Commit Graph
744 Commits
Author SHA1 Message Date
Chris Moscoso 96560ed17d Small typo fix: 2-bit changed to 1-bit (#3214)
2-bit images support 4 colors.

Technically, a 1-bit image supports 2 colors: black & white.
2020-02-28 13:46:47 +01:00
Mateusz KoniecznyandHugo Locurcio 07d064ad0c Unity has an official editor for Linux (#3201)
* Unity has an official editor for Linux

See https://docs.unity3d.com/Manual/InstallingUnityLinux.html https://itsfoss.com/unity-editor-linux/

* Update getting_started/editor/unity_to_godot.rst

Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro>

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-02-28 09:10:22 +01:00
Rémi Verschelde 40ec32e8ff Merge pull request #3189 from aaronfranke/mono-defines
Document Godot C# preprocessor defines
2020-02-19 10:11:51 +01:00
Isaac Fehr 816930ab9a Scenes and Nodes: Update default Editor layout (#3191) 2020-02-19 09:13:20 +01:00
Aaron Franke 3c99a213ae Document Godot preprocessor defines 2020-02-18 02:21:46 -05:00
Rémi Verschelde e60bb57b4b Mono: Mention that log profiler is Unix-only for now
Cf. godotengine/godot#29005.
2020-02-17 14:45:33 +01:00
Dathide b44f9bdb13 Fix typos in material.rst (#3147) 2020-02-08 22:11:15 +01:00
Rémi Verschelde f4a6aba863 Merge pull request #3134 from Calinou/improve-importing-images-compression
Improve image compression recommendations in Importing images
2020-02-08 22:09:55 +01:00
Rémi Verschelde 7a61e452f0 Merge pull request #3133 from Calinou/add-supported-image-types
Add documentation on supported image types
2020-02-08 22:09:30 +01:00
Rémi Verschelde e1362d3d0e Merge pull request #3128 from skyace65/exportcsharp
Add C# to exporting page and fix two issues
2020-02-08 22:08:47 +01:00
Rémi Verschelde 0e7ae0ce6d Merge pull request #3148 from YeldhamDev/gds_style_fixup
Apply minor fixups to the GDScript styleguide
2020-02-06 12:10:37 +01:00
Michael Alexsander 91df8e4ed2 Apply minor fixups to the GDScript styleguide 2020-02-05 22:19:23 -03:00
Giorgi Beriashvili 33126f0622 Update intro_to_the_editor_interface.rst (#3143)
Visual Studio is usually defined as an IDE, whereas Visual Studio Code is meant to be a code editor.

Even though Visual Studio can work as an external code editor for Godot (especially for Godot Mono), I suppose that Visual Studio Code was intended to be written instead.
2020-02-03 23:56:02 +01:00
Hugo Locurcio 122227c6aa Improve image compression recommendations in Importing images 2020-01-31 20:51:44 +01:00
Hugo Locurcio f675bc262c Add documentation on supported image types
This closes #3132.
2020-01-31 19:50:29 +01:00
Hugo Locurcio c1c5cd62cd Fix some images being difficult to read when using the dark theme
Adding the background color `#fcfcfc` (which matches the light theme's
background color) makes images readable again when using the dark theme.
2020-01-31 01:54:15 +01:00
skyace65 0920e12da0 Add C# to exporting page and fix two issues 2020-01-30 08:43:40 -05:00
beamer159 70932fb527 Update grid snap info in your_first_game.rst (#3126) 2020-01-30 00:52:33 +01:00
beamer159 4d35f97e1b Fix connected function name in scripting.rst (#3124) 2020-01-29 23:35:46 +01:00
Matthew b4c435413c Update importing audio screenshot (#3111) 2020-01-28 00:18:19 +01:00
Rémi Verschelde 1df5a0ae68 Merge pull request #3061 from asynts/asynts.syntax-highlighting-2
Incorrect syntax highlighting for languages other than GDScript.
2020-01-27 08:39:00 +01:00
Beuc d2004b2bfb Keep velocity in _process as in the previous step 2020-01-25 11:31:14 +01:00
Marincia Catalin 37670ff9e4 Replaced wrong semicolon by a colon ! 2020-01-23 23:31:35 +02:00
Michael Alexsander ecc41a15f4 Fix trailing comma examples in style guide page 2020-01-23 16:00:31 -03:00
Feniks 98bcb8af4a Updated style guide to include enums and dir in exception to 2… (#3082)
It appears that general consensus across the docs is that 2 indents for continuous line rule does not apply to enums and dictionaries. This is not mentioned in docs which is confusing to anyone who doesn't know about unofficial exception. This commit makes it official
2020-01-22 15:15:14 +01:00
Michael AlexsanderandRémi Verschelde 866b0a8801 Fix formatting errors in VS2019 debugging section (#3095)
* Fix formatting errors in VS2019 debugging section

* Add explanatory notes, more style fixes

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-01-22 14:22:01 +01:00
Jason SwearingenandHugo Locurcio 4a3472449f Add VS2019 Support for C# Debugging (c_sharp_basics.rst) (#3088)
* Update c_sharp_basics.rst

Add docs showing how VS2019 is supported.   re: https://github.com/godotengine/godot-proposals/issues/371

