mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-05 22:09:56 +03:00
Improve display of rubric fake headers with heading-level option
This commit is contained in:
@@ -19,6 +19,7 @@ The articles below should help you navigate configuration options available, as
|
|||||||
prerequisites required to compile Godot exactly the way you need.
|
prerequisites required to compile Godot exactly the way you need.
|
||||||
|
|
||||||
.. rubric:: Basics of building Godot
|
.. rubric:: Basics of building Godot
|
||||||
|
:heading-level: 2
|
||||||
|
|
||||||
Let's start with basics, and learn how to get Godot's source code, and then which options
|
Let's start with basics, and learn how to get Godot's source code, and then which options
|
||||||
to use to compile it regardless of your target platform.
|
to use to compile it regardless of your target platform.
|
||||||
@@ -31,6 +32,7 @@ to use to compile it regardless of your target platform.
|
|||||||
introduction_to_the_buildsystem
|
introduction_to_the_buildsystem
|
||||||
|
|
||||||
.. rubric:: Building for target platforms
|
.. rubric:: Building for target platforms
|
||||||
|
:heading-level: 2
|
||||||
|
|
||||||
Below you can find instructions for compiling the engine for your specific target platform.
|
Below you can find instructions for compiling the engine for your specific target platform.
|
||||||
Note that Godot supports cross-compilation, which means you can compile it for a target platform
|
Note that Godot supports cross-compilation, which means you can compile it for a target platform
|
||||||
@@ -50,6 +52,7 @@ will try their best to cover all possible situations.
|
|||||||
compiling_for_web
|
compiling_for_web
|
||||||
|
|
||||||
.. rubric:: Other compilation targets and options
|
.. rubric:: Other compilation targets and options
|
||||||
|
:heading-level: 2
|
||||||
|
|
||||||
Some additional universal compilation options require further setup. Namely, while Godot
|
Some additional universal compilation options require further setup. Namely, while Godot
|
||||||
does have C#/.NET support as a part of its main codebase, it does not get compiled by
|
does have C#/.NET support as a part of its main codebase, it does not get compiled by
|
||||||
|
|||||||
@@ -7,6 +7,7 @@ The following pages are meant to introduce the global organization of Godot Engi
|
|||||||
source code, and give useful tips for extending and fixing the engine on the C++ side.
|
source code, and give useful tips for extending and fixing the engine on the C++ side.
|
||||||
|
|
||||||
.. rubric:: Getting started with Godot's source code
|
.. rubric:: Getting started with Godot's source code
|
||||||
|
:heading-level: 2
|
||||||
|
|
||||||
This section covers the basics that you will encounter in (almost) every source file.
|
This section covers the basics that you will encounter in (almost) every source file.
|
||||||
|
|
||||||
@@ -25,6 +26,7 @@ This section covers the basics that you will encounter in (almost) every source
|
|||||||
scripting_development
|
scripting_development
|
||||||
|
|
||||||
.. rubric:: Extending Godot by modifying its source code
|
.. rubric:: Extending Godot by modifying its source code
|
||||||
|
:heading-level: 2
|
||||||
|
|
||||||
This section covers what you can do by modifying Godot's C++ source code.
|
This section covers what you can do by modifying Godot's C++ source code.
|
||||||
|
|
||||||
|
|||||||
@@ -9,6 +9,7 @@ This section of the tutorial covers (3D) GPU-accelerated particle systems. Most
|
|||||||
discussed here apply to CPU particles as well.
|
discussed here apply to CPU particles as well.
|
||||||
|
|
||||||
.. rubric:: Introduction
|
.. rubric:: Introduction
|
||||||
|
:heading-level: 2
|
||||||
|
|
||||||
You can use particle systems to simulate complex physical effects like fire, sparks,
|
You can use particle systems to simulate complex physical effects like fire, sparks,
|
||||||
smoke, magical effects, and many more. They are very well suited for creating dynamic and organic
|
smoke, magical effects, and many more. They are very well suited for creating dynamic and organic
|
||||||
@@ -22,6 +23,7 @@ parameters and behaviors.
