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Drop extraneous escapes before underscores

Rémi Verschelde 9 år sedan
förälder
incheckning
411a9e5ce6
48 ändrade filer med 344 tillägg och 344 borttagningar
  1. 8 8
      contributing/list_of_classes_and_documenters.rst
  2. 1 1
      contributing/reference_filling_work.rst
  3. 9 9
      reference/binary_serialization_api.rst
  4. 5 5
      reference/compiling_for_android.rst
  5. 5 5
      reference/core_types.rst
  6. 1 1
      reference/creating_android_modules.rst
  7. 2 2
      reference/gdscript.rst
  8. 1 1
      reference/introduction_to_the_buildsystem.rst
  9. 109 109
      reference/locales.rst
  10. 4 4
      reference/object_class.rst
  11. 11 11
      reference/services_for_ios.rst
  12. 65 65
      reference/shading_language.rst
  13. 1 1
      tutorials/2d/canvas_layers.rst
  14. 4 4
      tutorials/2d/custom_drawing_in_2d.rst
  15. 3 3
      tutorials/2d/custom_gui_controls.rst
  16. 3 3
      tutorials/2d/cutout_animation.rst
  17. 2 2
      tutorials/2d/gui_skinning.rst
  18. 2 2
      tutorials/2d/kinematic_character_2d.rst
  19. 6 6
      tutorials/2d/physics_introduction.rst
  20. 1 1
      tutorials/2d/screen-reading_shaders.rst
  21. 2 2
      tutorials/2d/tilemap.rst
  22. 3 3
      tutorials/2d/viewport_and_canvas_transforms.rst
  23. 1 1
      tutorials/3d/importing_3d_scenes.rst
  24. 2 2
      tutorials/3d/inverse_kinematics.rst
  25. 12 12
      tutorials/3d/working_with_3d_skeletons.rst
  26. 3 3
      tutorials/asset_pipeline/exporting_for_ios.rst
  27. 1 1
      tutorials/asset_pipeline/import_process.rst
  28. 7 7
      tutorials/engine/background_loading.rst
  29. 1 1
      tutorials/engine/handling_quit_request.rst
  30. 22 22
      tutorials/engine/inputevent.rst
  31. 1 1
      tutorials/engine/internationalizing_a_game.rst
  32. 2 2
      tutorials/engine/pausing_the_game.rst
  33. 6 6
      tutorials/engine/saving_your_game.rst
  34. 1 1
      tutorials/engine/viewports.rst
  35. 1 1
      tutorials/http_client_class.rst
  36. 2 2
      tutorials/matrices_and_transforms.rst
  37. 1 1
      tutorials/mesh_generation_with_heightmap_and_shaders.rst
  38. 7 7
      tutorials/ray-casting.rst
  39. 1 1
      tutorials/ssl_certificates.rst
  40. 1 1
      tutorials/step_by_step/gui_tutorial.rst
  41. 6 6
      tutorials/step_by_step/scene_tree.rst
  42. 1 1
      tutorials/step_by_step/scenes_and_nodes.rst
  43. 4 4
      tutorials/step_by_step/scripting.rst
  44. 2 2
      tutorials/step_by_step/scripting_continued.rst
  45. 2 2
      tutorials/step_by_step/simple_2d_game.rst
  46. 5 5
      tutorials/step_by_step/singletons_autoload.rst
  47. 1 1
      tutorials/step_by_step/splash_screen.rst
  48. 3 3
      tutorials/vector_math.rst

