From 27ec417b97bbb7fbb313963e3108d4c24e05ff2a Mon Sep 17 00:00:00 2001 From: Max Hilbrunner Date: Thu, 30 Jan 2025 19:25:23 +0100 Subject: [PATCH] sphinx-tabs update to fix builds on Ubuntu 24.04 Also some typo fixes to make CI happy --- requirements.txt | 2 +- tutorials/3d/baked_lightmaps.rst | 2 +- tutorials/3d/procedural_geometry/meshdatatool.rst | 2 +- tutorials/best_practices/scene_organization.rst | 2 +- tutorials/best_practices/scenes_versus_scripts.rst | 2 +- 5 files changed, 5 insertions(+), 5 deletions(-) diff --git a/requirements.txt b/requirements.txt index 688fb03af..de01f048e 100644 --- a/requirements.txt +++ b/requirements.txt @@ -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 diff --git a/tutorials/3d/baked_lightmaps.rst b/tutorials/3d/baked_lightmaps.rst index 517a71f69..0c06204e9 100644 --- a/tutorials/3d/baked_lightmaps.rst +++ b/tutorials/3d/baked_lightmaps.rst @@ -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. diff --git a/tutorials/3d/procedural_geometry/meshdatatool.rst b/tutorials/3d/procedural_geometry/meshdatatool.rst index b67d6ce32..9a50fd1d0 100644 --- a/tutorials/3d/procedural_geometry/meshdatatool.rst +++ b/tutorials/3d/procedural_geometry/meshdatatool.rst @@ -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 ` for an example of mesh generation. diff --git a/tutorials/best_practices/scene_organization.rst b/tutorials/best_practices/scene_organization.rst index f02922521..35277c14d 100644 --- a/tutorials/best_practices/scene_organization.rst +++ b/tutorials/best_practices/scene_organization.rst @@ -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. diff --git a/tutorials/best_practices/scenes_versus_scripts.rst b/tutorials/best_practices/scenes_versus_scripts.rst index c3ac2af9d..5fe022f90 100644 --- a/tutorials/best_practices/scenes_versus_scripts.rst +++ b/tutorials/best_practices/scenes_versus_scripts.rst @@ -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.