Update "Viewport and canvas transforms" tutorial
- incldue missing Window-transform
- Update graphic to make the distinction between coordinate systems
and transforms mode clear
- Restructure "transform functions" section
- Update functions to new Godot 4 conventions
Create a more detailed page in engine documentation about 2d coordinate
systems and 2d transforms.
Since there is no "3.x " branch of the docs, I'm not sure which branch the link should point to instead. I went with the latest 3.x, but maybe 3.0 is better?
A Google search returns <300 hits for this spelling, with the top hit being a typo itself, so I'm pretty sure the use here is also a typo for 'admonitions.'
This also removes an obsolete bit about the command prompt to use
when compiling using Visual Studio (automatic detection has been
implemented for years).
It got changed to SVG in godotengine/godot@cebefc9.
I'm not sure if PNGs are supported anymore but I guess that it's still
good practice to use SVGs and this isn't supposed to be a full in-depth
tutorial anyways 🤷
* Clarifying some common pitfalls for Visual Studio debugging
Two minor changes made to this page, to help other people avoid wasting their time:
1. The page says at the end that it should be possible to place a breakpoint and if the steps were followed properly it should just work, however the dev_buil paramter is not mentioned anywhere in the same page and I would not be able to complete the setup without help from @anvilfolk.
2. I spent a couple of minutes trying to understand why the debugger would not attach and instead would exit with code 255 - no errors or hints shown (like path not found, or could not parse, etc). Ended up being a simple mistake of having white spaces in the path. I think its worth mentioning in the docs.
Also updating the screenshot to suggest double quotation marks by default as safer alternative that can handle whitespaces.
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Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
- Simplify history section on SCons.
- Add a section on `production` and `dev_mode` aliases.
- Add a section on `debug_symbols` and `separate_debug_symbols`.
- Add a section on `optimize`.
The compiledb=yes flag is only documented in the vscode and clion sections, but is relevant to any LSP-based editor.
In addition, nothing mentioned the ability to generate a compilation database without compiling, referenced here:
https://github.com/godotengine/godot/issues/39883#issuecomment-924423857