Browse Source

Remove trailing space characters in the formatting script

Aaron Franke 5 years ago
parent
commit
35d44b5d85
36 changed files with 53 additions and 51 deletions
  1. 2 2
      2d/finite_state_machine/debug/Explanations.tscn
  2. 1 1
      2d/isometric/README.md
  3. 1 1
      2d/navigation/README.md
  4. 1 1
      2d/physics_platformer/platform/moving_platform.gd
  5. 3 3
      3d/physics_tests/README.md
  6. 1 1
      3d/platformer/player/player.gd
  7. 1 1
      LICENSE.md
  8. 1 1
      audio/bpm_sync/bpm_sync.gd
  9. 2 0
      format.sh
  10. 2 2
      gui/translation/LICENSE.DroidSans.txt
  11. 1 1
      loading/threads/README.md
  12. 1 1
      misc/2.5d/assets/ui/overlay.tscn
  13. 1 1
      misc/2.5d/assets/ui/overlay_cube.tscn
  14. 1 1
      misc/instancing/README.md
  15. 1 1
      misc/joypads/README.md
  16. 1 1
      misc/regex/README.md
  17. 4 4
      misc/sensors/main.gd
  18. 1 1
      misc/tween/README.md
  19. 1 1
      misc/window_management/README.md
  20. 1 1
      mono/2.5d/addons/node25d-cs/Node25D.cs
  21. 5 5
      mono/2.5d/addons/node25d-cs/main_screen/.broken-cs-files/Viewport25D.cs
  22. 1 1
      mono/2.5d/assets/ui/overlay.tscn
  23. 1 1
      mono/2.5d/assets/ui/overlay_cube.tscn
  24. 1 1
      mono/dodge_the_creeps/Main.cs
  25. 1 1
      mono/dodge_the_creeps/Mob.cs
  26. 1 1
      networking/multiplayer_bomber/README.md
  27. 1 1
      networking/multiplayer_pong/README.md
  28. 1 1
      networking/multiplayer_pong/scripts/ball.gd
  29. 1 1
      networking/multiplayer_pong/scripts/pong.gd
  30. 1 1
      networking/webrtc_signaling/server_node/.eslintrc.json
  31. 1 1
      viewport/2d_in_3d/README.md
  32. 1 1
      viewport/3d_in_2d/README.md
  33. 6 6
      viewport/dynamic_split_screen/CameraController.gd
  34. 1 1
      viewport/dynamic_split_screen/README.md
  35. 1 1
      viewport/screen_capture/README.md
  36. 1 1
      visual_script/circle_pop/README.md

+ 2 - 2
2d/finite_state_machine/debug/Explanations.tscn

@@ -16,7 +16,7 @@ size_flags_vertical = 4
 custom_fonts/bold_font = ExtResource( 1 )
 custom_fonts/bold_font = ExtResource( 1 )
 custom_fonts/normal_font = ExtResource( 2 )
 custom_fonts/normal_font = ExtResource( 2 )
 bbcode_enabled = true
 bbcode_enabled = true
-bbcode_text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton. 
+bbcode_text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
 
 
 States are common in games. You can use the pattern to:
 States are common in games. You can use the pattern to:
 
 
@@ -25,7 +25,7 @@ States are common in games. You can use the pattern to:
 3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
 3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
 
 
 You can read more about States in the excellent [url=http://gameprogrammingpatterns.com/state.html]Game Programming Patterns ebook[/url]."
 You can read more about States in the excellent [url=http://gameprogrammingpatterns.com/state.html]Game Programming Patterns ebook[/url]."
-text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton. 
+text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
 
 
 States are common in games. You can use the pattern to:
 States are common in games. You can use the pattern to:
 
 

+ 1 - 1
2d/isometric/README.md

@@ -3,7 +3,7 @@
 This demo shows a traditional isometric view with depth sorting.
 This demo shows a traditional isometric view with depth sorting.
 
 
 A character can move around the level and will also slide around objects,
 A character can move around the level and will also slide around objects,
-as well as be occluded when standing in front or behind them. 
+as well as be occluded when standing in front or behind them.
 
