Commit Graph

6153 Commits

Author SHA1 Message Date
HolonProduction
bd27c031a8 Add explanation of lambdas to GDScript basics.
Some examples and wordings were copied from the original proposal godotengine/godot-proposals#2431.

This also contains notion of one line functions.
2022-10-08 08:58:50 +02:00
Johan H. W. Basberg
8a540a9b36 Moved icon spec to itemised list (#6266)
* Moved icon spec to itemised list

The icon specifications should not be considered a recommendation, but rather a requirement. Either way, the details of its ratio and size should be included with each form entry is described - as that is the natural place to look for it.

* Update community/asset_library/submitting_to_assetlib.rst

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-10-07 16:14:27 +02:00
TheYellowArchitect
6c566613a8 [Instancing with signals] Updated to 4.0 (#6268)
* [Instancing with signals] Updated to 4.0

Basically started with changing `instance()` to `instantiate()`

Was a good chance to also upgrade the badly named `b` variables into proper intuitive names.

It's a good tutorial, short and to the point, though kinda abstract so I don't think there is anything more to add (if I put an image above the final codeblock, on how to add a signal via UI, it would ruin the abstraction imo)

* Made the signal location a bit more obvious

* Updated signal emission to 4.0 syntax

Interesting that emit_signal did work, backwards compatibility ftw!
`emit_signal()` its less intuitive as you must know a "magical function" of Godot instead of using the obvious variable, and also takes string argument lmao
2022-10-07 16:08:35 +02:00
Max Hilbrunner
70133f3712 Merge pull request #6275 from TheYellowArchitect/patch-2
[2D Game Tutorial] Fixing the last codeblock to run on 4.0
2022-10-07 15:59:33 +02:00
TheYellowArchitect
be79373bfd [2D Game Tutorial] Fixing the last codeblock to run on 4.0
The last code which would make the tutorial incompatible for 4.0 was this. I ran it locally on my 2D project to ensure it works.
Basically to replace the yield one-shot timer, I used this https://docs.godotengine.org/en/latest/classes/class_scenetreetimer.html

Fixes https://github.com/godotengine/godot-docs/issues/6234

@Calinou Related to this: If I do an upgrade/polish of the 2D tutorial [like I did with 3.0](https://github.com/godotengine/godot-docs/pull/6243) where I upload more **.webp** images and clarify and ref hyperlink here and there, would it be accepted soon, or delayed until after .webp support? Asking because it will take a day or two (I already have the images which is the hard part), and if that upgrade is merged in 4+ months, I would rather schedule my priorities in another way
2022-10-07 13:04:07 +00:00
Max Hilbrunner
4563c48a82 Merge pull request #6045 from smix8/doc_navigation_maps_and_actors_4.x
Add navigation doc for maps, different actor types, and actor locomotion
2022-10-07 14:24:38 +02:00
Max Hilbrunner
e6972bedec Merge pull request #6262 from Calinou/scene-tree-fix-autoloads-link
Fix link to AutoLoads documentation in Using SceneTree
2022-10-07 14:23:56 +02:00
Matthew
1e519b6689 Merge pull request #6263 from yedpodtrzitko/yed/fix-invalid-class-references
fix: invalid label references in `viewports` file
2022-10-05 23:01:33 -04:00
smix8
0babdc92d1 Add doc for navigation maps, different actor types, and actor locomotion
Adds documentation for navigation maps and how to support actors of different types (e.g. size) and with different locomotion states (e.g. crawling).
2022-10-05 23:37:39 +02:00
Jiri Suchan
991b576e70 fix: invalid references in viewports file 2022-10-06 00:04:21 +07:00
Hugo Locurcio
f13651cf96 Fix link to AutoLoads documentation in Using SceneTree 2022-10-05 18:31:11 +02:00
Max Hilbrunner
219705563e Merge pull request #6169 from skyace65/NavigationRework
Improve navigation section pages
2022-10-05 13:16:42 +02:00
Max Hilbrunner
7d951887f8 Merge pull request #6163 from ScriptsEngineer/patch-1
Change instance method to typed version in C# example
2022-10-05 13:13:09 +02:00
takkun324
5401294067 Clearification of what an action actually is. (#6200)
* Clearification of what an action actually is.

There was no definition of an action itself. I also simplified the sentence, "An InputEvent may or may not represent a predefined action" to say that actions are not required but useful (combining with the next sentence).