|
|||||||
Every particle system you create in Godot consists of two main parts: particles and emitters.
|
Every particle system you create in Godot consists of two main parts: particles and emitters.
|
||||||
|
|
||||||
.. rubric:: Particles
|
.. rubric:: Particles
|
||||||
|
:heading-level: 3
|
||||||
|
|
||||||
A particle is the visible part of a particle system. It's what you see on the screen when a particle
|
A particle is the visible part of a particle system. It's what you see on the screen when a particle
|
||||||
system is active: The tiny specks of dust, the flames of a fire, the glowing orbs of a magical
|
system is active: The tiny specks of dust, the flames of a fire, the glowing orbs of a magical
|
||||||
@@ -31,6 +33,7 @@ color over the course of its lifetime. When you think of a fire, you can think o
|
|||||||
embers flying away from it as individual particles.
|
embers flying away from it as individual particles.
|
||||||
|
|
||||||
.. rubric:: Emitters
|
.. rubric:: Emitters
|
||||||
|
:heading-level: 3
|
||||||
|
|
||||||
An emitter is what's creating the particles. Emitters are usually not visible, but they can have
|
An emitter is what's creating the particles. Emitters are usually not visible, but they can have
|
||||||
a shape. That shape controls where and how particles are spawned, for example whether they should fill
|
a shape. That shape controls where and how particles are spawned, for example whether they should fill
|
||||||
@@ -38,6 +41,7 @@ a room like dust or shoot away from a single point like a fountain. Going back t
|
|||||||
an emitter would be the heat at the center of the fire that creates the embers and the flames.
|
an emitter would be the heat at the center of the fire that creates the embers and the flames.
|
||||||
|
|
||||||
.. rubric:: Node overview
|
.. rubric:: Node overview
|
||||||
|
:heading-level: 3
|
||||||
|
|
||||||
.. figure:: img/particle_nodes.webp
|
.. figure:: img/particle_nodes.webp
|
||||||
:alt: A list of nodes related to 3D particles
|
:alt: A list of nodes related to 3D particles
|
||||||
@@ -72,6 +76,7 @@ objects in it and uses that for large-scale particle collisions.
|
|||||||
|
|
||||||
|
|
||||||
.. rubric:: Basic usage
|
.. rubric:: Basic usage
|
||||||
|
:heading-level: 2
|
||||||
|
|
||||||
.. toctree::
|
.. toctree::
|
||||||
:maxdepth: 1
|
:maxdepth: 1
|
||||||
@@ -82,6 +87,7 @@ objects in it and uses that for large-scale particle collisions.
|
|||||||
process_material_properties
|
process_material_properties
|
||||||
|
|
||||||
.. rubric:: Advanced topics
|
.. rubric:: Advanced topics
|
||||||
|
:heading-level: 2
|
||||||
|
|
||||||
.. toctree::
|
.. toctree::
|
||||||
:maxdepth: 1
|
:maxdepth: 1
|
||||||
|
|||||||
@@ -9,6 +9,7 @@ Godot includes analyzers that inspect your C# source code to check for invalid
|
|||||||
or unsupported code and let you know that something is wrong during build time.
|
or unsupported code and let you know that something is wrong during build time.
|
||||||
|
|
||||||
.. rubric:: Rules
|
.. rubric:: Rules
|
||||||
|
:heading-level: 2
|
||||||
|
|
||||||
.. toctree::
|
.. toctree::
|
||||||
:maxdepth: 1
|
:maxdepth: 1
|
||||||
|
|||||||
@@ -11,6 +11,7 @@ sections. For instance, to learn about inputs, we recommend you to read
|
|||||||
:ref:`Inputs <toc-learn-features-inputs>`.
|
:ref:`Inputs <toc-learn-features-inputs>`.
|
||||||
|
|
||||||
.. rubric:: Programming languages
|
.. rubric:: Programming languages
|
||||||
|
:heading-level: 2
|
||||||
|
|
||||||
The sections below each focus on a given programming language.
|
The sections below each focus on a given programming language.
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user