This allows users to leave comments on pages that don't have
`:allow_comments: False` somewhere in the page's source.
Both manual and class reference pages can receive comments.
Index pages cannot have comments, as discussion should occur on "leaf" pages.
GitHub Discussions is used as a backend on the same repository. This means
that Discussions *must* be enabled on godotengine/godot-docs before this
commit is merged to `master`. Users can choose to use the "Custom" watch
mode if they don't want to get notifications for discussion updates,
but still get notifications for issue and pull request updates.
User comments are intended to be used for the following purposes:
- Add a clarification or correct something in the documentation,
without having to open a pull request. Contributors are encouraged to
take a look at discussions from time to time, and see if there's information
worth incorporating in the pages themselves. Don't forget to reply to
the comment when doing so :)
- Mention a workaround for a common issue.
- Link to useful third-party resources that are relevant to the current page,
such as tutorials or add-ons.
User comments should *not* be used for technical support. Other community
platforms should be used for that.
Page-to-discussion matching is done using the `pagename` Sphinx variable,
which is independent of the Godot version and documentation language.
Being independent of the Godot version allows keeping old comments
when the Godot version changes, while also allowing users from `/stable`
and `/4.1` to "see" each other in discussions.
See https://giscus.app for more information.
This reduces the size of ZIP downloads for offline reading.
Unused images were found by running `_tools/list-unused-images.sh`.
These images were used in Godot 2.x and 3.x documentation,
but have been replaced by remade images with different names since.
Old documentation used set_network_master instead of new method set_multiplayer_authority. Making this small update since rest of documentation for this page looks correct, but it took me a while to figure out why the old method wasn't working.
Renames from GDNative to GDExtension
Add Pictures/Gifs and clarified compatability
Remove GDNative language bindings from GDExtension docs
Update SConstruct and AddingProperties section
updated with suggestions
Added property hint example + updated to API naming changes
Fixed redirect.csv
* Update some C# examples
- Rename members that have been renamed in Godot's C# API for 4.0.
- Change `delta` parameter type to `double`.
- Ensure parameters match base declaration.
- Other minor code fixes.
---------
Co-authored-by: Paul Joannon <437025+paulloz@users.noreply.github.com>
The old server (echo.websocket.org) is no longer active.
The new server (libwebsockets.org) is the demo server of another popular
websocket library (LWS) which we also previously used.
Fixesgodotengine/godot#46857
Added supported wait periods after poll() for HTML5
This prevents warning about multiple polls in the same frame
and prevent hanging the game when fetching the body chunks
Removed an instance of a bad practice (letting the clients pass their
own rpc caller id to the server and having the server trust it), as
well as making the server the only one able to unpause the game.
The first of the two is a fairly harmful habit to teach, especially
in a first introduction.
Also made the bomber demo way more explicit (and verbose) by avoiding
as many ambiguous pronouns as possible, instead being quite explicit
about which nodes or methods are being referred to at any time, and
also some intermingled motivations/reminders for why these steps are
being taken.
This also documents how to build dedicated server binaries.
The part about compiling will need to be updated for Godot 4.0
once the server platform is usable again.
This also removes prompts before commands so that they can be
copy-pasted by triple-clicking without selecting the prompt.