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Fix various Sphinx warnings

Rémi Verschelde 8 роки тому
батько
коміт
1de9fec2fd

+ 5 - 5
development/compiling/compiling_for_windows.rst

@@ -39,7 +39,7 @@ If commands above do not work, make sure you add Python to your PATH
 environment variable after installing it, and check again.
 
 Setting up Pywin32
--------------------------
+------------------
 
 Pywin32 is required for -j (parallel) builds for multiple cores (for a
 32 bit Python version). If SCons is issuing a warning about Pywin32
@@ -57,7 +57,7 @@ Amd64 version of Pywin32 is for a 64 bit version of Python
 your version of python (check via ``python --version`` mentioned above).
 
 Installing Visual Studio caveats
------------------------------------
+--------------------------------
 
 If installing VS 2015, make sure to run **Custom** installation, not
 **Typical** and select C++ as language there (and any other things you might
@@ -123,7 +123,7 @@ If you don't see some of the shortcuts, "How the prompts actually work"
 section below will explain how to setup these prompts if you need them.
 
 About the Developer/Tools Command Prompts and the Visual C++ compiler
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 There is a few things you need to know about these consoles and the
 Visual C++ compiler.
@@ -167,7 +167,7 @@ Native Prompts if you are not sure yet what exactly Cross Compile
 Prompts do.
 
 Running SCons
-~~~~~~~~~~~~
+~~~~~~~~~~~~~
 
 Once inside the **Developer Console/Tools Console Prompt**, go to the
 root directory of the engine source code and type:
@@ -343,7 +343,7 @@ other build configurations (debug, release_debug, release) or
 architectures (Win32/x64). They are equivalent.
 
 Cross-compiling for Windows from other operating systems
----------------
+--------------------------------------------------------
 
 If you are a Linux or Mac user, you need to install mingw32 and
 mingw-w64. Under Ubuntu or Debian, just run the following commands:

+ 4 - 4
development/compiling/compiling_for_x11.rst

@@ -1,7 +1,7 @@
 .. _doc_compiling_for_x11:
 
-Compiling for X11 (Linux, *BSD)
-===============================
+Compiling for X11 (Linux, \*BSD)
+================================
 
 .. highlight:: shell
 
@@ -90,7 +90,7 @@ If you wish to compile using Clang rather than GCC, use this command:
 Building export templates
 -------------------------
 
-To build X11 (Linux, *BSD) export templates, run the build system with the
+To build X11 (Linux, \*BSD) export templates, run the build system with the
 following parameters:
 
 -  (32 bits)
@@ -116,7 +116,7 @@ To create standard export templates, the resulting files must be copied to:
 
     /home/youruser/.godot/templates
 
-and named like this (even for *BSD which is seen as "Linux X11" by Godot):
+and named like this (even for \*BSD which is seen as "Linux X11" by Godot):
 
 ::
 

+ 1 - 1
learning/editor/unity_to_godot.rst

@@ -17,7 +17,7 @@ Differences
 +===================+===================================================================================+================================================================================================================+
 | License           | Proprietary, closed, free license with revenue caps and usage restrictions        | MIT License,  free and fully open souce without any restriction                                                |
 +-------------------+-----------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------+
-| OS (editor)       | Windows, OSX, Linux (unofficial and unsupported)                                  | Windows, X11 (Linux, *BSD), Haiku, OSX                                                                         |
+| OS (editor)       | Windows, OSX, Linux (unofficial and unsupported)                                  | Windows, X11 (Linux, \*BSD), Haiku, OSX                                                                        |
 +-------------------+-----------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------+
 | OS (export)       | | Desktop: Windows, Linux/SteamOS, OSX                                            | | Desktop: Windows, X11, OSX                                                                                   |
 |                   | | Mobile: Android, iOS, Windows Phone, Tizen,                                     | | Mobile: Android, iOS, Blackberry (deprecated)                                                                |

+ 2 - 2
learning/features/gui/bbcode_in_richtextlabel.rst

@@ -75,6 +75,6 @@ List of valid color names for the [color=<name>] tag:
 -  yellow
 
 Hexadecimal color codes
-~~~~~~~~~~~~~~~~~~~~
+~~~~~~~~~~~~~~~~~~~~~~~
  
-Any valid 6 digit hexadecimal code is supported. e.g: [color=#ffffff]white[/color]
+Any valid 6-digit hexadecimal code is supported, e.g. ``[color=#ffffff]white[/color]``.

