Commit Graph
1529 Commits
Author SHA1 Message Date
Nathan Lovatoandballoonpopper 54230fb235 Update tutorials/scripting/groups.rst
Co-authored-by: balloonpopper <5151242+balloonpopper@users.noreply.github.com>
2020-11-11 07:16:01 -06:00
Nathan Lovato 8987df4315 Improve nodes_and_scene_instances.rst
Based on review notes, add pictures to illustrate renaming a node and
how a node leaves the remote scene tree at runtime after calling free()
or queue_free()
2020-11-10 10:30:58 -06:00
Nathan Lovatoandballoonpopper 3665f22bab Edit the scripting section
Misc grammar fixes, improvements to phrasing, and more.

Co-authored-by: balloonpopper <5151242+balloonpopper@users.noreply.github.com>
2020-11-10 08:18:44 -06:00
Nathan Lovato 1eb9da99b6 Write and edit overridable_functions.rst, remove scripting_continued.rst 2020-11-08 09:49:48 -06:00
Nathan Lovato 7e7df1cc03 Merge class_name docs from scripting_continued.rst into gdscript docs 2020-11-07 23:23:19 -06:00
Nathan Lovato 9927bfbb71 Write nodes_and_scene_instances.rst from scripting_continued.rst
Rewrote the docs
Added an intro section about getting nodes and syntactic sugar
2020-11-07 23:11:29 -06:00
Nathan Lovato 61863b181f Move and rewrite groups.rst from sripting_continued.rst 2020-11-07 20:20:10 -06:00
Nathan Lovato e67663f81b Add idle_and_physics_processing.rst, write scripting/index.rst 2020-11-07 19:15:14 -06:00
Nathan Lovato ac3cbb8195 Merge branch 'master' into InputEventKey.keycode 2020-11-05 10:08:37 -06:00
Hugo Locurcio 5469ac45d3 Mention hosts that support on-the-fly compression in Exporting for the Web 2020-11-04 20:35:19 +01:00
Nathan Lovato 3db42682a4 Merge pull request #4327 from pyacier/master
proofreading 2d/canvas_layers.rst : change passive voice to direct voice
2020-11-04 13:00:22 -06:00
Nathan Lovato ae51070767 Edit 2d/canvas_layers.rst
Minor tweaks
2020-11-04 12:57:45 -06:00
Nathan Lovato 4741f8dba2 Move assets section to a new assets pipeline section 2020-11-04 12:37:30 -06:00
Nathan Lovato 36e6b29d5e Move project_setup documents to best_practices 2020-11-04 12:32:02 -06:00
Nathan Lovato a4c21f735d Move the best practices section to tutorials/ 2020-11-04 12:32:02 -06:00
Nathan Lovato edeb6a961f Move the export section to tutorials/ 2020-11-04 12:32:02 -06:00
Alexander Pruss aaea6280e7 Clarify "source" mesh in Using MultiMeshInstance (#4334)
I found the original sentence confusing because the word "mesh" is used twice, referring to different nodes. 

> One node is used as the target, the mesh that you want to place multiple meshes
on. 

This target mesh is referred to in the tools and later on in the docs as the surface mesh, so I figure we might as well call it that right away - 

