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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)
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@@ -3,7 +3,7 @@
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Pull request workflow
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=====================
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.. highlight:: shell
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.. highlight:: none
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The so-called "PR workflow" used by Godot is common to many projects using
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Git, and should be familiar to veteran free software contributors. The idea
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@@ -129,6 +129,7 @@ a feature branch:
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// Create the branch based on the current branch (master)
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$ git branch better-project-manager
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// Change the current branch to the new one
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$ git checkout better-project-manager
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@@ -231,21 +232,27 @@ Here's how the shell history could look like on our example:
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// It's nice to know where you're starting from
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$ git log
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// Do changes to the project manager
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$ nano editor/project_manager.cpp
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// Find an unrelated bug in Control and fix it
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$ nano scene/gui/control.cpp
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// Review changes
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$ git status
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$ git diff
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// We'll do two commits for our unrelated changes,
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// starting by the Control changes necessary for the PM enhancements
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$ git add scene/gui/control.cpp
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$ git commit -m "Fix handling of margins in Control"
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// Check we did good
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$ git log
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$ git show
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$ git status
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// Make our second commit
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$ git add editor/project_manager.cpp
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$ git commit -m "Add a pretty banner to the project manager"
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@@ -315,6 +322,7 @@ branch, push it to your fork, and the PR will be updated automatically:
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// Check out your branch again if you had changed in the meantime
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$ git checkout better-project-manager
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// Fix a mistake
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$ nano editor/project_manager.cpp
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$ git add editor/project_manager.cpp
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@@ -3,7 +3,7 @@
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Introduction to the buildsystem
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===============================
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.. highlight:: shell
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.. highlight:: none
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SCons
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-----
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@@ -263,7 +263,7 @@ The real strength of this system, though, is to combine levels to create more in
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.. image:: img/environment_glow_layers2.png
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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,
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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,
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at a minimal performance cost.
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.. image:: img/environment_glow_bicubic.png
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@@ -373,10 +373,10 @@ and a ``d`` scalar distance.
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Quaternion is a datatype used for representing a 3D rotation. It's
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useful for interpolating rotations.
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:ref:`Rect3 <class_Rect3>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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:ref:`AABB <class_AABB>`
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^^^^^^^^^^^^^^^^^^^^^^^^
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Axis Aligned bounding box (or 3D box) contains 2 vectors fields: ``position``
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Axis-aligned bounding box (or 3D box) contains 2 vectors fields: ``position``
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and ``size``. Alternatively contains an ``end`` field which is
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``position+size``.
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@@ -72,7 +72,7 @@ well as any Common Language Infrastructure-compliant programming language, such
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F#, Boo or ClojureCLR. In practice however, C# is the only officially-supported .NET option.
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GDNative / C++
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~~~~~~~~~~~~
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~~~~~~~~~~~~~~
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Finally, this is one of our brightest additions for the 3.0 release.
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GDNative allows scripting in C++ without requiring to recompile (or even
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@@ -1,3 +1,5 @@
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.. _doc_design_interfaces_with_the_control_nodes:
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Design interfaces with the Control nodes
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========================================
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@@ -600,7 +600,7 @@ Create the following children of the ``HUD`` node:
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origin, or the reference point for the edges of the node. Margins
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update automatically when you move or resize a control node. They
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represent the distance from the control node's edges to its anchor.
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See :ref:`doc_gui_tutorial` for more details.
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See :ref:`doc_design_interfaces_with_the_control_nodes` for more details.
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Arrange the nodes as shown below. Click the "Anchor" button to
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set a Control node's anchor:
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