Without the definition, I had thought actions were pre-defined input *conditions* (input states, rather than the input itself, since an action must have it's input defined). That mess of inquiry can be read here: https://www.reddit.com/r/godot/comments/xfvmg8/can_we_define_our_own_inputanalysis_for_inputmap/ Skip to first part of my last post to see the wording that corrected my understanding of what actions were.

This is my first-ever proposal. Thank you for the opportunity to contribute to the docs and help everyone understand things a little easier.
-- Kevin
2022-10-05 13:11:48 +02:00
Kirrby
9d9d4b821c Updating change_scene and change_scene_to (#6175)
* Updating change_scene and chnage_scene_to

solves #6156
2022-10-05 12:57:40 +02:00
Jayman2000
3d619dc8a6 Improvements for “Building the manual with Sphinx” (#6171)
* Streamline “Building the manual with Sphinx”

The goal of this commit is to make the instructions in “Building the
manual with Sphinx” easier to follow. It does so by

1. Removing items from the prerequisites list that would get installed by
   requirements.txt anyway.
2. Adding items to the prerequisites list that were missing.
3. Making it possible to follow the instructions by reading them from
   top to bottom without jumping around.
4. Putting the meat of the instructions into an ordered list (this will
   make it easier for readers to not lose their place).

* Minor English fix for “Building the manual with Sphinx”
2022-10-05 12:53:43 +02:00
TheYellowArchitect
fff8355a8e [2D Game Tutorial] Explicit add child node clarification (#6225)
* [Dodge The Creeps] Explicit add child node clarification

Added explicit "add child node" instead of "add animated sprite 2d node as a child"
Also added Ctrl+A shortcut so users get slowly familiarized with the optimal workflow
2022-10-05 12:51:44 +02:00
Max Hilbrunner
46092b0847 Merge pull request #6183 from addmix/patch-1
Added node initialization best practices
2022-10-05 12:43:39 +02:00
yed podtrzitko
f4573fd49e fix: replace invalid World references with World3D/ World2D (#6256)
* fix: replace World references with World2D / World3D
2022-10-05 12:38:34 +02:00
Max Hilbrunner
664723bf4e Merge pull request #6206 from Structed/patch-1
Replace call to non-existent function get_editor_main_control()
2022-10-04 15:47:30 +02:00
TheYellowArchitect
2dfd19c370 Project Manager Polishing (#6219)
* Project Manager Polishing

The logic behind this commit is my own experience as a newbie, where I had the project with the label opened, and on the "download this and just import it with project manager" part, i did not know how to open the project manager, and spent like 5 minutes before just closing and re-opening Godot

Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
2022-10-04 13:50:23 +02:00
Max Hilbrunner
a9cb21c69b Merge pull request #6222 from TheYellowArchitect/patch-2
[Signals] Fixed inconsistent code
2022-10-04 13:30:39 +02:00
Max Hilbrunner
a6b1ed4a96 Merge pull request #6204 from acristin/master
Fixes for "Your First 2D Game" tutorial section 5: "The main game scene"
2022-10-04 13:25:53 +02:00
yed podtrzitko
c6406c876a External Editor: add info about debugger setting option (#6253)
* External Editor: add info about debugger setting option

* Apply suggestions from code review

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-10-04 13:11:09 +02:00
Matthew
ab5d273424 Merge pull request #6121 from RayAsh37/edit-typo-rotationValue
updated rotation value
2022-10-03 21:17:30 -04:00
Matthew
cb19ef660d Merge pull request #6193 from Black-Virtue/patch-1
Updating references to RigidBody2D
2022-10-03 21:10:07 -04:00
Max Hilbrunner
46a907f445 Merge pull request #6223 from DeltaNeverUsed/patch-1
Changed set_shader_param to set_shader_parameter
2022-10-01 17:10:38 +02:00
Max Hilbrunner
51d2bedf2f Merge pull request #6236 from TheYellowArchitect/patch-6
[2D Game Tutorial] Polished HUD code explanation
2022-10-01 17:04:47 +02:00
Max Hilbrunner
9a225d2a97 Merge pull request #6239 from TheYellowArchitect/patch-7
[2D Light and Shadows Tutorial] Replaced Light2D with PointLight2D
2022-10-01 17:02:22 +02:00
Rémi Verschelde
68f61b30fe Merge pull request #6240 from clayjohn/canvas-shader 2022-09-29 11:09:15 +02:00
clayjohn
39e0f7cf15 Clean up canvas item shader reference and add new light shader built ins 2022-09-28 12:27:33 -07:00
TheYellowArchitect
db84cc7068 [2D Light and Shadows Tutorial] Replaced Light2D with PointLight2D
It is impossible to instantiate a Light2D node, and a DirectionalLight2D node has no texture (so this tutorial doesn't work with it at all)

