Commit Graph

1147 Commits

Author SHA1 Message Date
Hugo Locurcio
c1c5cd62cd Fix some images being difficult to read when using the dark theme
Adding the background color `#fcfcfc` (which matches the light theme's
background color) makes images readable again when using the dark theme.
2020-01-31 01:54:15 +01:00
Matthew
0010cd5f9e Fix advanced vector math images for dark mode (#3122) 2020-01-29 17:30:14 +01:00
quantmint
8a421ec6fa Replace x11 with linux in GDNative C++ example (#3109)
"x11" it's not the correct platform. It works with "linux".
2020-01-27 16:36:56 +01:00
Emil Mattsson
cb68a0bd90 Language improvements in Import Plugin tutorial (#3090) 2020-01-27 08:42:10 +01:00
Rémi Verschelde
1df5a0ae68 Merge pull request #3061 from asynts/asynts.syntax-highlighting-2
Incorrect syntax highlighting for languages other than GDScript.
2020-01-27 08:39:00 +01:00
Koyper
1add36112d bug fixes in main.gd chat _ready
Added missing yield to main.gd and updated p1/p2 to get_path
2020-01-23 13:46:23 -06:00
Nathan Lovato
9329aa8b51 Edit overview_of_debugging_tools (#2999)
Rewrite the intro to explain what the reader will find in this guide and list
debugging tools right away.

Review grammar and improve the text's clarity.
2020-01-23 02:18:27 +01:00
Rémi Verschelde
f830ebbde2 Merge pull request #3098 from nekomatata/2d-skeletons-typos
Fixed typos in 2D Skeletons tutorial
2020-01-22 22:19:11 +01:00
PouleyKetchoupp
3796daa53c Fixed typos in 2D Skeletons tutorial
- Name of the Edit entry is "Polygon -> UV"
- A space at a new line in a note about weight painting causes a split
2020-01-22 21:00:28 +01:00
George Marques
c7bc8c7bcd Fix gcc compilation flags for GDNative with C example
`-rdynamic` flag is needed to properly export the symbols (otherwise Godot may not find them).

Also changed to use the more common `.o` extension for objects on Linux.
2020-01-22 15:15:31 -03:00
Rémi Verschelde
2e68d271fe Add DANGER admonition about freeing nodes in tool scripts
Closes godotengine/godot#35422 and many similar misunderstandings.
2020-01-22 09:51:01 +01:00
Yuri Roubinsky
d70f461141 Added note about varying arrays to shading_language 2020-01-21 10:28:15 +03:00
Rémi Verschelde
445a5dc1a6 Merge pull request #3078 from Calinou/data-paths-flatpak
Mention the Godot data paths specific to the Flatpak version
2020-01-20 12:09:14 +01:00
Yuri Roubinsky
3df0d90eef A little bit better shader array construction example 2020-01-20 09:09:02 +03:00
Soaku
8d17784142 Remove a syntax error (#3079) 2020-01-19 21:38:16 +01:00
Hugo Locurcio
a504ab1647 Mention the Godot data paths specific to the Flatpak version 2020-01-19 18:18:57 +01:00
Yuri Roubinsky
536f88a1bc Added missing constructor for shader arrays 2020-01-18 12:00:48 +03:00
Rémi Verschelde
33bb17d846 Merge pull request #3037 from cbscribe/kcc_2dmove_updates
Update "Click and Move" to use Vector2 helpers
2020-01-17 14:08:57 +01:00
Matthew
8335122512 Update 2D Sprite Animation images and tweak tutorial (#3062) 2020-01-15 14:48:57 +01:00
Nathan Lovato
99fc784dc3 Explain why we store the return value from move_and_slide (#3001)
* Explain why we store the return value from KinematicBody2D.move_and_slide

Close #2934

* Edit using_kinematic_body_2d, use direct voice over the passive voice
2020-01-15 14:25:41 +01:00
asynts
53f878bdaf Replace 'code' directives with 'code-block' directives.
The `code` directive highlights all sources as GDScript. Other languages are
highlighted incorrectly at the moment, even if `.. code:: [language]` is
specified.

It does, however, work with the `code-block` directive. The reason seems to be
that this directive is Sphinx specific.
2020-01-13 18:45:39 +01:00
asynts
3dede275f4 Use literal blocks for code samples with GDScript.
GDScript is already the default, it's redundant to specify it explicitly.
A [literal block][1] is already enough.

  [1]: https://www.sphinx-doc.org/en/1.8/usage/restructuredtext/basics.html#rst-literal-blocks
2020-01-13 18:45:39 +01:00
asynts
faf9472dda Use the correct language in code blocks.
There are a few places where no language is specified for a code block and
the default is incorrect.

