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
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- 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
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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 )
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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
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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
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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
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Add a Hosting considerations section to High-level multiplayer
2020-11-10 09:13:56 -06:00
Nathan Lovato
3665f22bab
Edit the scripting section
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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
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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
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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
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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
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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
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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 )
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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 )
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The repository was moved from GodotNativeTools to godotengine.
2020-10-29 15:29:40 +01:00
Nathan Lovato
364789479a
Edit external_editor.rst
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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
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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 )
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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 )
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This closes #4286 .
2020-10-22 20:02:17 +02:00
Nathan Lovato
26deeaedae
Merge pull request #4264 from Beuc/patch-5
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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
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This closes #4274 .
2020-10-15 19:46:37 +02:00
Beuc
e93159960a
Make PerlinNoise3D accept scalars directly
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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
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Merge and edit intro to shader pages
2020-10-13 06:59:32 -06:00
Nathan Lovato
0800225a54
Apply suggestions from code review
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Co-authored-by: Clay John <claynjohn@gmail.com >
2020-10-12 21:06:53 -06:00
Hugo Locurcio
77cdee2597
Recommend vertex shading for particles in GPU optimization
2020-10-12 20:54:17 +02:00
Poommetee Ketson
2c106b376f
Update link to GDNative simple demo project ( #4259 )
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The folder was renamed from `SimpleDemo` to `simple`
See: https://github.com/godotengine/gdnative-demos/pull/38
2020-10-12 13:18:23 +02:00
Robert Colton
79c1ae2777
Update the Input Map tab name in the InputEvent documentation ( #4257 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2020-10-11 20:26:24 +02:00
Nathan Lovato
06353e8635
Fix indentation in vector_math.rst, fill at 80 characters
2020-10-11 11:23:29 -06:00
Nathan Lovato
b56d20d3a6
Update tutorials/math/vector_math.rst
2020-10-11 10:25:26 -06:00
Arpit Srivastava
4b323d566e
Update vector math doc
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In the section explaining about normalizing a vector. In the warning, it says we cannot normalize a vector with a length of 0. And doing so will result in an error.
But after testing out normalizing a vector ( via normalized() function ), no errors are reported. Also printing out to the console shows (0, 0, 0) as the output. Similarly, normalizing manually by dividing it by the length shows strange result if printed out, but still no error.
I think GDScript ( not tested with other languages ) handles normalization of vector in such a way that we don't have to worry about normalizing a vector of length 0 ( only when done through normalized() function ).
2020-10-11 19:47:56 +05:30
Nathan Lovato
f19083670a
Move pages out of the tutorials/content section
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Remove the section
2020-10-10 22:20:46 -06:00
Nathan Lovato
6c231ffa14
Merge pull request #4247 from NathanLovato/gdscript-2.0
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First pass on GDScript 2.0 docs
2020-10-10 21:53:16 -06:00
Nathan Lovato
abab16813a
Merge pull request #4242 from NathanLovato/AnimationTracks
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Add a page on the different animation track types
2020-10-10 21:52:41 -06:00
Nathan Lovato
a74cf9ac21
Fix two code lines wrapped in a single one
2020-10-10 21:44:27 -06:00