Commit Graph
756 Commits
Author SHA1 Message Date
Hugo Locurcio 4dccd9fbd4 Describe how to load a C# DLC (#3242)
Explains how to load a PCK made from a C# project.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-03-04 23:58:55 +01:00
Hugo Locurcio 32460e7e31 Fix a typo in an Exporting for Web code sample (#3241) 2020-03-04 22:24:51 +01:00
Cory Bender 69968b3643 Correct mistake "Method in Node" (#3238)
The name of the box referred to is "Receiver Method" not "Method in Node".
2020-03-04 09:53:39 +01:00
Jason Swearingen 5b9558f6ca Update docs regarding current Nuget workflow (#3038)
highlighting proper workflow as per my discovery here: https://github.com/godotengine/godot/issues/34803#issuecomment-570752688
2020-03-04 09:35:20 +01:00
Jason SwearingenandHugo Locurcio 56e5baffdf Add minimal details required to successfully Export to Android (#3066)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-03-03 23:27:35 +01:00
Hugo Locurcio 3fcbe00654 Update the C# EmitSignal() code sample in the signals tutorial
The GDScript code sample was updated in
f044f2607e. This updates the C#
code sample.
2020-03-03 22:54:23 +01:00
Johnnie Hård f044f2607e Show how to pass a value with a signal (#2886)
I had some trouble finding how to do this in the documentation, but had seen it used in some youtube tutorial. I think it would be fitting to explain the usage on this page.

I do not know the corresponding C# syntax, so I haven't changed that part.
2020-03-03 22:50:07 +01:00
Johannes Witt 1eab94c72d Added looped Coroutine Example to GDScript Basics (#2586) 2020-03-03 22:28:56 +01:00
Brent 7d4a72af0d Updated c# function prototype in the example code. (#3200)
It needs to be public however the example shows it as private.
2020-03-03 20:06:43 +01:00
Nathan-P-B 09d55d84ca update export_touchsettings.png (#3222)
* Update export_touchsettings.png

in section "Preparing the project", update first screenshot of "Project Settings" dialog to show "Emulate Touch From Mouse" enabled

* add screenshot showing "Export With Debug" option unchecked

To a new Godot user, it may not be obvious where the "Export With Debug" setting is; this screenshot should make it clearer.

possibly related to https://github.com/godotengine/godot/issues/19260
2020-03-03 20:04:39 +01:00
David Asabina 9d7b51193c Refer to dropdown rather than down button (#3223)
The down button is rather ambiguous of a descriptor while the "Physics
Material Override" dropdown is arguably clearer.
2020-03-03 20:03:39 +01:00
David Asabina cff0f19afb Rephrase dock descriptions to be location-agnostic (#3224)
On my setup the Scene dock was not on the right side but rather on the
left side and when changes are made to the UI, it will be challenging to
keep track of all references in the documentation that may need
updating.

Keeping the documentation loosely coupled to the actual location of
elements in the UI should avoid confusion for new users and minimize
work for maintainers.
2020-03-03 20:03:04 +01:00
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