diff --git a/about/list_of_features.rst b/about/list_of_features.rst index 96becfd68..5207a9dec 100644 --- a/about/list_of_features.rst +++ b/about/list_of_features.rst @@ -161,7 +161,7 @@ Vulkan 1.0, with Vulkan 1.1 and 1.2 features optionally used. or improve visuals on high-end systems. - 3D rendering can be scaled with bilinear filtering or - `AMD FidelityFX Super Resolution 1.0 https://www.amd.com/en/technologies/fidelityfx-super-resolution`__. + `AMD FidelityFX Super Resolution 1.0 `__. - `OpenGL support planned for a future Godot 4.x release `__. diff --git a/development/cpp/configuring_an_ide/clion.rst b/development/cpp/configuring_an_ide/clion.rst index 3cf210d49..10f85ed15 100644 --- a/development/cpp/configuring_an_ide/clion.rst +++ b/development/cpp/configuring_an_ide/clion.rst @@ -9,7 +9,7 @@ CLion Importing the project --------------------- -CLion can import a project's `compilation database file `, commonly named `compile_commands.json`__. To generate the compilation database file, open the terminal, change to the Godot root directory, and run: +CLion can import a project's `compilation database file `_, commonly named ``compile_commands.json``. To generate the compilation database file, open the terminal, change to the Godot root directory, and run: :: @@ -20,7 +20,7 @@ Then, open the Godot root directory with CLion. CLion will import the compilatio Compiling and debugging the project ----------------------------------- -CLion does not support compiling and debugging Godot via SCons out of the box. This can be achived by creating a custom build target and run configuration in CLion. Before creating a custom build target, you must `compile Godot `__ once on the command line, to generate the Godot executable. Open the terminal, change into the Godot root directory, and execute: +CLion does not support compiling and debugging Godot via SCons out of the box. This can be achived by creating a custom build target and run configuration in CLion. Before creating a custom build target, you must :ref:`compile Godot ` once on the command line, to generate the Godot executable. Open the terminal, change into the Godot root directory, and execute: :: @@ -43,7 +43,7 @@ To add a custom build target that invokes SCons for compilation: .. figure:: img/clion-external-tools.png :align: center -- Give the tool a name, e.g. ``Build Godot debug``, set **Program** to ``scons``, set **Arguments** to the compilation settings you want (see :ref:`toc-devel-compiling`), and set the **Working directory** to ``$ProjectFileDir$``, which equals the Godot root directory. Click **OK** to create the tool. +- Give the tool a name, e.g. ``Build Godot debug``, set **Program** to ``scons``, set **Arguments** to the compilation settings you want (see :ref:`compiling Godot `), and set the **Working directory** to ``$ProjectFileDir$``, which equals the Godot root directory. Click **OK** to create the tool. .. note:: CLion does not expand shell commands like ``scons -j$(nproc)``. Use concrete values instead, e.g. ``scons -j8`` diff --git a/getting_started/first_2d_game/05.the_main_game_scene.rst b/getting_started/first_2d_game/05.the_main_game_scene.rst index 6b076b447..2c17bc349 100644 --- a/getting_started/first_2d_game/05.the_main_game_scene.rst +++ b/getting_started/first_2d_game/05.the_main_game_scene.rst @@ -75,7 +75,7 @@ Main script Add a script to ``Main``. At the top of the script, we use ``@export var mob_scene: PackedScene`` to allow us to choose the Mob scene we want - to instance. +to instance. .. tabs:: .. code-tab:: gdscript GDScript diff --git a/tutorials/animation/creating_movies.rst b/tutorials/animation/creating_movies.rst index b910bed43..e8d8f215e 100644 --- a/tutorials/animation/creating_movies.rst +++ b/tutorials/animation/creating_movies.rst @@ -126,7 +126,7 @@ Choosing an output format ------------------------- Output formats are provided by the :ref:`MovieWriter ` class. -Godot has 2 built-in :ref:`MovieWriter `s, and more can be implemented by extensions: +Godot has 2 built-in :ref:`MovieWriters `, and more can be implemented by extensions: AVI (recommended) ^^^^^^^^^^^^^^^^^ diff --git a/tutorials/scripting/gdscript/gdscript_basics.rst b/tutorials/scripting/gdscript/gdscript_basics.rst index 69bd02127..d857c6700 100644 --- a/tutorials/scripting/gdscript/gdscript_basics.rst +++ b/tutorials/scripting/gdscript/gdscript_basics.rst @@ -582,7 +582,7 @@ and ``size``. Also contains an ``end`` field which is vectors. :ref:`Transform3D ` -^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 3D Transform contains a Basis field ``basis`` and a Vector3 field ``origin``. diff --git a/tutorials/scripting/scene_unique_nodes.rst b/tutorials/scripting/scene_unique_nodes.rst index a18ed054e..9fe966f4e 100644 --- a/tutorials/scripting/scene_unique_nodes.rst +++ b/tutorials/scripting/scene_unique_nodes.rst @@ -32,5 +32,7 @@ To use a unique node in a script, use the ``%`` symbol and the node's name in the path for ``get_node()``. For example: .. tabs:: + .. code-tab:: gdscript GDScript + get_node("%RedButton").text = "Hello"