Commit Graph

1548 Commits

Author SHA1 Message Date
skyace65
8e893ecf49 Add GDQuest profiler page 2020-11-23 10:57:32 -05:00
Ursus-Z555
352ce06d87 Fix method name in Groups (#4392)
Change method 'call_group()' to 'add_to_group()'  under Adding Nodes to a Group section.
2020-11-21 15:11:38 +01:00
Nathan Lovato
745feb8933 Merge pull request #4388 from Calinou/clarify-gdscript-python-relationship
Clarify that GDScript is not based on Python
2020-11-19 19:24:50 -06:00
Hugo Locurcio
471618db61 Clarify that GDScript is not based on Python
This also fixes capitalization where "GDscript" was used instead of
"GDScript".

This closes #4378.
2020-11-19 14:57:12 +01:00
Nathan Lovato
81e35c69e1 Merge pull request #4382 from skyace65/ColladaImport
Specify that only collada files can use -colonly with empty shapes
2020-11-18 21:08:23 -06:00
Nathan Lovato
cc990f9ded Merge pull request #4384 from NathanLovato/edit/add-note-gdscript-styleguide
Add note about line skips in the style guide
2020-11-18 14:43:37 -06:00
Matthew
55a0aad2c4 Fix proximity and distance fade alpha blend warning, move a GIF (#4383)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-11-18 15:39:39 +01:00
Nathan Lovato
b928c651e7 Add note about line skips in the style guide 2020-11-18 08:10:24 -06:00
skyace65
fa044ebdf3 Specify that only collada files can use -colonly with empty shapes 2020-11-17 22:21:05 -05:00
LightningAA
566e86bec2 Fix typo in CPU optimization (#4380) 2020-11-16 23:36:17 +01:00
Feniks
f830197075 Fix C# condition being as instead of is in Input examples (#4362) 2020-11-13 15:25:00 +01:00
Feniks
aedad86597 Fix couple of missing # and // for comments in code examples (#4360) 2020-11-12 20:19:42 +01:00
Nathan Lovato
9df8c5c383 Edit content guidelines, remove typographic marks
- Removed typographic marks in the entire repo
- Removed a line about why we don't use a wiki
- Indented notes with 4 spaces
- Addressed review comments
2020-11-12 08:59:13 -06:00
Nathan Lovato
1d32426b0c Merge pull request #4344 from NathanLovato/edit/improve-scripting-section
Split and edit scripting_continued.rst, improve scripting section
2020-11-11 18:15:40 -06:00
textrivers
de131f75cc Add paragraph to specify that IK chains are editor-only (#4356)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-11-11 17:51:13 +01:00
Nathan Lovato
54230fb235 Update tutorials/scripting/groups.rst
Co-authored-by: balloonpopper <5151242+balloonpopper@users.noreply.github.com>
2020-11-11 07:16:01 -06:00
Nathan Lovato
8987df4315 Improve nodes_and_scene_instances.rst
Based on review notes, add pictures to illustrate renaming a node and
how a node leaves the remote scene tree at runtime after calling free()
or queue_free()
2020-11-10 10:30:58 -06:00
Nathan Lovato
a9af63c674 Merge pull request #4352 from Calinou/high-level-multiplayer-hosting-considerations
Add a Hosting considerations section to High-level multiplayer
2020-11-10 09:13:56 -06:00
Nathan Lovato
3665f22bab Edit the scripting section
Misc grammar fixes, improvements to phrasing, and more.

