Hugo Locurcio
ed76af5660
Add VisualScript pending removal notice in Godot 4.0
2022-09-01 01:51:24 +02:00
Henry Catalini Smith
f7ae2175b3
Add macOS keyboard shortcut in Creating your first script ( #6032 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
(cherry picked from commit b81f0030b7 )
2022-08-08 20:34:57 +02:00
Stanislav Balia
59efae784a
Nodes & Scenes: Added macOS shortcuts mentioning. ( #5993 )
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* Added macOS shortcuts mentioning.
Unfortunately, suggested hotkeys don't work for macOS. I guess it will be useful to mention macOS shortcuts directly in the docs.
* Apply suggestions from code review
Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com >
(cherry picked from commit 523a1c0f03 )
2022-08-08 20:32:11 +02:00
Santiago Valdez
e97a85d6a6
correct a little typo on scripting_laguanges ( #5903 )
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* correcting a little typo on scripting_laguanges
A more readeable aproach on the existing sentence
(cherry picked from commit 7ee0687714 )
2022-08-08 19:42:59 +02:00
Stanislav Balia
ef93caeb13
Add C# code examples on Listening to player input ( #6009 )
2022-07-30 18:50:36 +02:00
Aaron
bc2c673634
Add C# examples to Creating your first script ( #5991 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2022-07-29 01:31:37 +02:00
John Veness
8df2b3951f
Fix grammar in step-by-step ( #5958 )
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* Rewrote creating root node paragraph
I didn't like the sentence starting "It is equivalent" when it wasn't entirely clear what "It" was, so I edited. I'm not sure it's a great improvement!
* Changed reference to "disk" to "file"
* Fix grammar
"The example" sounds like it's referring to an example that has already been introduced
* Fix "like so" grammar
"Like so" is not used very often
* Remove "exactly"
"see how it works exactly" sounds odd, "see exactly how it works" is better, but to be honest it sounds best without "exactly" at all!
* Add missing "the"
2022-07-23 18:11:53 +02:00
John Veness
7b6235e790
Improve step-by-step a little (3.x)
2022-07-23 13:33:08 +01:00
Daniel
a00af4b4e9
Fix typo: "intantiated" -> "instantiated" ( #5810 )
2022-05-08 23:48:41 +02:00
Rémi Verschelde
7439a962bd
Step by step: Improve flow and clarity for code replacement instructions
2022-04-29 11:25:20 +02:00
Zazucki
5357cbbfc0
Clarify the name of the menu action to add a node in Signals ( #5684 )
2022-03-12 23:31:12 +01:00
Matthew
2fe68d0793
Add a ending to the scripting player input page ( #5469 )
2022-02-25 14:53:19 +01:00
Corey Maylone
c84ba42b91
Update main scene selection popup image for Godot 3.4 ( #5620 )
2022-02-17 01:12:01 +01:00
Matthew
af1135ea98
Fix shortcut info on signals page ( #5600 )
2022-02-12 01:19:03 +01:00
Haoyu Qiu
da0be06753
Correct the name of Sprite2D and AnimatedSprite2D on 3.x
2021-12-18 12:14:55 +08:00
Nathan Lovato
8efde7f69f
address all reference errors after backporting changes to 3.4 branch
2021-11-25 18:29:49 -06:00
Nathan Lovato
501cbd41d4
Backport rewrite of the getting started series for Godot 3
2021-11-24 10:40:04 -06:00
Nathan Lovato
67808949a8
Update the reference to the your_first_game document
2021-11-24 10:35:21 -06:00
Nathan Lovato
e5197b493e
Move remaining files out of step_by_step/
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Moved those to scripting/:
- filesystem
- resources
- singletons_autoload
- scene_tree
export to export/
and godot_design_philosophy to introduction/
2021-11-24 10:34:31 -06:00
Nathan Lovato
5450fa236c
Write and edit overridable_functions.rst, remove scripting_continued.rst
2021-11-24 10:33:22 -06:00
Nathan Lovato
5a21563707
Merge class_name docs from scripting_continued.rst into gdscript docs
2021-11-24 10:33:18 -06:00
Nathan Lovato
47b0008cc0
Write nodes_and_scene_instances.rst from scripting_continued.rst
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Rewrote the docs
Added an intro section about getting nodes and syntactic sugar
2021-11-24 10:33:14 -06:00
Nathan Lovato
b88d9da9a3
Move and rewrite groups.rst from sripting_continued.rst
2021-11-24 10:33:10 -06:00
Nathan Lovato
cc55022886
Add idle_and_physics_processing.rst, write scripting/index.rst
2021-11-24 10:33:04 -06:00
DeeJayLSP
4d3e37ad98
Scene tree: Show functions as code ( #5113 )
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* Scene tree: Show functions as code
These function callbacks should be shown as code for better readability.