> One node is used as the target, the **surface** mesh that you want to place multiple meshes
on.
2020-11-02 14:42:42 +01:00
lukostello e2c2becefe Explain what fractional means in the Shading language reference (#4328) 2020-11-01 14:46:01 +01:00
Pierre Caye efc2d19eb0 proofreading : change passive voice to direct voice 2020-10-30 21:52:03 +01:00
Naryosha e9228aa741 GDNative C++: fix links to godotengine/godot-cpp (#4324)
The repository was moved from GodotNativeTools to godotengine.
2020-10-29 15:29:40 +01:00
Nathan Lovato 364789479a Edit external_editor.rst
Add intro
Tweak text
Add commands for Emacs
Link to the two official external editor plugins
2020-10-28 13:51:42 -06:00
Nathan Lovato 4481e89331 Move editor manual 2020-10-28 13:51:33 -06:00
Hugo Locurcio 6b89096be5 Fix shader TIME description to match how it actually works 2020-10-24 13:32:48 +02:00
Nathan Lovato c51a2e5305 Merge pull request #4284 from Calinou/improve-shader-time
Improve explanations around shader language's `TIME` variable
2020-10-23 17:37:29 -06:00
9772070be5 Add FOG/RADIANCE/IRRADIANCE built-ins in Spatial shaders (#4301)
Co-authored-by: Melody Morse <14865089+MelodyMorse@users.noreply.github.com>
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-10-23 19:55:09 +02:00
Hugo Locurcio 54c83c3e4a Add a background to math formulas to make them readable on dark theme (#4288)
This closes #4286.
2020-10-22 20:02:17 +02:00
Nathan Lovato 26deeaedae Merge pull request #4264 from Beuc/patch-5
Make PerlinNoise3D accept scalars directly
2020-10-17 11:08:19 -06:00
Hugo Locurcio ef874eacd4 Improve explanations around shader language's TIME variable 2020-10-17 15:31:05 +02:00
Hugo Locurcio 4dbbf3dc92 Improve the shading language reference table
This closes #4274.
2020-10-15 19:46:37 +02:00
Beuc e93159960a Make PerlinNoise3D accept scalars directly
The current code requires creating and plugging a Scalar node just to enter the value "10" (see current screenshot); with this change, the node, like existing Godot nodes, can take the scalar value directly within the PerlinNoise3D Node.
2020-10-13 18:11:50 +02:00
Nathan Lovato 500bb5048d Merge pull request #4241 from NathanLovato/organization/merge-shader-intros
Merge and edit intro to shader pages
2020-10-13 06:59:32 -06:00
Nathan LovatoandClay John 0800225a54 Apply suggestions from code review
Co-authored-by: Clay John <claynjohn@gmail.com>
2020-10-12 21:06:53 -06:00
Hugo Locurcio 77cdee2597 Recommend vertex shading for particles in GPU optimization 2020-10-12 20:54:17 +02:00
Poommetee Ketson 2c106b376f Update link to GDNative simple demo project (#4259)
The folder was renamed from `SimpleDemo` to `simple`
See: https://github.com/godotengine/gdnative-demos/pull/38
2020-10-12 13:18:23 +02:00
Robert ColtonandHugo Locurcio 79c1ae2777 Update the Input Map tab name in the InputEvent documentation (#4257)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-10-11 20:26:24 +02:00
Nathan Lovato 06353e8635 Fix indentation in vector_math.rst, fill at 80 characters 2020-10-11 11:23:29 -06:00
Nathan Lovato b56d20d3a6 Update tutorials/math/vector_math.rst 2020-10-11 10:25:26 -06:00
Arpit Srivastava 4b323d566e Update vector math doc
In the section explaining about normalizing a vector. In the warning, it says we cannot normalize a vector with a length of 0. And doing so will result in an error.

But after testing out normalizing a vector ( via normalized() function ), no errors are reported. Also printing out to the console shows (0, 0, 0) as the output. Similarly, normalizing manually by dividing it by the length shows strange result if printed out, but still no error.

I think GDScript ( not tested with other languages ) handles normalization of vector in such a way that we don't have to worry about normalizing a vector of length 0 ( only when done through normalized() function ).
2020-10-11 19:47:56 +05:30
Nathan Lovato f19083670a Move pages out of the tutorials/content section
Remove the section
2020-10-10 22:20:46 -06:00
Nathan Lovato 6c231ffa14 Merge pull request #4247 from NathanLovato/gdscript-2.0
First pass on GDScript 2.0 docs
2020-10-10 21:53:16 -06:00
Nathan Lovato abab16813a Merge pull request #4242 from NathanLovato/AnimationTracks
Add a page on the different animation track types
2020-10-10 21:52:41 -06:00
Nathan Lovato a74cf9ac21 Fix two code lines wrapped in a single one 2020-10-10 21:44:27 -06:00
George MarquesandHugo Locurcio e5d0fa4d67 Apply suggestions from code review
Include suggestions from Calinou

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-10-10 21:44:27 -06:00
George Marques efbea16f01 Describe GDScript properties 2020-10-10 21:44:08 -06:00
George Marques ec48a04a85 Update export docs to use annotations 2020-10-10 21:44:07 -06:00
George Marques 7f28694a94 Update GDScript basics doc to follow GDScript 2.0 2020-10-10 21:43:46 -06:00
Nathan Lovato 1fc736e5ae Merge pull request #3867 from pycbouh/better-inspector-plugin
Improve Inspector plugin tutorial with a better example
2020-10-10 13:10:56 -06:00
Nathan Lovato 09d4edb0e1 Edit inspector_plugins.rst 2020-10-10 13:06:57 -06:00
Nathan Lovato 5f6b7e7ece Edit running_code_in_the_editor.rst 2020-10-10 10:14:23 -06:00
Hugo Locurcio 6e6be9815d Document node configuration warnings in Running code in the editor 2020-10-10 09:48:24 -06:00