mirror of
https://github.com/godotengine/godot-docs.git
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Expand codespell coverage
This commit is contained in:
2
.github/labeler.yml
vendored
2
.github/labeler.yml
vendored
@@ -43,7 +43,7 @@ platform:android:
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- tutorials/editor/using_the_android_editor.rst
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- tutorials/editor/using_the_android_editor.rst
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- tutorials/export/android_gradle_build.rst
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- tutorials/export/android_gradle_build.rst
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- tutorials/export/exporting_for_android.rst
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- tutorials/export/exporting_for_android.rst
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- tutorials/platofrm/android/**
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- tutorials/platform/android/**
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platform:ios:
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platform:ios:
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- changed-files:
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- changed-files:
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@@ -457,10 +457,10 @@ $(document).ready(() => {
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}
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}
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// Hide other sections.
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// Hide other sections.
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menuHeaders.forEach(ot => {
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menuHeaders.forEach(other => {
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if (ot !== it && ot.classList.contains('active')) {
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if (other !== it && other.classList.contains('active')) {
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ot.nextElementSibling.classList.remove('active');
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other.nextElementSibling.classList.remove('active');
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ot.classList.remove('active');
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other.classList.remove('active');
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}
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}
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});
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});
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@@ -89,12 +89,16 @@ To install SCons, open the command prompt and run the following command:
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python -m pip install scons
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python -m pip install scons
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.. codespell:ignore-begin writeable
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If you are prompted with the message
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If you are prompted with the message
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``Defaulting to user installation because normal site-packages is not
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``Defaulting to user installation because normal site-packages is not
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writeable``, you may have to run that command again using elevated
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writeable``, you may have to run that command again using elevated
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permissions. Open a new command prompt as an Administrator then run the command
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permissions. Open a new command prompt as an Administrator then run the command
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again to ensure that SCons is available from the ``PATH``.
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again to ensure that SCons is available from the ``PATH``.
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.. codespell:ignore-end
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To check whether you have installed Python and SCons correctly, you can
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To check whether you have installed Python and SCons correctly, you can
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type ``python --version`` and ``scons --version`` into a command prompt
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type ``python --version`` and ``scons --version`` into a command prompt
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(``cmd.exe``).
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(``cmd.exe``).
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@@ -9,26 +9,21 @@ quiet-level = 3
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dictionary = ["_tools/codespell-dict.txt", "-"]
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dictionary = ["_tools/codespell-dict.txt", "-"]
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builtin = ["clear", "rare", "en-GB_to_en-US"]
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builtin = ["clear", "rare", "en-GB_to_en-US"]
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skip = [
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skip = [
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"_build/*",
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"_static/css/*",
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"_static/*",
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"_styleguides/*",
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"_styleguides/*",
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"classes/*",
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"classes/*",
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".github/*",
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"tutorials/i18n/locales.rst",
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"tutorials/i18n/locales.rst",
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"AUTHORS.md",
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"AUTHORS.md",
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"LICENSE.txt",
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"LICENSE.txt",
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]
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]
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ignore-words-list = [
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ignore-words-list = [
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"dialogue", # Common even in US spelling.
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"dialogue", # Common even in US spelling.
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"doubleclick",
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"findn", # Our case-insensitive `find` function.
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"findn", # Our case-insensitive `find` function.
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"implementors",
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"inout", # Shader attribute.
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"inout", # Shader attribute.
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"lod", # "Level of Detail".
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"lod", # "Level of Detail".
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"marshalled", # Common spelling in IT.
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"marshalled", # Common spelling in IT.
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"marshalling", # Common spelling in IT.
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"marshalling", # Common spelling in IT.
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"thirdparty", # Prefer as one word.
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"thirdparty", # Prefer as one word.
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"uint", # "Unsigned integer".
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"uint", # "Unsigned integer".
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"writeable", # Part of a Python error message.
