diff --git a/community/contributing/contributing_to_the_documentation.rst b/community/contributing/contributing_to_the_documentation.rst index ef94063c2..9158d698e 100644 --- a/community/contributing/contributing_to_the_documentation.rst +++ b/community/contributing/contributing_to_the_documentation.rst @@ -65,9 +65,7 @@ favorite text editor. You can then commit the changes, push them to your fork, and make a pull request. **Note that the pages in** ``classes/`` **should not be edited here.** They are automatically generated from Godot’s `XML class reference `__. -See `Contribute to the Class Reference -`__ -for details. +See :ref:`doc_updating_the_class_reference` for details. .. seealso:: To build the manual and test changes on your computer, see :ref:`doc_building_the_manual`. diff --git a/development/compiling/compiling_for_linuxbsd.rst b/development/compiling/compiling_for_linuxbsd.rst index 0c46614a6..23af836bd 100644 --- a/development/compiling/compiling_for_linuxbsd.rst +++ b/development/compiling/compiling_for_linuxbsd.rst @@ -121,8 +121,8 @@ On \*BSD, you can use ``sysctl -n hw.ncpu``: .. note:: Prior to Godot 4.0, the Linux/\*BSD target was called ``x11`` instead of - ``linuxbsd``. If you are looking to compile Godot 3.2, make sure to use the - `3.2 branch of this documentation `__. + ``linuxbsd``. If you are looking to compile Godot 3.x, make sure to use the + `stable branch of this documentation `__. If all goes well, the resulting binary executable will be placed in the "bin" subdirectory. This executable file contains the whole engine and diff --git a/development/cpp/configuring_an_ide/clion.rst b/development/cpp/configuring_an_ide/clion.rst index 88febf228..d3004fe5f 100644 --- a/development/cpp/configuring_an_ide/clion.rst +++ b/development/cpp/configuring_an_ide/clion.rst @@ -3,18 +3,18 @@ CLion ===== -`CLion `_ is a commercial +`CLion `_ is a commercial `JetBrains `_ IDE for C++. Importing the project --------------------- CLion requires a ``CMakeLists.txt`` file as a project file, which is problematic -for Godot because it uses the SCons buildsystem instead of CMake. However, -there is a ``CMakeLists.txt`` configuration for :ref:`Android Studio ` +for Godot because it uses the SCons buildsystem instead of CMake. However, +there is a ``CMakeLists.txt`` configuration for :ref:`Android Studio ` which can also be used by CLion. -- From the CLion's welcome window choose the option to import an existing +- From the CLion's welcome window choose the option to import an existing project. If you've already opened another project, choose **File > Open** from the top menu. - Navigate to ``/platform/android/java/nativeSrcsConfigs`` (the @@ -31,7 +31,7 @@ which can also be used by CLion. .. figure:: img/clion_2_this_window.png :align: center -- Choose **Tools > CMake > Change Project Root** from the top menu and select +- Choose **Tools > CMake > Change Project Root** from the top menu and select the Godot root folder. .. figure:: img/clion_3_change_project_root.png @@ -47,7 +47,7 @@ Debugging the project --------------------- Since CLion does not support SCons, you won't be able to compile, launch, and debug Godot from CLion in one step. -You will first need to `compile godot yourself `__ and run the binary without CLion. You will then be able to debug Godot by using the `Attach to process `__ feature. +You will first need to :ref:`compile Godot yourself ` and run the binary without CLion. You will then be able to debug Godot by using the `Attach to process `__ feature. - Run the compilation in debug mode by entering ``scons``. diff --git a/getting_started/first_2d_game/01.project_setup.rst b/getting_started/first_2d_game/01.project_setup.rst index 29e1c2992..84a88bf6c 100644 --- a/getting_started/first_2d_game/01.project_setup.rst +++ b/getting_started/first_2d_game/01.project_setup.rst @@ -26,7 +26,7 @@ Launch Godot and create a new project. Ensure that you have the required dependencies to use C# in Godot. You need the .NET Core 3.1 SDK, and an editor such as VS Code. - See https://docs.godotengine.org/en/latest/tutorials/scripting/c_sharp/c_sharp_basics.html#setting-up-c-for-godot + See :ref:`doc_c_sharp_setup`. .. tab:: GDNative C++ @@ -41,8 +41,8 @@ Launch Godot and create a new project. You need a C++ compiler such as GCC or Clang or MSVC that supports C++14. On Windows you can download Visual Studio 2019 and select the C++ workload. You also need SCons to use the build system (the SConstruct file). - Then you need to download the Godot C++ bindings from - https://github.com/godotengine/godot-cpp and place them in your project. + Then you need to `download the Godot C++ bindings `_ + and place them in your project. Your project folder should look like this. diff --git a/tutorials/best_practices/data_preferences.rst b/tutorials/best_practices/data_preferences.rst index 1eef63b94..11bcb029a 100644 --- a/tutorials/best_practices/data_preferences.rst +++ b/tutorials/best_practices/data_preferences.rst @@ -40,10 +40,10 @@ Array vs. Dictionary vs. Object ------------------------------- Godot stores all variables in the scripting API in the -`Variant `_ -class. Variants can store Variant-compatible data structures such as -:ref:`Array ` and :ref:`Dictionary ` as well -as :ref:`Object `\ s. +:ref:`Variant ` class. +Variants can store Variant-compatible data structures such as +:ref:`Array ` and :ref:`Dictionary ` as well +as :ref:`Objects `. Godot implements Array as a ``Vector``. The engine stores the Array contents in a contiguous section of memory, i.e. they are in a row adjacent diff --git a/tutorials/scripting/c_sharp/c_sharp_basics.rst b/tutorials/scripting/c_sharp/c_sharp_basics.rst index f8a4cb213..40e8251fc 100644 --- a/tutorials/scripting/c_sharp/c_sharp_basics.rst +++ b/tutorials/scripting/c_sharp/c_sharp_basics.rst @@ -35,6 +35,8 @@ page in the Mono documentation. `Microsoft C# guide `_ or look for a suitable introduction elsewhere. +.. _doc_c_sharp_setup: + Setting up C# for Godot -----------------------