ + | **Values** | 4 comma-separated floating-point numbers (no space after each comma) | + +-------------+--------------------------------------------------------------------------+ + | **Default** | ``0,0,0,0`` | + +-------------+--------------------------------------------------------------------------+ Left, top, right, and bottom cell padding. diff --git a/tutorials/xr/deploying_to_android.rst b/tutorials/xr/deploying_to_android.rst index 6d503aadf..53a8b7d99 100644 --- a/tutorials/xr/deploying_to_android.rst +++ b/tutorials/xr/deploying_to_android.rst @@ -46,10 +46,10 @@ vendors". .. image:: img/openxr_loader_asset_lib.webp -You will find the installed files inside the **addons** folder. Alternatively you +You will find the installed files inside the ``addons`` folder. Alternatively you can manually install the vendors plugin by downloading it `from the release page here `__. -You will need to copy the `assets/addons/godotopenxrvendors` folder from the zip -file into your projects `addons` folder. +You will need to copy the ``assets/addons/godotopenxrvendors`` folder from the zip +file into your projects ``addons`` folder. You can find the main repository of the vendors plugin `here `__. diff --git a/tutorials/xr/openxr_hand_tracking.rst b/tutorials/xr/openxr_hand_tracking.rst index dea273bda..b03de40df 100644 --- a/tutorials/xr/openxr_hand_tracking.rst +++ b/tutorials/xr/openxr_hand_tracking.rst @@ -102,7 +102,7 @@ within our tracking space. This information has been separated out for the following use cases: * Tracking happens in the local space of the :ref:`XROrigin3D ` node. - This node must be a child of the `XROrigin3D` node in order to be correctly placed. + This node must be a child of the ``XROrigin3D`` node in order to be correctly placed. * This node can be used as an IK target when an upper body mesh with arms is used instead of separate hand meshes. * Actual placement of the hands may be loosely bound to the tracking in scenarios such as @@ -190,7 +190,7 @@ This example logs the state for the left hand. If in this example no hand tracker is returned by ``get_tracker``, this means the hand tracking API is not supported on the XR runtime at all. -If there is a tracker but `has_tracking_data` is false, the user's hand is currently not being tracked. +If there is a tracker but ``has_tracking_data`` is false, the user's hand is currently not being tracked. This is likely caused by one of the following reasons: * The player's hand is not visible by any of the tracking cameras on the headset diff --git a/tutorials/xr/openxr_spatial_entities.rst b/tutorials/xr/openxr_spatial_entities.rst index c17e34935..1462d773e 100644 --- a/tutorials/xr/openxr_spatial_entities.rst +++ b/tutorials/xr/openxr_spatial_entities.rst @@ -973,8 +973,8 @@ In the core of OpenXR two types of persistence scopes are supported: entities across spatial contexts and device reboots. * - PERSISTENCE_SCOPE_LOCAL_ANCHORS - Persistence operations and data access is limited to spatial anchors, on the same device, - for the same user and app (using `persist_anchor` and - `unpersist_anchor` functions) + for the same user and app (using :ref:`persist_anchor() ` and + :ref:`unpersist_anchor() ` functions) We'll start with a new script that handles our spatial anchors. It will be similar to the script presented earlier but with a few differences.