+ 8 - 8
contributing/list_of_classes_and_documenters.rst

@@ -8,7 +8,7 @@ Status list : Not started, Started, Finished, Removed
 | \| Class name \| Assigned to \| Status \| Start date \| Notes \|
 | \| @GDScript \| \| \|
 | \| @Global Scope \| \| \|
-| \| AABB \| bojidar\_bg \| Finished \|
+| \| AABB \| bojidar_bg \| Finished \|
 | \| AcceptDialog \| \| \|
 | \| AnimatedSprite \| \| \|
 | \| AnimatedSprite3D \| \| \|
@@ -116,7 +116,7 @@ Status list : Not started, Started, Finished, Removed
 | \| HTTPClient \| \| \|
 | \| HingeJoint \| \| \|
 | \| IP \| \| \|
-| \| IP\_Unix \| \| \|
+| \| IP_Unix \| \| \|
 | \| Image \| \| \|
 | \| ImageTexture \| \| \|
 | \| ImmediateGeometry \| \| \|
@@ -241,7 +241,7 @@ Status list : Not started, Started, Finished, Removed
 | \| RayShape \| \| \|
 | \| RayShape2D \| Ovnuniarchos \| Finished \| \|
 | \| RealArray \| \| \|
-| \| Rect2 \| bojidar\_bg \| Finished \|
+| \| Rect2 \| bojidar_bg \| Finished \|
 | \| RectangleShape2D \| Ovnuniarchos \| Finished \| \|
 | \| Reference \| \| \|
 | \| ReferenceFrame \| \| \|
@@ -310,7 +310,7 @@ Status list : Not started, Started, Finished, Removed
 | \| StyleBoxImageMask \| \| \|
 | \| StyleBoxTexture \| \| \|
 | \| SurfaceTool \| \| \|
-| \| TCP\_Server \| \| \|
+| \| TCP_Server \| \| \|
 | \| TabContainer \| \| \|
 | \| Tabs \| \| \|
 | \| TestCube \| \| \|
@@ -339,10 +339,10 @@ Status list : Not started, Started, Finished, Removed
 | \| VSeparator \| \| \|
 | \| VSlider \| \| \|
 | \| VSplitContainer \| \| \|
-| \| Vector2 \| bojidar\_bg \| Finished \|
-| \| Vector2Array \| bojidar\_bg \| Finished \|
-| \| Vector3 \| bojidar\_bg \| Finished \|
-| \| Vector3Array \| bojidar\_bg \| Finished \|
+| \| Vector2 \| bojidar_bg \| Finished \|
+| \| Vector2Array \| bojidar_bg \| Finished \|
+| \| Vector3 \| bojidar_bg \| Finished \|
+| \| Vector3Array \| bojidar_bg \| Finished \|
 | \| VehicleBody \| \| \|
 | \| VehicleWheel \| \| \|
 | \| VideoPlayer \| \| \|

+ 1 - 1
contributing/reference_filling_work.rst

@@ -205,7 +205,7 @@ Here is an example with the Node2D class:
 
 As you can see, some methods in this class have no description (i.e.
 there is no text between their marks). This can also happen for the
-description and the brief\_description of the class, but in our case
+description and the brief_description of the class, but in our case
 they are already filled. Let's edit the description of the rotate()
 method:
 

+ 9 - 9
reference/binary_serialization_api.rst

@@ -312,7 +312,7 @@ This field is padded to 4 bytes.
 +---------------------+-------+-----------+--------------------------------------------------+
 | Offset              | Len   | Type      | Description                                      |
 +=====================+=======+===========+==================================================+
-| 4                   | 4     | Integer   | Format (see FORMAT\_\* in "Image":class\_image   |
+| 4                   | 4     | Integer   | Format (see FORMAT\_\* in "Image":class_image    |
 +---------------------+-------+-----------+--------------------------------------------------+
 | 8                   | 4     | Integer   | Mip-Maps (0 means no mip-maps).                  |
 +---------------------+-------+-----------+--------------------------------------------------+
@@ -463,8 +463,8 @@ Every string is is padded to 4 bytes.
 +===========================================+=======+===========+================+
 | 4                                         | 4     | Integer   | Array Length   |
 +-------------------------------------------+-------+-----------+----------------+
-| 8..8+length\_8\|4\|Float\| X Coordinate   | 4     | Float     | Y Coordinate   |
-| 8..12+length\_8                           |       |           |                |
+| 8..8+length_8\|4\|Float\| X Coordinate    | 4     | Float     | Y Coordinate   |
+| 8..12+length_8                            |       |           |                |
 +-------------------------------------------+-------+-----------+----------------+
 
 27: vector3 array
@@ -473,8 +473,8 @@ Every string is is padded to 4 bytes.
 | Offset \| Len \| Type \| Description
 | -- \| -- \| -- \| --
 | 4\|4\|Integer\| Array Length
-| 8..8+length\_12\|4\|Float\| X Coordinate
-| 8..12+length\_12\|4\|Float\| Y Coordinate
+| 8..8+length_12\|4\|Float\| X Coordinate
+| 8..12+length_12\|4\|Float\| Y Coordinate
 | 8..16+length\*12\|4\|Float\| Z Coordinate
 