+ 7 - 7
learning/features/misc/binary_serialization_api.rst

@@ -403,7 +403,7 @@ Then what follows is, for amount of "elements", values one after the
 other, using this same format.
 
 22: :ref:`class_ByteArray`
-~~~~~~~~~~~~~~
+~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 +---------------+-------+-----------+------------------------+
 | Offset        | Len   | Type      | Description            |
@@ -416,7 +416,7 @@ other, using this same format.
 The array data is padded to 4 bytes.
 
 23: :ref:`class_IntArray`
-~~~~~~~~~~~~~
+~~~~~~~~~~~~~~~~~~~~~~~~~
 
 +------------------+-------+-----------+---------------------------+
 | Offset           | Len   | Type      | Description               |
@@ -427,7 +427,7 @@ The array data is padded to 4 bytes.
 +------------------+-------+-----------+---------------------------+
 
 24: :ref:`class_FloatArray`
-~~~~~~~~~~~~~~~
+~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 +------------------+-------+-----------+---------------------------+
 | Offset           | Len   | Type      | Description               |
@@ -438,7 +438,7 @@ The array data is padded to 4 bytes.
 +------------------+-------+-----------+---------------------------+
 
 25: :ref:`class_StringArray`
-~~~~~~~~~~~~~~~~
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 +----------+-------+-----------+--------------------------+
 | Offset   | Len   | Type      | Description              |
@@ -459,7 +459,7 @@ For each String:
 Every string is is padded to 4 bytes.
 
 26: :ref:`class_Vector2Array`
-~~~~~~~~~~~~~~~~~
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 +-------------------+-------+-----------+----------------+
 | Offset            | Len   | Type      | Description    |
@@ -472,7 +472,7 @@ Every string is is padded to 4 bytes.
 +-------------------+-------+-----------+----------------+
 
 27: :ref:`class_Vector3Array`
-~~~~~~~~~~~~~~~~~
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 +--------------------+-------+-----------+----------------+
 | Offset             | Len   | Type      | Description    |
@@ -487,7 +487,7 @@ Every string is is padded to 4 bytes.
 +--------------------+-------+-----------+----------------+
 
 28: :ref:`class_ColorArray`
-~~~~~~~~~~~~~~~
+~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 +--------------------+-------+-----------+----------------+
 | Offset             | Len   | Type      | Description    |

+ 1 - 1
learning/features/physics/ray-casting.rst

@@ -35,7 +35,7 @@ The resulting space :ref:`RID <class_RID>` can be used in
 :ref:`Physics2DServer <class_Physics2DServer>` respectively for 3D and 2D.
 
 Accessing space
---------------
+---------------
 
 Godot physics runs by default in the same thread as game logic, but may
 be set to run on a separate thread to work more efficiently. Due to

+ 6 - 0
learning/features/platform/android_in_app_purchases.rst

@@ -61,6 +61,7 @@ Google IAP policy says the game should restore the user's purchases if the user
 
 Simple Purchase
 ---------------
+
 We can put this purchase logic on a product's buy button.
 
 ::
@@ -103,17 +104,22 @@ Google doesn't have this separation in their dashboard. If our product is a cons
         print(item + " consumed")
 
 If our game has only consumables, we don't have to do this. We can set it to consume the item automatically after a purchase.
+
 ::
+
     IAP.set_auto_consume(true)
     
 If our game has only non-consumables, we can
+
 ::
+
     IAP.set_auto_consume(false)
 
 We should set the auto consume value only once when the game starts.
 
 Testing
 -------
+
 If we add a gmail id as a tester in Google dashboard, that tester can purchase items and he will not be charged. Another way to test IAP is using redeem codes generated by us for our game because the purchase flow is the same.
 
 Third way of testing is in development side. If we put the product ids as shown below, we will get a static fixed response according to the product id. This is a quick way of testing things before going to the dashboard.