 
 Language: GDScript
 Language: GDScript
 
 

+ 1 - 1
2d/navigation/README.md

@@ -4,7 +4,7 @@ Example of using 2D navigation using a
 [`NavigationPolygon`](https://docs.godotengine.org/en/latest/classes/class_navigationpolygon.html)
 [`NavigationPolygon`](https://docs.godotengine.org/en/latest/classes/class_navigationpolygon.html)
 in a [`NavigationPolygonInstance`](https://docs.godotengine.org/en/latest/classes/class_navigationpolygoninstance.html) node.
 in a [`NavigationPolygonInstance`](https://docs.godotengine.org/en/latest/classes/class_navigationpolygoninstance.html) node.
 It uses the 2D navigation API to request a path between two points,
 It uses the 2D navigation API to request a path between two points,
-and then traverses the resulting path. 
+and then traverses the resulting path.
 
 
 Language: GDScript
 Language: GDScript
 
 

+ 1 - 1
2d/physics_platformer/platform/moving_platform.gd

@@ -13,5 +13,5 @@ func _physics_process(delta):
 	var d = sin(accum)
 	var d = sin(accum)
 	var xf = Transform2D()
 	var xf = Transform2D()
 	
 	
-	xf[2]= motion * d 
+	xf[2]= motion * d
 	($Platform as RigidBody2D).transform = xf
 	($Platform as RigidBody2D).transform = xf

+ 3 - 3
3d/physics_tests/README.md

@@ -1,12 +1,12 @@
 # 3D Physics Tests
 # 3D Physics Tests
 
 
-This demo contains a series of tests for the 3D 
+This demo contains a series of tests for the 3D
 physics engine.
 physics engine.
 
 
 They can be used for different purpose:
 They can be used for different purpose:
-- Functional tests to check for regressions and 
+- Functional tests to check for regressions and
 compare the behavior between physics engines
 compare the behavior between physics engines
-- Performance tests to evaluate and compare 
+- Performance tests to evaluate and compare
 performance between physics engines
 performance between physics engines
 
 
 Language: GDScript
 Language: GDScript

+ 1 - 1
3d/platformer/player/player.gd

@@ -133,7 +133,7 @@ func _physics_process(delta):
 func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
 func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
 	var n = p_target # Normal.
 	var n = p_target # Normal.
 	var t = n.cross(current_gn).normalized()
 	var t = n.cross(current_gn).normalized()
-	 
+	
 	var x = n.dot(p_facing)
 	var x = n.dot(p_facing)
 	var y = t.dot(p_facing)
 	var y = t.dot(p_facing)
 	
 	

+ 1 - 1
LICENSE.md

@@ -1,4 +1,4 @@
-Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.  
+Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. \
 Copyright (c) 2014-2020 Godot Engine contributors.
 Copyright (c) 2014-2020 Godot Engine contributors.
 
 
 Permission is hereby granted, free of charge, to any person obtaining
 Permission is hereby granted, free of charge, to any person obtaining

+ 1 - 1
audio/bpm_sync/bpm_sync.gd

@@ -31,7 +31,7 @@ func _process(_delta):
 		return
 		return
 	
 	
 	var time = 0.0
 	var time = 0.0
-	if sync_source == SyncSource.SYSTEM_CLOCK: 
+	if sync_source == SyncSource.SYSTEM_CLOCK:
 		# Obtain from ticks.
 		# Obtain from ticks.
 		time = (OS.get_ticks_usec() - time_begin) / 1000000.0
 		time = (OS.get_ticks_usec() - time_begin) / 1000000.0
 		# Compensate.
 		# Compensate.

+ 2 - 0
format.sh

@@ -17,6 +17,8 @@ while IFS= read -rd '' f; do
     sed -i '1s/^\xEF\xBB\xBF//' "$f"
     sed -i '1s/^\xEF\xBB\xBF//' "$f"
     # Ensures that files end with newline characters.
     # Ensures that files end with newline characters.
     tail -c1 < "$f" | read -r _ || echo >> "$f";
     tail -c1 < "$f" | read -r _ || echo >> "$f";
+    # Remove trailing space characters.
+    sed -z -i 's/\x20\x0A/\x0A/g' "$f"
 done
 done
 
