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sphinx-tabs update to fix builds on Ubuntu 24.04

Also some typo fixes to make CI happy
Max Hilbrunner 5 달 전
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27ec417b97

+ 1 - 1
requirements.txt

@@ -7,7 +7,7 @@ sphinx==4.4.0
 sphinx_rtd_theme==1.0.0
 
 # Code tabs extension for GDScript/C#
-sphinx-tabs==3.3.1
+sphinx-tabs==3.4.7
 
 # Custom 404 error page (more useful than the default)
 sphinx-notfound-page==0.8.3

+ 1 - 1
tutorials/3d/baked_lightmaps.rst

@@ -76,7 +76,7 @@ their UV2 maps properly generated.
 .. warning::
 
     When reusing a mesh within a scene, keep in mind that UVs will be generated
-    for the first instance found. If the mesh is re-used with different scales
+    for the first instance found. If the mesh is reused with different scales
     (and the scales are wildly different, more than half or twice), this will
     result in inefficient lightmaps. Don't reuse a source mesh at significantly
     different scales if you are planning to use lightmapping.

+ 1 - 1
tutorials/3d/procedural_geometry/meshdatatool.rst

@@ -14,7 +14,7 @@ for certain mesh algorithms. If you do not need this extra information then it m
 .. note:: MeshDataTool can only be used on Meshes that use the PrimitiveType ``Mesh.PRIMITIVE_TRIANGLES``.
 
 We initialize the MeshDataTool from an ArrayMesh by calling ``create_from_surface()``. If there is already data initialized in the MeshDataTool,
-calling ``create_from_surface()`` will clear it for you. Alternatively, you can call ``clear()`` yourself before re-using the MeshDataTool.
+calling ``create_from_surface()`` will clear it for you. Alternatively, you can call ``clear()`` yourself before reusing the MeshDataTool.
 
 In the examples below, assume an ArrayMesh called ``mesh`` has already been created. See :ref:`ArrayMesh tutorial <doc_arraymesh>` for an example of mesh generation.
 

+ 1 - 1
tutorials/best_practices/scene_organization.rst

@@ -17,7 +17,7 @@ They create their first scene and fill it with content only to eventually end
 up saving branches of their scene into separate scenes as the nagging feeling
 that they should split things up starts to accumulate. However, they then
 notice that the hard references they were able to rely on before are no longer
-possible. Re-using the scene in multiple places creates issues because the
+possible. Reusing the scene in multiple places creates issues because the
 node paths do not find their targets and signal connections established in the
 editor break.
 

+ 1 - 1
tutorials/best_practices/scenes_versus_scripts.rst

@@ -206,7 +206,7 @@ Conclusion
 
 In the end, the best approach is to consider the following:
 
-- If one wishes to create a basic tool that is going to be re-used in several
+- If one wishes to create a basic tool that is going to be reused in several
   different projects and which people of all skill levels will likely use
   (including those who don't label themselves as "programmers"), then chances
   are that it should probably be a script, likely one with a custom name/icon.