Merge pull request #12272 from godotengine/default-role-oopsies

Fix accidental usages of RST's default role
This commit is contained in:
Matthew
2026-08-17 17:51:25 -04:00
committed by GitHub
48 changed files with 374 additions and 340 deletions

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@@ -105,7 +105,7 @@ scripting API.
| | | Note that ``Span`` is designed to be a high performance API: It does not perform |
| | | parameter correctness checks in the same way you might be used to with other Godot |
| | | containers. Use with care. |
| | | `Span` can be constructed from most array-like containers (e.g. ``vector.span()``). |
| | | ``Span`` can be constructed from most array-like containers (e.g. ``vector.span()``). |
+-----------------------+--------------------------+---------------------------------------------------------------------------------------+
| |rb_set| | ``std::set`` | Uses a `red-black tree <https://en.wikipedia.org/wiki/Red-black_tree>`__ |
| | | for faster access. |

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@@ -70,14 +70,14 @@ member variables, constants, and signals in separate XML nodes.
For each, you want to learn how they work in Godot's source code. Then, fill
their documentation by completing or improving the text in these tags:
- `<brief_description>`
- `<description>`
- `<constant>`
- `<method>` (in its `<description>` tag; return types and arguments don't take separate
- ``<brief_description>``
- ``<description>``
- ``<constant>``
- ``<method>`` (in its ``<description>`` tag; return types and arguments don't take separate
documentation strings)
- `<member>`
- `<signal>` (in its `<description>` tag; arguments don't take separate documentation strings)
- `<constant>`
- ``<member>``
- ``<signal>`` (in its ``<description>`` tag; arguments don't take separate documentation strings)
- ``<constant>``
Write in a clear and simple language. Always follow the `writing guidelines
<https://contributing.godotengine.org/en/latest/documentation/guidelines/docs_writing_guidelines.html>`__

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@@ -657,8 +657,8 @@ After installing all required packages, use the following command to build Godot
scons platform=linuxbsd builtin_embree=no builtin_enet=no builtin_freetype=no builtin_graphite=no builtin_harfbuzz=no builtin_libogg=no builtin_libpng=no builtin_libtheora=no builtin_libvorbis=no builtin_libwebp=no builtin_mbedtls=no builtin_miniupnpc=no builtin_pcre2=no builtin_sdl=no builtin_zlib=no builtin_zstd=no
On Debian stable, you will need to remove `builtin_embree=no` as the system-provided
Embree version is too old to work with Godot's latest `master` branch
On Debian stable, you will need to remove ``builtin_embree=no`` as the system-provided
Embree version is too old to work with Godot's latest ``master`` branch
(which requires Embree 4).
You can view a list of all built-in libraries that have system alternatives by

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@@ -62,15 +62,17 @@ For compiling under Windows, the following is required:
scoop install python mingw
Scons will still need to be installed via pip
.. note:: If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily
install MinGW and other dependencies using the following command:
.. note::
::
If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily
install MinGW and other dependencies using the following command:
pacman -S mingw-w64-x86_64-gcc mingw-w64-i686-gcc make python-pip
::
For each MSYS2 MinGW subsystem, you should then run
`pip3 install scons` in its shell.
pacman -S mingw-w64-x86_64-gcc mingw-w64-i686-gcc make python-pip
For each MSYS2 MinGW subsystem, you should then run
``pip3 install scons`` in its shell.
.. seealso:: To get the Godot source code for compiling, see
:ref:`doc_getting_source`.

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@@ -26,7 +26,7 @@ If you are starting from the scratch, please follow :ref:`instructions<doc_compi
Provide scons with additional arguments to request a solution file generation:
- Add `vsproj=yes dev_build=yes` to the scons command
- Add ``vsproj=yes dev_build=yes`` to the scons command
The ``vsproj`` parameter signals that you want Visual Studio solution generated.
The ``dev_build`` parameter ensures the debug symbols are included, allowing to e.g. step through code using breakpoints.

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@@ -186,7 +186,7 @@ To run and debug the project you need to create a new configuration in the ``lau
Due to sporadic performance issues, it is recommended to use LLDB over GDB on Unix-based systems.
Make sure that the `CodeLLDB extension <https://marketplace.visualstudio.com/items?itemName=vadimcn.vscode-lldb>`_
is installed for configurations using `lldb`.
is installed for configurations using ``lldb``.
If you encounter issues with lldb, you may consider using gdb (see the LinuxBSD_gdb configuration).

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@@ -175,8 +175,8 @@ environment's paths:
env.Append(LIBS=['Festival', 'estools', 'estbase', 'eststring'])
If you want to add custom compiler flags when building your module, you need to clone
`env` first, so it won't add those flags to whole Godot build (which can cause errors).
Example `SCsub` with custom flags:
``env`` first, so it won't add those flags to whole Godot build (which can cause errors).
Example ``SCsub`` with custom flags:
.. code-block:: python
:caption: godot/modules/tts/SCsub