2021-10-15 14:58:46 +02:00
Yuri Sizov
8ae1d879ec
Add a link to C# basics from the Step-by-Step tutorial
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Co-authored-by: Fabio Colella <fcole90@gmail.com >
2021-09-15 18:57:12 +03:00
Yuri Sizov
ad9956be63
Add a new GUI skinning tutorial and a theme editor guide
2021-08-22 23:27:46 +03:00
BlueStag
7458cde87a
Fixed GetNode inconsistencies ( #5056 )
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* Fixed GetNode inconsistencies (C#)
The generic method should be used instead. See #4794 .
2021-07-12 23:34:07 +02:00
Hugo Locurcio
de64c64c89
Mention the editor must be restarted for class_name icons to display ( #5031 )
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* Mention the editor must be restarted for `class_name` icons to display
2021-07-06 07:17:46 +02:00
Hugo Locurcio
62d1d25aa7
Update the keyboard shortcut to open the editor help
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The shortcut was changed in 3.3.
This also lists the macOS-specific shortcut in the editor introduction.
2021-06-23 15:04:34 +02:00
DeeJayLSP
7db6e38b99
Design a title screen: change text to avoid use of first person ( #4970 )
2021-06-08 16:40:37 +02:00
Hugo Locurcio
4b66f6d744
Rename documentation pages that have the same name as classref pages
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This prevents confusion in search engine results.
(cherry picked from commit 6babc68649 )
2021-06-02 13:17:00 +02:00
Hugo Locurcio
f2dcc1a4fd
Mention the new main screen switch shortcuts
2021-05-29 16:24:36 +02:00
swift502
5da97b25cf
Fix broken C# tab in Resources scripting tutorial
2021-04-25 22:08:06 +02:00
Pierre Caye
e0c7f2db26
Remove a stray double quote from Exporting ( #4823 )
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Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2021-04-08 14:42:15 +02:00
Hugo Locurcio
fb7276b3bb
Improve documentation around exporting projects
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- Add a warning about Godot not supporting PCK files larger than 2 GB.
- Improve formatting and grammar.
(cherry picked from commit a1e010c03f )
2021-03-19 13:59:11 +01:00
Dolan Paul
79d11429f1
Fix "part" typo in Introduction to the UI system ( #4689 )
2021-02-27 17:38:24 +01:00
RoniPerson
e196267b6b
Add a note to set default values for custom resources ( #4650 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2021-02-16 17:22:10 +01:00
Rafael Beckel
df9dda4c35
Change the order and text of UI workflows list ( #4615 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2021-02-01 17:11:08 +01:00
Rémi Verschelde
a16e10538f
Merge branch 'master' into 3.2
2020-09-28 15:43:06 +02:00
David Wales
3ef063dbe8
Update getting_started/step_by_step/your_first_game.rst
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Co-authored-by: Nathan Lovato <nathan@gdquest.com >
2020-09-27 12:02:00 +10:00
David Wales
f5ed5d0343
Clarify type of Main Node.
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If a user follows the tutorial, and accidentally [creates the Main scene][1] using a Node2D instead of a basic Node, they will be unable to [add a background][2] with Layout -> Full Rect as instructed later in the tutorial.
This expected (although possibly confusing) behaviour for Node2D is described in [#18166 ][3].
[1]: https://docs.godotengine.org/en/stable/getting_started/step_by_step/your_first_game.html#main-scene
[2]: https://docs.godotengine.org/en/stable/getting_started/step_by_step/your_first_game.html#background
[3]: https://github.com/godotengine/godot/issues/18166
2020-09-26 21:05:09 +10:00
Rémi Verschelde
d5a855bf35
Merge pull request #4062 from greenmoggle/master
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Removed GD namespace from RandRange
2020-09-25 15:51:20 +02:00
Alex S
92372cc63a
fix(getting_started): wording
2020-09-25 14:31:03 +02:00
Peter DV
634ab34a4c
Removed GD namespace from RandRange
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`GD.RandRange` was returning a double where a float was expected causing a type error. Using the `RandRange` function as described in the tutorial fixes the error.
2020-09-24 18:13:04 +10:00
Rémi Verschelde
ef45052cae
Scripting: Fix wrong merge of 4.0 connect syntax
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Fixes #3984 .
2020-09-11 09:14:34 +02:00
GoOtterGo
f28a1de445
Update instructions to make subresources unique in inspector ( #3895 )
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As of 3.2.2 the icon for Object Properties is no longer a down arrow, it is now a tools emoji. It's also not clear from the sentence the tutorial is expecting the user to look for the Object Properties button, just 'the down arrow', so I added clarity there as well.
2020-09-09 12:20:51 +02:00
Kiran Joshi
d03e109db4
Update your_first_game.rst ( #2762 )
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Clarify that "Use Snap" must also be turned on to get snapping to work.
Co-authored-by: Nathan Lovato <nathan@gdquest.com >
2020-09-09 11:56:16 +02:00
Nathan Lovato
512b074039
Merge pull request #3948 from samjabrahams/sabrahams/update_scripting_tutorial_connect
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Update GDScript examples - Step By Step: Scripting
2020-09-03 12:36:54 -06:00
Jeffrey Stern
33c3671b99
Added line to clarify we'll be starting a new project.
2020-09-02 18:52:52 -07:00