187 Commits

Author SHA1 Message Date
Hugo Locurcio
9497fb3128 Update Troubleshooting physics issues for Godot 4.5
- Mention Jolt Physics in cases where it improves stability and performance.
- Mention TileMapLayer physics chunking.
2025-09-01 23:45:59 +02:00
Teggy
3cc46eb1f5 Fix ray casting tutorial typo 2025-08-17 10:09:25 +02:00
Max Hilbrunner
ca8b2f5a56 Merge pull request #11134 from skyace65/Jolt_update
Remove section from Jolt page that no longer applies
2025-08-04 12:18:19 +02:00
Danil Alexeev
3946ede7aa Replace remaining uses of shorthand codeblock syntax, add CI check 2025-07-25 16:20:16 -04:00
skyace65
b65addc39f Remove section from Jolt page that no longer applies 2025-07-23 20:55:13 -04:00
Hana - Piralein
cd3e94b4a1 add missing brackets in c sharp code 2025-07-14 20:29:57 +02:00
Matthew
6dedb3bae4 Merge pull request #11060 from simpkins/soft_body_lods
Add some notes about importing meshes for use with SoftBody3D
2025-07-03 20:48:20 -04:00
Adam Simpkins
6c8b963b75 Use SoftBody3D consistently in the soft body tutorial
This file had only been partially updated after `SoftBody` was renamed
to `SoftBody3D` in Godot 4.  This commit changes the remaining uses of
to `SoftBody` to `SoftBody3D`.
2025-06-28 12:25:48 -07:00
Adam Simpkins
da9349f38f Add some notes about importing meshes for use with SoftBody3D
This mentions that users may want to change the default LOD generation
settings when importing meshes for use with SoftBody3D.

See godotengine/godot#108025
2025-06-28 12:21:21 -07:00
A Thousand Ships
92cd36b50e Various grammar and spelling fixes 2025-06-23 16:37:26 +02:00
A Thousand Ships
410322a175 [Jolt] Remove reference to removed setting 2025-06-07 16:01:23 +02:00
Max Hilbrunner
813168b8c2 Merge pull request #10943 from Calinou/physics-introduction-bitshift
Use bitshift and binary `OR` operator in to set layers in Physics introduction
2025-06-01 23:05:45 +02:00
Hugo Locurcio
8a6ad4c926 Replace uses of shorthand codeblock syntax to avoid issues with localization
Previously, many paragraphs in the documentation used `::` at the end of a line
as a replacement for a single colon (and `::` on the following line).
Due to this, the `::` was part of the extracted string for localization.
Weblate also showed a warning about the trailing `::`, as it's not
normally expected to be there.

This change requires translators to revalidate all modified strings.
However, considering many of those have broken code blocks due to translators
replacing `::` with `:`, it can be a good idea.

This also adds documentation writing guidelines for code blocks and admonitions.
This commit does not modify existing admonitions in any way (as this would
lead to a much larger diff, and require more localizable text to be revalidated
by translators).
2025-05-30 02:02:30 +02:00
Hugo Locurcio
71d70864b5 Use bitshift and binary OR operator in to set layers in Physics introduction 2025-05-13 00:17:05 +02:00
tetrapod
d80b1505c3 Merge pull request #10526 from skyace65/Jolt
Document Jolt built-in module in 4.4
2025-02-23 12:13:13 -08:00
skyace65
fdd3260740 Document Jolt built-in module in 4.4 2025-02-23 10:45:58 -05:00
skyace65
385e1a370c Update Physics introduction images 2025-01-19 11:58:28 -05:00
Hugo Locurcio
bf1c389189 Document only direct child nodes accounting for CollisionShape2D/3D
Indirect children are currently ignored.
2025-01-08 17:48:48 +01:00
tetrapod00
c4d3aa134a Standardize RST header syntax 2024-12-29 13:44:09 -08:00
Raul Santos
cea78730d0 [.NET] Use collection expressions
As of C# 12 we can now use collection expressions to reduce some boilerplate when initializing collections.
2024-12-21 03:38:42 +01:00
tetrapod00
f8f683c1a2 Improve Physics Interpolation pages 2024-12-08 18:17:52 -08:00
Max Hilbrunner
eb34d1fb8d Merge pull request #10385 from tetrapod00/2d-intro
Add an introduction to the 2D index page
2024-12-08 08:32:37 +01:00
tetrapod00
d70fb53f2a Add introduction to 2D index page 2024-12-07 16:51:14 -08:00
skyace65
6b4a2c9801 Port physics interpolation docs from 3.6 2024-12-02 18:31:18 -05:00
D4Devil
00c34dd769 Add examples of individually setting bits in Physics introduction (#9910)
Add examples using CollisionObject2D.set_collision_mask_value().

---------

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com>
2024-11-19 16:12:23 -08:00
tetrapod00
93489bbefb Use "low-level" and "high-level" instead of "low level" and "high level"
Co-Authored-By: John Veness <2512915+JohnVeness@users.noreply.github.com>
2024-11-18 13:47:58 -08:00
notPelf
00221436f4 Add info about layer mask exporting to physics_introduction.rst (#10242)
* Update physics_introduction.rst

The docs page for raycasting provides a link to the physics introduction page for how to set a collision mask on a raycast created in code. The physics introduction page does not mention export annotations for exporting a collision mask. This pull request adds a brief bit about exporting layer masks, and links to the export annotation docs.