Feel free to deny this commit, because I am a newbie and don't know if it was possible to instantiate a Light2D node in 3.x either (if it was possible, the tutorial should stay as is, and this pull request should be closed)
2022-09-28 09:05:59 +00:00
Max Hilbrunner
9bedf39056 Merge pull request #6230 from Calinou/update-2d-stretch-mode-name
Update the `2d` stretch mode name to `canvas_items`
2022-09-28 00:07:17 +02:00
TheYellowArchitect
d22e87a187 [2D Game Tutorial] Polished code explanation
Placed it above the code, instead of below. It was bad because "This function" yet it's the code above, so it wasn't even "the above function" lol

Now, the code explanation is above the code, like the rest of the docs, and the eye rolls linearly instead of "what is this" then reading below "aaah!" and reading above again lol
2022-09-27 19:59:26 +00:00
Hugo Locurcio
8b330feb43 Update the 2d stretch mode name to canvas_items 2022-09-27 17:18:16 +02:00
DeltaNeverUsed
00b12f5daf Changed set_shader_param to set_shader_parameter 2022-09-27 09:23:02 +02:00
TheYellowArchitect
8ed7fd3c70 Fixed inconsistent code
All the code has 1 line in ready(), then suddenly at the "finished/full" script, it has a very old version which doesn't even compile (final argument gives error)

Also, changed "check autostart property" to "enable autostart property" so it's more clear
2022-09-27 07:08:53 +00:00
nerdbeard
f5b3a2fab2 Update example code for Godot 4 in Using RigidBody (#6215) 2022-09-23 17:27:49 +02:00
Max Hilbrunner
97a5779a0b Merge pull request #6213 from clayjohn/occ-cull
Small fixes for occlusion culling doc
2022-09-23 16:53:54 +02:00
clayjohn
2e82ffca88 Small fixes for occlusion culling doc 2022-09-22 14:38:12 -07:00
Max Hilbrunner
2591644f66 Merge pull request #6185 from Jayman2000/improvements-for-content-guidelines
English improvements for content guidelines
2022-09-22 17:26:20 +02:00
Max Hilbrunner
c9d41855e2 Merge pull request #6211 from Evanaellio/fix-tool-annotation
Fix references to the @tool annotation
2022-09-22 17:24:35 +02:00
Max Hilbrunner
789acbe6df Merge pull request #6205 from migeran/fix_doctool_command
Fix doctool command
2022-09-22 17:16:23 +02:00
Matthew
fc8fd782dd Merge pull request #6203 from Evanaellio/swap-resourcesaver-save-arguments
Swap arguments of ResourceSaver.save()
2022-09-21 19:13:16 -04:00
Evanaellio
3cb674285e Fix references to the @tool annotation 2022-09-21 22:48:04 +02:00
Evanaellio
bc35550dc5 Swap arguments of ResourceSaver.save() 2022-09-21 22:30:25 +02:00
Jason Yundt
3f9abd9001 English improvements for content guidelines
This commit simplfies many sentences and rewords many sentences to make
them sound more natural. In some places, this commit rewords sentences
to make their structure more parallel. The goal of all of these changes
is to make the content guidelines easier to understand.

Before this commit, the paragraph at the bottom of “Guidelines and
principles” said pretty much the same thing that the paragraph at the
bottom of “Limiting cognitive load” said. This commit combines those two
paragraphs to  reduce redundancy.
2022-09-21 16:11:26 -04:00
Johannes Ebner
0269514bfb Replace call to non-existent function get_editor_main_control()
get_editor_interface().get_editor_main_control() no longer exists. `get_editor_main_control()` has been replaced with `get_editor_main_screen()`.

I changed all the occurrences in code, as well as adapted the text  describing this accordingly.
2022-09-20 23:05:26 +02:00
Max Hilbrunner
d43d2b2ec7 Merge pull request #6198 from bruvzg/rcs-docs
Update macOS export page to reflect rcodesign support.
2022-09-20 21:22:15 +02:00
Max Hilbrunner
ef5bf53829 Merge pull request #6186 from Calinou/improve-fixing-jitter-stutter
Improve Fixing jitter and stutter documentation
2022-09-20 21:21:48 +02:00