Arch Linux's `pacman -S` reinstalls packages that are already installed,
unless the option `--needed` is provided.
A user that wants to build godot probably doesn't want to reinstall their
GCC compiler and all the other stuff listed in the command.
As we discussed here https://github.com/godotengine/godot-docs/pull/3045#discussion_r365111553 I have expanded guidance to mention that we should avoid using made up names and use real world working code examples where practically possible. And where not possible still use a code that at least resembles something you could see in a project.
Update docs_writing_guidelines.rst
* Update compiling_for_osx.rst
No sure 8 jobs is best for everyone but it boost compiling
* Update compiling_for_osx.rst
Use suggestion by @Calinou
* Remove terminal prefix.
This also includes tweaks to the syntax highlighting theme
which were necessary to support switching the theme using CSS
variables. Some token colors in the light syntax theme have been
swapped around for consistency.
This closes#3041.
* Added changes about use of Dynamic Typing
I have added an explanation directing doc contributors to only use Dynamic typed GDScript in their examples unless they are specifically discussing issues related to static typing.
* Adding guidlines for escaping double quotes
RFC-4180: "If double-quotes are used to enclose fields, then a double-quote appearing inside a field must be escaped by preceding it with another double quote."
I tried to escape it with backslash without knowing the special standards of CSV, it didn't work and I opened an issue for nothing. I think it might be right to explain that directly in the docs so that no ones lack this information and ask for help about that again.
* Adding more info about the CSV standard
Some information from the CSV standard were lacking, most importantly, how to escape double quotes in a string. An example with escaped double quotes has been added to the existing example table. (Thanks to the discord for the translation)
Before this change clamping the players position got removed with the following explanation:
"We don't need to clamp the player's position because you can't click outside the screen."
While it is true that the player cannot click outside the window, the player can still click outside the playable area. Because we set Aspect to "keep" in the Project Settings, Godot will create Black borders if the window (or phone screen) doesn't match the desired aspect ratio. A player can now click on either of the borders and because clamp got removed the Player node will move out of the playable area and hide in the black border.
This is why the clamp should not be removed.
Rename code structure -> formatting
Add a heading Encoding and special characters for the corresponding section
Add missing Indentation heading that was gone
Recommend LF, newline at end of file, UTF-8, no BOM, and tabs. The displayed size of tabs does not matter as it does not affect the saved files, so don't mention it. Also slightly change the C# style guide for consistency.
Following the Android instructions for exporting, results in an rotatet
build. By specifying the Orientation option in the "Project Settings"
solves this bug.