Merge pull request #10187 from tetrapod00/rubric-headers

Improve display of rubric fake headers with `:heading-level:` option
This commit is contained in:
Max Hilbrunner
2024-11-04 00:08:48 +01:00
committed by GitHub
5 changed files with 13 additions and 0 deletions

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@@ -19,6 +19,7 @@ The articles below should help you navigate configuration options available, as
prerequisites required to compile Godot exactly the way you need.
.. rubric:: Basics of building Godot
:heading-level: 2
Let's start with basics, and learn how to get Godot's source code, and then which options
to use to compile it regardless of your target platform.
@@ -31,6 +32,7 @@ to use to compile it regardless of your target platform.
introduction_to_the_buildsystem
.. rubric:: Building for target platforms
:heading-level: 2
Below you can find instructions for compiling the engine for your specific target platform.
Note that Godot supports cross-compilation, which means you can compile it for a target platform
@@ -50,6 +52,7 @@ will try their best to cover all possible situations.
compiling_for_web
.. rubric:: Other compilation targets and options
:heading-level: 2
Some additional universal compilation options require further setup. Namely, while Godot
does have C#/.NET support as a part of its main codebase, it does not get compiled by

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@@ -7,6 +7,7 @@ The following pages are meant to introduce the global organization of Godot Engi
source code, and give useful tips for extending and fixing the engine on the C++ side.
.. rubric:: Getting started with Godot's source code
:heading-level: 2
This section covers the basics that you will encounter in (almost) every source file.
@@ -25,6 +26,7 @@ This section covers the basics that you will encounter in (almost) every source
scripting_development
.. rubric:: Extending Godot by modifying its source code
:heading-level: 2
This section covers what you can do by modifying Godot's C++ source code.

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@@ -9,6 +9,7 @@ This section of the tutorial covers (3D) GPU-accelerated particle systems. Most
discussed here apply to CPU particles as well.
.. rubric:: Introduction
:heading-level: 2
You can use particle systems to simulate complex physical effects like fire, sparks,
smoke, magical effects, and many more. They are very well suited for creating dynamic and organic
@@ -22,6 +23,7 @@ parameters and behaviors.
Every particle system you create in Godot consists of two main parts: particles and emitters.
.. rubric:: Particles
:heading-level: 3
A particle is the visible part of a particle system. It's what you see on the screen when a particle
system is active: The tiny specks of dust, the flames of a fire, the glowing orbs of a magical
@@ -31,6 +33,7 @@ color over the course of its lifetime. When you think of a fire, you can think o
embers flying away from it as individual particles.
.. rubric:: Emitters
:heading-level: 3
An emitter is what's creating the particles. Emitters are usually not visible, but they can have
a shape. That shape controls where and how particles are spawned, for example whether they should fill
@@ -38,6 +41,7 @@ a room like dust or shoot away from a single point like a fountain. Going back t
an emitter would be the heat at the center of the fire that creates the embers and the flames.
.. rubric:: Node overview
:heading-level: 3
.. figure:: img/particle_nodes.webp
:alt: A list of nodes related to 3D particles
@@ -72,6 +76,7 @@ objects in it and uses that for large-scale particle collisions.
.. rubric:: Basic usage
:heading-level: 2
.. toctree::
:maxdepth: 1
@@ -82,6 +87,7 @@ objects in it and uses that for large-scale particle collisions.
process_material_properties
.. rubric:: Advanced topics
:heading-level: 2
.. toctree::
:maxdepth: 1

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@@ -9,6 +9,7 @@ Godot includes analyzers that inspect your C# source code to check for invalid
or unsupported code and let you know that something is wrong during build time.
.. rubric:: Rules
:heading-level: 2
.. toctree::
:maxdepth: 1

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@@ -11,6 +11,7 @@ sections. For instance, to learn about inputs, we recommend you to read
:ref:`Inputs <toc-learn-features-inputs>`.
.. rubric:: Programming languages
:heading-level: 2
The sections below each focus on a given programming language.