Remove trailing whitespace and irregular whitespace

This commit is contained in:
Hugo Locurcio
2020-05-17 00:26:19 +02:00
parent 5e6dc1eea8
commit d494d19dac
78 changed files with 776 additions and 789 deletions
+1 -1
View File
@@ -69,7 +69,7 @@ Building the documentation requires at least 8 GB of RAM to be done without swap
# On Linux/macOS
make html SPHINXOPTS=-j2
# On Windows
# On Windows
set SPHINXOPTS=-j2 && make html
```
+1 -1
View File
@@ -62,7 +62,7 @@ optimized before being added to the engine, to do so:
svgcleaner --multipass svg_source.svg svg_optimized.svg
The ``--multipass`` switch improves compression, so make sure to include it.
The ``--multipass`` switch improves compression, so make sure to include it.
The optimized icon will be saved to ``svg_optimized.svg``. You can also change
the destination parameter to any relative or absolute path you'd like.
@@ -9,5 +9,3 @@ C#
c_sharp_features
c_sharp_differences
c_sharp_style_guide
@@ -53,7 +53,7 @@ to issues at runtime, but lets you decide whether or not you want to
leave the code as it is. More on that in a moment.
Static types also give you better code completion options. Below, you
can see the difference between a dynamic and a static typed completion
can see the difference between a dynamic and a static typed completion
options for a class called ``PlayerController``.
You've probably stored a node in a variable before, and typed a dot to
@@ -299,7 +299,7 @@ And the same callback, with type hints:
func _on_area_entered(area: CollisionObject2D) -> void:
pass
You're free to replace, e.g. the ``CollisionObject2D``, with your own type,
You're free to replace, e.g. the ``CollisionObject2D``, with your own type,
to cast parameters automatically:
::
@@ -24,4 +24,3 @@ There are some things to note:
The exporter attempts to make them similar, but it doesn't always look the
same.
- There is no difference between buffer shadow and ray shadow in the export.
-1
View File
@@ -683,4 +683,3 @@ We're also going to add joypad support, so we can play with wired Xbox 360 contr
.. warning:: If you ever get lost, be sure to read over the code again!
You can download the finished project for this part here: :download:`Godot_FPS_Part_3.zip <files/Godot_FPS_Part_3.zip>`
-2
View File
@@ -9,5 +9,3 @@ Audio
audio_streams
sync_with_audio
recording_with_microphone
-1
View File
@@ -7,4 +7,3 @@ Creating content
procedural_geometry/index
making_trees
-1
View File
@@ -6,4 +6,3 @@ Debug
:name: toc-learn-features-debug
overview_of_debugging_tools
-2
View File
@@ -10,5 +10,3 @@ GUI
size_and_anchors
gui_containers
bbcode_in_richtextlabel
-1
View File
@@ -254,4 +254,3 @@ player, which is a :ref:`KinematicBody2D <class_KinematicBody2D>`.
Now the player has utilized the state design pattern to implement its two different states. The nice part of this
pattern is that if one wanted to add another state, then it would involve creating another class that need only
focus on itself and how it changes to another state. Each state is functionally separated and instantiated dynamically.
-2
View File
@@ -65,5 +65,3 @@ Play the scene and the cloak should simulate correctly.
.. image:: img/softbody_cloak_finish.png
This covers the basic settings of softbody, experiment with the parameters to achieve the effect you are aiming for when making your game.
@@ -98,7 +98,7 @@ controller relative to the :ref:`ARVROrigin <class_ARVROrigin>` node. All of the
An :ref:`ARVRController <class_ARVRController>` node with an ``ID`` of ``1`` represents the left VR controller, while an :ref:`ARVRController <class_ARVRController>` controller with an
``ID`` of ``2`` represents the right VR controller.
To summerize:
To summarize:
- The :ref:`ARVROrigin <class_ARVROrigin>` node is the center of the VR tracking system and is positioned on the floor.