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Remove extraneous license text, it is defined globally

Rémi Verschelde 9 years ago
parent
commit
35a347d35c
48 changed files with 2 additions and 107 deletions
  1. 1 4
      contributing/doc_and_l10n_guidelines.rst
  2. 0 12
      contributing/documentation_guidelines.rst
  3. 1 2
      contributing/index.rst
  4. 0 2
      tutorials/2d/canvas_layers.rst
  5. 0 2
      tutorials/2d/custom_drawing_in_2d.rst
  6. 0 2
      tutorials/2d/custom_gui_controls.rst
  7. 0 2
      tutorials/2d/cutout_animation.rst
  8. 0 2
      tutorials/2d/gui_skinning.rst
  9. 0 2
      tutorials/2d/kinematic_character_2d.rst
  10. 0 2
      tutorials/2d/particle_systems_2d.rst
  11. 0 2
      tutorials/2d/physics_introduction.rst
  12. 0 2
      tutorials/2d/screen-reading_shaders.rst
  13. 0 2
      tutorials/2d/tilemap.rst
  14. 0 2
      tutorials/2d/viewport_and_canvas_transforms.rst
  15. 0 2
      tutorials/3d/3d_performance_and_limitations.rst
  16. 0 1
      tutorials/3d/fixed_materials.rst
  17. 0 2
      tutorials/3d/high_dynamic_range.rst
  18. 0 2
      tutorials/3d/introduction.rst
  19. 0 2
      tutorials/3d/lighting.rst
  20. 0 2
      tutorials/3d/materials.rst
  21. 0 2
      tutorials/3d/shader_materials.rst
  22. 0 2
      tutorials/3d/shadow_mapping.rst
  23. 0 2
      tutorials/engine/background_loading.rst
  24. 0 2
      tutorials/engine/encrypting_save_games.rst
  25. 0 2
      tutorials/engine/handling_quit_request.rst
  26. 0 2
      tutorials/engine/inputevent.rst
  27. 0 2
      tutorials/engine/internationalizing_a_game.rst
  28. 0 2
      tutorials/engine/mouse_and_input_coordinates.rst
  29. 0 2
      tutorials/engine/multiple_resolutions.rst
  30. 0 2
      tutorials/engine/pausing_the_game.rst
  31. 0 2
      tutorials/engine/version_control.rst
  32. 0 2
      tutorials/engine/viewports.rst
  33. 0 2
      tutorials/ray-casting.rst
  34. 0 2
      tutorials/ssl_certificates.rst
  35. 0 2
      tutorials/step_by_step/animations.rst
  36. 0 2
      tutorials/step_by_step/file_system.rst
  37. 0 2
      tutorials/step_by_step/gui_tutorial.rst
  38. 0 2
      tutorials/step_by_step/instancing.rst
  39. 0 2
      tutorials/step_by_step/instancing_continued.rst
  40. 0 2
      tutorials/step_by_step/resources.rst
  41. 0 2
      tutorials/step_by_step/scene_tree.rst
  42. 0 2
      tutorials/step_by_step/scenes_and_nodes.rst
  43. 0 2
      tutorials/step_by_step/scripting.rst
  44. 0 2
      tutorials/step_by_step/scripting_continued.rst
  45. 0 2
      tutorials/step_by_step/simple_2d_game.rst
  46. 0 2
      tutorials/step_by_step/singletons_autoload.rst
  47. 0 2
      tutorials/step_by_step/splash_screen.rst
  48. 0 2
      tutorials/vector_math.rst

+ 1 - 4
contributing/documentation_writing_and_translating_guidelines.rst → contributing/doc_and_l10n_guidelines.rst

@@ -113,7 +113,4 @@ Licence
 -------
 -------
 
 
 This wiki and every page it contains is published under the terms of the
 This wiki and every page it contains is published under the terms of the
-Creative Commons By-SA 4.0.
-
-© Juan Linietsky, Ariel Mansur and contributors - License Creative
-Commons By-SA 4.0.
+Creative Commons BY 3.0 license.

