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Fix misc syntax/style errors/warnings on documentation head (#5977)

Jaime Crespo 3 éve
szülő
commit
33caaf6535

+ 1 - 1
about/list_of_features.rst

@@ -161,7 +161,7 @@ Vulkan 1.0, with Vulkan 1.1 and 1.2 features optionally used.
   or improve visuals on high-end systems.
   or improve visuals on high-end systems.
 
 
   - 3D rendering can be scaled with bilinear filtering or
   - 3D rendering can be scaled with bilinear filtering or
-    `AMD FidelityFX Super Resolution 1.0 https://www.amd.com/en/technologies/fidelityfx-super-resolution`__.
+    `AMD FidelityFX Super Resolution 1.0 <https://www.amd.com/en/technologies/fidelityfx-super-resolution>`__.
 
 
 - `OpenGL support planned for a future Godot 4.x release <https://godotengine.org/article/about-godot4-vulkan-gles3-and-gles2>`__.
 - `OpenGL support planned for a future Godot 4.x release <https://godotengine.org/article/about-godot4-vulkan-gles3-and-gles2>`__.
 
 

+ 3 - 3
development/cpp/configuring_an_ide/clion.rst

@@ -9,7 +9,7 @@ CLion
 Importing the project
 Importing the project
 ---------------------
 ---------------------
 
 
-CLion can import a project's `compilation database file <https://clang.llvm.org/docs/JSONCompilationDatabase.html>`, commonly named `compile_commands.json`__. To generate the compilation database file, open the terminal, change to the Godot root directory, and run:
+CLion can import a project's `compilation database file <https://clang.llvm.org/docs/JSONCompilationDatabase.html>`_, commonly named ``compile_commands.json``. To generate the compilation database file, open the terminal, change to the Godot root directory, and run:
 
 
 ::
 ::
 
 
@@ -20,7 +20,7 @@ Then, open the Godot root directory with CLion. CLion will import the compilatio
 Compiling and debugging the project
 Compiling and debugging the project
 -----------------------------------
 -----------------------------------
 
 
-CLion does not support compiling and debugging Godot via SCons out of the box. This can be achived by creating a custom build target and run configuration in CLion. Before creating a custom build target, you must `compile Godot <https://docs.godotengine.org/en/stable/development/compiling/index.html>`__ once on the command line, to generate the Godot executable. Open the terminal, change into the Godot root directory, and execute:
+CLion does not support compiling and debugging Godot via SCons out of the box. This can be achived by creating a custom build target and run configuration in CLion. Before creating a custom build target, you must :ref:`compile Godot <toc-devel-compiling>` once on the command line, to generate the Godot executable. Open the terminal, change into the Godot root directory, and execute:
 
 
 ::
 ::
 
 
@@ -43,7 +43,7 @@ To add a custom build target that invokes SCons for compilation:
 .. figure:: img/clion-external-tools.png
 .. figure:: img/clion-external-tools.png
    :align: center
    :align: center
 
 
-- Give the tool a name, e.g. ``Build Godot debug``, set **Program** to ``scons``, set **Arguments** to the compilation settings you want (see :ref:`toc-devel-compiling`), and set the **Working directory** to ``$ProjectFileDir$``, which equals the Godot root directory. Click **OK** to create the tool.
+- Give the tool a name, e.g. ``Build Godot debug``, set **Program** to ``scons``, set **Arguments** to the compilation settings you want (see :ref:`compiling Godot <toc-devel-compiling>`), and set the **Working directory** to ``$ProjectFileDir$``, which equals the Godot root directory. Click **OK** to create the tool.
 
 
    .. note:: CLion does not expand shell commands like ``scons -j$(nproc)``. Use concrete values instead, e.g. ``scons -j8``
    .. note:: CLion does not expand shell commands like ``scons -j$(nproc)``. Use concrete values instead, e.g. ``scons -j8``
 
 

+ 1 - 1
getting_started/first_2d_game/05.the_main_game_scene.rst

@@ -75,7 +75,7 @@ Main script
 
 
 Add a script to ``Main``. At the top of the script, we use 
 Add a script to ``Main``. At the top of the script, we use 
 ``@export var mob_scene: PackedScene`` to allow us to choose the Mob scene we want
 ``@export var mob_scene: PackedScene`` to allow us to choose the Mob scene we want
- to instance.
+to instance.
 
 
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript

+ 1 - 1
tutorials/animation/creating_movies.rst

@@ -126,7 +126,7 @@ Choosing an output format
 -------------------------
 -------------------------
 
 
 Output formats are provided by the :ref:`MovieWriter <class_MovieWriter>` class.
 Output formats are provided by the :ref:`MovieWriter <class_MovieWriter>` class.
-Godot has 2 built-in :ref:`MovieWriter <class_MovieWriter>`s, and more can be implemented by extensions:
+Godot has 2 built-in :ref:`MovieWriters <class_MovieWriter>`, and more can be implemented by extensions:
 
 
 AVI (recommended)
 AVI (recommended)
 ^^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^^

+ 1 - 1
tutorials/scripting/gdscript/gdscript_basics.rst

@@ -582,7 +582,7 @@ and ``size``. Also contains an ``end`` field which is
 vectors.
 vectors.
 
 
 :ref:`Transform3D <class_Transform3D>`
 :ref:`Transform3D <class_Transform3D>`
-^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 
 
 3D Transform contains a Basis field ``basis`` and a Vector3 field
 3D Transform contains a Basis field ``basis`` and a Vector3 field
 ``origin``.
 ``origin``.

+ 2 - 0
tutorials/scripting/scene_unique_nodes.rst

@@ -32,5 +32,7 @@ To use a unique node in a script, use the ``%`` symbol and the node's
 name in the path for ``get_node()``. For example:
 name in the path for ``get_node()``. For example:
 
 
 .. tabs::
 .. tabs::
+
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
+
     get_node("%RedButton").text = "Hello"
     get_node("%RedButton").text = "Hello"