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Merge pull request #7446 from mhilbrunner/get-rid-of-weirdness
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Max Hilbrunner
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@@ -65,7 +65,7 @@ This documentation is organized into several sections:
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engine to make games. It starts with the :ref:`Step by step
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<toc-learn-step_by_step>` tutorial which should be the entry point for all
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new users. **This is the best place to start if you're new!**
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- The **Manual** can be read or referenced as needed,
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- The **Manual** can be read or referenced as needed,
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in any order. It contains feature-specific tutorials and documentation.
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- **Contributing** gives information related to contributing to
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Godot, whether to the core engine, documentation, demos or other parts.
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@@ -82,7 +82,7 @@ should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.releas
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$ lipo -create libgodot.ios.debug.arm64.simulator.a libgodot.ios.debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
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$ cp libgodot.ios.opt.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
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$ lipo -create libgodot.ios.opt.arm64.simulator.a libgodot.ios.opt.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
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$ lipo -create libgodot.ios.opt.arm64.simulator.a libgodot.ios.opt.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
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The MoltenVK static ``.xcframework`` folder must also be placed in the ``ios_xcode``
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folder once it has been created.
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@@ -10,7 +10,7 @@ documentation as a PDF, EPUB, or LaTeX file, for example.
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Before you get started, make sure that you have:
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- `Git <https://git-scm.com/>`_
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- `make <https://www.gnu.org/software/make/>`_ (unless you’re using Windows)
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- `make <https://www.gnu.org/software/make/>`_ (unless you're using Windows)
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- `Python <https://www.python.org/>`_ 3
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.. note:: Python 3 should come with the ``pip3`` command. You may need to write
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@@ -63,7 +63,7 @@ Editing existing pages
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To edit an existing page, locate its ``.rst`` source file and open it in your
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favorite text editor. You can then commit the changes, push them to your fork,
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and make a pull request. **Note that the pages in** ``classes/`` **should not be
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edited here.** They are automatically generated from Godot’s `XML class
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edited here.** They are automatically generated from Godot's `XML class
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reference <https://github.com/godotengine/godot/tree/master/doc/classes>`__.
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See :ref:`doc_updating_the_class_reference` for details.
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@@ -145,7 +145,7 @@ first letter capitalized.
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Sphinx and reStructuredText syntax
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Check Sphinx’s `reST Primer <https://www.sphinx-doc.org/en/stable/rest.html>`__
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Check Sphinx's `reST Primer <https://www.sphinx-doc.org/en/stable/rest.html>`__
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and the `official reference <https://docutils.sourceforge.net/rst.html>`__ for
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details on the syntax.
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@@ -31,7 +31,7 @@ All screenshots should ideally be taken on a 1080p screen. Anything higher
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resolution is adding detail that doesn't make the documentation better and
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dramatically increases file size. If you're taking screenshots on a higher
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resolution screen the screenshot should be scaled down. There are instructions
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on how to do this later on this page.
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on how to do this later on this page.
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Format conversion
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-----------------
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@@ -9,29 +9,29 @@ You can pat yourself on the back for having completed your first 3D game with
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Godot.
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In this series, we went over a wide range of techniques and editor features.
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Hopefully, you’ve witnessed how intuitive Godot’s scene system can be and
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Hopefully, you've witnessed how intuitive Godot's scene system can be and
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learned a few tricks you can apply in your projects.
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But we just scratched the surface: Godot has a lot more in store for you to save
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time creating games. And you can learn all that by browsing the documentation.
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Where should you begin? Below, you’ll find a few pages to start exploring and
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build upon what you’ve learned so far.
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Where should you begin? Below, you'll find a few pages to start exploring and
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build upon what you've learned so far.
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But before that, here’s a link to download a completed version of the project:
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But before that, here's a link to download a completed version of the project:
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`<https://github.com/godotengine/godot-3d-dodge-the-creeps>`_.
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Exploring the manual
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--------------------
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The manual is your ally whenever you have a doubt or you’re curious about a
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The manual is your ally whenever you have a doubt or you're curious about a
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feature. It does not contain tutorials about specific game genres or mechanics.
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Instead, it explains how Godot works in general. In it, you will find
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information about 2D, 3D, physics, rendering and performance, and much more.
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Here are the sections we recommend you to explore next:
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1. Read the :ref:`Scripting section <toc-scripting-core-features>` to learn essential programming features you’ll use
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1. Read the :ref:`Scripting section <toc-scripting-core-features>` to learn essential programming features you'll use
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in every project.
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2. The :ref:`3D <toc-learn-features-3d>` and :ref:`Physics <toc-learn-features-physics>` sections will teach you more about 3D game creation in the
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engine.
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@@ -40,5 +40,5 @@ Here are the sections we recommend you to explore next:
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You can start with these or, if you prefer, look at the sidebar menu on the left
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and pick your options.
