For "Let's look is ``process_movement`` next", the following text is
actually referring to "process_input", and even says "and now back to
process_input" later in the same section.
Complete Part05 general phrase corrections
Updated the line 722 in Turret.gd script
Updated a line to be the same as in the current master branch in the Turret.gd script. Before I just pasted my code from the editor following the tutorial from the website witch has an outdated line of code
Removed an empty line inserted by mistake
Part06 partial phrase corrections
Part05 fixed a typo in the corrections
Complete Part06 general phrase corrections
Changed line 488 to be more clear for beginners
I changed the line 488 from "if ray_result:" to "if ray_result != null" so it should be more in line with the code standards and to be more easy to understand by the new users learning how to code.
* Corrected function/variable cases for C# examples
This commit corrects a few charecter cases in relation to
godot/modules/mono/glue/cs_files/Mathf.cs. The documentation currently states
Pi is defined as `Mathf.PI`, while it's actually `Mathf.Pi`.
The same mistake was found and fixed for some misc. arithmetical functions.
* Reverted Pi to PI
* FPS Tutorial Part02 general phrase corrections
* FPS Tutorial Part03 minor phrase corrections
Also I have fixed the audio name convention so now the sound will play as intended.
* FPS Tutorial Part04 minor phrase corrections
* Changes to the joypad input handling to include the PS controller
I have made some changes so the tutorial works for both the Xbox controller and the Playstation controller. However I have not managed to find a solution to include them in the same script so now it works just with one of them or the other.
* Added a starter VR tutorial.
The VR tutorial covers the basics of making a VR game, along with making a teleportation system,
a RigidBody pick-up/drop system, and a few different special RigidBody nodes.
Though it covers an interesting topic in a way that can be beneficial
to many Godot users, after discussion with doc team members and reduz
we feel that its current scope is too out of phase with the target
readership of the Godot docs.
This tutorial would work better hosted out of the Godot docs, and
referenced with a `.. seealso::` link for those who want to dig further
into the math meat.
Thanks a lot to tagcup for this contribution though (as well as the
many contributions to the engine's math and rendering), and sorry for
not better describing what kind of "advanced" math tutorial would be
fitting for the Godot docs.
Sphinx: Also reverted from mathjax to imgmath, as the former implied
running JS code on every single page (regardless of their use of LaTeX
formulas to renderer), so for now imgmath is simpler and good enough.
* Minor changes to UI control doc
* Step by step minor grammar fixes
* Editor readability and grammar tweaks
* 2D readability and grammar tweaks
* 3D readibility and grammar tweaks, rewrite part of IK
* Fix bad merge
* Add requested changes, update lifebar UI screenshot
* Changed the wording in the first three parts of the FPS tutorial to
not use "we" when refering to the player.
Changed the name of variables outside of a function to "class variables"
(instead of "global variables", which was less accurate and can be confusing)
Changed the code in RigidBody_hit_test.gd to take bullet rotation into account.
* Changed part 4 and part 5 of the FPS tutorial to not use "we" as often, and not to use "we" for referring to scripts
and other objects.
Changed some of the code to reflect changes in RigidBody_hit_test.gd.
Fixed typos and other small changes.
* Changed part 6 of the FPS tutorial to not use "we" when referring to scripts and other objects.
Fixed a couple minor things in part 2.
Updated all of the zip files to reflect the changed code in RigidBody_hit_test.gd.