diff --git a/about/faq.rst b/about/faq.rst index 79ddcbfd3..33f627a1c 100644 --- a/about/faq.rst +++ b/about/faq.rst @@ -11,7 +11,7 @@ Frequently asked questions What can I do with Godot? How much does it cost? What are the license terms? ---------------------------------------------------------------------------- -Godot is `Free and open source Software `_ +Godot is `Free and open source Software `_ available under the `OSI-approved `_ MIT license. This means it is free as in "free speech" as well as in "free beer." diff --git a/community/tutorials.rst b/community/tutorials.rst index a52e43b37..17b26e755 100644 --- a/community/tutorials.rst +++ b/community/tutorials.rst @@ -62,4 +62,3 @@ Resources - `awesome-godot: A curated list of free/libre plugins, scripts and add-ons `_ - `Godot Asset Library `_ - `Godot Shaders: A community-driven shader library `_ -- `Zeef Godot Engine: A curated directory of resources by Andre Schmitz `_ diff --git a/contributing/development/compiling/compiling_for_windows.rst b/contributing/development/compiling/compiling_for_windows.rst index d3ce579b3..1159f410f 100644 --- a/contributing/development/compiling/compiling_for_windows.rst +++ b/contributing/development/compiling/compiling_for_windows.rst @@ -317,7 +317,7 @@ Cross-compiling for Windows from other operating systems -------------------------------------------------------- If you are a Linux or macOS user, you need to install -`MinGW-w64 `__, which typically comes in 32-bit +`MinGW-w64 `__, which typically comes in 32-bit and 64-bit variants. The package names may differ based on your distribution, here are some known ones: diff --git a/contributing/development/compiling/cross-compiling_for_ios_on_linux.rst b/contributing/development/compiling/cross-compiling_for_ios_on_linux.rst index 08be816bd..65cb4cbcc 100644 --- a/contributing/development/compiling/cross-compiling_for_ios_on_linux.rst +++ b/contributing/development/compiling/cross-compiling_for_ios_on_linux.rst @@ -24,8 +24,9 @@ described here and cross-compiling the binary. Requirements ------------ -- `XCode with the iOS SDK `__ - (a dmg image, for newer versions a **xip** file is going to be downloaded.) +- `XCode with the iOS SDK `__ + (a dmg image, for newer versions a **xip** file is going to be downloaded. + You must be logged into an Apple ID to download Xcode.) - `Clang >= 3.5 `__ for your development machine installed and in the ``PATH``. It has to be version >= 3.5 to target ``arm64`` architecture. diff --git a/contributing/documentation/docs_image_guidelines.rst b/contributing/documentation/docs_image_guidelines.rst index 7ada5455a..1e32ea765 100644 --- a/contributing/documentation/docs_image_guidelines.rst +++ b/contributing/documentation/docs_image_guidelines.rst @@ -67,7 +67,7 @@ have cropping built in it's not always easy to get something precise. And while Krita is designed as a painting program the cropping tool gives you pixel precision by default. Of course, feel free to use a different program you are familiar with. -If you've never used Krita before download it from the `official Krita website `_, +If you've never used Krita before download it from the `official Krita website `_, on Linux you may also be able to download it from your distributions repository, flathub is also an option. Once it's installed on your computer open Krita then open the image you want to crop. This button on the left panel is the crop tool. diff --git a/tutorials/3d/3d_antialiasing.rst b/tutorials/3d/3d_antialiasing.rst index a5e606ce5..24582b282 100644 --- a/tutorials/3d/3d_antialiasing.rst +++ b/tutorials/3d/3d_antialiasing.rst @@ -116,7 +116,7 @@ AMD FidelityFX Super Resolution 2.2 (FSR2) ------------------------------------------ Since Godot 4.2, there is built-in support for -`AMD FidelityFX Super Resolution `__ +`AMD FidelityFX Super Resolution `__ 2.2. This is an :ref:`upscaling method ` compatible with all recent GPUs from any vendor. FSR2 is normally designed to improve performance by lowering the internal 3D rendering resolution, diff --git a/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.rst b/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.rst index e4eac5cce..21cc09de0 100644 --- a/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.rst +++ b/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.rst @@ -39,10 +39,12 @@ Exporting textures separately While textures can be exported with a model in certain file formats, such as glTF 2.0, you can also export them separately. Godot uses PBR (physically based rendering) for its materials, so if a texturing program can export PBR -textures they can work in Godot. This includes the `Substance suite `__, +textures, they can work in Godot. This includes the `Substance suite `__, `ArmorPaint (open source) `__, and `Material Maker (open source) `__. -.. note:: For more information on Godot's materials, see :ref:`doc_standard_material_3d`. +.. seealso:: + + For more information on Godot's materials, see :ref:`doc_standard_material_3d`. Exporting considerations ------------------------