mirror of
https://github.com/stan220/godot-docs.git
synced 2026-09-08 19:29:06 +00:00
Fix some markup issues
This commit is contained in:
@@ -16,8 +16,8 @@ another datatype that is just as important:
|
||||
arrange user interfaces, etc. **Resources** are **data containers**. They don't
|
||||
do anything on their own: instead, nodes use the data contained in resources.
|
||||
|
||||
Anything Godot saves or loads from disk is a resource. Be it a scene (a .tscn or
|
||||
an .scn file), an image, a script... Here are some ``Resource`` examples:
|
||||
Anything Godot saves or loads from disk is a resource. Be it a scene (a ``.tscn``
|
||||
or an ``.scn`` file), an image, a script... Here are some ``Resource`` examples:
|
||||
:ref:`Texture <class_Texture>`, :ref:`Script <class_Script>`, :ref:`Mesh
|
||||
<class_Mesh>`, :ref:`Animation <class_Animation>`, :ref:`AudioStream
|
||||
<class_AudioStream>`, :ref:`Font <class_Font>`, :ref:`Translation
|
||||
@@ -41,7 +41,7 @@ External vs built-in
|
||||
There are two ways to save resources. They can be:
|
||||
|
||||
1. **External** to a scene, saved on the disk as individual files.
|
||||
2. **Built-in**, saved inside the \*.tscn or the \*.scn file they're attached to.
|
||||
2. **Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're attached to.
|
||||
|
||||
To be more specific, here's a :ref:`Texture <class_Texture>`
|
||||
in a :ref:`Sprite <class_Sprite>` node:
|
||||
@@ -58,8 +58,8 @@ this, it is an external resource. If you erase the path or this path is empty,
|
||||
it becomes a built-in resource.
|
||||
|
||||
The switch between built-in and external resources happens when you save the
|
||||
scene. In the example above, if you erase the path \`"res://robi.png"\` and
|
||||
save, Godot will save the image inside the .tscn scene file.
|
||||
scene. In the example above, if you erase the path ``"res://robi.png"`` and
|
||||
save, Godot will save the image inside the ``.tscn`` scene file.
|
||||
|
||||
.. note::
|
||||
|
||||
|
||||
@@ -290,7 +290,7 @@ Similarly, a track excluded by an early rule may then be re-included once again
|
||||
further down in the filter script.
|
||||
|
||||
For example: include all tracks in animations with names ending in ``"_Loop"``, but discard any
|
||||
tracks affecting a `"Skeleton"`` which end in ``"Control"``, unless they have ``"Arm"`` in their
|
||||
tracks affecting a ``"Skeleton"`` which end in ``"Control"``, unless they have ``"Arm"`` in their
|
||||
name::
|
||||
|
||||
@+*_Loop
|
||||
|
||||
@@ -172,7 +172,7 @@ Rainbow
|
||||
.. image:: img/rainbow.png
|
||||
|
||||
Rainbow gives the text a rainbow color that changes over time. Its tag format is
|
||||
``[rainbow freq=0.2 sat=10 val=20][/rainbow].
|
||||
``[rainbow freq=0.2 sat=10 val=20][/rainbow]``.
|
||||
``freq`` is the number of full rainbow cycles per second, ``sat`` is the saturation
|
||||
of the rainbow, ``val`` is the value of the rainbow.
|
||||
|
||||
@@ -209,7 +209,7 @@ object, which holds a few variables to control how the associated character is r
|
||||
normal circumstances.
|
||||
- ``color`` is the color of a given character.
|
||||
- Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a given custom
|
||||
effect. You can use `:ref:`class_Dictionary_method_get` with an optional default value
|
||||
effect. You can use :ref:`get() <class_Dictionary_method_get>` with an optional default value
|
||||
to retrieve each parameter, if specified by the user. For example ``[custom_fx spread=0.5
|
||||
color=#FFFF00]test[/custom_fx]`` would have a float ``spread`` and Color ``color``
|
||||
parameters in its ` `env`` Dictionary. See below for more usage examples.
|
||||
|
||||
Reference in New Issue
Block a user