 28: color array
@@ -485,9 +485,9 @@ Every string is is padded to 4 bytes.
 +============================================+=======+===========+================+
 | 4                                          | 4     | Integer   | Array Length   |
 +--------------------------------------------+-------+-----------+----------------+
-| 8..8+length\_16\|4\|Float\| Red (0..1)     | 4     | Float     | Green (0..1)   |
-| 8..12+length\_16                           |       |           |                |
+| 8..8+length_16\|4\|Float\| Red (0..1)      | 4     | Float     | Green (0..1)   |
+| 8..12+length_16                            |       |           |                |
 +--------------------------------------------+-------+-----------+----------------+
-| 8..16+length\_16\|4\|Float\| Blue (0..1)   | 4     | Float     | Alpha (0..1)   |
-| 8..20+length\_16                           |       |           |                |
+| 8..16+length_16\|4\|Float\| Blue (0..1)    | 4     | Float     | Alpha (0..1)   |
+| 8..20+length_16                            |       |           |                |
 +--------------------------------------------+-------+-----------+----------------+

+ 5 - 5
reference/compiling_for_android.rst

@@ -28,10 +28,10 @@ For compiling under Windows, the following is required:
 Setting Up SCons
 ----------------
 
-Set the environment variable ANDROID\_HOME to point to the Android
+Set the environment variable ANDROID_HOME to point to the Android
 SDK.
 
-Set the environment variable ANDROID\_NDK\_ROOT to point to the
+Set the environment variable ANDROID_NDK_ROOT to point to the
 Android NDK.
 
 To set those environment variables on Windows, press Windows+R, type
@@ -78,12 +78,12 @@ alternatively if you are under unix you can symlink:
 
     user@host:~/godot$ ln -s bin/libgodot.android..so platform/android/java/libs/armeabi/libgodot_android.so
 
-Remember that only *one* of libgodot\_android.so must exist for each
+Remember that only *one* of libgodot_android.so must exist for each
 platform, for each build type (release, debug, etc), it must be
 replaced.
 
 **Note**: The file inside libs/armeabi must be renamed to
-**"libgodot\_android.so"**, or else unsatisfied link error will happen
+**"libgodot_android.so"**, or else unsatisfied link error will happen
 at runtime.
 
 If you also want to include support for x86 Android, add the following
@@ -221,7 +221,7 @@ Application exits immediately
 If the application runs but exits immediately, there might be one of the
 following reasons:
 
--  libgodot\_android.so is not in libs/armeabi
+-  libgodot_android.so is not in libs/armeabi
 -  Device does not support armv7 (try compiling yourself for armv6)
 -  Device is Intel, and apk is compiled for ARM.
 

+ 5 - 5
reference/core_types.rst

@@ -26,10 +26,10 @@ one cycle. It makes code more readable too.
 For files or memory sizes, ``size_t`` is used, which is warranted to be
 64 bits.
 
-For Unicode characters, CharType instead of wchar\_t is used, because
-many architectures have 4 bytes long wchar\_t, where 2 bytes might be
+For Unicode characters, CharType instead of wchar_t is used, because
+many architectures have 4 bytes long wchar_t, where 2 bytes might be
 desired. However, by default, this has not been forced and CharType maps
-directly to wchar\_t.
+directly to wchar_t.
 
 References:
 ~~~~~~~~~~~
@@ -198,7 +198,7 @@ is fast.
 References:
 ~~~~~~~~~~~
 
--  `core/string\_db.h <https://github.com/okamstudio/godot/blob/master/core/string_db.h>`__
+-  `core/string_db.h <https://github.com/okamstudio/godot/blob/master/core/string_db.h>`__
 