 
 git diff > patch.patch
 git diff > patch.patch

+ 2 - 2
gui/translation/LICENSE.DroidSans.txt

@@ -3,9 +3,9 @@ Copyright (C) 2008 The Android Open Source Project
 Licensed under the Apache License, Version 2.0 (the "License");
 Licensed under the Apache License, Version 2.0 (the "License");
 you may not use this file except in compliance with the License.
 you may not use this file except in compliance with the License.
 You may obtain a copy of the License at
 You may obtain a copy of the License at
-  
+
      http://www.apache.org/licenses/LICENSE-2.0
      http://www.apache.org/licenses/LICENSE-2.0
-  
+
 Unless required by applicable law or agreed to in writing, software
 Unless required by applicable law or agreed to in writing, software
 distributed under the License is distributed on an "AS IS" BASIS,
 distributed under the License is distributed on an "AS IS" BASIS,
 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.

+ 1 - 1
loading/threads/README.md

@@ -1,6 +1,6 @@
 # Loading with Threads
 # Loading with Threads
 
 
-An example using a thread to load an image. 
+An example using a thread to load an image.
 
 
 Language: GDScript
 Language: GDScript
 
 

+ 1 - 1
misc/2.5d/assets/ui/overlay.tscn

@@ -18,7 +18,7 @@ rect_min_size = Vector2( 500, 50 )
 text = "
 text = "
 Controls: WASD to move,  Space to jump,  R to reset,  Shift to walk,  T to toggle isometric controls,  C to view cube demo,  Tab to toggle hints.
 Controls: WASD to move,  Space to jump,  R to reset,  Shift to walk,  T to toggle isometric controls,  C to view cube demo,  Tab to toggle hints.
 
 
-UIOJKL to change view mode.  U = Forty Five deg,   I = Isometric,  
+UIOJKL to change view mode.  U = Forty Five deg,   I = Isometric,
 O = Top Down,   J = Front Side,   K = Oblique Y,   L = Oblique Z
 O = Top Down,   J = Front Side,   K = Oblique Y,   L = Oblique Z
 
 
 Not every view mode is meant to be good, it's just to showcase what the system can do.
 Not every view mode is meant to be good, it's just to showcase what the system can do.

+ 1 - 1
misc/2.5d/assets/ui/overlay_cube.tscn

@@ -18,7 +18,7 @@ rect_min_size = Vector2( 500, 50 )
 text = "
 text = "
 Controls: WASDQE to rotate,  R to reset,  C to return to the world,  Tab to toggle hints.
 Controls: WASDQE to rotate,  R to reset,  C to return to the world,  Tab to toggle hints.
 
 
-UIOKL to change view mode.  U = Forty Five deg,   I = Isometric,  
+UIOKL to change view mode.  U = Forty Five deg,   I = Isometric,
 O = Top Down,   K = Oblique Y,   L = Oblique Z
 O = Top Down,   K = Oblique Y,   L = Oblique Z
 
 
 Not every view mode is meant to be good, it's just to showcase what the system can do.
 Not every view mode is meant to be good, it's just to showcase what the system can do.

+ 1 - 1
misc/instancing/README.md

@@ -1,7 +1,7 @@
 # Instancing Demo
 # Instancing Demo
 
 
 A demo showing how to use scene instancing to
 A demo showing how to use scene instancing to
-make many duplicates of the same object. 
+make many duplicates of the same object.
 
 
 Language: GDScript
 Language: GDScript
 
 

+ 1 - 1
misc/joypads/README.md

@@ -1,6 +1,6 @@
 # Joypads Demo
 # Joypads Demo
 
 
-A tool for testing joypad input. 
+A tool for testing joypad input.
 
 
 Language: GDScript
 Language: GDScript
 
 

+ 1 - 1
misc/regex/README.md

@@ -1,7 +1,7 @@
 # RegEx (Regular Expressions)
 # RegEx (Regular Expressions)
 
 
 A demo showing regex functionality and usage.
 A demo showing regex functionality and usage.
-Can also serve as a playground for regex testing. 
+Can also serve as a playground for regex testing.
 
