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Improve flow and remove banned words
Improves flow and removes banned words. Co-authored-by: WakaJoekoe <48286673+WakaJoekoe@users.noreply.github.com> Co-authored-by: Hugo Locurcio <Calinou@users.noreply.github.com> Co-authored-by: skyace65 <trekie96@hotmail.com>
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@@ -6,7 +6,7 @@ Cross-compiling for iOS on Linux
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.. highlight:: shell
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The procedure for this is somewhat complex and requires a lot of steps,
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but once you have the environment properly configured it will be easy to
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but once you have the environment properly configured you can
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compile Godot for iOS anytime you want.
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Disclaimer
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@@ -219,7 +219,7 @@ Signals
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-------
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Objects can have a set of signals defined (similar to Delegates in other
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languages). Connecting to them is rather easy:
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languages). This example shows how to connect to them:
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.. code-block:: cpp
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@@ -122,8 +122,8 @@ The PCK file contains a “mod_scene.tscn” test scene in its root.
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By default, if you import a file with the same file path/name as one you already have in your
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project, the imported one will replace it. This is something to watch out for when
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creating DLC or mods (solved easily with a tool isolating mods to a specific mods
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subfolder). However, it is also a way of creating patches for one's own game. A
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creating DLC or mods. You can solve this problem by using a tool that isolates mods to a specific mods subfolder.
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However, it is also a way of creating patches for one's own game. A
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PCK file of this kind can fix the content of a previously loaded PCK.
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To opt out of this behavior, pass ``false`` as the second argument to
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@@ -137,8 +137,8 @@ The PCK file contains a “mod_scene.tscn” test scene in its root.
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Summary
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-------
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This tutorial should illustrate how easy adding mods, patches or DLC to a game
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is. The most important thing is to identify how one plans to distribute future
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This tutorial explains how to add mods, patches, or DLC to a game.
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The most important thing is to identify how one plans to distribute future
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content for their game and develop a workflow that is customized for that
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purpose. Godot should make that process smooth regardless of which route a
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developer pursues.
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@@ -6,8 +6,7 @@ Making main screen plugins
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What this tutorial covers
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-------------------------
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As seen in the :ref:`doc_making_plugins` page, making a basic plugin that
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extends the editor is fairly easy. Main screen plugins allow you to create
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Main screen plugins allow you to create
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new UIs in the central part of the editor, which appear next to the
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"2D", "3D", "Script", and "AssetLib" buttons. Such editor plugins are
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referred as "Main screen plugins".
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