 Math types
 ----------
@@ -220,7 +220,7 @@ referencing them fast.
 References:
 ~~~~~~~~~~~
 
--  `core/path\_db.h <https://github.com/okamstudio/godot/blob/master/core/path_db.h>`__
+-  `core/path_db.h <https://github.com/okamstudio/godot/blob/master/core/path_db.h>`__
 
 RID
 ---

+ 1 - 1
reference/creating_android_modules.rst

@@ -306,7 +306,7 @@ Godot crashes upon load
 
 Check ``adb logcat`` for possible problems, then:
 
--  Make sure libgodot\_android.so is in the libs/armeabi folder
+-  Make sure libgodot_android.so is in the libs/armeabi folder
 -  Check that the methods used in the Java singleton only use simple
    Java datatypes, more complex ones are not supported.
 

+ 2 - 2
reference/gdscript.rst

@@ -819,7 +819,7 @@ Setters/Getters
 
 It is often useful to know when an member variable changed. It may
 also be desired to encapsulate its access. For this, GDScript provides
-a *setter\_/\_getter* helper using the ``setget`` keyword.
+a *setter_/_getter* helper using the ``setget`` keyword.
 
 Just add it at the end of the variable definition line like this:
 
@@ -966,7 +966,7 @@ single callback and the sender must be identified:
             b.connect("pressed",self,"_button_pressed",[b])
 
 Finally, emitting a custom signal is done by using the
-Object.emit\_signal method:
+Object.emit_signal method:
 
 ::
 

+ 1 - 1
reference/introduction_to_the_buildsystem.rst

@@ -141,7 +141,7 @@ Target controls optimization and debug flags. Each mode means:
 
 -  **debug**: Build with C++ debugging symbols, runtime checks (performs
    checks and reports error) and none to little optimization.
--  **release\_debug**: Build without C++ debugging symbols and
+-  **release_debug**: Build without C++ debugging symbols and
    optimization, but keep the runtime checks (performs checks and
    reports errors). Official binaries use this configuration.
 -  **release**: Build without symbols, with optimization and with little

+ 109 - 109
reference/locales.rst

@@ -11,307 +11,307 @@ based on the Unix standard locale strings:
 +==============+====================================+
 | ar           | Arabic                             |
 +--------------+------------------------------------+
-| ar\_AE       | Arabic (United Arab Emirates)      |
+| ar_AE        | Arabic (United Arab Emirates)      |
 +--------------+------------------------------------+
-| ar\_BH       | Arabic (Bahrain)                   |
+| ar_BH        | Arabic (Bahrain)                   |
 +--------------+------------------------------------+
-| ar\_DZ       | Arabic (Algeria)                   |
+| ar_DZ        | Arabic (Algeria)                   |
 +--------------+------------------------------------+
-| ar\_EG       | Arabic (Egypt)                     |
+| ar_EG        | Arabic (Egypt)                     |
 +--------------+------------------------------------+
-| ar\_IQ       | Arabic (Iraq)                      |
+| ar_IQ        | Arabic (Iraq)                      |
 +--------------+------------------------------------+
-| ar\_JO       | Arabic (Jordan)                    |
+| ar_JO        | Arabic (Jordan)                    |
 +--------------+------------------------------------+
-| ar\_KW       | Arabic (Kuwait)                    |
+| ar_KW        | Arabic (Kuwait)                    |
 +--------------+------------------------------------+
-| ar\_LB       | Arabic (Lebanon)                   |
+| ar_LB        | Arabic (Lebanon)                   |
 +--------------+------------------------------------+
-| ar\_LY       | Arabic (Libya)                     |
+| ar_LY        | Arabic (Libya)                     |
 +--------------+------------------------------------+
-| ar\_MA       | Arabic (Morocco)                   |
+| ar_MA        | Arabic (Morocco)                   |
 +--------------+------------------------------------+
-| ar\_OM       | Arabic (Oman)                      |
+| ar_OM        | Arabic (Oman)                      |
 +--------------+------------------------------------+
-| ar\_QA       | Arabic (Qatar)                     |
+| ar_QA        | Arabic (Qatar)                     |
 +--------------+------------------------------------+
-| ar\_SA       | Arabic (Saudi Arabia)              |
+| ar_SA        | Arabic (Saudi Arabia)              |
 +--------------+------------------------------------+
-| ar\_SD       | Arabic (Sudan)                     |
+| ar_SD        | Arabic (Sudan)                     |
 +--------------+------------------------------------+
-| ar\_SY       | Arabic (Syria)                     |
+| ar_SY        | Arabic (Syria)                     |
 +--------------+------------------------------------+
-| ar\_TN       | Arabic (Tunisia)                   |
+| ar_TN        | Arabic (Tunisia)                   |
 +--------------+------------------------------------+
-| ar\_YE       | Arabic (Yemen)                     |
+| ar_YE        | Arabic (Yemen)                     |
 +--------------+------------------------------------+
 | be           | Belarusian                         |
 +--------------+------------------------------------+
-| be\_BY       | Belarusian (Belarus)               |
+| be_BY        | Belarusian (Belarus)               |
 +--------------+------------------------------------+
 | bg           | Bulgarian                          |
 +--------------+------------------------------------+
-| bg\_BG       | Bulgarian (Bulgaria)               |
+| bg_BG        | Bulgarian (Bulgaria)               |
 +--------------+------------------------------------+
 | ca           | Catalan                            |
 +--------------+------------------------------------+
-| ca\_ES       | Catalan (Spain)                    |
+| ca_ES        | Catalan (Spain)                    |
 +--------------+------------------------------------+
 | cs           | Czech                              |
 +--------------+------------------------------------+
-| cs\_CZ       | Czech (Czech Republic)             |
+| cs_CZ        | Czech (Czech Republic)             |
 +--------------+------------------------------------+
 | da           | Danish                             |
 +--------------+------------------------------------+
-| da\_DK       | Danish (Denmark)                   |
