sphinx-tabs update to fix builds on Ubuntu 24.04

Also some typo fixes to make CI happy
This commit is contained in:
Max Hilbrunner
2025-01-30 19:25:23 +01:00
parent 3a4fe2f1a5
commit 27ec417b97
5 changed files with 5 additions and 5 deletions

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@@ -7,7 +7,7 @@ sphinx==4.4.0
sphinx_rtd_theme==1.0.0
# Code tabs extension for GDScript/C#
sphinx-tabs==3.3.1
sphinx-tabs==3.4.7
# Custom 404 error page (more useful than the default)
sphinx-notfound-page==0.8.3

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@@ -76,7 +76,7 @@ their UV2 maps properly generated.
.. warning::
When reusing a mesh within a scene, keep in mind that UVs will be generated
for the first instance found. If the mesh is re-used with different scales
for the first instance found. If the mesh is reused with different scales
(and the scales are wildly different, more than half or twice), this will
result in inefficient lightmaps. Don't reuse a source mesh at significantly
different scales if you are planning to use lightmapping.

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@@ -14,7 +14,7 @@ for certain mesh algorithms. If you do not need this extra information then it m
.. note:: MeshDataTool can only be used on Meshes that use the PrimitiveType ``Mesh.PRIMITIVE_TRIANGLES``.
We initialize the MeshDataTool from an ArrayMesh by calling ``create_from_surface()``. If there is already data initialized in the MeshDataTool,
calling ``create_from_surface()`` will clear it for you. Alternatively, you can call ``clear()`` yourself before re-using the MeshDataTool.
calling ``create_from_surface()`` will clear it for you. Alternatively, you can call ``clear()`` yourself before reusing the MeshDataTool.
In the examples below, assume an ArrayMesh called ``mesh`` has already been created. See :ref:`ArrayMesh tutorial <doc_arraymesh>` for an example of mesh generation.

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@@ -17,7 +17,7 @@ They create their first scene and fill it with content only to eventually end
up saving branches of their scene into separate scenes as the nagging feeling
that they should split things up starts to accumulate. However, they then
notice that the hard references they were able to rely on before are no longer
possible. Re-using the scene in multiple places creates issues because the
possible. Reusing the scene in multiple places creates issues because the
node paths do not find their targets and signal connections established in the
editor break.

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@@ -206,7 +206,7 @@ Conclusion
In the end, the best approach is to consider the following:
- If one wishes to create a basic tool that is going to be re-used in several
- If one wishes to create a basic tool that is going to be reused in several
different projects and which people of all skill levels will likely use
(including those who don't label themselves as "programmers"), then chances
are that it should probably be a script, likely one with a custom name/icon.