Remove trailing space characters (#5251)

This commit is contained in:
Aaron Franke
2021-09-13 07:52:39 -05:00
committed by GitHub
parent 9ad3eaec1e
commit 4060179184
41 changed files with 118 additions and 122 deletions

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@@ -17,7 +17,7 @@ Importing the project
.. figure:: img/android_studio_setup_project_1.png
:figclass: figure-w480
:align: center
Android Studio's welcome window.
- Navigate to ``<Godot root directory>/platform/android/java`` and select the ``settings.gradle`` file.

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@@ -23,7 +23,7 @@ Importing the project
:figclass: figure-w480
:align: center
- After the project has been imported, open the project configuration by right-clicking
- After the project has been imported, open the project configuration by right-clicking
on it in the **Projects** panel and selecting **Open Configuration..** option.
.. figure:: img/kdevelop_openconfig.png
@@ -39,7 +39,7 @@ Importing the project
core/os/
core/math/
drivers/
platform/<your_platform>/ // Replace <your_platform> with a folder
platform/<your_platform>/ // Replace <your_platform> with a folder
corresponding to your current platform
.. figure:: img/kdevelop_addincludes.png
@@ -75,7 +75,7 @@ Debugging the project
:align: center
- Click **Add** to create a new launch configuration.
- Select **Executable** option and specify the path to your executable located in
- Select **Executable** option and specify the path to your executable located in
the ``<Godot root directory>/bin`` folder. The name depends on your build configuration,
e.g. ``godot.linuxbsd.tools.64`` for 64-bit LinuxBSD platform with ``tools`` enabled.

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@@ -52,7 +52,7 @@ Importing the project
:figclass: figure-w480
:align: center
- Click **Add Build Step > Custom Process Step** to add a new build step
- Click **Add Build Step > Custom Process Step** to add a new build step
with the following settings:
+-----------+------------------------------------------------------------------------------+
@@ -65,7 +65,7 @@ Importing the project
:figclass: figure-w480
:align: center
.. note:: If the build fails with ``Could not start process "scons"``, it can mean that ``scons``
.. note:: If the build fails with ``Could not start process "scons"``, it can mean that ``scons``
is not in your ``PATH`` environment variable. In this case, you'll have to specify the
full path to the SCons binary.
@@ -73,7 +73,7 @@ Debugging the project
---------------------
- From the left-side menu select **Projects** and open the **Run** tab.
- Under **Executable** specify the path to your executable located in
- Under **Executable** specify the path to your executable located in
the ``<Godot root directory>/bin`` folder. The name depends on your build configuration,
e.g. ``godot.linuxbsd.tools.64`` for 64-bit LinuxBSD platform with ``tools`` enabled.
You can use ``%{buildDir}`` to reference the project root, e.g: ``%{buildDir}/bin/godot.linuxbsd.opt.tools.64``.

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@@ -3,7 +3,7 @@
Visual Studio
=============
`Visual Studio Community <https://visualstudio.microsoft.com>`__ is a Windows-only IDE
`Visual Studio Community <https://visualstudio.microsoft.com>`__ is a Windows-only IDE
by `Microsoft <https://microsoft.com>`_ that's free for non-commercial use.
It has many useful features, such as memory view, performance view, source
control and more.
@@ -35,7 +35,7 @@ and make live changes to the codebase.
You can launch the project with the debugger attached using the **Debug > Start Debugging**
option from the top menu. However, unless you want to debug the project manager specifically,
you'd need to configure debugging options first. This is due to the fact that when the Godot
you'd need to configure debugging options first. This is due to the fact that when the Godot
project manager opens a project, the initial process is terminated and the debugger gets detached.
- To configure the launch options to use with the debugger use **Project > Properties**
@@ -44,9 +44,9 @@ project manager opens a project, the initial process is terminated and the debug
.. figure:: img/vs_2_project_properties.png
:align: center
- Open the **Debugging** section and under **Command Arguments** add two new arguments:
- Open the **Debugging** section and under **Command Arguments** add two new arguments:
the ``-e`` flag opens the editor instead of the project manager, and the ``--path`` argument
tells the executable to open the specified project (must be provided as an *absolute* path
tells the executable to open the specified project (must be provided as an *absolute* path
to the project root, not the ``project.godot`` file).
.. figure:: img/vs_3_debug_command_line.png