---------

Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com>
2024-11-17 11:30:23 +01:00
tetrapod00
a8667ffddf Add links to project setting mentions 2024-11-05 11:55:14 -08:00
tetrapod00
e4d395de48 Note limitation of shader world coordinates with large world coordinates 2024-10-25 11:03:58 -07:00
Hugo Locurcio
346af99154 Document physics spiral of death performance issue in Troubleshooting physics issues 2024-10-16 22:45:16 +02:00
Shawn Hardern
e09439a4e0 Add missing C# code examples to documentation
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2024-08-27 11:14:49 +01:00
melquiadess
dbe3a88377 Fix various minor typos 2024-04-20 16:41:23 +01:00
Hugo Locurcio
8fdd378fa3 Update asset library demo URLs to point to Godot 4.x demos 2024-04-18 03:34:54 +02:00
Mudkipze
5114103e23 Update PhysicsServer2D naming for C# in ray-casting.rst
Current documentation refers to "Physics2DServer" exclusively in C# code snippet, when the actual name should be PhysicsServer2D.
2024-04-12 15:57:47 +00:00
A Thousand Ships
bd6cc665a7 Fix incorrect uses of a/an 2024-03-29 15:14:27 +01:00
A Thousand Ships
c6bf5d4c28 [Manual] Clarify use of delta with move_and_slide
Added details to clarify that while `velocity` should not be multiplied
by `delta`, `gravity` still should.
2024-03-06 12:34:29 +01:00
Hugo Locurcio
95fb178429 Add support for user-provided comments with Giscus
This allows users to leave comments on pages that don't have
`:allow_comments: False` somewhere in the page's source.
Both manual and class reference pages can receive comments.
Index pages cannot have comments, as discussion should occur on "leaf" pages.

GitHub Discussions is used as a backend on the same repository. This means
that Discussions *must* be enabled on godotengine/godot-docs before this
commit is merged to `master`. Users can choose to use the "Custom" watch
mode if they don't want to get notifications for discussion updates,
but still get notifications for issue and pull request updates.

User comments are intended to be used for the following purposes:

- Add a clarification or correct something in the documentation,
  without having to open a pull request. Contributors are encouraged to
  take a look at discussions from time to time, and see if there's information
  worth incorporating in the pages themselves. Don't forget to reply to
  the comment when doing so :)
- Mention a workaround for a common issue.
- Link to useful third-party resources that are relevant to the current page,
  such as tutorials or add-ons.

User comments should *not* be used for technical support. Other community
platforms should be used for that.

Page-to-discussion matching is done using the `pagename` Sphinx variable,
which is independent of the Godot version and documentation language.
Being independent of the Godot version allows keeping old comments
when the Godot version changes, while also allowing users from `/stable`
and `/4.1` to "see" each other in discussions.

See https://giscus.app for more information.
2024-01-11 17:51:53 +01:00
Yuri Sizov
cd92be066d Update references to private class methods across the docs 2023-11-10 16:06:36 +01:00
Max Hilbrunner
d1edd1cebb Merge pull request #8179 from golfinq/rigidbody-workaround-fix
Fixed code in article "Using RigidBody"
2023-10-24 16:29:09 +02:00
Matthew
f29c9c4892 Merge pull request #8185 from jcovin293/master
Change KinematicBodies to CharacterBodies in collision_shapes_3d.rst and collision_shapes_2d.rst
2023-10-08 19:33:24 -04:00
jcovin293
21c11c6a03 Change KinematicBodies to CharacterBodies in collision_shapes_3d.rst and collision_shapes_2d.rst 2023-10-08 15:52:14 -05:00
Mark Wilson
147d2233c7 Improve C# GD.Load() examples
* Use typed version of GD.Load()
* Use absolute paths (i.e., prefixed with "res://")
* Use "Path/To/" intermediate path values on abstract examples, to
  illustrate that files can live in various directories
* Use PascalCase on files that are not GDScript or GLSL
2023-10-08 12:25:43 -04:00
golfinq
3bca95a6a5 Fixed code in article "Using RigidBody" 2023-10-07 23:44:37 -04:00
Max Hilbrunner
70ac3fc69b Merge pull request #8037 from fearn-e/characterbody2d-tutorial-cs-typo
C# code example bug in CharacterBody2D tutorial
2023-10-06 13:23:01 +02:00
Max Hilbrunner
793baa1a88 Merge pull request #8118 from skyace65/RemoveNote2
Remove outdated trimesh note
2023-10-04 00:06:52 +02:00
skyace65
e48656f335 Remove outdated trimesh note 2023-10-01 13:04:59 -04:00
fearn-e
10f00f1176 Fix csharp bug in tutorial code 2023-09-25 02:24:08 +01:00
toafloast
7183ef3e46 Update ray casting tutorial. 2023-09-21 22:18:55 -07:00
Yuri Roubinski
8377137565 Simplify code for retrieving direction vectors 2023-09-12 11:04:55 +03:00
Hana - Piralein
6a6ef0731d update images and related information 2023-08-20 16:13:18 +02:00