+| da_DK        | Danish (Denmark)                   |
 +--------------+------------------------------------+
 | de           | German                             |
 +--------------+------------------------------------+
-| de\_AT       | German (Austria)                   |
+| de_AT        | German (Austria)                   |
 +--------------+------------------------------------+
-| de\_CH       | German (Switzerland)               |
+| de_CH        | German (Switzerland)               |
 +--------------+------------------------------------+
-| de\_DE       | German (Germany)                   |
+| de_DE        | German (Germany)                   |
 +--------------+------------------------------------+
-| de\_LU       | German (Luxembourg)                |
+| de_LU        | German (Luxembourg)                |
 +--------------+------------------------------------+
 | el           | Greek                              |
 +--------------+------------------------------------+
-| el\_CY       | Greek (Cyprus)                     |
+| el_CY        | Greek (Cyprus)                     |
 +--------------+------------------------------------+
-| el\_GR       | Greek (Greece)                     |
+| el_GR        | Greek (Greece)                     |
 +--------------+------------------------------------+
 | en           | English                            |
 +--------------+------------------------------------+
-| en\_AU       | English (Australia)                |
+| en_AU        | English (Australia)                |
 +--------------+------------------------------------+
-| en\_CA       | English (Canada)                   |
+| en_CA        | English (Canada)                   |
 +--------------+------------------------------------+
-| en\_GB       | English (United Kingdom)           |
+| en_GB        | English (United Kingdom)           |
 +--------------+------------------------------------+
-| en\_IE       | English (Ireland)                  |
+| en_IE        | English (Ireland)                  |
 +--------------+------------------------------------+
-| en\_IN       | English (India)                    |
+| en_IN        | English (India)                    |
 +--------------+------------------------------------+
-| en\_MT       | English (Malta)                    |
+| en_MT        | English (Malta)                    |
 +--------------+------------------------------------+
-| en\_NZ       | English (New Zealand)              |
+| en_NZ        | English (New Zealand)              |
 +--------------+------------------------------------+
-| en\_PH       | English (Philippines)              |
+| en_PH        | English (Philippines)              |
 +--------------+------------------------------------+
-| en\_SG       | English (Singapore)                |
+| en_SG        | English (Singapore)                |
 +--------------+------------------------------------+
-| en\_US       | English (United States)            |
+| en_US        | English (United States)            |
 +--------------+------------------------------------+
-| en\_ZA       | English (South Africa)             |
+| en_ZA        | English (South Africa)             |
 +--------------+------------------------------------+
 | es           | Spanish                            |
 +--------------+------------------------------------+
-| es\_AR       | Spanish (Argentina)                |
+| es_AR        | Spanish (Argentina)                |
 +--------------+------------------------------------+
-| es\_BO       | Spanish (Bolivia)                  |
+| es_BO        | Spanish (Bolivia)                  |
 +--------------+------------------------------------+
-| es\_CL       | Spanish (Chile)                    |
+| es_CL        | Spanish (Chile)                    |
 +--------------+------------------------------------+
-| es\_CO       | Spanish (Colombia)                 |
+| es_CO        | Spanish (Colombia)                 |
 +--------------+------------------------------------+
-| es\_CR       | Spanish (Costa Rica)               |
+| es_CR        | Spanish (Costa Rica)               |
 +--------------+------------------------------------+
-| es\_DO       | Spanish (Dominican Republic)       |
+| es_DO        | Spanish (Dominican Republic)       |
 +--------------+------------------------------------+
-| es\_EC       | Spanish (Ecuador)                  |
+| es_EC        | Spanish (Ecuador)                  |
 +--------------+------------------------------------+
-| es\_ES       | Spanish (Spain)                    |
+| es_ES        | Spanish (Spain)                    |
 +--------------+------------------------------------+
-| es\_GT       | Spanish (Guatemala)                |
+| es_GT        | Spanish (Guatemala)                |
 +--------------+------------------------------------+
-| es\_HN       | Spanish (Honduras)                 |
+| es_HN        | Spanish (Honduras)                 |
 +--------------+------------------------------------+
-| es\_MX       | Spanish (Mexico)                   |
+| es_MX        | Spanish (Mexico)                   |
 +--------------+------------------------------------+
-| es\_NI       | Spanish (Nicaragua)                |
+| es_NI        | Spanish (Nicaragua)                |
 +--------------+------------------------------------+
-| es\_PA       | Spanish (Panama)                   |
+| es_PA        | Spanish (Panama)                   |
 +--------------+------------------------------------+
-| es\_PE       | Spanish (Peru)                     |
+| es_PE        | Spanish (Peru)                     |
 +--------------+------------------------------------+
-| es\_PR       | Spanish (Puerto Rico)              |
+| es_PR        | Spanish (Puerto Rico)              |
 +--------------+------------------------------------+
-| es\_PY       | Spanish (Paraguay)                 |
+| es_PY        | Spanish (Paraguay)                 |
 +--------------+------------------------------------+
-| es\_SV       | Spanish (El Salvador)              |
+| es_SV        | Spanish (El Salvador)              |
 +--------------+------------------------------------+
-| es\_US       | Spanish (United States)            |
+| es_US        | Spanish (United States)            |
