From 7b743b7d8eb760f8f6d918cbdfcdf5dce3e34d13 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Wed, 15 Jul 2020 10:50:36 +0200 Subject: [PATCH] CI: Split setup, linter and build in separate steps Make sphinx-build treat warnings as errors. (And fix last remaining warning missed in #3795.) --- .github/workflows/ci.yml | 20 ++++++++++++-------- tutorials/3d/csg_tools.rst | 2 +- 2 files changed, 13 insertions(+), 9 deletions(-) diff --git a/.github/workflows/ci.yml b/.github/workflows/ci.yml index abfc2662b..c8394572d 100644 --- a/.github/workflows/ci.yml +++ b/.github/workflows/ci.yml @@ -8,16 +8,20 @@ jobs: - name: Checkout uses: actions/checkout@v2 - - name: Lint and build documentation + - name: Install dependencies run: | # Install tools used by `_tools/format.sh`. - sudo apt-get update -qq - sudo apt-get install -qq dos2unix recode - # Append the `PATH` so we can run `codespell`. - export PATH="$HOME/.local/bin:$PATH" - pip3 install -r requirements.txt - pip3 install codespell + sudo apt-get -qq update + sudo apt-get -qq install dos2unix recode + sudo pip3 install -r requirements.txt + sudo pip3 install codespell + + - name: Linter checks + run: | bash _tools/format.sh codespell -I _tools/codespell-ignore.txt {about,community,development,getting_started,tutorials}/**/*.rst + + - name: Sphinx build + run: | # Use dummy builder to improve performance. - sphinx-build --color -b dummy -d _build/doctrees . _build/html + sphinx-build --color -b dummy -d _build/doctrees -W . _build/html diff --git a/tutorials/3d/csg_tools.rst b/tutorials/3d/csg_tools.rst index 5de412546..18a6e778a 100644 --- a/tutorials/3d/csg_tools.rst +++ b/tutorials/3d/csg_tools.rst @@ -249,7 +249,7 @@ or a city; explore its limitations when designing your game. Using prototype textures ------------------------ -Godot's :ref:`doc_spatial_material` supports *triplanar mapping*, which can be +Godot's :ref:`doc_standard_material_3d` supports *triplanar mapping*, which can be used to automatically apply a texture to arbitrary objects without distortion. This is handy when using CSG as Godot doesn't support editing UV maps on CSG nodes yet. Triplanar mapping is relatively slow, which usually restricts its