Merge branch 'master' into 3.2

This commit is contained in:
Rémi Verschelde
2020-09-22 08:59:08 +02:00
12 changed files with 94 additions and 22 deletions

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@@ -317,6 +317,7 @@ it allows you to run the script as follows in modern Linux
distributions, as well as macOS:
::
# Mark script as executable.
chmod +x sayhello.gd
# Prints "Hello!" to standard output.
@@ -326,4 +327,5 @@ If the above doesn't work in your current version of Linux or macOS, you can
always have the shebang run Godot straight from where it is located as follows:
::
#!/usr/bin/godot -s

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@@ -654,8 +654,12 @@ the scene tree::
Constants
~~~~~~~~~
Constants are similar to variables, but must be constants or constant
expressions and must be assigned on initialization.
Constants are values you cannot change when the game is running.
Their value must be known at compile-time. Using the
``const`` keyword allows you to give a constant value a name. Trying to assign a
value to a constant after it's declared will give you an error.
We recommend using constants whenever a value is not meant to change.
::

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@@ -172,6 +172,16 @@ most 3D DCCs don't have the same material options as those present in Godot.
When materials are built-in, they will be lost each time the source scene
is modified and re-imported.
.. note::
Godot will not reimport materials that are stored in external files unless
you remove the associated ``.material`` file before reimporting.
To force reimporting materials every time the 3D scene is reimported, change
the material storage mode in the 3D scene by selecting it in the FileSystem
dock, going to the Import dock then setting **Material > Storage** to
**Built-In** instead of **Files**.
Keep On Reimport
^^^^^^^^^^^^^^^^

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@@ -19,6 +19,7 @@ in the user's browser.
.. tip:: Python offers an easy method to start a local server.
Use ``python -m http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the
current working directory at ``http://localhost:8000``.
`Refer to MDN for additional information <https://developer.mozilla.org/en-US/docs/Learn/Common_questions/set_up_a_local_testing_server>`__.
.. attention:: `There are significant bugs when running HTML5 projects on iOS <https://github.com/godotengine/godot/issues/26554>`__
(regardless of the browser). We recommend using
@@ -213,9 +214,10 @@ returned by ``eval()`` under certain circumstances:
Any other JavaScript value is returned as ``null``.
HTML5 export templates may be built without support for the singleton. With such
templates, and on platforms other than HTML5, calling ``JavaScript.eval`` will
also return ``null``. The availability of the singleton can be checked with the
HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without
support for the singleton to improve security. With such templates, and on
platforms other than HTML5, calling ``JavaScript.eval`` will also return
``null``. The availability of the singleton can be checked with the
``JavaScript`` :ref:`feature tag <doc_feature_tags>`::
func my_func3():