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-01-21 21:14:48 +01:00
Bruno Lourenço e06437ef78 Add launcher icons section to Exporting for Android. (#3083) 2020-01-21 01:49:47 +01:00
Rémi Verschelde 76da0de95b Merge pull request #2989 from skyace65/IntroToEditor
Overhaul intro to editor page for Godot 3.2
2020-01-20 15:58:53 +01:00
skyace65 0b41fa6a69 Overhaul intro to editor page for Godot 3.2 2020-01-20 09:41:39 -05:00
Michael Alexsander 83511dc224 Fix nonexistent reference in the "GDScript style guide" page 2020-01-14 18:26:02 -03:00
Nathan Lovato 9a64d9a5c5 GDScript style guide: add suggested code order (#3022)
* GDScript style guide: add suggested code order

Following the discussion in #2997

* Update the code order example in the GDScript style guide
2020-01-14 18:23:24 +01:00
Michael Alexsander 8298dc47b9 Merge pull request #3051 from YeldhamDev/translation_table_fix
Fix malformed table in "Inporting translations" page
2020-01-14 07:44:22 -03:00
skyace65 b24fc423f4 Update some exporting images and move a line 2020-01-13 15:27:57 -05:00
asynts 53f878bdaf Replace 'code' directives with 'code-block' directives.
The `code` directive highlights all sources as GDScript. Other languages are
highlighted incorrectly at the moment, even if `.. code:: [language]` is
specified.

It does, however, work with the `code-block` directive. The reason seems to be
that this directive is Sphinx specific.
2020-01-13 18:45:39 +01:00
asynts 3dede275f4 Use literal blocks for code samples with GDScript.
GDScript is already the default, it's redundant to specify it explicitly.
A [literal block][1] is already enough.

  [1]: https://www.sphinx-doc.org/en/1.8/usage/restructuredtext/basics.html#rst-literal-blocks
2020-01-13 18:45:39 +01:00
Igor 088279f8e2 Fix typo in Vector2 description 2020-01-13 09:34:48 +02:00
Michael Alexsander a33d2e7d88 Fix malformed table in "Inporting translations" page 2020-01-10 10:31:58 -03:00
Tim Krief 5fb68f9943 Adding information and guidelines about how to properly create a standard CSV translation file (#3048)
* Adding guidlines for escaping double quotes

RFC-4180: "If double-quotes are used to enclose fields, then a double-quote appearing inside a field must be escaped by preceding it with another double quote."
I tried to escape it with backslash without knowing the special standards of CSV, it didn't work and I opened an issue for nothing. I think it might be right to explain that directly in the docs so that no ones lack this information and ask for help about that again.

* Adding more info about the CSV standard

Some information from the CSV standard were lacking, most importantly, how to escape double quotes in a string. An example with escaped double quotes has been added to the existing example table. (Thanks to the discord for the translation)
2020-01-10 13:27:56 +01:00
Flo d24bbdfc2a Reinsert clamp in exporting docs (#3032)
Before this change clamping the players position got removed with the following explanation:
"We don't need to clamp the player's position because you can't click outside the screen."

While it is true that the player cannot click outside the window, the player can still click outside the playable area. Because we set Aspect to "keep" in the Project Settings, Godot will create Black borders if the window (or phone screen) doesn't match the desired aspect ratio. A player can now click on either of the borders and because clamp got removed the Player node will move out of the playable area and hide in the black border.

This is why the clamp should not be removed.
2020-01-09 21:08:38 +01:00
Nathan Lovato dcb9cb43e8 Tweak GDScript and C# Style guides
Rename code structure -> formatting
Add a heading Encoding and special characters for the corresponding section
Add missing Indentation heading that was gone
2020-01-06 13:55:46 +01:00
Nathan Lovato dad0fd647c Merge pull request #3030 from aaronfranke/formatting
Add file formatting to GDScript style guide
2020-01-06 13:46:53 +01:00
skyace65 89c9877cb4 Update scene tree image 2020-01-05 21:47:13 -05:00
Aaron Franke 766e4687e5 Add file formatting to GDScript style guide
Recommend LF, newline at end of file, UTF-8, no BOM, and tabs. The displayed size of tabs does not matter as it does not affect the saved files, so don't mention it. Also slightly change the C# style guide for consistency.
2020-01-04 16:59:52 -05:00
Flo 17881b330b Merge branch 'master' into fix-orientation-handheld 2020-01-03 22:53:14 +01:00
Hugo Locurcio 529004eec2 Merge pull request #3005 from van800/master
"Profiling your C# code" in c_sharp_basics.rst
2020-01-03 22:42:23 +01:00
flofriday 7c079bf721 Fix Orientation on Android
Following the Android instructions for exporting, results in an rotatet
build. By specifying the Orientation option in the "Project Settings"
solves this bug.
2020-01-03 22:05:50 +01:00
Hugo Locurcio 3a6a1586c9 Merge pull request #3011 from DesiQuintans/patch-1
Clarify touch-input-from-mouse
2020-01-03 21:46:24 +01:00
Michael Alexsander f7505fdf79 Add references for the built-in type pages in GDScript basics 2020-01-03 14:52:48 -03:00
Nathan Lovato f56dee8d22 Change phrasing of the line length gdscript guideline. 2020-01-02 20:26:43 +01:00