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Merge pull request #10187 from tetrapod00/rubric-headers
Improve display of rubric fake headers with `:heading-level:` option
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@@ -19,6 +19,7 @@ The articles below should help you navigate configuration options available, as
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prerequisites required to compile Godot exactly the way you need.
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.. rubric:: Basics of building Godot
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:heading-level: 2
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Let's start with basics, and learn how to get Godot's source code, and then which options
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to use to compile it regardless of your target platform.
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@@ -31,6 +32,7 @@ to use to compile it regardless of your target platform.
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introduction_to_the_buildsystem
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.. rubric:: Building for target platforms
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:heading-level: 2
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Below you can find instructions for compiling the engine for your specific target platform.
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Note that Godot supports cross-compilation, which means you can compile it for a target platform
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@@ -50,6 +52,7 @@ will try their best to cover all possible situations.
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compiling_for_web
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.. rubric:: Other compilation targets and options
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:heading-level: 2
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Some additional universal compilation options require further setup. Namely, while Godot
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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
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source code, and give useful tips for extending and fixing the engine on the C++ side.
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.. rubric:: Getting started with Godot's source code
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:heading-level: 2
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This section covers the basics that you will encounter in (almost) every source file.
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@@ -25,6 +26,7 @@ This section covers the basics that you will encounter in (almost) every source
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scripting_development
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.. rubric:: Extending Godot by modifying its source code
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:heading-level: 2
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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
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discussed here apply to CPU particles as well.
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.. rubric:: Introduction
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:heading-level: 2
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You can use particle systems to simulate complex physical effects like fire, sparks,
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smoke, magical effects, and many more. They are very well suited for creating dynamic and organic
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@@ -22,6 +23,7 @@ parameters and behaviors.
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Every particle system you create in Godot consists of two main parts: particles and emitters.
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.. rubric:: Particles
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:heading-level: 3
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A particle is the visible part of a particle system. It's what you see on the screen when a particle
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system is active: The tiny specks of dust, the flames of a fire, the glowing orbs of a magical
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@@ -31,6 +33,7 @@ color over the course of its lifetime. When you think of a fire, you can think o
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embers flying away from it as individual particles.
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.. rubric:: Emitters
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:heading-level: 3
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An emitter is what's creating the particles. Emitters are usually not visible, but they can have
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a shape. That shape controls where and how particles are spawned, for example whether they should fill
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@@ -38,6 +41,7 @@ a room like dust or shoot away from a single point like a fountain. Going back t
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an emitter would be the heat at the center of the fire that creates the embers and the flames.
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.. rubric:: Node overview
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:heading-level: 3
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.. figure:: img/particle_nodes.webp
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:alt: A list of nodes related to 3D particles
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@@ -72,6 +76,7 @@ objects in it and uses that for large-scale particle collisions.
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.. rubric:: Basic usage
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:heading-level: 2
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.. toctree::
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:maxdepth: 1
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@@ -82,6 +87,7 @@ objects in it and uses that for large-scale particle collisions.
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process_material_properties
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.. rubric:: Advanced topics
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:heading-level: 2
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.. toctree::
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:maxdepth: 1
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@@ -9,6 +9,7 @@ Godot includes analyzers that inspect your C# source code to check for invalid
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or unsupported code and let you know that something is wrong during build time.
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.. rubric:: Rules
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:heading-level: 2
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.. toctree::
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:maxdepth: 1
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@@ -11,6 +11,7 @@ sections. For instance, to learn about inputs, we recommend you to read
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:ref:`Inputs <toc-learn-features-inputs>`.
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.. rubric:: Programming languages
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:heading-level: 2
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The sections below each focus on a given programming language.
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