+ 0 - 12
contributing/documentation_guidelines.rst

@@ -1,12 +0,0 @@
-Documentation guidelines
-========================
-
-The following page will give you the detailed guidelines for writing
-documentation : [[Documentation writing and translating guidelines]].
-
-Help needed
------------
-
-We need your help on the following tasks :
-
--  [[Reference filling work]]

+ 1 - 2
contributing/index.rst

@@ -6,8 +6,7 @@ Contributing
    :name: toc-contributing
    :name: toc-contributing
 
 
    bug_triage_guidelines
    bug_triage_guidelines
-   documentation_guidelines
-   documentation_writing_and_translating_guidelines
+   doc_and_l10n_guidelines
    list_of_classes_and_documenters
    list_of_classes_and_documenters
    reference_filling_work
    reference_filling_work
    wiki_syntax
    wiki_syntax

+ 0 - 2
tutorials/2d/canvas_layers.rst

@@ -78,7 +78,5 @@ nodes. The most optimal way will always be arranging them by tree order.
 In the future, nodes will also have a priority or sub-layer index which
 In the future, nodes will also have a priority or sub-layer index which
 should aid for this.
 should aid for this.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/2d/custom_drawing_in_2d.rst

@@ -111,5 +111,3 @@ Tools
 | Remember to just use the "tool" keyword at the top of the script
 | Remember to just use the "tool" keyword at the top of the script
   (check the [[GDScript]] reference if you forgot what this does).
   (check the [[GDScript]] reference if you forgot what this does).
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*

+ 0 - 2
tutorials/2d/custom_gui_controls.rst

@@ -145,5 +145,3 @@ exists, but can be checked with the \_notification callback:
           pass # for modal popups, notification
           pass # for modal popups, notification
           # that the popup was closed
           # that the popup was closed
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*

+ 0 - 2
tutorials/2d/cutout_animation.rst

@@ -352,7 +352,5 @@ apply the "Out-In" transition curve to smooth the animation:
 
 
 .. image:: /img/tuto_cutout24.png
 .. image:: /img/tuto_cutout24.png
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/2d/gui_skinning.rst

@@ -162,7 +162,5 @@ replace it by the theme that was just created. It should look like this:
 
 
 Congratulations! You have created a reusable GUI Theme!
 Congratulations! You have created a reusable GUI Theme!
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/2d/kinematic_character_2d.rst

@@ -246,7 +246,5 @@ A more complete demo can be found in the demo zip distributed with the
 engine, or in the
 engine, or in the
 https://github.com/okamstudio/godot/tree/master/demos/2d/kinematic\_char.
 https://github.com/okamstudio/godot/tree/master/demos/2d/kinematic\_char.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/2d/particle_systems_2d.rst

@@ -256,7 +256,5 @@ All physics parameters can be randomiez. Random variables go from 0 to
 
 
     initial_value = param_value + param_value*randomness
     initial_value = param_value + param_value*randomness
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/2d/physics_introduction.rst

@@ -432,7 +432,5 @@ In case of overlap, who receives collision information?
   None \|
   None \|
 | \| **Area** \| Area \| Area \| Area \| None \| Both \|
 | \| **Area** \| Area \| Area \| Area \| None \| Both \|
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/2d/screen-reading_shaders.rst

@@ -106,7 +106,5 @@ Godot:
    region of the screen and then use texscreen() on a different region.
    region of the screen and then use texscreen() on a different region.
    Avoid this behavior!
    Avoid this behavior!
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/2d/tilemap.rst

@@ -166,7 +166,5 @@ ones that look better for you:
 -  Viewport Scaling can often help shrinking the map (see the
 -  Viewport Scaling can often help shrinking the map (see the
    [[Viewports]] tutorial).
    [[Viewports]] tutorial).
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/2d/viewport_and_canvas_transforms.rst

@@ -100,7 +100,5 @@ way:
     ie.pos = get_viewport_transform() + ( get_global_transform() + local_pos )
     ie.pos = get_viewport_transform() + ( get_global_transform() + local_pos )
     get_tree().input_event(ie)
     get_tree().input_event(ie)
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/3d/3d_performance_and_limitations.rst

@@ -185,5 +185,3 @@ adding indirect light bounces.
 If working on mobile, baking to texture is recommended, since this
 If working on mobile, baking to texture is recommended, since this
 method is even faster.
 method is even faster.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*

+ 0 - 1
tutorials/3d/fixed_materials.rst

@@ -175,7 +175,6 @@ parameter. This means that if a texture is loaded for diffuse, it will
 be multiplied by the color of the diffuse color parameter. Same applies
 be multiplied by the color of the diffuse color parameter. Same applies
 to all the others except for specular exponent, which is replaced.
 to all the others except for specular exponent, which is replaced.
 
 
-© Juan Linietsky, Ariel Manzur, Distributed under the terms of the
 [[https://creativecommons.org/licenses/by/3.0/legalcode]] license.
 [[https://creativecommons.org/licenses/by/3.0/legalcode]] license.
 
