* Improve grammar and writing in Pipeline compilations page
- Mention example of off-screen rendering using ColorRect to hide
the root viewport's 3D rendering or a SubViewport node.
- Split into more paragraphs to improve readability.
- Link to class reference pages when relevant.
- Wrap source file to 80 characters like other pages.
---------
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com>
- Document `Array.pick_random()` as a shorthand.
- Use global scope random methods as they are all available in global scope now.
- Remove calls to `randomize()` that are not needed for code samples
to be functional, as the engine now calls `randomize()` on startup
once automatically.
- Document no-threads web export and its limitations.
- Document sample-based audio playback and its limitations.
- Mention that threading issues can be worked around by exporting
as a progressive web app.
- Reorder instructions to mention ARM64 builds first in macOS,
as this is the primary architecture in use now (with all new Macs
since 2023 being sold with Apple Silicon only). The `lipo` command still
works as before, as it infers the architecture from the input files.
- Remove the manual bundle generation steps to make the page shorter
(similar to Compiling for Android).
- Remove references to the master branch (this was only relevant when
4.0 was still in development).
* Fix incorrect notice about XDG paths working on all platforms in Data paths
They are only effective on Linux/*BSD. (For reference, in most other apps,
it's rare for XDG environment variables to have an effect on other platforms.)
---------
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
- Remove prompt or `$` sign which makes triple-click based selection
more difficult and time-consuming.
- Use `platform` instead of `p` alias in all SCons examples.
On case-sensitive filesystems, the case must match the actual node name,
so the folder will most likely need to use uppercase characters in its name
(e.g. `MeshInstance3D`).
- Update link to Xcode download. Mention that it requires being
logged into an Apple ID for the page to be visible.
- Remove DMG method as Xcode has been distributed in XIP archives
since 2016.
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.
- Mention that OpenGL ES can be run directly on desktop platforms
with a command line argument.
- Remove notice about some OpenGL features being unimplemented,
as the Compatibility rendering is pretty much feature-complete
as of 4.3.
- Update URL for the Vulkan rendering driver to follow RenderingDeviceDriver
changes.
- Fix incorrect notice about the D3D12 rendering driver transpiling
GLSL to HLSL (it transpiles SPIR-V to DXIL instead).
- Recommend writing each enum item on its own line, similar to C++.
- Recommend using spaces around inline dictionary declarations
to make them easier to distinguish from arrays (due to similar-looking
`[]` and `{}` characters in most fonts). This is commonly found
in Python or JavaScript style guides.
- List Wayland dependency and packages on most distributions.
- Use `sudo` on distributions that are set up to use it by default.
- Use unattended install-friendly commands (e.g. `-y` switch).
- Mention required commands to run before installing, such as
`apt-get update`.
- Fix install commands on some distributions:
- Alpine no longer packages libexecinfo since 3.17, so it was removed
from the list.
- Solus requires `-c` for `system.devel`.
- Reorder distributions so they're in alphabetical order.
- Recommend CA certificates as the first option, as they're trusted
by other applications and require less configuration. Let's Encrypt
has made CA certificates available for free for a while now.
- Link to mkcert as an alternative for self-signed certificates
(for local development purposes).
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.
- Select all existing text in the field when pressing the shortcut.
- Remove broken Algolia integration (unused since 4.0) and move
the shortcut code to the main `custom.js` file.
This isn't strictly related to compiling custom export templates,
but it's a neat trick to reduce the final distribution size that works
regardless of the export template binary used.
EditorScript is useful for one-off operations such as:
- Use as a playground for GDScript or C# scripting without
having to run a project.
- Scale all light nodes in the currently edited scene.
- Replace nodes that were copy-pasted with scene instances.
This reduces the size of ZIP downloads for offline reading.
Unused images were found by running `_tools/list-unused-images.sh`.
These images were used in Godot 2.x and 3.x documentation,
but have been replaced by remade images with different names since.
- Exclude all images in the top-level `img/` folder.
- Take WebP images into account.
- Fix shellcheck warnings.
- Mark the script as executable so it can be run more easily.