 +--------------+------------------------------------+
-| es\_UY       | Spanish (Uruguay)                  |
+| es_UY        | Spanish (Uruguay)                  |
 +--------------+------------------------------------+
-| es\_VE       | Spanish (Venezuela)                |
+| es_VE        | Spanish (Venezuela)                |
 +--------------+------------------------------------+
 | et           | Estonian                           |
 +--------------+------------------------------------+
-| et\_EE       | Estonian (Estonia)                 |
+| et_EE        | Estonian (Estonia)                 |
 +--------------+------------------------------------+
 | fi           | Finnish                            |
 +--------------+------------------------------------+
-| fi\_FI       | Finnish (Finland)                  |
+| fi_FI        | Finnish (Finland)                  |
 +--------------+------------------------------------+
 | fr           | French                             |
 +--------------+------------------------------------+
-| fr\_BE       | French (Belgium)                   |
+| fr_BE        | French (Belgium)                   |
 +--------------+------------------------------------+
-| fr\_CA       | French (Canada)                    |
+| fr_CA        | French (Canada)                    |
 +--------------+------------------------------------+
-| fr\_CH       | French (Switzerland)               |
+| fr_CH        | French (Switzerland)               |
 +--------------+------------------------------------+
-| fr\_FR       | French (France)                    |
+| fr_FR        | French (France)                    |
 +--------------+------------------------------------+
-| fr\_LU       | French (Luxembourg)                |
+| fr_LU        | French (Luxembourg)                |
 +--------------+------------------------------------+
 | ga           | Irish                              |
 +--------------+------------------------------------+
-| ga\_IE       | Irish (Ireland)                    |
+| ga_IE        | Irish (Ireland)                    |
 +--------------+------------------------------------+
 | hi           | Hindi (India)                      |
 +--------------+------------------------------------+
-| hi\_IN       | Hindi (India)                      |
+| hi_IN        | Hindi (India)                      |
 +--------------+------------------------------------+
 | hr           | Croatian                           |
 +--------------+------------------------------------+
-| hr\_HR       | Croatian (Croatia)                 |
+| hr_HR        | Croatian (Croatia)                 |
 +--------------+------------------------------------+
 | hu           | Hungarian                          |
 +--------------+------------------------------------+
-| hu\_HU       | Hungarian (Hungary)                |
+| hu_HU        | Hungarian (Hungary)                |
 +--------------+------------------------------------+
 | in           | Indonesian                         |
 +--------------+------------------------------------+
-| in\_ID       | Indonesian (Indonesia)             |
+| in_ID        | Indonesian (Indonesia)             |
 +--------------+------------------------------------+
 | is           | Icelandic                          |
 +--------------+------------------------------------+
-| is\_IS       | Icelandic (Iceland)                |
+| is_IS        | Icelandic (Iceland)                |
 +--------------+------------------------------------+
 | it           | Italian                            |
 +--------------+------------------------------------+
-| it\_CH       | Italian (Switzerland)              |
+| it_CH        | Italian (Switzerland)              |
 +--------------+------------------------------------+
-| it\_IT       | Italian (Italy)                    |
+| it_IT        | Italian (Italy)                    |
 +--------------+------------------------------------+
 | iw           | Hebrew                             |
 +--------------+------------------------------------+
-| iw\_IL       | Hebrew (Israel)                    |
+| iw_IL        | Hebrew (Israel)                    |
 +--------------+------------------------------------+
 | ja           | Japanese                           |
 +--------------+------------------------------------+
-| ja\_JP       | Japanese (Japan)                   |
+| ja_JP        | Japanese (Japan)                   |
 +--------------+------------------------------------+
-| ja\_JP\_JP   | Japanese (Japan,JP)                |
+| ja_JP_JP     | Japanese (Japan,JP)                |
 +--------------+------------------------------------+
 | ko           | Korean                             |
 +--------------+------------------------------------+
-| ko\_KR       | Korean (South Korea)               |
+| ko_KR        | Korean (South Korea)               |
 +--------------+------------------------------------+
 | lt           | Lithuanian                         |
 +--------------+------------------------------------+
-| lt\_LT       | Lithuanian (Lithuania)             |
+| lt_LT        | Lithuanian (Lithuania)             |
 +--------------+------------------------------------+
 | lv           | Latvian                            |
 +--------------+------------------------------------+
-| lv\_LV       | Latvian (Latvia)                   |
+| lv_LV        | Latvian (Latvia)                   |
 +--------------+------------------------------------+
 | mk           | Macedonian                         |
 +--------------+------------------------------------+
-| mk\_MK       | Macedonian (Macedonia)             |
+| mk_MK        | Macedonian (Macedonia)             |
 +--------------+------------------------------------+
 | ms           | Malay                              |
 +--------------+------------------------------------+
-| ms\_MY       | Malay (Malaysia)                   |
+| ms_MY        | Malay (Malaysia)                   |
 +--------------+------------------------------------+
 | mt           | Maltese                            |
 +--------------+------------------------------------+
-| mt\_MT       | Maltese (Malta)                    |
+| mt_MT        | Maltese (Malta)                    |
 +--------------+------------------------------------+
 | nl           | Dutch                              |
 +--------------+------------------------------------+
-| nl\_BE       | Dutch (Belgium)                    |
+| nl_BE        | Dutch (Belgium)                    |
 +--------------+------------------------------------+
-| nl\_NL       | Dutch (Netherlands)                |
+| nl_NL        | Dutch (Netherlands)                |
 +--------------+------------------------------------+
 | no           | Norwegian                          |
 +--------------+------------------------------------+
-| no\_NO       | Norwegian (Norway)                 |
+| no_NO        | Norwegian (Norway)                 |
 +--------------+------------------------------------+
-| no\_NO\_NY   | Norwegian (Norway,Nynorsk)         |
+| no_NO_NY     | Norwegian (Norway,Nynorsk)         |
 +--------------+------------------------------------+
 | pl           | Polish                             |
 +--------------+------------------------------------+
-| pl\_PL       | Polish (Poland)                    |
+| pl_PL        | Polish (Poland)                    |
 +--------------+------------------------------------+
 | pt           | Portuguese                         |
 +--------------+------------------------------------+
-| pt\_BR       | Portuguese (Brazil)                |
+| pt_BR        | Portuguese (Brazil)                |
 +--------------+------------------------------------+
-| pt\_PT       | Portuguese (Portugal)              |
+| pt_PT        | Portuguese (Portugal)              |
 +--------------+------------------------------------+
 | ro           | Romanian                           |
 +--------------+------------------------------------+
-| ro\_RO       | Romanian (Romania)                 |
+| ro_RO        | Romanian (Romania)                 |
 +--------------+------------------------------------+
 | ru           | Russian                            |
 +--------------+------------------------------------+
-| ru\_RU       | Russian (Russia)                   |
+| ru_RU        | Russian (Russia)                   |
 +--------------+------------------------------------+
 | sk           | Slovak                             |
 +--------------+------------------------------------+
-| sk\_SK       | Slovak (Slovakia)                  |
+| sk_SK        | Slovak (Slovakia)                  |
 +--------------+------------------------------------+
 | sl           | Slovenian                          |
 +--------------+------------------------------------+
-| sl\_SI       | Slovenian (Slovenia)               |
+| sl_SI        | Slovenian (Slovenia)               |
 +--------------+------------------------------------+
 | sq           | Albanian                           |
 +--------------+------------------------------------+
-| sq\_AL       | Albanian (Albania)                 |
+| sq_AL        | Albanian (Albania)                 |
 +--------------+------------------------------------+
 | sr           | Serbian                            |
 +--------------+------------------------------------+
-| sr\_BA       | Serbian (Bosnia and Herzegovina)   |
+| sr_BA        | Serbian (Bosnia and Herzegovina)   |
 +--------------+------------------------------------+
-| sr\_CS       | Serbian (Serbia and Montenegro)    |
+| sr_CS        | Serbian (Serbia and Montenegro)    |
 +--------------+------------------------------------+
-| sr\_ME       | Serbian (Montenegro)               |
+| sr_ME        | Serbian (Montenegro)               |
 +--------------+------------------------------------+
-| sr\_RS       | Serbian (Serbia)                   |
+| sr_RS        | Serbian (Serbia)                   |
 +--------------+------------------------------------+
 | sv           | Swedish                            |
 +--------------+------------------------------------+
-| sv\_SE       | Swedish (Sweden)                   |
+| sv_SE        | Swedish (Sweden)                   |
 +--------------+------------------------------------+
 | th           | Thai                               |
 +--------------+------------------------------------+
-| th\_TH       | Thai (Thailand)                    |
+| th_TH        | Thai (Thailand)                    |
 +--------------+------------------------------------+
-| th\_TH\_TH   | Thai (Thailand,TH)                 |
+| th_TH_TH     | Thai (Thailand,TH)                 |
 +--------------+------------------------------------+
 | tr           | Turkish                            |
 +--------------+------------------------------------+
-| tr\_TR       | Turkish (Turkey)                   |
+| tr_TR        | Turkish (Turkey)                   |
 +--------------+------------------------------------+
 | uk           | Ukrainian                          |
 +--------------+------------------------------------+
-| uk\_UA       | Ukrainian (Ukraine)                |
+| uk_UA        | Ukrainian (Ukraine)                |
 +--------------+------------------------------------+
 | vi           | Vietnamese                         |
 +--------------+------------------------------------+
-| vi\_VN       | Vietnamese (Vietnam)               |
+| vi_VN        | Vietnamese (Vietnam)               |
 +--------------+------------------------------------+
 | zh           | Chinese                            |
 +--------------+------------------------------------+
-| zh\_CN       | Chinese (China)                    |
+| zh_CN        | Chinese (China)                    |
 +--------------+------------------------------------+
-| zh\_HK       | Chinese (Hong Kong)                |
+| zh_HK        | Chinese (Hong Kong)                |
 +--------------+------------------------------------+
-| zh\_SG       | Chinese (Singapore)                |
+| zh_SG        | Chinese (Singapore)                |
 +--------------+------------------------------------+
-| zh\_TW       | Chinese (Taiwan)                   |
+| zh_TW        | Chinese (Taiwan)                   |
 +--------------+------------------------------------+

+ 4 - 4
reference/object_class.rst

@@ -85,7 +85,7 @@ string passing the name can be passed for brevity.
 References:
 ~~~~~~~~~~~
 