There are a few places where pseudo code is treated as C++.
2020-01-13 18:45:39 +01:00
Chris Bradfield
7fde7be136 Update "Click and Move" to use Vector2 helpers 2020-01-09 23:37:41 -08:00
Aaron Franke
0b1acc49a2 Mention size flag in main screen plugin tutorial
Also re-flow some of the text over lines and mention adding a Label.
2020-01-09 13:21:46 -05:00
Nathan Lovato
81dff876dd Edit the latest contribution to 2d_skeletons.rst and format the document 2020-01-08 14:46:24 +01:00
Sousio
665ab26c1c Update 2d_skeletons.rst 2020-01-08 16:57:55 +03:30
Sousio
0a0a9e1b19 Update 2d_skeletons.rst
Just one clarification about Move Polygon operation, and some Punctuation correction.
2020-01-06 00:14:58 +03:30
skyace65
29e1623902 Add C# code to multimesh page 2020-01-03 12:17:44 -05:00
Hugo Locurcio
198ddc7dc8 Merge pull request #3028 from vintprox/patch-2
Changled link to Shadertoy (mirror #3026)
2020-01-03 00:20:33 +01:00
Hugo Locurcio
a978a750de Remove outdated info from intro to animation editor page (#3029)
Remove outdated info from intro to animation editor page
2020-01-03 00:03:02 +01:00
skyace65
1e93828fff Remove outdated info from intro to animation editor page 2020-01-02 16:04:27 -05:00
Rodion Borisov
58af172899 Changled link to Shadertoy (mirror #3026)
#3026
There is known issue with heavy page load at www.shadertoy.com, which imposes GPU intensive shaders on main page: https://bugs.chromium.org/p/chromium/issues/detail?id=33620. It leads user's PC to go nuts even on second load.
2020-01-02 21:51:07 +03:00
Rodion Borisov
103913ee16 Changed link to GPU intensive website.
There is known issue with heavy page load at www.shadertoy.com, which imposes GPU intensive shaders on main page: https://bugs.chromium.org/p/chromium/issues/detail?id=33620. It leads user's PC to go nuts even on second load. Bug is marked as "WontFix", which is unsettling.

I thought that it's quite exhaustive user experience, that distracts from reading documentation. So, I've placed link with reduced search results to avoid this inconsistency.
2020-01-02 18:18:56 +03:00
N0hbdy
e433e7a40b Add warning to making-plugins reminding about tool keyword
I've repeatedly forgotten that other scripts used in editor plugins
*also* need to have the `tool` keyword, otherwise it fails to correctly
run.
2020-01-01 20:50:21 -08:00
TaleTN
d0745b4c26 Use sound pressure level rather than power
See https://en.wikipedia.org/wiki/Decibel#Acoustics (or any audio editor, DAW, analog mixing console, etc.).
2019-12-27 23:40:14 +01:00
Enhex
a819cb9d45 fixed variable name 2019-12-27 21:33:21 +02:00
Nathan Lovato
f4bd3e6c28 Restore original meaning of a sentence in kinematic_character_2d, tweaks 2019-12-23 09:55:50 +01:00
Nathan Lovato
8a138215f4 Edit using_kinematic_body_2d, use direct voice over the passive voice 2019-12-22 23:36:01 +01:00
PouleyKetchoupp
d2a87eb012 Fixed some typos and wording in tutorials 2019-12-22 18:32:19 +01:00
Rémi Verschelde
c9e3009ab8 Merge pull request #2976 from skyace65/AddSpatial
Explain how to add a SpatialMaterial to a mesh
2019-12-21 12:08:24 +01:00
Rémi Verschelde
2a0ce66793 Merge pull request #2640 from skyace65/GIProbe
Update GI probe page for Godot 3.2
2019-12-21 11:48:48 +01:00
skyace65
40d609d721 Update GI probe page for Godot 3.2 2019-12-20 10:24:32 -05:00
Tim Krief
0ea832a722 Remove unnecessary "}" 2019-12-11 22:00:02 +01:00
skyace65
80cc1ed8ff Explain how to add a spatial material to a mesh 2019-12-10 15:04:24 -05:00
skyace65
010188a56a Replace images and move text for visual shader page 2019-12-09 22:20:42 -05:00
Rémi Verschelde
ed3e56fdd4 Fix some markup issues 2019-12-07 00:14:17 +01:00
Rémi Verschelde
e23ee5b081 Fix typos with codespell
Using codespell 1.16.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-12-06 22:07:59 +01:00
Matthew
628beb5d67 Add information on profiler and misc debugging tools (#2968) 2019-12-06 09:39:48 +01:00
Michael Alexsander
55a0b824b5 Small consistency fixes for the VR tutorial pages 2019-12-03 18:50:56 -03:00