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Improve display of rubric fake headers with heading-level option

tetrapod00 8 月之前
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contributing/development/compiling/index.rst

@@ -19,6 +19,7 @@ The articles below should help you navigate configuration options available, as
 prerequisites required to compile Godot exactly the way you need.
 prerequisites required to compile Godot exactly the way you need.
 
 
 .. rubric:: Basics of building Godot
 .. rubric:: Basics of building Godot
+   :heading-level: 2
 
 
 Let's start with basics, and learn how to get Godot's source code, and then which options
 Let's start with basics, and learn how to get Godot's source code, and then which options
 to use to compile it regardless of your target platform.
 to use to compile it regardless of your target platform.
@@ -31,6 +32,7 @@ to use to compile it regardless of your target platform.
    introduction_to_the_buildsystem
    introduction_to_the_buildsystem
 
 
 .. rubric:: Building for target platforms
 .. rubric:: Building for target platforms
+   :heading-level: 2
 
 
 Below you can find instructions for compiling the engine for your specific target platform.
 Below you can find instructions for compiling the engine for your specific target platform.
 Note that Godot supports cross-compilation, which means you can compile it for a target platform
 Note that Godot supports cross-compilation, which means you can compile it for a target platform
@@ -50,6 +52,7 @@ will try their best to cover all possible situations.
    compiling_for_web
    compiling_for_web
 
 
 .. rubric:: Other compilation targets and options
 .. rubric:: Other compilation targets and options
+   :heading-level: 2
 
 
 Some additional universal compilation options require further setup. Namely, while Godot
 Some additional universal compilation options require further setup. Namely, while Godot
 does have C#/.NET support as a part of its main codebase, it does not get compiled by
 does have C#/.NET support as a part of its main codebase, it does not get compiled by

+ 2 - 0
contributing/development/core_and_modules/index.rst

@@ -7,6 +7,7 @@ The following pages are meant to introduce the global organization of Godot Engi
 source code, and give useful tips for extending and fixing the engine on the C++ side.
 source code, and give useful tips for extending and fixing the engine on the C++ side.
 
 
 .. rubric:: Getting started with Godot's source code
 .. rubric:: Getting started with Godot's source code
+   :heading-level: 2
 
 
 This section covers the basics that you will encounter in (almost) every source file.
 This section covers the basics that you will encounter in (almost) every source file.
 
 
@@ -25,6 +26,7 @@ This section covers the basics that you will encounter in (almost) every source
    scripting_development
    scripting_development
 
 
 .. rubric:: Extending Godot by modifying its source code
 .. rubric:: Extending Godot by modifying its source code
+   :heading-level: 2
 
 
 This section covers what you can do by modifying Godot's C++ source code.
 This section covers what you can do by modifying Godot's C++ source code.
 
 

+ 6 - 0
tutorials/3d/particles/index.rst

@@ -9,6 +9,7 @@ This section of the tutorial covers (3D) GPU-accelerated particle systems. Most
 discussed here apply to CPU particles as well.
 discussed here apply to CPU particles as well.
 
 
 .. rubric:: Introduction
 .. rubric:: Introduction
+   :heading-level: 2
 
 
 You can use particle systems to simulate complex physical effects like fire, sparks,
 You can use particle systems to simulate complex physical effects like fire, sparks,
 smoke, magical effects, and many more. They are very well suited for creating dynamic and organic
 smoke, magical effects, and many more. They are very well suited for creating dynamic and organic
@@ -22,6 +23,7 @@ parameters and behaviors.
 Every particle system you create in Godot consists of two main parts: particles and emitters.
 Every particle system you create in Godot consists of two main parts: particles and emitters.
 
 
 .. rubric:: Particles
 .. rubric:: Particles
+   :heading-level: 3
 
 
 A particle is the visible part of a particle system. It's what you see on the screen when a particle
 A particle is the visible part of a particle system. It's what you see on the screen when a particle
 system is active: The tiny specks of dust, the flames of a fire, the glowing orbs of a magical
 system is active: The tiny specks of dust, the flames of a fire, the glowing orbs of a magical
@@ -31,6 +33,7 @@ color over the course of its lifetime. When you think of a fire, you can think o
 embers flying away from it as individual particles.
 embers flying away from it as individual particles.
 
 
 .. rubric:: Emitters
 .. rubric:: Emitters
+   :heading-level: 3
 
 
 An emitter is what's creating the particles. Emitters are usually not visible, but they can have
 An emitter is what's creating the particles. Emitters are usually not visible, but they can have
 a shape. That shape controls where and how particles are spawned, for example whether they should fill
 a shape. That shape controls where and how particles are spawned, for example whether they should fill
@@ -38,6 +41,7 @@ a room like dust or shoot away from a single point like a fountain. Going back t
 an emitter would be the heat at the center of the fire that creates the embers and the flames.
 an emitter would be the heat at the center of the fire that creates the embers and the flames.
 
 
 .. rubric:: Node overview
 .. rubric:: Node overview
+   :heading-level: 3
 
 
 .. figure:: img/particle_nodes.webp
 .. figure:: img/particle_nodes.webp
    :alt: A list of nodes related to 3D particles
    :alt: A list of nodes related to 3D particles
@@ -72,6 +76,7 @@ objects in it and uses that for large-scale particle collisions.
 
 
 
 
 .. rubric:: Basic usage
 .. rubric:: Basic usage
+   :heading-level: 2
 
 
 .. toctree::
 .. toctree::
    :maxdepth: 1
    :maxdepth: 1
@@ -82,6 +87,7 @@ objects in it and uses that for large-scale particle collisions.
    process_material_properties
    process_material_properties
 
 
 .. rubric:: Advanced topics
 .. rubric:: Advanced topics
+   :heading-level: 2
 
 
 .. toctree::
 .. toctree::
    :maxdepth: 1
    :maxdepth: 1

+ 1 - 0
tutorials/scripting/c_sharp/diagnostics/index.rst

@@ -9,6 +9,7 @@ Godot includes analyzers that inspect your C# source code to check for invalid
 or unsupported code and let you know that something is wrong during build time.
 or unsupported code and let you know that something is wrong during build time.
 
 
 .. rubric:: Rules
 .. rubric:: Rules
+   :heading-level: 2
 
 
 .. toctree::
 .. toctree::
    :maxdepth: 1
    :maxdepth: 1

+ 1 - 0
tutorials/scripting/index.rst

@@ -11,6 +11,7 @@ sections. For instance, to learn about inputs, we recommend you to read
 :ref:`Inputs <toc-learn-features-inputs>`.
 :ref:`Inputs <toc-learn-features-inputs>`.
 
 
 .. rubric:: Programming languages
 .. rubric:: Programming languages
+   :heading-level: 2
 
 
 The sections below each focus on a given programming language.
 The sections below each focus on a given programming language.