Hugo Locurcio
4dccd9fbd4
Describe how to load a C# DLC ( #3242 )
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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 )
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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 )
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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 Swearingen and Hugo Locurcio
56e5baffdf
Add minimal details required to successfully Export to Android ( #3066 )
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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
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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 )
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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 )
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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 )
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* 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 )
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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 )
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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 )
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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 Konieczny and Hugo Locurcio
07d064ad0c
Unity has an official editor for Linux ( #3201 )
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* 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
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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
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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
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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
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Add documentation on supported image types
2020-02-08 22:09:30 +01:00
Rémi Verschelde
e1362d3d0e
Merge pull request #3128 from skyace65/exportcsharp
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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
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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 )
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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
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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
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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
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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 )
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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 Alexsander and Rémi Verschelde
866b0a8801
Fix formatting errors in VS2019 debugging section ( #3095 )
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* 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 Swearingen and Hugo Locurcio
4a3472449f
Add VS2019 Support for C# Debugging (c_sharp_basics.rst) ( #3088 )
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* 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
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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 )
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* 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
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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.
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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.
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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