 
 Language: GDScript
 Language: GDScript
 
 

+ 4 - 4
misc/sensors/main.gd

@@ -1,11 +1,11 @@
 extends Node
 extends Node
 
 
-# Below are a number of helper functions that show how you can use the raw sensor data to determine the orientation 
+# Below are a number of helper functions that show how you can use the raw sensor data to determine the orientation
 # of your phone/device. The cheapest phones only have an accelerometer only the most expensive phones have all three.
 # of your phone/device. The cheapest phones only have an accelerometer only the most expensive phones have all three.
 # Note that none of this logic filters data. Filters introduce lag but also provide stability. There are plenty
 # Note that none of this logic filters data. Filters introduce lag but also provide stability. There are plenty
 # of examples on the internet on how to implement these. I wanted to keep this straight forward.
 # of examples on the internet on how to implement these. I wanted to keep this straight forward.
 
 
-# We draw a few arrow objects to visualize the vectors and two cubes to show two implementation for orientating 
+# We draw a few arrow objects to visualize the vectors and two cubes to show two implementation for orientating
 # these cubes to our phones orientation.
 # these cubes to our phones orientation.
 # This is a 3D example however reading the phones orientation is also invaluable for 2D
 # This is a 3D example however reading the phones orientation is also invaluable for 2D
 
 
@@ -73,7 +73,7 @@ func rotate_by_gyro(p_gyro, p_basis, p_delta):
 	
 	
 	return rotate * p_basis
 	return rotate * p_basis
 
 
-# This function corrects the drift in our matrix by our gravity vector 
+# This function corrects the drift in our matrix by our gravity vector
 func drift_correction(p_basis, p_grav):
 func drift_correction(p_basis, p_grav):
 	# as always, make sure our vector is normalized but also invert as our gravity points down
 	# as always, make sure our vector is normalized but also invert as our gravity points down
 	var real_up = -p_grav.normalized()
 	var real_up = -p_grav.normalized()
@@ -110,7 +110,7 @@ func _process(delta):
 		else:
 		else:
 			# The gravity vector is calculated by the OS by combining the other sensor inputs.
 			# The gravity vector is calculated by the OS by combining the other sensor inputs.
 			# If we don't have a gravity vector, from now on, use accelerometer...
 			# If we don't have a gravity vector, from now on, use accelerometer...
-			grav = acc 
+			grav = acc
 	
 	
 	if mag.length() < 0.1:
 	if mag.length() < 0.1:
 		mag = Vector3(1.0, 0.0, 0.0)
 		mag = Vector3(1.0, 0.0, 0.0)

+ 1 - 1
misc/tween/README.md

@@ -1,6 +1,6 @@
 # Tween Interpolation
 # Tween Interpolation
 
 
-A demo showing advanced tween usage. 
+A demo showing advanced tween usage.
 
 
 Language: GDScript
 Language: GDScript
 
 

+ 1 - 1
misc/window_management/README.md

@@ -8,7 +8,7 @@ A demo showing the various window management features available through
 - Minimizing and maximizing.
 - Minimizing and maximizing.
 - Moving the window around.
 - Moving the window around.
 - Capturing or hiding the mouse.
 - Capturing or hiding the mouse.
-- Getting various information about the screens, including DPI. 
+- Getting various information about the screens, including DPI.
 
 
 Language: GDScript
 Language: GDScript
 
 

+ 1 - 1
mono/2.5d/addons/node25d-cs/Node25D.cs

@@ -96,7 +96,7 @@ public class Node25D : Node2D, IComparable<Node25D>
         {
         {
             spatialNode = GetChild<Spatial>(0);
             spatialNode = GetChild<Spatial>(0);
         }
         }
-        
+
         GlobalPosition = transform25D.FlatPosition;
         GlobalPosition = transform25D.FlatPosition;
     }
     }
 
 

