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Standardize RST header syntax
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@@ -10,7 +10,7 @@ Before beginning the upgrade process, it's worth thinking about the advantages
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and disadvantages that upgrading would bring to your project.
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Advantages of upgrading
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^^^^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~~~~
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Along with the
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`new features present in 4.0 <https://godotengine.org/article/godot-4-0-sets-sail>`__,
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@@ -26,7 +26,7 @@ See :ref:`doc_docs_changelog` for a list of pages documenting new features in
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Godot 4.0, and :ref:`doc_list_of_features` for a list of all features in Godot.
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Disadvantages of upgrading
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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If you don't *need* any features present in Godot 4.0, you may want to stay on
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Godot 3.x for the following reasons:
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@@ -61,7 +61,7 @@ Godot 3.x for the following reasons:
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can be used to bypass this limitation, but they're too slow for gaming.
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Caveats of upgrading
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^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~
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.. UPDATE: Planned feature. There are several planned or missing features that
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.. may be added back in the future. Check this section for accuracy and update
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@@ -119,7 +119,7 @@ Running the project upgrade tool
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folder to another location.
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Using the Project Manager
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^^^^^^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~~~~~~
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To use the project upgrade tool:
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@@ -143,7 +143,7 @@ you can use the command line to upgrade the project (see below). This will allow
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you to override the converter's size limits.
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Using the command line
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^^^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~~~
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To use the project upgrade tool from the :ref:`command line <doc_command_line_tutorial>`,
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it's recommended to validate the project conversion by running the Godot editor binary with the following arguments:
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@@ -196,7 +196,7 @@ cater to all situations. Therefore, a large part of the upgrade process remains
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manual.
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Automatically renamed nodes and resources
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The list below refers to nodes which were simply renamed for consistency or
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clarity in Godot 4.0. The project upgrade tool renames them automatically in
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@@ -372,7 +372,7 @@ a ``3D`` suffix to the old name:
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.. _doc_upgrading_to_godot_4_manual_rename:
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Manually renaming methods, properties, signals and constants
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Due to how the project upgrade tool works, not all
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:abbr:`API (Application Programming Interface)` renames can be performed automatically.
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@@ -488,7 +488,7 @@ table to find its new name.
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- MainLoop's ``NOTIFICATION_WM_QUIT_REQUEST`` is now ``NOTIFICATION_WM_CLOSE_REQUEST``.
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Checking project settings
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^^^^^^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~~~~~~
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Several project settings were renamed, and some of them had their enums changed
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in incompatible ways (such as shadow filter quality). This means you may need to
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@@ -496,7 +496,7 @@ set some project settings' values again. Make sure the **Advanced** toggle is
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enabled in the project settings dialog so you can see all project settings.
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Checking Environment settings
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Graphics quality settings were moved from Environment properties to project
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settings. This was done to make runtime quality adjustments easier, without
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@@ -513,7 +513,7 @@ methods that affect environment effects' quality. Only the "base" toggle of each
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environment effect and its visual knobs remain within the Environment resource.
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Updating shaders
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^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~
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There have been some changes to shaders that aren't covered by the upgrade tool.
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You will need to make some manual changes, especially if your shader uses coordinate
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@@ -549,7 +549,7 @@ This list is not exhaustive. If you made all the changes mentioned here and your
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shader still doesn't work, try asking for help in one of the `community channels <https://godotengine.org/community/>`__.
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Updating scripts to take backwards-incompatible changes into account
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Some changes performed between Godot 3.x and 4 are not renames, but they still
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break backwards compatibility due to different default behavior.
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@@ -716,7 +716,7 @@ example, the following code snippet in Godot 3.x must be modified to work in 4.0
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for a full list of changes between Godot 3.x and 4.
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ArrayMesh resource compatibility breakage
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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If you've saved an ArrayMesh resource to a ``.res`` or ``.tres`` file, the
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format used in 4.0 is not compatible with the one used in 3.x. You will need to
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