Add some button roles (#11257)

* Add some `button` roles
This commit is contained in:
Rageking8
2025-09-08 00:55:33 +08:00
committed by GitHub
parent 3c0401ee8c
commit 2df068f087
6 changed files with 8 additions and 8 deletions

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@@ -49,6 +49,6 @@ The default values are good enough for many cases, but you can change growth and
.. image:: img/mesh2d4.png
Finally, push the ``Convert 2D Mesh`` button and your Sprite2D will be replaced:
Finally, push the :button:`Convert 2D Mesh` button and your Sprite2D will be replaced:
.. image:: img/mesh2d5.png

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@@ -143,7 +143,7 @@ performance overhead is larger compared to height fields, so they're best suited
To create an SDF collision node, add a new child node to your scene and select ``GPUParticlesCollisionSDF3D``
from the list of available nodes. SDF collision nodes have to be baked in order to have any effect on particles
in the level. To do that, click the ``Bake SDF`` button in the viewport toolbar
in the level. To do that, click the :button:`Bake SDF` button in the viewport toolbar
while the SDF collision node is selected and choose a directory to store the baked data. Since SDF collision needs
to be baked in the editor, it's static and cannot change at runtime.

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@@ -144,7 +144,7 @@ Keep going and build the whole skeleton:
You will notice that all bones raise a warning about a missing rest pose. A rest
pose is the default pose for a skeleton, you can come back to it anytime you want
(which is very handy for animating). To set one click on the *skeleton* node in
the scene tree, then click on the ``Skeleton2D`` button in the toolbar, and select
the scene tree, then click on the :button:`Skeleton2D` button in the toolbar, and select
``Overwrite Rest Pose`` from the dropdown menu.
.. image:: img/skel2d14.webp

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@@ -32,7 +32,7 @@ placing them where they need to be.
In the main toolbar, click the ``Project`` dropdown. Then click
``Project Settings...``. Go to the ``Plugins`` tab and then click
on the ``Create New Plugin`` button in the top-right.
on the :button:`Create New Plugin` button in the top-right.
You will see the dialog appear, like so:

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@@ -13,7 +13,7 @@ Because XR supports roomscale tracking you can't simply add your XR setup to a :
You will run into trouble when the user moves around their physical space and is no longer standing in the center of their room.
Godot XR Tools embeds the needed logic into a helper node called ``PlayerBody``.
Select your :ref:`XROrigin3D <class_xrorigin3d>` node and click on the ``instantiate Child Scene`` button to add a child scene.
Select your :ref:`XROrigin3D <class_xrorigin3d>` node and click on the :button:`Instantiate Child Scene` button to add a child scene.
Select ``addons/godot-xr-tools/player/player_body.tscn`` and add this node.
Adding a floor

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@@ -122,7 +122,7 @@ a single action set and to not over-engineer things.
For our walkthrough in this document we will thus create a single action set
called ``my_first_action_set``.
We do this by pressing the ``Add action set`` button:
We do this by pressing the :button:`Add action set` button:
.. image:: img/xr_my_first_action_set.webp
@@ -516,7 +516,7 @@ through the modifier button on the right side of the interaction profile editor.
.. image:: img/openxr_ip_binding_modifier.webp
You can add a new modifier by pressing the ``Add binding modifier`` button.
You can add a new modifier by pressing the :button:`Add binding modifier` button.
.. warning::
As Godot doesn't know which controllers and runtimes support a modifier,
@@ -583,7 +583,7 @@ the binding modifier button next to action attached to an input:
.. image:: img/openxr_action_binding_modifier.webp
You can add a new modifier by pressing the ``Add binding modifier`` button.
You can add a new modifier by pressing the :button:`Add binding modifier` button.
.. warning::
As Godot doesn't know which inputs on each runtime support a modifier,