+ 5 - 5
mono/2.5d/addons/node25d-cs/main_screen/.broken-cs-files/Viewport25D.cs

@@ -59,7 +59,7 @@ public class Viewport25D : Control
         {
         {
             return;
             return;
         }
         }
-        
+
         // View mode polling.
         // View mode polling.
         var viewModeChangedThisFrame = false;
         var viewModeChangedThisFrame = false;
         var newViewMode = viewModeButtonGroup.GetPressedButton().GetIndex();
         var newViewMode = viewModeButtonGroup.GetPressedButton().GetIndex();
@@ -69,7 +69,7 @@ public class Viewport25D : Control
             viewModeChangedThisFrame = true;
             viewModeChangedThisFrame = true;
             RecursiveChangeViewMode(GetTree().EditedSceneRoot);
             RecursiveChangeViewMode(GetTree().EditedSceneRoot);
         }
         }
-        
+
         // Zooming.
         // Zooming.
         if (Input.IsMouseButtonPressed((int)ButtonList.WheelUp))
         if (Input.IsMouseButtonPressed((int)ButtonList.WheelUp))
         {
         {
@@ -80,11 +80,11 @@ public class Viewport25D : Control
             zoomLevel -= 1;
             zoomLevel -= 1;
         }
         }
         float zoom = GetZoomAmount();
         float zoom = GetZoomAmount();
-        
+
         // Viewport size.
         // Viewport size.
         Vector2 size = GetGlobalRect().Size;
         Vector2 size = GetGlobalRect().Size;
         viewport2d.Size = size;
         viewport2d.Size = size;
-        
+
         // Viewport transform.
         // Viewport transform.
         Transform2D viewportTrans = Transform2D.Identity;
         Transform2D viewportTrans = Transform2D.Identity;
         viewportTrans.x *= zoom;
         viewportTrans.x *= zoom;
@@ -92,7 +92,7 @@ public class Viewport25D : Control
         viewportTrans.origin = viewportTrans.BasisXform(viewportCenter) + size / 2;
         viewportTrans.origin = viewportTrans.BasisXform(viewportCenter) + size / 2;
         viewport2d.CanvasTransform = viewportTrans;
         viewport2d.CanvasTransform = viewportTrans;
         viewportOverlay.CanvasTransform = viewportTrans;
         viewportOverlay.CanvasTransform = viewportTrans;
-        
+
         // Delete unused gizmos.
         // Delete unused gizmos.
         var selection = editorInterface.GetSelection().GetSelectedNodes();
         var selection = editorInterface.GetSelection().GetSelectedNodes();
         var overlayChildren = viewportOverlay.GetChildren();
         var overlayChildren = viewportOverlay.GetChildren();

+ 1 - 1
mono/2.5d/assets/ui/overlay.tscn

@@ -18,7 +18,7 @@ rect_min_size = Vector2( 500, 50 )
 text = "
 text = "
 Controls: WASD to move,  Space to jump,  R to reset,  Shift to walk,  T to toggle isometric controls,  C to view cube demo,  Tab to toggle hints.
 Controls: WASD to move,  Space to jump,  R to reset,  Shift to walk,  T to toggle isometric controls,  C to view cube demo,  Tab to toggle hints.
 
 
-UIOJKL to change view mode.  U = Forty Five deg,   I = Isometric,  
+UIOJKL to change view mode.  U = Forty Five deg,   I = Isometric,
 O = Top Down,   J = Front Side,   K = Oblique Y,   L = Oblique Z
 O = Top Down,   J = Front Side,   K = Oblique Y,   L = Oblique Z
 
 
 Not every view mode is meant to be good, it's just to showcase what the system can do.
 Not every view mode is meant to be good, it's just to showcase what the system can do.

+ 1 - 1
mono/2.5d/assets/ui/overlay_cube.tscn

@@ -18,7 +18,7 @@ rect_min_size = Vector2( 500, 50 )
 text = "
 text = "
 Controls: WASDQE to rotate,  R to reset,  C to return to the world,  Tab to toggle hints.
 Controls: WASDQE to rotate,  R to reset,  C to return to the world,  Tab to toggle hints.
 
 
-UIOKL to change view mode.  U = Forty Five deg,   I = Isometric,  
+UIOKL to change view mode.  U = Forty Five deg,   I = Isometric,
 O = Top Down,   K = Oblique Y,   L = Oblique Z
 O = Top Down,   K = Oblique Y,   L = Oblique Z
 
 
 Not every view mode is meant to be good, it's just to showcase what the system can do.
 Not every view mode is meant to be good, it's just to showcase what the system can do.

