Commit Graph

1537 Commits

Author SHA1 Message Date
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
Nathan Lovato
0800225a54 Apply suggestions from code review
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)
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)
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
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
Remove the section
2020-10-10 22:20:46 -06:00
Nathan Lovato
6c231ffa14 Merge pull request #4247 from NathanLovato/gdscript-2.0
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
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