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We hope you enjoyed this tutorial series, and we’re looking forward to seeing
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We hope you enjoyed this tutorial series, and we're looking forward to seeing
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what you achieve using Godot.
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@@ -22,7 +22,7 @@ limits `coupling
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code flexible.
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For example, you might have a life bar on the screen that represents the
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player’s health. When the player takes damage or uses a healing potion, you want
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player's health. When the player takes damage or uses a healing potion, you want
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the bar to reflect the change. To do so, in Godot, you would use signals.
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.. note:: As mentioned in the introduction, signals are Godot's version of the
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@@ -216,7 +216,7 @@ Manually drawing a light occluder
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Create a LightOccluder2D node, then select the node and click the "+" button at
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the top top of the 2D editor. When asked to create a polygon resource, answer
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the top of the 2D editor. When asked to create a polygon resource, answer
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**Yes**. You can then start drawing an occluder polygon by clicking to create
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new points. You can remove existing points by right-clicking them, and you can
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create new points from the existing line by clicking on the line then dragging.
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@@ -95,7 +95,7 @@ note, ``generate_normals()`` only works if the primitive type is set to ``Mesh.P
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You may notice that normal mapping or other material properties look broken on
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the generated mesh. This is because normal mapping **requires** the mesh to
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feature *tangents*, which are separate from *normals*. You can either add custom
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tangents manually, or generate them automatically with with
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tangents manually, or generate them automatically with
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``generate_tangents()``. This method requires that each vertex have UVs and
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normals set already.
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@@ -86,7 +86,7 @@ at various points, and change their timing.
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Each line in the Animation Panel is an animation track that references a
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Normal or Transform property of a node. Each track stores a path to
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a node and its affected property. For example, the position track
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in the illustration refers to to the ``position`` property of the Sprite2D
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in the illustration refers to the ``position`` property of the Sprite2D
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node.
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.. figure:: img/animation_normal_track.png
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@@ -34,7 +34,7 @@ Or it can be done stashing the action in ``Dope Sheet``
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An NLA track can be ``mute`` or ``unmute``, the exporter will export all
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the ``mute`` NLA track as a separate action, while blends all the ``unmute``
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NLA tracks into every action (including the action action) being exported.
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NLA tracks into every action (including the action) being exported.
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.. image:: img/nla_strip.jpg
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@@ -91,7 +91,7 @@ a low-quality speaker or device.
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EQ
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~~
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EQ is what all other equalizers inherit from. It can be extended with with Custom
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EQ is what all other equalizers inherit from. It can be extended with Custom
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scripts to create an equalizer with a custom number of bands.
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EQ6, EQ10, EQ21
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@@ -94,7 +94,7 @@ Query available items
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*********************
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Once the API has connected, query SKUs using ``querySkuDetails()``. You must successfully complete
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a SKU query before before calling the ``purchase()`` or ``queryPurchases()`` functions,
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a SKU query before calling the ``purchase()`` or ``queryPurchases()`` functions,
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or they will return an error. ``querySkuDetails()`` takes two parameters: an array
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of SKU name strings, and a string specifying the type of SKU being queried.
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The SKU type string should be ``"inapp"`` for normal in-app purchases or ``"subs"`` for subscriptions.
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@@ -184,7 +184,7 @@ The response event will be a dictionary with the following fields:
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"invalid_ids": [ list of requested IDs that were invalid ],
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"ids": [ list of IDs that were valid ],
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"titles": [ list of valid product titles (corresponds with list of valid IDs) ],
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"descriptions": [ list of valid product descriptions ] ,
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"descriptions": [ list of valid product descriptions ],
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"prices": [ list of valid product prices ],
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"localized_prices": [ list of valid product localized prices ],
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}
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@@ -101,7 +101,7 @@ optionally overriding any :js:attr:`EngineConfig` parameters.
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});
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This snippet of code automatically loads and initializes the engine before starting the game.
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It uses the given configuration to to load the engine. The :js:meth:`engine.startGame <Engine.prototype.startGame>`
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It uses the given configuration to load the engine. The :js:meth:`engine.startGame <Engine.prototype.startGame>`
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method is asynchronous and returns a ``Promise``. This allows your control code to track if
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the game was loaded correctly without blocking execution or relying on polling.
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@@ -220,7 +220,7 @@ better troubleshoot it.
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If you are reporting input lag problems, please include a capture made with a
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high speed camera (such as your phone's slow motion video mode). The capture
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**must** have both the screen and the input device visible so that the number of
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frames between an input and the on-screen result can can be counted. Also, make
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frames between an input and the on-screen result can be counted. Also, make
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sure to mention your monitor's refresh rate and your input device's polling rate
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(especially for mice).
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