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]
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]
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ignore-multiline-regex = "codespell:ignore-begin.*?codespell:ignore-end"
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ignore-multiline-regex = "codespell:ignore-begin.*?codespell:ignore-end"
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@@ -99,8 +99,12 @@ We have official plugins for the following code editors:
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LSP/DAP support
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LSP/DAP support
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---------------
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---------------
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.. codespell:ignore-begin implementors
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Godot supports the `Language Server Protocol <https://microsoft.github.io/language-server-protocol/>`_ (**LSP**) for code completion and the `Debug Adapter Protocol <https://microsoft.github.io/debug-adapter-protocol/>`_ (**DAP**) for debugging. You can check the `LSP client list <https://microsoft.github.io/language-server-protocol/implementors/tools/>`_ and `DAP client list <https://microsoft.github.io/debug-adapter-protocol/implementors/tools/>`_ to find if your editor supports them. If this is the case, you should be able to take advantage of these features without the need of a custom plugin.
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Godot supports the `Language Server Protocol <https://microsoft.github.io/language-server-protocol/>`_ (**LSP**) for code completion and the `Debug Adapter Protocol <https://microsoft.github.io/debug-adapter-protocol/>`_ (**DAP**) for debugging. You can check the `LSP client list <https://microsoft.github.io/language-server-protocol/implementors/tools/>`_ and `DAP client list <https://microsoft.github.io/debug-adapter-protocol/implementors/tools/>`_ to find if your editor supports them. If this is the case, you should be able to take advantage of these features without the need of a custom plugin.
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.. codespell:ignore-end
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To use these protocols, a Godot instance must be running on your current project. You should then configure your editor to communicate to the running adapter ports in Godot, which by default are ``6005`` for **LSP**, and ``6006`` for **DAP**. You can change these ports and other settings in the **Editor Settings**, under the **Network > Language Server** and **Network > Debug Adapter** sections respectively.
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To use these protocols, a Godot instance must be running on your current project. You should then configure your editor to communicate to the running adapter ports in Godot, which by default are ``6005`` for **LSP**, and ``6006`` for **DAP**. You can change these ports and other settings in the **Editor Settings**, under the **Network > Language Server** and **Network > Debug Adapter** sections respectively.
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Below are some configuration steps for specific editors:
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Below are some configuration steps for specific editors:
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@@ -269,8 +269,8 @@ Animation
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.. note::
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.. note::
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``AnimationNode`` has a reworked process for retrieving the semantic time info. This ensures that time-related
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``AnimationNode`` has a reworked process for retrieving the semantic time info. This ensures that time-related
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behavior works as expected, but changes the blending behavior. Implementors of the ``_process`` virtual method
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behavior works as expected, but changes the blending behavior. It's also worth noting that the ``_process`` virtual method
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should also note that this method is now deprecated and will be replaced by a new one in the future (`GH-87171`_).
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is now deprecated and will be replaced by a new one in the future (`GH-87171`_).
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More information about the changes to Animation can be found in the
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More information about the changes to Animation can be found in the
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`Migrating Animations from Godot 4.0 to 4.3 <https://godotengine.org/article/migrating-animations-from-godot-4-0-to-4-3>`__
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`Migrating Animations from Godot 4.0 to 4.3 <https://godotengine.org/article/migrating-animations-from-godot-4-0-to-4-3>`__
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@@ -469,6 +469,8 @@ table to find its new name.
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and PathFollow3D's ``set_offset()`` and ``get_offset()`` must be renamed to
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and PathFollow3D's ``set_offset()`` and ``get_offset()`` must be renamed to
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``set_progress()`` and ``get_progress()`` respectively.
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``set_progress()`` and ``get_progress()`` respectively.
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.. codespell:ignore-begin doubleclick
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- AudioServer's ``device`` is now ``output_device``.
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- AudioServer's ``device`` is now ``output_device``.
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- BaseButton's ``group`` is now ``button_group``.
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- BaseButton's ``group`` is now ``button_group``.
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- Camera3D's ``zfar`` is now ``far``.
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- Camera3D's ``zfar`` is now ``far``.
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@@ -500,6 +502,7 @@ table to find its new name.
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``Engine.is_editor_hint()`` *method*. This is because it's read-only, and
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``Engine.is_editor_hint()`` *method*. This is because it's read-only, and
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properties in Godot are not used for read-only values.
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properties in Godot are not used for read-only values.
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.. codespell:ignore-end
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**Enums**
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**Enums**
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