 
 
 

+ 0 - 2
tutorials/3d/high_dynamic_range.rst

@@ -163,7 +163,5 @@ Exposure Adjustment Speed
 Auto-exposure will change slowly and will take a while to adjust (like
 Auto-exposure will change slowly and will take a while to adjust (like
 in real cameras). Bigger values means faster adjustment.
 in real cameras). Bigger values means faster adjustment.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/3d/introduction.rst

@@ -244,7 +244,5 @@ overall.
 It is possible to use [[Light Baking]], to avoid using large amount of
 It is possible to use [[Light Baking]], to avoid using large amount of
 real-time lights and improve performance.
 real-time lights and improve performance.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/3d/lighting.rst

@@ -107,7 +107,5 @@ purposes, such as baking light emissors that are not going to be used in
 real-time, and baking light bounces from real-time lights to add more
 real-time, and baking light bounces from real-time lights to add more
 realism to a scene (see Baked Light]] tutorial for more information).
 realism to a scene (see Baked Light]] tutorial for more information).
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/3d/materials.rst

@@ -113,7 +113,5 @@ sorted by depth). This behavior can be changed here. The options are:
 
 
 .. image:: /img/material_depth_draw.png
 .. image:: /img/material_depth_draw.png
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/3d/shader_materials.rst

@@ -61,7 +61,5 @@ instantly visible:
 This allows to very quickly create custom, complex materials for every
 This allows to very quickly create custom, complex materials for every
 type of object.
 type of object.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/3d/shadow_mapping.rst

@@ -181,7 +181,5 @@ ESM is a more complex filter and has a few more tweaking parameters. ESM
 uses shadow blurring (amount of blur passes and multiplier can be
 uses shadow blurring (amount of blur passes and multiplier can be
 adjusted).
 adjusted).
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/engine/background_loading.rst

@@ -367,5 +367,3 @@ Example:
 scenarios. Find me on IRC (punto on irc.freenode.net) or e-mail me
 scenarios. Find me on IRC (punto on irc.freenode.net) or e-mail me
 ([email protected]) for help.
 ([email protected]) for help.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*

+ 0 - 2
tutorials/engine/encrypting_save_games.rst

@@ -55,5 +55,3 @@ some unique user identifier is needed, for example:
 
 
 This is all! Thanks for your cooperation, citizen.
 This is all! Thanks for your cooperation, citizen.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*

+ 0 - 2
tutorials/engine/handling_quit_request.rst

@@ -35,5 +35,3 @@ behavior to quit when quit is requested, this can be changed:
 
 
     get_tree().set_auto_accept_quit(false)
     get_tree().set_auto_accept_quit(false)
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*

+ 0 - 2
tutorials/engine/inputevent.rst

@@ -144,7 +144,5 @@ singleton is not saved (must be modified manually) and it's state is run
 from the project settings (engine.cfg). So any dynamic system of this
 from the project settings (engine.cfg). So any dynamic system of this
 type needs to store settings in the way the programmer sees best fit.
 type needs to store settings in the way the programmer sees best fit.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/engine/internationalizing_a_game.rst

@@ -116,7 +116,5 @@ application/name and append it the locale identifier. For example:
 As always, If you don't know the code of a language or zone, `check the
 As always, If you don't know the code of a language or zone, `check the
 list <https://github.com/okamstudio/godot/wiki/locales>`__.
 list <https://github.com/okamstudio/godot/wiki/locales>`__.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/engine/mouse_and_input_coordinates.rst

@@ -62,5 +62,3 @@ Alternatively it's possible to ask the viewport for the mouse position
 
 
     get_viewport().get_mouse_pos()
     get_viewport().get_mouse_pos()
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*

+ 0 - 2
tutorials/engine/multiple_resolutions.rst

@@ -88,7 +88,5 @@ Stretch Aspect
    option for 2D games that scroll horizontally (like runners or
    option for 2D games that scroll horizontally (like runners or
    platformers).
    platformers).
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/engine/pausing_the_game.rst

@@ -93,7 +93,5 @@ closed:
 
 
 And that should be all!
 And that should be all!
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/engine/version_control.rst

@@ -130,5 +130,3 @@ modified. Make sure to **not commit this file** to git or svn, as it
 contains local information and might confuse another editor instance in
 contains local information and might confuse another editor instance in
 another computer.
 another computer.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*

+ 0 - 2
tutorials/engine/viewports.rst

@@ -190,7 +190,5 @@ Make sure to check the viewport demos! Viewport folder in the demo.zip
 available to download, or
 available to download, or
 https://github.com/okamstudio/godot/tree/master/demos/viewport
 https://github.com/okamstudio/godot/tree/master/demos/viewport
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/ray-casting.rst