+ 3 - 3
learning/features/shading/shading_language.rst

@@ -217,7 +217,7 @@ Depending on the shader type, several built-in variables are available,
 listed as follows:
 
 Material (3D) - VertexShader
-~~~~~~~~~~~~~~~~~~~~~~~
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 +------------------------------------+-------------------------------------------+
 | Variable                           | Description                               |
@@ -266,7 +266,7 @@ Material (3D) - VertexShader
 +------------------------------------+-------------------------------------------+
 
 Material (3D) - FragmentShader
-~~~~~~~~~~~~~~~~~~~~~~~~~
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 +----------------------------------+----------------------------------------------------------------------------------+
 | Variable                         | Description                                                                      |
@@ -317,7 +317,7 @@ Material (3D) - FragmentShader
 +----------------------------------+----------------------------------------------------------------------------------+
 
 Material (3D) - LightShader
-~~~~~~~~~~~~~~~~~~~~~~
+~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 +--------------------------------+-------------------------------+
 | Variable                       | Description                   |

+ 6 - 7
learning/scripting/gdscript/gdscript_basics.rst

@@ -698,6 +698,7 @@ in the loop variable.
 
     for c in "Hello":
         print(c)   # iterate through all characters in a String, print every letter on new line
+
 match
 ^^^^^
 
@@ -705,6 +706,7 @@ A ``match`` statement is used to branch execution of a program.
 It's the equivalent of the ``switch`` statement found in many other languages but offers some additional features.
 
 Basic syntax:
+
 ::
     
     match [expression]:
@@ -715,10 +717,10 @@ Basic syntax:
 
 **Crash-course for people who are familiar to switch statements**:
 
-1) replace ``switch`` with ``match``
-2) remove ``case``
-3) remove any ``break``'s. If you don't want to ``break`` by default you can use ``continue`` for a fallthrough.
-4) change ``default`` to a single underscore.
+1. Replace ``switch`` with ``match``
+2. Remove ``case``
+3. Remove any ``break``'s. If you don't want to ``break`` by default you can use ``continue`` for a fallthrough.
+4. Change ``default`` to a single underscore.
 
 
 **Control flow**:
@@ -727,9 +729,6 @@ The patterns are matched from top to bottom.
 If a pattern matches, the corresponding block will be executed. After that, the execution continues below the ``match`` statement.
 If you want to have a fallthrough you can use ``continue`` to stop execution in the current block and check the ones below it.
 
-
-
-
 There are 6 pattern types:
 
 - constant pattern

+ 3 - 3
learning/step_by_step/filesystem.rst

@@ -1,7 +1,7 @@
 .. _doc_filesystem:
 
 File system
-==========
+===========
 
 Introduction
 ------------
@@ -54,7 +54,7 @@ format. Even an empty engine.cfg can function as a basic definition of a blank
 project.
 
 Path delimiter
--------------------
+--------------
 
 Godot only supports ``/`` as a path delimiter. This is done for
 portability reasons. All operating systems support this, even Windows,
@@ -85,7 +85,7 @@ state or downloading content packs. To this end, the engine ensures that there i
 special path ``user://`` that is always writable.
 
 Host file system
----------------
+----------------
 
 Alternatively host file system paths can also be used, but this is not recommended
 for a released product as these paths are not guaranteed to work on all platforms.

+ 3 - 1
learning/workflow/assets/managing_image_files.rst

@@ -126,7 +126,8 @@ iCC profile (in some tools this profile can even be manually changed on export)
 or using a tool that removes/fixes the iCC chunks.
 
 Linux/Mac
-~~~~~
+~~~~~~~~~
+
 Using ImageMagicks ``convert`` or ``mogrify`` fixes these warnings.
 To fix all PNGs in a project folder do:
 
@@ -142,6 +143,7 @@ To fix all PNGs in a project folder do:
 
 Windows
 ~~~~~~~
+
 Using `optiPNG <http://optipng.sourceforge.net/>` fixes these warnings on Windows.
 To fix a PNG inplace do:
 

+ 1 - 1
learning/workflow/export/exporting_for_uwp.rst

@@ -15,7 +15,7 @@ Also, make sure the Publisher name you set when export the package matches
 the name on the certificate.
 
 Limitations on Xbox One
-------------
+-----------------------
 
 As described in `UWP documentation <https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/system-resource-allocation>`__: