@@ -113,7 +113,4 @@ Licence
-------
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.
@@ -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]]
@@ -6,8 +6,7 @@ Contributing
:name: toc-contributing
bug_triage_guidelines
- documentation_guidelines
- documentation_writing_and_translating_guidelines
+ doc_and_l10n_guidelines
list_of_classes_and_documenters
reference_filling_work
wiki_syntax
@@ -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
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.*
@@ -111,5 +111,3 @@ Tools
| Remember to just use the "tool" keyword at the top of the script
(check the [[GDScript]] reference if you forgot what this does).
@@ -145,5 +145,3 @@ exists, but can be checked with the \_notification callback:
pass # for modal popups, notification
# that the popup was closed
@@ -352,7 +352,5 @@ apply the "Out-In" transition curve to smooth the animation:
.. image:: /img/tuto_cutout24.png
@@ -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!
@@ -246,7 +246,5 @@ A more complete demo can be found in the demo zip distributed with the
engine, or in the
https://github.com/okamstudio/godot/tree/master/demos/2d/kinematic\_char.
@@ -256,7 +256,5 @@ All physics parameters can be randomiez. Random variables go from 0 to
initial_value = param_value + param_value*randomness
@@ -432,7 +432,5 @@ In case of overlap, who receives collision information?
None \|
| \| **Area** \| Area \| Area \| Area \| None \| Both \|
@@ -106,7 +106,5 @@ Godot:
region of the screen and then use texscreen() on a different region.
Avoid this behavior!
@@ -166,7 +166,5 @@ ones that look better for you:
- Viewport Scaling can often help shrinking the map (see the
[[Viewports]] tutorial).
@@ -100,7 +100,5 @@ way:
ie.pos = get_viewport_transform() + ( get_global_transform() + local_pos )
get_tree().input_event(ie)
@@ -185,5 +185,3 @@ adding indirect light bounces.
If working on mobile, baking to texture is recommended, since this
method is even faster.
@@ -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
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.
@@ -163,7 +163,5 @@ Exposure Adjustment Speed
Auto-exposure will change slowly and will take a while to adjust (like
in real cameras). Bigger values means faster adjustment.
@@ -244,7 +244,5 @@ overall.
It is possible to use [[Light Baking]], to avoid using large amount of
real-time lights and improve performance.
@@ -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
realism to a scene (see Baked Light]] tutorial for more information).
@@ -113,7 +113,5 @@ sorted by depth). This behavior can be changed here. The options are:
.. image:: /img/material_depth_draw.png
@@ -61,7 +61,5 @@ instantly visible:
This allows to very quickly create custom, complex materials for every
type of object.
@@ -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
adjusted).
@@ -367,5 +367,3 @@ Example:
scenarios. Find me on IRC (punto on irc.freenode.net) or e-mail me
([email protected]) for help.
@@ -55,5 +55,3 @@ some unique user identifier is needed, for example:
This is all! Thanks for your cooperation, citizen.
@@ -35,5 +35,3 @@ behavior to quit when quit is requested, this can be changed:
get_tree().set_auto_accept_quit(false)
@@ -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
type needs to store settings in the way the programmer sees best fit.
@@ -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
list <https://github.com/okamstudio/godot/wiki/locales>`__.
@@ -62,5 +62,3 @@ Alternatively it's possible to ask the viewport for the mouse position
get_viewport().get_mouse_pos()
@@ -88,7 +88,5 @@ Stretch Aspect
option for 2D games that scroll horizontally (like runners or
platformers).
@@ -93,7 +93,5 @@ closed:
And that should be all!
@@ -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
another computer.
@@ -190,7 +190,5 @@ Make sure to check the viewport demos! Viewport folder in the demo.zip
available to download, or
https://github.com/okamstudio/godot/tree/master/demos/viewport
@@ -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
your query for \_fixed\_process().
@@ -68,7 +68,5 @@ Microsoft, etc) .
Or just pick any of the more specific certificates there if you are
connecting to a specific one.
@@ -92,7 +92,5 @@ this:
.. image:: /img/out.gif
@@ -106,5 +106,3 @@ for files.
Because of this, please instruct your team to use a specific naming
convention for files when working with Godot!
@@ -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
info).
@@ -108,7 +108,5 @@ Conclusion
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..
@@ -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
not scratch your head and go on to the next tutorial!
@@ -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
containers.
@@ -151,7 +151,5 @@ screens with progress bar, animated indicators or thread (background)
loading. This must be done manually using autoloads (see next chapter!)
and [[Background Loading]].
@@ -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
deal with that...
@@ -226,7 +226,5 @@ to obtain it would be:
And, also, try to remember that nodes are referenced by name, not by
type.
@@ -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
several enemies, bullets, etc. quickly in the active scene.
@@ -188,7 +188,5 @@ really useful here:
And that's it! a simple Pong was written with a few lines of code.
@@ -177,7 +177,5 @@ scenes y pressing the button!
(To load scenes with a progress bar, check out the next tutorial,
[[Background Loading]])
@@ -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
Fonts]] for importing fonts.
@@ -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
the next challenge.. [[Transforms]]!