Clean up markup

community/contributing/pr_workflow.rst:232: WARNING: Could not lex literal_block as "shell". Highlighting skipped.
development/compiling/introduction_to_the_buildsystem.rst:61: WARNING: Could not lex literal_block as "shell". Highlighting skipped.
learning/scripting/gdscript/gdscript_basics.rst:376: WARNING: undefined label: class_rect3 (if the link has no caption the label must precede a section header)
This commit is contained in:
Martin Capitanio
2017-11-27 20:40:49 +01:00
parent 5bf33731b6
commit 4b627d5790
7 changed files with 18 additions and 8 deletions

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@@ -3,7 +3,7 @@
Pull request workflow
=====================
.. highlight:: shell
.. highlight:: none
The so-called "PR workflow" used by Godot is common to many projects using
Git, and should be familiar to veteran free software contributors. The idea
@@ -129,6 +129,7 @@ a feature branch:
// Create the branch based on the current branch (master)
$ git branch better-project-manager
// Change the current branch to the new one
$ git checkout better-project-manager
@@ -231,21 +232,27 @@ Here's how the shell history could look like on our example:
// It's nice to know where you're starting from
$ git log
// Do changes to the project manager
$ nano editor/project_manager.cpp
// Find an unrelated bug in Control and fix it
$ nano scene/gui/control.cpp
// Review changes
$ git status
$ git diff
// We'll do two commits for our unrelated changes,
// starting by the Control changes necessary for the PM enhancements
$ git add scene/gui/control.cpp
$ git commit -m "Fix handling of margins in Control"
// Check we did good
$ git log
$ git show
$ git status
// Make our second commit
$ git add editor/project_manager.cpp
$ git commit -m "Add a pretty banner to the project manager"
@@ -315,6 +322,7 @@ branch, push it to your fork, and the PR will be updated automatically:
// Check out your branch again if you had changed in the meantime
$ git checkout better-project-manager
// Fix a mistake
$ nano editor/project_manager.cpp
$ git add editor/project_manager.cpp

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@@ -3,7 +3,7 @@
Introduction to the buildsystem
===============================
.. highlight:: shell
.. highlight:: none
SCons
-----

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@@ -263,7 +263,7 @@ The real strength of this system, though, is to combine levels to create more in
.. image:: img/environment_glow_layers2.png
Finally, as the highest layers are created by stretching small blurred images, it is possible that some blockyness may be visible. Enabling **Bicubic Upscaling* gets rids of the it,
Finally, as the highest layers are created by stretching small blurred images, it is possible that some blockyness may be visible. Enabling **Bicubic Upscaling** gets rids of the it,
at a minimal performance cost.
.. image:: img/environment_glow_bicubic.png

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@@ -373,10 +373,10 @@ and a ``d`` scalar distance.
Quaternion is a datatype used for representing a 3D rotation. It's
useful for interpolating rotations.
:ref:`Rect3 <class_Rect3>`
^^^^^^^^^^^^^^^^^^^^^^^^^^
:ref:`AABB <class_AABB>`
^^^^^^^^^^^^^^^^^^^^^^^^
Axis Aligned bounding box (or 3D box) contains 2 vectors fields: ``position``
Axis-aligned bounding box (or 3D box) contains 2 vectors fields: ``position``
and ``size``. Alternatively contains an ``end`` field which is
``position+size``.

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@@ -72,7 +72,7 @@ well as any Common Language Infrastructure-compliant programming language, such
F#, Boo or ClojureCLR. In practice however, C# is the only officially-supported .NET option.
GDNative / C++
~~~~~~~~~~~~
~~~~~~~~~~~~~~
Finally, this is one of our brightest additions for the 3.0 release.
GDNative allows scripting in C++ without requiring to recompile (or even

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@@ -1,3 +1,5 @@
.. _doc_design_interfaces_with_the_control_nodes:
Design interfaces with the Control nodes
========================================

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@@ -600,7 +600,7 @@ Create the following children of the ``HUD`` node:
origin, or the reference point for the edges of the node. Margins
update automatically when you move or resize a control node. They
represent the distance from the control node's edges to its anchor.
See :ref:`doc_gui_tutorial` for more details.
See :ref:`doc_design_interfaces_with_the_control_nodes` for more details.
Arrange the nodes as shown below. Click the "Anchor" button to
set a Control node's anchor: