- Document disabling physics engines (and 2D/3D physics altogether).
- Mention disabling 2D navigation separately from 3D.
- Improve LTO minimum RAM notice and remove reference to Godot 3.x.
- Update list of modules that can be disabled in a minimal 2D game.
- Update list of nodes that are disabled with `disable_advanced_gui=yes`.
Previously, many paragraphs in the documentation used `::` at the end of a line
as a replacement for a single colon (and `::` on the following line).
Due to this, the `::` was part of the extracted string for localization.
Weblate also showed a warning about the trailing `::`, as it's not
normally expected to be there.
This change requires translators to revalidate all modified strings.
However, considering many of those have broken code blocks due to translators
replacing `::` with `:`, it can be a good idea.
This also adds documentation writing guidelines for code blocks and admonitions.
This commit does not modify existing admonitions in any way (as this would
lead to a much larger diff, and require more localizable text to be revalidated
by translators).
- Mention that the pack must be loaded early enough to have an effect.
- Mention load order being important.
- Mention ZIP format throughout the page, as it can be used in the same
way as PCK files.
- Link to Run-time resource loading and saving tutorial as an alternative.
Each page provides a list of all export options for the given platform,
which can be searched through using Ctrl + F. While this information
is also available in the editor by hovering export option names, it can't
be quickly searched through.
Links occasionally fail due to network issues or other transient problems.
This should not cause pull requests to fail checks.
The check is now performed weekly at a random-looking time on Fridays
(when server load isn't too high).
GameControllerDB's upstream does not accept contributions from Godot
since it does not use SDL. Users can still create custom mappings,
but they should be submitted to Godot's controller database instead
of the SDL one.
This also adds a reference to `godotcontrollerdb.txt` which was missing
in the first place. This file is used as a complement to `gamecontrollerdb.txt`.
This is done for several reasons:
- Recent CPython versions such as 3.13 have mostly caught up
with Pyston in terms of performance. If the trend continues,
CPython may supersede Pyston's performance in the long term.
This is especially the case if the experimental JIT is
eventually able to run Godot's SCons setup.
- Pyston is not maintained anymore (its last release was in 2022),
and the last Python version it can run is 3.8. Python 3.8 is now
end-of-life. Godot's SCons setup (as well as SCons itself) will
eventually require Python versions newer than 3.8.
* 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`).