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@@ -109,7 +109,7 @@ To run and debug the project you need to create a new configuration in the ``lau
"type": "cppdbg",
"request": "launch",
// Change to godot.linuxbsd.tools.64.llvm for llvm-based builds.
"program": "${workspaceFolder}/bin/godot.linuxbsd.tools.64",
"program": "${workspaceFolder}/bin/godot.linuxbsd.tools.64",
// Change the arguments below for the project you want to test with.
// To run the project instead of editing it, remove the "--editor" argument.
"args": [ "--editor", "--path", "path-to-your-godot-project-folder" ],
@@ -117,7 +117,7 @@ To run and debug the project you need to create a new configuration in the ``lau
"cwd": "${workspaceFolder}",
"environment": [],
"externalConsole": false,
"setupCommands":
"setupCommands":
[
{
"description": "Enable pretty-printing for gdb",

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@@ -3,7 +3,7 @@
Xcode
=====
`Xcode <https://developer.apple.com/xcode>`_ is a free macOS-only IDE. You can
`Xcode <https://developer.apple.com/xcode>`_ is a free macOS-only IDE. You can
download it from the Mac App Store.
Importing the project
@@ -47,7 +47,7 @@ Importing the project
- For this target open the **Build Settings** tab and look for **Header Search Paths**.
- Set **Header Search Paths** to the absolute path to the Godot root folder. You need to
include subdirectories as well. To achieve that, add two two asterisks (``**``) to the
include subdirectories as well. To achieve that, add two two asterisks (``**``) to the
end of the path, e.g. ``/Users/me/repos/godot-source/**``.
- Add the Godot source to the project by dragging and dropping it into the project file browser.
@@ -57,7 +57,7 @@ Importing the project
:figclass: figure-w480
:align: center
- Next select **Create groups** for the **Added folders** option and check *only*
- Next select **Create groups** for the **Added folders** option and check *only*
your command line indexing target in the **Add to targets** section.
.. figure:: img/xcode_6_after_add_godot_source_to_project_2.png
@@ -76,7 +76,7 @@ To enable debugging support you need to edit the external build target's build a
- Open the scheme editor of the external build target.
- Locate the **Build > Post Actions** section.
- Add a new script run action
- Under **Provide build settings from** select your project. This allows to reference
- Under **Provide build settings from** select your project. This allows to reference
the project directory within the script.
- Create a script that will give the binary a name that Xcode can recognize, e.g.:
@@ -100,7 +100,7 @@ To enable debugging support you need to edit the external build target's build a
- Check **Debug executable**.
- You can add two arguments on the **Arguments** tab:
the ``-e`` flag opens the editor instead of the project manager, and the ``--path`` argument
tells the executable to open the specified project (must be provided as an *absolute* path
tells the executable to open the specified project (must be provided as an *absolute* path
to the project root, not the ``project.godot`` file).
To check that everything is working, put a breakpoint in ``platform/osx/godot_main_osx.mm`` and

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@@ -310,7 +310,7 @@ Therefore, the process of writing integration tests for GDScript is the followin
The test should not have any dependency unless it's part of the test too.
Global classes (using ``class_name``) are registered before the runner
starts, so those should work if needed.
Here's an example test script:
::
@@ -331,7 +331,7 @@ Therefore, the process of writing integration tests for GDScript is the followin
./bin/<godot_binary> --test --test-suite="*GDScript*"
If no errors are printed and everything goes well, you're done!
If no errors are printed and everything goes well, you're done!
.. warning::
@@ -341,7 +341,7 @@ If no errors are printed and everything goes well, you're done!
only commit ``*.out`` files for new tests.
.. note::
The GDScript test runner is meant for testing the GDScript implementation,
not for testing user scripts nor testing the engine using scripts. We
recommend writing new tests for already resolved