@@ -175,7 +175,5 @@ To obtain it using a camera, the following code can be used:
 Of course, remember that during \_input(), space may be locked, so save
 Of course, remember that during \_input(), space may be locked, so save
 your query for \_fixed\_process().
 your query for \_fixed\_process().
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/ssl_certificates.rst

@@ -68,7 +68,5 @@ Microsoft, etc) .
 Or just pick any of the more specific certificates there if you are
 Or just pick any of the more specific certificates there if you are
 connecting to a specific one.
 connecting to a specific one.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/step_by_step/animations.rst

@@ -92,7 +92,5 @@ this:
 
 
 .. image:: /img/out.gif
 .. image:: /img/out.gif
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/step_by_step/file_system.rst

@@ -106,5 +106,3 @@ for files.
 Because of this, please instruct your team to use a specific naming
 Because of this, please instruct your team to use a specific naming
 convention for files when working with Godot!
 convention for files when working with Godot!
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*

+ 0 - 2
tutorials/step_by_step/gui_tutorial.rst

@@ -181,7 +181,5 @@ Re-positioning controls for these kind of interfaces is more commonly
 done with containers (see the [[GUI Repositioning]] tutorial for more
 done with containers (see the [[GUI Repositioning]] tutorial for more
 info).
 info).
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/step_by_step/instancing.rst

@@ -108,7 +108,5 @@ Conclusion
 Instancing seems handy, but there is more to it than it meets the eye!
 Instancing seems handy, but there is more to it than it meets the eye!
 The next part of the instancing tutorial should cover the rest..
 The next part of the instancing tutorial should cover the rest..
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/step_by_step/instancing_continued.rst

@@ -74,7 +74,5 @@ way to understand all this is to make some games.
 Everything will become very obvious when put to practice, so, please do
 Everything will become very obvious when put to practice, so, please do
 not scratch your head and go on to the next tutorial!
 not scratch your head and go on to the next tutorial!
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/step_by_step/resources.rst

@@ -143,7 +143,5 @@ Like any object in Godot, not just nodes, Resources can be scripted too.
 However, there isn't generally much of a win, as resources are just data
 However, there isn't generally much of a win, as resources are just data
 containers.
 containers.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/step_by_step/scene_tree.rst

@@ -151,7 +151,5 @@ screens with progress bar, animated indicators or thread (background)
 loading. This must be done manually using autoloads (see next chapter!)
 loading. This must be done manually using autoloads (see next chapter!)
 and [[Background Loading]].
 and [[Background Loading]].
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/step_by_step/scenes_and_nodes.rst

@@ -204,7 +204,5 @@ This tutorial talks about "Scenes and Nodes", but so far there has been
 only *one* scene and *one* node! Don't worry, the next tutorial will
 only *one* scene and *one* node! Don't worry, the next tutorial will
 deal with that...
 deal with that...
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/step_by_step/scripting.rst

@@ -226,7 +226,5 @@ to obtain it would be:
 And, also, try to remember that nodes are referenced by name, not by
 And, also, try to remember that nodes are referenced by name, not by
 type.
 type.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/step_by_step/scripting_continued.rst

@@ -217,7 +217,5 @@ kept loaded and ready to use, so it can be used to create as many
 instances as desired. This is specially useful, for example, to instance
 instances as desired. This is specially useful, for example, to instance
 several enemies, bullets, etc. quickly in the active scene.
 several enemies, bullets, etc. quickly in the active scene.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/step_by_step/simple_2d_game.rst

@@ -188,7 +188,5 @@ really useful here:
 
 
 And that's it! a simple Pong was written with a few lines of code.
 And that's it! a simple Pong was written with a few lines of code.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/step_by_step/singletons_autoload.rst

@@ -177,7 +177,5 @@ scenes y pressing the button!
 (To load scenes with a progress bar, check out the next tutorial,
 (To load scenes with a progress bar, check out the next tutorial,
 [[Background Loading]])
 [[Background Loading]])
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/step_by_step/splash_screen.rst

@@ -44,7 +44,5 @@ can be set a custom font by editing the following property:
 As a side note, the font was imported from a TTF, there is a [[Importing
 As a side note, the font was imported from a TTF, there is a [[Importing
 Fonts]] for importing fonts.
 Fonts]] for importing fonts.
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
 
 
 
 

+ 0 - 2
tutorials/vector_math.rst

@@ -906,7 +906,5 @@ This was all! Hope it was helpful, and please give feedback and let know
 if something in this tutorial is not clear! You should be now ready for
 if something in this tutorial is not clear! You should be now ready for
 the next challenge.. [[Transforms]]!
 the next challenge.. [[Transforms]]!
 
 
-*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
-By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*