diff --git a/about/docs_changelog.rst b/about/docs_changelog.rst index 466338ca4..a03db2f86 100644 --- a/about/docs_changelog.rst +++ b/about/docs_changelog.rst @@ -48,10 +48,11 @@ Shading ^^^^^^^ Your First Shader Series: - - :ref:`doc_what_are_shaders` - - :ref:`doc_your_first_canvasitem_shader` - - :ref:`doc_your_first_spatial_shader` - - :ref:`doc_your_second_spatial_shader` + +- :ref:`doc_what_are_shaders` +- :ref:`doc_your_first_canvasitem_shader` +- :ref:`doc_your_first_spatial_shader` +- :ref:`doc_your_second_spatial_shader` Networking ^^^^^^^^^^ @@ -103,16 +104,17 @@ Project workflow ^^^^^^^^^^^^^^^^ Best Practices: - - :ref:`doc_introduction_best_practices` - - :ref:`doc_what_are_godot_classes` - - :ref:`doc_scene_organization` - - :ref:`doc_scenes_versus_scripts` - - :ref:`doc_autoloads_versus_internal_nodes` - - :ref:`doc_node_alternatives` - - :ref:`doc_godot_interfaces` - - :ref:`doc_godot_notifications` - - :ref:`doc_data_preferences` - - :ref:`doc_logic_preferences` + +- :ref:`doc_introduction_best_practices` +- :ref:`doc_what_are_godot_classes` +- :ref:`doc_scene_organization` +- :ref:`doc_scenes_versus_scripts` +- :ref:`doc_autoloads_versus_internal_nodes` +- :ref:`doc_node_alternatives` +- :ref:`doc_godot_interfaces` +- :ref:`doc_godot_notifications` +- :ref:`doc_data_preferences` +- :ref:`doc_logic_preferences` 2D ^^ @@ -158,11 +160,12 @@ Shading - :ref:`doc_advanced_postprocessing` Shading Reference: - - :ref:`doc_shaders` - - :ref:`doc_shading_language` - - :ref:`doc_spatial_shader` - - :ref:`doc_canvas_item_shader` - - :ref:`doc_particle_shader` + +- :ref:`doc_shaders` +- :ref:`doc_shading_language` +- :ref:`doc_spatial_shader` +- :ref:`doc_canvas_item_shader` +- :ref:`doc_particle_shader` VR ^^ diff --git a/getting_started/step_by_step/scripting.rst b/getting_started/step_by_step/scripting.rst index d280bcc2a..3b35d2887 100644 --- a/getting_started/step_by_step/scripting.rst +++ b/getting_started/step_by_step/scripting.rst @@ -211,7 +211,7 @@ a node, the NodePath at the bottom will automatically update to point to a relative path from the emitting node to the selected node. By default, the method name will contain the emitting node's name ("Button" in -this case), resulting in "_on_[EmitterNode]_[signal_name]". If you do have the +this case), resulting in ``_on_[EmitterNode]_[signal_name]``. If you do have the "Make Function" check button checked, then the editor will generate the function for you before setting up the connection. diff --git a/getting_started/step_by_step/scripting_continued.rst b/getting_started/step_by_step/scripting_continued.rst index f6af5387d..b4df5d1e5 100644 --- a/getting_started/step_by_step/scripting_continued.rst +++ b/getting_started/step_by_step/scripting_continued.rst @@ -204,7 +204,7 @@ follows, can be applied to nodes: .. code-tab:: gdscript GDScript func _enter_tree(): - # When the node enters the _Scene Tree_, it becomes active + # When the node enters the Scene Tree, it becomes active # and this function is called. Children nodes have not entered # the active scene yet. In general, it's better to use _ready() # for most cases. @@ -212,13 +212,13 @@ follows, can be applied to nodes: func _ready(): # This function is called after _enter_tree, but it ensures - # that all children nodes have also entered the _Scene Tree_, + # that all children nodes have also entered the Scene Tree, # and became active. pass func _exit_tree(): - # When the node exits the _Scene Tree_, this function is called. - # Children nodes have all exited the _Scene Tree_ at this point + # When the node exits the Scene Tree, this function is called. + # Children nodes have all exited the Scene Tree at this point # and all became inactive. pass @@ -234,7 +234,7 @@ follows, can be applied to nodes: public override void _EnterTree() { - // When the node enters the _Scene Tree_, it becomes active + // When the node enters the Scene Tree, it becomes active // and this function is called. Children nodes have not entered // the active scene yet. In general, it's better to use _ready() // for most cases. @@ -244,15 +244,15 @@ follows, can be applied to nodes: public override void _Ready() { // This function is called after _enter_tree, but it ensures - // that all children nodes have also entered the _Scene Tree_, + // that all children nodes have also entered the Scene Tree, // and became active. base._Ready(); } public override void _ExitTree() { - // When the node exits the _Scene Tree_, this function is called. - // Children nodes have all exited the _Scene Tree_ at this point + // When the node exits the Scene Tree, this function is called. + // Children nodes have all exited the Scene Tree at this point // and all became inactive. base._ExitTree(); } diff --git a/getting_started/step_by_step/your_first_game.rst b/getting_started/step_by_step/your_first_game.rst index 76c70ce0f..d676ed8b7 100644 --- a/getting_started/step_by_step/your_first_game.rst +++ b/getting_started/step_by_step/your_first_game.rst @@ -890,7 +890,7 @@ Create the following as children of the ``HUD`` node: - :ref:`Button ` named ``StartButton``. - :ref:`Timer ` named ``MessageTimer``. -Click on the ``ScoreLabel`` and type a number into the _Text_ field in the +Click on the ``ScoreLabel`` and type a number into the *Text* field in the Inspector. The default font for ``Control`` nodes is small and doesn't scale well. There is a font file included in the game assets called "Xolonium-Regular.ttf". To use this font, do the following for each of @@ -1213,10 +1213,10 @@ Since the game is played with keyboard controls, it would be convenient if we could also start the game by pressing a key on the keyboard. One way to do this is using the "Shortcut" property of the ``Button`` node. -In the ``HUD`` scene, select the ``StartButton`` and find its _Shortcut_ property +In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut* property in the Inspector. Select "New Shortcut" and click on the "Shortcut" item. A -second _Shortcut_ property will appear. Select "New InputEventAction" and click -the new "InputEvent". Finally, in the _Action_ property, type the name "ui_select". +second *Shortcut* property will appear. Select "New InputEventAction" and click +the new "InputEvent". Finally, in the *Action* property, type the name ``ui_select``. This is the default input event associated with the spacebar. .. image:: img/start_button_shortcut.png diff --git a/getting_started/workflow/best_practices/godot_notifications.rst b/getting_started/workflow/best_practices/godot_notifications.rst index efc5d575d..0b2d23932 100644 --- a/getting_started/workflow/best_practices/godot_notifications.rst +++ b/getting_started/workflow/best_practices/godot_notifications.rst @@ -67,7 +67,7 @@ One can access all these custom notifications from the universal A classic example is the :ref:`_init ` method in Object. While it has no - NOTIFICATION_* equivalent, the engine still calls the method. Most languages + ``NOTIFICATION_*`` equivalent, the engine still calls the method. Most languages (except C#) rely on it as a constructor. So, in which situation should one use each of these notifications or @@ -296,4 +296,4 @@ nodes that one might create at runtime. { GD.Print("I'm reacting to my parent's interaction!"); } - } \ No newline at end of file + }