diff --git a/contributing/development/compiling/index.rst b/contributing/development/compiling/index.rst index cba84bb22..ecc938540 100644 --- a/contributing/development/compiling/index.rst +++ b/contributing/development/compiling/index.rst @@ -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 diff --git a/contributing/development/core_and_modules/index.rst b/contributing/development/core_and_modules/index.rst index a9727d875..e4d944728 100644 --- a/contributing/development/core_and_modules/index.rst +++ b/contributing/development/core_and_modules/index.rst @@ -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. diff --git a/tutorials/3d/particles/index.rst b/tutorials/3d/particles/index.rst index 89a2d83e6..44542fda7 100644 --- a/tutorials/3d/particles/index.rst +++ b/tutorials/3d/particles/index.rst @@ -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 diff --git a/tutorials/scripting/c_sharp/diagnostics/index.rst b/tutorials/scripting/c_sharp/diagnostics/index.rst index 4739e0d38..9a45f8731 100644 --- a/tutorials/scripting/c_sharp/diagnostics/index.rst +++ b/tutorials/scripting/c_sharp/diagnostics/index.rst @@ -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 diff --git a/tutorials/scripting/index.rst b/tutorials/scripting/index.rst index cca739a0c..3df2ffc8b 100644 --- a/tutorials/scripting/index.rst +++ b/tutorials/scripting/index.rst @@ -11,6 +11,7 @@ sections. For instance, to learn about inputs, we recommend you to read :ref:`Inputs `. .. rubric:: Programming languages + :heading-level: 2 The sections below each focus on a given programming language.