Adds a new page which gives a summary of the three renderers. This page briefly
describes the renderers, gives some guidance on how to choose a renderer. It also
contains a comparison table between the renderers.
Adds an entry in the FAQ which links to this new page.
Adds a note about subsurface scattering limitations to the Standard Material page.
Adjusts some other pages which had incorrect information.
The new text puts the focus on the most salient reason for using GDScript. The old examples covered almost all cases (every case except for AAA games), which made for awkward wording that was not relevant to most readers. Fixes#6651
Command used:
lychee **/*.rst --github-token="..." --accept="100..=103,200..=299,429"
429 error codes were allowed due to a high number of false positives,
even with a GitHub token specified.
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.
- Update type names in question about GDScript and other languages.
- Move question about plugins to be located just below the question
about SDKs.
- Mention that using C++ exceptions would increase compile times,
as evidenced by Godot's SCons setup recently disabling exception
handling by default.
- Replace potentially misleading "2K" term with 1440p, assuming
the question has mobile devices in mind (current flagships are 1440p).
- Remove question about RTTI not being used in Godot, as RTTI
is now always used to ensure type safety in projects exported
in release mode.
- Remove reference to option to shrink images on load, which was
removed in Godot 4.0 (devices with such low resolutions are
very uncommon nowadays anyway).
This also removes an obsolete bit about the command prompt to use
when compiling using Visual Studio (automatic detection has been
implemented for years).
- Rephrased some awkward grammar in the first paragraph (and removed redundant performance-heavy note).
- Restructured and rephrased some of the grammar in the middle and end sections to be less repetitive and avoid run-on sentences.
- Fixed capitalization in the hyphenated word in the section title.
- Link to Console support in Godot documentation.
- In the Console support in Godot page, link to the
"Godot and consoles, all you need to know" blog post as it contains
additional context.
- Link to Importing 3D scenes documentation directly to avoid copypasting
the answer.
- Replace uses of "open-source" with "open source" for consistency.
This change makes the docs repo always use the official abbreviation (CC BY 3.0)
for its license. Previously, it would sometimes use “CC-BY 3.0” or
“CC-BY-3.0”. This change also make the docs repo always point to the
official Commons deed [1] for more information about CC BY 3.0.
Previously, it would sometimes link to an unofficial source [2].
[1]: <https://creativecommons.org/licenses/by/3.0/>
[2]: <https://tldrlegal.com/license/creative-commons-attribution-(cc)>
This page describes C++ features that are used and allowed in
Godot's codebase. It's based on community consensus over the last
months, as Godot recently moved to C++17 in the `master` branch.
* FAQ: Revision on punctuation
This pull request moves some periods to their right place, and adds a missing question mark.
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>