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Merge branch 'master' into fix-orientation-handheld

Flo 5 years ago
parent
commit
17881b330b

+ 6 - 0
getting_started/scripting/c_sharp/c_sharp_basics.rst

@@ -259,3 +259,9 @@ msbuild to use, run:
 .. code-block:: none
 
     msbuild /t:restore
+
+Profiling your C# code
+-----------------------------
+
+- `Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/profiler/>`_ is available via `this PR <https://github.com/godotengine/godot/pull/26513>`_
+- External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/profiler/>`_ can be used as described `here <https://github.com/godotengine/godot/pull/34382>`_.

+ 6 - 6
getting_started/scripting/gdscript/gdscript_basics.rst

@@ -348,19 +348,19 @@ null
 ``null`` is an empty data type that contains no information and can not
 be assigned any other value.
 
-bool
-^^^^
+:ref:`bool <class_bool>`
+^^^^^^^^^^^^^^^^^^^^^^^^
 
 Short for "boolean", it can only contain ``true`` or ``false``.
 
-int
-^^^
+:ref:`int <class_int>`
+^^^^^^^^^^^^^^^^^^^^^^
 
 Short for "integer", it stores whole numbers (positive and negative).
 It is stored as a 64-bit value, equivalent to "int64_t" in C++.
 
-float
-^^^^^
+:ref:`float <class_float>`
+^^^^^^^^^^^^^^^^^^^^^^^^^^
 
 Stores real numbers, including decimals, using floating-point values.
 It is stored as a 64-bit value, equivalent to "double" in C++.

+ 8 - 7
getting_started/step_by_step/exporting.rst

@@ -29,16 +29,17 @@ be treated the same as a touch event, we'll convert the game to a click-and-move
 input style.
 
 By default Godot emulates mouse input from touch input. That means if anything
-is coded to happen on a mouse event, touch will trigger it as well. If you wish to
-disable that for whatever reason, or emulate touch from mouse input, you can do that
-in the "Project Settings" under *Input Devices* and *Pointing*
+is coded to happen on a mouse event, touch will trigger it as well. Godot can also 
+emulate touch input from mouse clicks, which we will need to be able to keep playing
+our game on our computer after we switch to touch input. In the "Project Settings" 
+under *Input Devices* and *Pointing*, set *Emulate Touch From Mouse* to "On". 
 
 .. image:: img/export_touchsettings.png
 
-Before we change the input method, in the project settings go to *Display*,
-then click on *Window*. In the *Stretch* options, set *Mode* to "2d" and *Aspect* to 
-"keep". This ensures that the game scales consistently on different sized screens.
-   
+We also want to ensure that the game scales consistently on different-sized screens,
+so in the project settings go to *Display*, then click on *Window*. In the *Stretch* 
+options, set *Mode* to "2d" and *Aspect* to "keep". 
+
 Since we are already in the *Window* settings, we should also set under *Handheld*
 the *Orientation* to "portrait".