Co-authored-by: balloonpopper <5151242+balloonpopper@users.noreply.github.com>
2020-11-10 08:18:44 -06:00
bggd
71547a7c24 Fix missing ":ref:" in canvas_layers.rst (#4353) 2020-11-10 14:52:51 +01:00
Hugo Locurcio
7b168d6d78 Add a Hosting considerations section to High-level multiplayer
This covers topics such as internal vs public IP addresses
and port forwarding.
2020-11-09 20:40:14 +01:00
Nathan Lovato
1eb9da99b6 Write and edit overridable_functions.rst, remove scripting_continued.rst 2020-11-08 09:49:48 -06:00
Nathan Lovato
7e7df1cc03 Merge class_name docs from scripting_continued.rst into gdscript docs 2020-11-07 23:23:19 -06:00
Nathan Lovato
9927bfbb71 Write nodes_and_scene_instances.rst from scripting_continued.rst
Rewrote the docs
Added an intro section about getting nodes and syntactic sugar
2020-11-07 23:11:29 -06:00
Nathan Lovato
61863b181f Move and rewrite groups.rst from sripting_continued.rst 2020-11-07 20:20:10 -06:00
Nathan Lovato
e67663f81b Add idle_and_physics_processing.rst, write scripting/index.rst 2020-11-07 19:15:14 -06:00
Hugo Locurcio
28d9ed70db Document font requirement for some languages in Internationalizing games
See https://github.com/godotengine/godot/issues/43379.
2020-11-07 17:14:23 +01:00
Nathan Lovato
ac3cbb8195 Merge branch 'master' into InputEventKey.keycode 2020-11-05 10:08:37 -06:00
Hugo Locurcio
5469ac45d3 Mention hosts that support on-the-fly compression in Exporting for the Web 2020-11-04 20:35:19 +01:00
Nathan Lovato
3db42682a4 Merge pull request #4327 from pyacier/master
proofreading 2d/canvas_layers.rst : change passive voice to direct voice
2020-11-04 13:00:22 -06:00
Nathan Lovato
ae51070767 Edit 2d/canvas_layers.rst
Minor tweaks
2020-11-04 12:57:45 -06:00
Nathan Lovato
4741f8dba2 Move assets section to a new assets pipeline section 2020-11-04 12:37:30 -06:00
Nathan Lovato
36e6b29d5e Move project_setup documents to best_practices 2020-11-04 12:32:02 -06:00
Nathan Lovato
a4c21f735d Move the best practices section to tutorials/ 2020-11-04 12:32:02 -06:00
Nathan Lovato
edeb6a961f Move the export section to tutorials/ 2020-11-04 12:32:02 -06:00
Alexander Pruss
aaea6280e7 Clarify "source" mesh in Using MultiMeshInstance (#4334)
I found the original sentence confusing because the word "mesh" is used twice, referring to different nodes. 

> One node is used as the target, the mesh that you want to place multiple meshes
on. 

This target mesh is referred to in the tools and later on in the docs as the surface mesh, so I figure we might as well call it that right away - 

> One node is used as the target, the **surface** mesh that you want to place multiple meshes
on.
2020-11-02 14:42:42 +01:00
lukostello
e2c2becefe Explain what fractional means in the Shading language reference (#4328) 2020-11-01 14:46:01 +01:00
Pierre Caye
efc2d19eb0 proofreading : change passive voice to direct voice 2020-10-30 21:52:03 +01:00
Naryosha
e9228aa741 GDNative C++: fix links to godotengine/godot-cpp (#4324)
The repository was moved from GodotNativeTools to godotengine.
2020-10-29 15:29:40 +01:00
Nathan Lovato
364789479a Edit external_editor.rst
Add intro
Tweak text
Add commands for Emacs
Link to the two official external editor plugins
2020-10-28 13:51:42 -06:00
Nathan Lovato
4481e89331 Move editor manual 2020-10-28 13:51:33 -06:00
Hugo Locurcio
6b89096be5 Fix shader TIME description to match how it actually works 2020-10-24 13:32:48 +02:00
Nathan Lovato
c51a2e5305 Merge pull request #4284 from Calinou/improve-shader-time
Improve explanations around shader language's `TIME` variable
2020-10-23 17:37:29 -06:00
Max Morse
9772070be5 Add FOG/RADIANCE/IRRADIANCE built-ins in Spatial shaders (#4301)
Co-authored-by: Melody Morse <14865089+MelodyMorse@users.noreply.github.com>
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-10-23 19:55:09 +02:00
Hugo Locurcio
54c83c3e4a Add a background to math formulas to make them readable on dark theme (#4288)
This closes #4286.
2020-10-22 20:02:17 +02:00
Nathan Lovato
26deeaedae Merge pull request #4264 from Beuc/patch-5
Make PerlinNoise3D accept scalars directly
2020-10-17 11:08:19 -06:00
Hugo Locurcio
ef874eacd4 Improve explanations around shader language's TIME variable 2020-10-17 15:31:05 +02:00
Hugo Locurcio
4dbbf3dc92 Improve the shading language reference table
This closes #4274.
2020-10-15 19:46:37 +02:00
Beuc
e93159960a Make PerlinNoise3D accept scalars directly
The current code requires creating and plugging a Scalar node just to enter the value "10" (see current screenshot); with this change, the node, like existing Godot nodes, can take the scalar value directly within the PerlinNoise3D Node.
2020-10-13 18:11:50 +02:00
Nathan Lovato
500bb5048d Merge pull request #4241 from NathanLovato/organization/merge-shader-intros
Merge and edit intro to shader pages
2020-10-13 06:59:32 -06:00