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CI: Integrate pre-commit for style checks
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@@ -11,4 +11,3 @@ is not maintained or supported in Godot 4.x. While not officially supported, the
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partially work for some Godot and Blender versions, particularly before Blender version 4.0.
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For complete docs on the Blender exporter, see the
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`previous version of this page <https://docs.godotengine.org/en/4.0/tutorials/assets_pipeline/escn_exporter/index.html>`__.
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@@ -119,4 +119,3 @@ Emacs
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^^^^^
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Check the official instructions to configure `LSP <https://github.com/godotengine/emacs-gdscript-mode#auto-completion-with-the-language-server-protocol-lsp>`_, and `DAP <https://github.com/godotengine/emacs-gdscript-mode#using-the-debugger>`_.
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@@ -694,4 +694,3 @@ The following script uses the NavigationServer to update a navigation region wit
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NavigationServer3D.RegionSetNavigationMesh(_regionRid, _navigationMesh);
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}
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}
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@@ -182,4 +182,3 @@ If no path is supplied Godot will move the libraries into the same directory as
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"res://bin/libdependency.linux.template_release.arm64.so" : "",
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"res://bin/libdependency.linux.template_release.rv64.so" : ""
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}
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@@ -385,4 +385,3 @@ This is why many XR runtimes only use it as a last resort and will attempt to us
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This is our advice as well: limit your action map to the interaction profiles for devices you have actually tested your game with.
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The Oculus Touch controller is widely used as a fallback controller by many runtimes.
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If you are able to test your game using a Meta Rift or Quest and add this profile there is a high probability your game will work with other headsets.
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