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Merge pull request #6813 from YuriSizov/ci-enable-error-reporting

Enable error reporting on the CI and address the remaining errors
Yuri Sizov 2 жил өмнө
parent
commit
16eacf62c8

+ 1 - 1
.github/workflows/ci.yml

@@ -26,4 +26,4 @@ jobs:
       # Use dummy builder to improve performance as we don't need the generated HTML in this workflow.
       - name: Sphinx build
         run: |
-          sphinx-build --color -b dummy -d _build/doctrees . _build/html
+          sphinx-build --color -b dummy -d _build/doctrees -W . _build/html

+ 1 - 1
tutorials/networking/websocket.rst

@@ -18,7 +18,7 @@ Godot supports WebSocket in both native and HTML5 exports.
 Using WebSocket in Godot
 ------------------------
 
-WebSocket is implemented in Godot via three main classes :ref:`WebSocketClient <class_WebSocketClient>`, :ref:`WebSocketServer <class_WebSocketServer>`, and :ref:`WebSocketPeer <class_WebSocketPeer>`. The WebSocket implementation is compatible with the High Level Multiplayer. See section on :ref:`high-level multiplayer <doc_high_level_multiplayer>` for more details.
+WebSocket is implemented in Godot via :ref:`WebSocketPeer <class_WebSocketPeer>`. The WebSocket implementation is compatible with the High Level Multiplayer. See section on :ref:`high-level multiplayer <doc_high_level_multiplayer>` for more details.
 
 .. warning::
 

+ 2 - 1
tutorials/shaders/shader_reference/shader_preprocessor.rst

@@ -61,7 +61,8 @@ anywhere within the shader (including in uniform hints).
 ``#define`` can also be used to insert arbitrary shader code at any location,
 while constants can't do that.
 
-.. code-block:: glsl
+.. FIXME: An upstream bug (https://github.com/pygments/pygments/pull/2350), fixed but not published yet.
+.. code-block:: none
 
     shader_type spatial;
 

+ 2 - 1
tutorials/shaders/shaders_style_guide.rst

@@ -344,7 +344,8 @@ the console, extra indentation should **not** be added within ``#if``,
 
 **Bad**:
 
-.. code-block:: glsl
+.. FIXME: An upstream bug in Pygment related to #ifdef.
+.. code-block:: none
 
     #define heightmap_enabled
 

+ 3 - 1
tutorials/xr/xr_action_map.rst

@@ -287,7 +287,7 @@ Some runtimes might even permit users to edit the bindings themselves.
 
 A common approach for a runtime is to look for a matching interaction profile first.
 If this is not found it will check the most common profiles such as that of the "Touch controller" and do a conversion.
-If all else fails, it will check the generic :ref:`"Simple controller"<The simple controller>`.
+If all else fails, it will check the generic :ref:`"Simple controller" <doc_xr_action_map_simple>`.
 
 .. note::
   There is an important conclusion to be made here:
@@ -358,6 +358,8 @@ As mentioned before OpenXR will do conversions between the two, but do read the
   Keep that in mind when designing your game/application. 
   Make sure these are used for optional features of your game/application.
 
+.. _doc_xr_action_map_simple:
+
 The simple controller
 ---------------------