+ 1 - 1
mono/dodge_the_creeps/Main.cs

@@ -84,7 +84,7 @@ public class Main : Node
 
 
         // Choose the velocity.
         // Choose the velocity.
         mobInstance.SetLinearVelocity(new Vector2(RandRange(150f, 250f), 0).Rotated(direction));
         mobInstance.SetLinearVelocity(new Vector2(RandRange(150f, 250f), 0).Rotated(direction));
-        
+
         GetNode("HUD").Connect("StartGame", mobInstance, "OnStartGame");
         GetNode("HUD").Connect("StartGame", mobInstance, "OnStartGame");
     }
     }
 }
 }

+ 1 - 1
mono/dodge_the_creeps/Mob.cs

@@ -23,7 +23,7 @@ public class Mob : RigidBody2D
     {
     {
         QueueFree();
         QueueFree();
     }
     }
-    
+
     public void OnStartGame()
     public void OnStartGame()
     {
     {
         QueueFree();
         QueueFree();

+ 1 - 1
networking/multiplayer_bomber/README.md

@@ -2,7 +2,7 @@
 
 
 A multiplayer implementation of the classical bomberman game.
 A multiplayer implementation of the classical bomberman game.
 One of the players should press "host", while the other
 One of the players should press "host", while the other
-should type in his address and press "play". 
+should type in his address and press "play".
 
 
 Language: GDScript
 Language: GDScript
 
 

+ 1 - 1
networking/multiplayer_pong/README.md

@@ -2,7 +2,7 @@
 
 
 A multiplayer demo of the classical pong game.
 A multiplayer demo of the classical pong game.
 One of the players should press "host", while the
 One of the players should press "host", while the
-other should select the address and press "join". 
+other should select the address and press "join".
 
 
 Language: GDScript
 Language: GDScript
 
 

+ 1 - 1
networking/multiplayer_pong/scripts/ball.gd

@@ -14,7 +14,7 @@ func _process(delta):
 	# even if it's sightly out of sync between them,
 	# even if it's sightly out of sync between them,
 	# so each player sees the motion as smooth and not jerky.
 	# so each player sees the motion as smooth and not jerky.
 	if not stopped:
 	if not stopped:
-		translate(_speed * delta * direction) 
+		translate(_speed * delta * direction)
 	
 	
 	# Check screen bounds to make ball bounce.
 	# Check screen bounds to make ball bounce.
 	var ball_pos = position
 	var ball_pos = position

+ 1 - 1
networking/multiplayer_pong/scripts/pong.gd

@@ -18,7 +18,7 @@ func _ready():
 	# while all nodes in clients inherit from puppet.
 	# while all nodes in clients inherit from puppet.
 	# set_network_master is tree-recursive by default.
 	# set_network_master is tree-recursive by default.
 	if get_tree().is_network_server():
 	if get_tree().is_network_server():
-		# For the server, give control of player 2 to the other peer. 
+		# For the server, give control of player 2 to the other peer.
 		player2.set_network_master(get_tree().get_network_connected_peers()[0])
 		player2.set_network_master(get_tree().get_network_connected_peers()[0])
 	else:
 	else:
 		# For the client, give control of player 2 to itself.
 		# For the client, give control of player 2 to itself.

+ 1 - 1
networking/webrtc_signaling/server_node/.eslintrc.json

@@ -74,7 +74,7 @@
         "implicit-arrow-linebreak": "error",
         "implicit-arrow-linebreak": "error",
         "indent": [
         "indent": [
             "error",
             "error",
-            "tab" 
+            "tab"
         ],
         ],
         "indent-legacy": "off",
         "indent-legacy": "off",
         "init-declarations": "error",
         "init-declarations": "error",

+ 1 - 1
viewport/2d_in_3d/README.md

@@ -11,7 +11,7 @@ Renderer: GLES 2
 The Pong game is rendered to a custom
 The Pong game is rendered to a custom
 [`Viewport`](https://docs.godotengine.org/en/latest/classes/class_viewport.html)
 [`Viewport`](https://docs.godotengine.org/en/latest/classes/class_viewport.html)
 node rather than the main Viewport. In the code,
 node rather than the main Viewport. In the code,
-`get_texture()` is called on the Viewport to get a 
+`get_texture()` is called on the Viewport to get a
 [`ViewportTexture`](https://docs.godotengine.org/en/latest/classes/class_viewporttexture.html),
 [`ViewportTexture`](https://docs.godotengine.org/en/latest/classes/class_viewporttexture.html),
 which is then assigned to the quad's material's albedo texture.
 which is then assigned to the quad's material's albedo texture.
 
