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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
 .. code-block:: none
 
 
     msbuild /t:restore
     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
 ``null`` is an empty data type that contains no information and can not
 be assigned any other value.
 be assigned any other value.
 
 
-bool
-^^^^
+:ref:`bool <class_bool>`
+^^^^^^^^^^^^^^^^^^^^^^^^
 
 
 Short for "boolean", it can only contain ``true`` or ``false``.
 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).
 Short for "integer", it stores whole numbers (positive and negative).
 It is stored as a 64-bit value, equivalent to "int64_t" in C++.
 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.
 Stores real numbers, including decimals, using floating-point values.
 It is stored as a 64-bit value, equivalent to "double" in C++.
 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.
 input style.
 
 
 By default Godot emulates mouse input from touch input. That means if anything
 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
 .. 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*
 Since we are already in the *Window* settings, we should also set under *Handheld*
 the *Orientation* to "portrait". 
 the *Orientation* to "portrait".