From 9473b6c9e3d814d2b1e1bf291896f7dc05d960bf Mon Sep 17 00:00:00 2001 From: Yuri Sizov Date: Fri, 24 Feb 2023 17:35:32 +0100 Subject: [PATCH] Enable error reporting on the CI and address the remaining errors --- .github/workflows/ci.yml | 2 +- tutorials/networking/websocket.rst | 2 +- tutorials/shaders/shader_reference/shader_preprocessor.rst | 3 ++- tutorials/shaders/shaders_style_guide.rst | 3 ++- tutorials/xr/xr_action_map.rst | 4 +++- 5 files changed, 9 insertions(+), 5 deletions(-) diff --git a/.github/workflows/ci.yml b/.github/workflows/ci.yml index 95f43076f..46fe83699 100644 --- a/.github/workflows/ci.yml +++ b/.github/workflows/ci.yml @@ -26,4 +26,4 @@ jobs: # Use dummy builder to improve performance as we don't need the generated HTML in this workflow. - name: Sphinx build run: | - 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/networking/websocket.rst b/tutorials/networking/websocket.rst index 7ce6de4f4..f1fd6d406 100644 --- a/tutorials/networking/websocket.rst +++ b/tutorials/networking/websocket.rst @@ -18,7 +18,7 @@ Godot supports WebSocket in both native and HTML5 exports. Using WebSocket in Godot ------------------------ -WebSocket is implemented in Godot via three main classes :ref:`WebSocketClient `, :ref:`WebSocketServer `, and :ref:`WebSocketPeer `. The WebSocket implementation is compatible with the High Level Multiplayer. See section on :ref:`high-level multiplayer ` for more details. +WebSocket is implemented in Godot via :ref:`WebSocketPeer `. The WebSocket implementation is compatible with the High Level Multiplayer. See section on :ref:`high-level multiplayer ` for more details. .. warning:: diff --git a/tutorials/shaders/shader_reference/shader_preprocessor.rst b/tutorials/shaders/shader_reference/shader_preprocessor.rst index 3dc07a70a..3b51668fe 100644 --- a/tutorials/shaders/shader_reference/shader_preprocessor.rst +++ b/tutorials/shaders/shader_reference/shader_preprocessor.rst @@ -61,7 +61,8 @@ anywhere within the shader (including in uniform hints). ``#define`` can also be used to insert arbitrary shader code at any location, while constants can't do that. -.. code-block:: glsl +.. FIXME: An upstream bug (https://github.com/pygments/pygments/pull/2350), fixed but not published yet. +.. code-block:: none shader_type spatial; diff --git a/tutorials/shaders/shaders_style_guide.rst b/tutorials/shaders/shaders_style_guide.rst index e4eba6c49..26a8a7436 100644 --- a/tutorials/shaders/shaders_style_guide.rst +++ b/tutorials/shaders/shaders_style_guide.rst @@ -344,7 +344,8 @@ the console, extra indentation should **not** be added within ``#if``, **Bad**: -.. code-block:: glsl +.. FIXME: An upstream bug in Pygment related to #ifdef. +.. code-block:: none #define heightmap_enabled diff --git a/tutorials/xr/xr_action_map.rst b/tutorials/xr/xr_action_map.rst index 600ce52f2..a72561b49 100644 --- a/tutorials/xr/xr_action_map.rst +++ b/tutorials/xr/xr_action_map.rst @@ -287,7 +287,7 @@ Some runtimes might even permit users to edit the bindings themselves. A common approach for a runtime is to look for a matching interaction profile first. If this is not found it will check the most common profiles such as that of the "Touch controller" and do a conversion. -If all else fails, it will check the generic :ref:`"Simple controller"`. +If all else fails, it will check the generic :ref:`"Simple controller" `. .. note:: There is an important conclusion to be made here: @@ -358,6 +358,8 @@ As mentioned before OpenXR will do conversions between the two, but do read the Keep that in mind when designing your game/application. Make sure these are used for optional features of your game/application. +.. _doc_xr_action_map_simple: + The simple controller ---------------------