 

+ 1 - 1
viewport/3d_in_2d/README.md

@@ -11,7 +11,7 @@ Renderer: GLES 2
 The 3D robot is rendered to a custom
 The 3D robot is rendered to a custom
 [`Viewport`](https://docs.godotengine.org/en/latest/classes/class_viewport.html)
 [`Viewport`](https://docs.godotengine.org/en/latest/classes/class_viewport.html)
 node rather than the main Viewport. In the code,
 node rather than the main Viewport. In the code,
-`get_texture()` is called on the Viewport to get a 
+`get_texture()` is called on the Viewport to get a
 [`ViewportTexture`](https://docs.godotengine.org/en/latest/classes/class_viewporttexture.html),
 [`ViewportTexture`](https://docs.godotengine.org/en/latest/classes/class_viewporttexture.html),
 which is then assigned to the sprite's texture.
 which is then assigned to the sprite's texture.
 
 

+ 6 - 6
viewport/dynamic_split_screen/CameraController.gd

@@ -2,20 +2,20 @@ extends Spatial
 
 
 # Handle the motion of both players' camera as well as communication with the
 # Handle the motion of both players' camera as well as communication with the
 # SplitScreen shader to achieve the dynamic split screen effet
 # SplitScreen shader to achieve the dynamic split screen effet
-# 
-# Cameras are place on the segment joining the two players, either in the middle 
+#
+# Cameras are place on the segment joining the two players, either in the middle
 # if players are close enough or at a fixed distance if they are not.
 # if players are close enough or at a fixed distance if they are not.
-# In the first case, both cameras being at the same location, only the view of 
-# the first one is used for the entire screen thus allowing the players to play 
+# In the first case, both cameras being at the same location, only the view of
+# the first one is used for the entire screen thus allowing the players to play
 # on a unsplit screen.
 # on a unsplit screen.
 # In the second case, the screen is split in two with a line perpendicular to the
 # In the second case, the screen is split in two with a line perpendicular to the
 # segement joining the two players.
 # segement joining the two players.
-# 
+#
 # The points of customization are:
 # The points of customization are:
 #   max_separation: the distance between players at which the view starts to split
 #   max_separation: the distance between players at which the view starts to split
 #   split_line_thickness: the thickness of the split line in pixels
 #   split_line_thickness: the thickness of the split line in pixels
 #   split_line_color: color of the split line
 #   split_line_color: color of the split line
-#   adaptive_split_line_thickness: if true, the split line thickness will vary 
+#   adaptive_split_line_thickness: if true, the split line thickness will vary
 #       depending on the distance between players. If false, the thickness will
 #       depending on the distance between players. If false, the thickness will
 #       be constant and equal to split_line_thickness
 #       be constant and equal to split_line_thickness
 
 

+ 1 - 1
viewport/dynamic_split_screen/README.md

@@ -32,7 +32,7 @@ achieve the effect.
 
 
 The cameras are placed on the segment joining the two players,
 The cameras are placed on the segment joining the two players,
 either in the middle if they're close enough or at a fixed
 either in the middle if they're close enough or at a fixed
-distance otherwise. 
+distance otherwise.
 
 
 ## How to use it
 ## How to use it
 
 

+ 1 - 1
viewport/screen_capture/README.md

@@ -1,6 +1,6 @@
 # Screen Capture
 # Screen Capture
 
 
-An example showing how to take screenshots of the screen. 
+An example showing how to take screenshots of the screen.
 
 
 Language: GDScript
 Language: GDScript
 
 

+ 1 - 1
visual_script/circle_pop/README.md

@@ -2,7 +2,7 @@
 
 
 Demo of a simple game using visual script.
 Demo of a simple game using visual script.
 You must click the circles to "pop" them in
 You must click the circles to "pop" them in
-order to stop their invasion of the screen. 
+order to stop their invasion of the screen.
 
 
 Language: [VisualScript](https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html)
 Language: [VisualScript](https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html)