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Merge commit godotengine/godot-docs@da1ef85 #90
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* Replaced "foo"/"bar" example values with "my value". * Changed C# public field to property and GDScript to match. * Used PascalCase for C# property. * Used camelCase for C# local variable. * Used "var" for C# local variable declarations. * Used PascalCase for GDScript class/script variable. * Improved clarity of comments documenting expected output. * Eliminated horizontal scroll in C# code example. * Fixed a comma splice in the page text. * Removed an out-of-date warning block.
On the collision processing code (Chapter 6 - Jumping and squashing monsters) there is a misleading comment saying that the collision.get_collider() == null has the purpose of checking for a collision with the ground. This addresses the following open issue: godotengine#9355
…r scene It's more verbose, but it's easier to understand and doesn't rely on the reader knowing how to interpret the `[1/2]` part.
The `path_desired_distance`, `target_desired_distance`, and `path_max_distance` documentation was a bit ambiguous. I tried to make it a little more clear without making it too long, since the properties are also documented at the [NavigationAgent3D](https://docs.godotengine.org/en/stable/classes/class_navigationagent3d.html) page.
Specifies when to link to the class reference. Specifies how to style various kinds of text.
This reference is already present in the Color class reference, but this embeds it directly in the page to save users a click.
…c05ec3 classref: Sync with current master branch (6c05ec3)
CI: Integrate `pre-commit` for style checks
Co-authored-by: Loregret <[email protected]>
…gine#10247) * Add note about LightmapGI only baking nodes under its parent `LightmapGI`'s documentation currently doesn't mention the fact it only bakes nodes under its parent. This can make the user think there is something wrong with their scene setup or 3D models, as it refuses to bake when the user's models / world isn't under the same parent as the `LightmapGI`. --------- Co-authored-by: Hugo Locurcio <[email protected]>
…colon C# exports: Fix semicolon syntax error
Add section on manual style to Writing Guidelines
…ing workflow (godotengine#10229) * Document converting CSG nodes to MeshInstance3D and related lightmapping workflow --------- Co-authored-by: Max Hilbrunner <[email protected]> Co-authored-by: tetrapod <[email protected]>
…abel-color-constants Add color constants reference to BBCode in RichTextLabel
…rm-update Clarify Documentation for rotated_local() Function in 3D Transforms
…tengine#10242) * Update physics_introduction.rst The docs page for raycasting provides a link to the physics introduction page for how to set a collision mask on a raycast created in code. The physics introduction page does not mention export annotations for exporting a collision mask. This pull request adds a brief bit about exporting layer masks, and links to the export annotation docs. --------- Co-authored-by: tetrapod <[email protected]>
Use the newly introduced ``is not`` operator
Cherrypick godotengine#10242 (Add info about layer mask exporting to physics_introduction) to master
Co-authored-by: DSOE1024 <[email protected]>
Compiling for Linux/BSD: Add openKylin
* Clarified expected path value for `--script` Clarified the kind of paths expected by `--script` and how they are interpreted. [Silent errors in recent Godot versions (regressions)](godotengine/godot#96691) made this even more confusing. Co-authored-by: A Thousand Ships <[email protected]> --------- Co-authored-by: A Thousand Ships <[email protected]>
Rephrase tutorial items for targeting with a Navigation Agent
Document sub plugins
Rephrase dictionary description in Advanced GDScript
Clarify MeshLibrary format and constraints
[System requirements] Add information about different requirements for different renderers.
The code below to be added to scene 1 and 2 didn't say how to define the global variable, and neither did this, so I fixed it --------- Co-authored-by: tetrapod <[email protected]>
Mention exception to setting values before adding to tree
Text editor documentation
Edited the fourth option to accurately represent which option it is, it previously replicated the third option
…le-code Document example code label in docs repo
Tweak wording in Contributing to the class reference
Change description of the scale tool to correctly suggest the 'S' key instead of the 'R' key
- Remove Android restrictions that no longer apply in 4.4. - Add links in the C# documentation about general upstream system requirements that also apply to C# projects. - Godot projects now target `net8.0`, so there's no need to mention TFM requirements in platform support. And we can update every mention of .NET 6 with .NET 8 and C# 10 with C# 12.
Fix typo (copy-paste) in gui_using_fonts.rst
Fix Introduction to 2D scale hot key
…-4.4 C#: Update platform support for 4.4 and new minimum required TFM
…7a2a12 classref: Sync with current master branch (a7a2a12)
Remove the trailing double quote (") from the link https://github.com/KhronosGroup/glTF/blob/main/specification/2.0/schema/asset.schema.json
…-typo Remove trailing double quote from link in GLTFState documentation
Remove default labels from issue templates
…-date Only show warning box if page is outdated
tindrew
approved these changes
Dec 22, 2024
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