--  `core/object\_type\_db.h <https://github.com/okamstudio/godot/blob/master/core/object_type_db.h>`__
+-  `core/object_type_db.h <https://github.com/okamstudio/godot/blob/master/core/object_type_db.h>`__
 
 Constants
 ---------
@@ -146,7 +146,7 @@ or
 
 This is a string property, can take any string but the editor will only
 allow the defined hint ones. Since no hint flags were specified, the
-default ones are PROPERTY\_USAGE\_STORAGE and PROPERTY\_USAGE\_EDITOR.
+default ones are PROPERTY_USAGE_STORAGE and PROPERTY_USAGE_EDITOR.
 
 There are plenty of hints and usages available in object.h, give them a
 check.
@@ -285,7 +285,7 @@ the same time.
 References:
 ~~~~~~~~~~~
 
--  `core/io/resource\_loader.h <https://github.com/okamstudio/godot/blob/master/core/io/resource_loader.h>`__
+-  `core/io/resource_loader.h <https://github.com/okamstudio/godot/blob/master/core/io/resource_loader.h>`__
 
 Resource saving
 ---------------
@@ -304,4 +304,4 @@ be bundled with the saved resource and assigned sub-IDs, like
 References:
 ~~~~~~~~~~~
 
--  `core/io/resource\_saver.h <https://github.com/okamstudio/godot/blob/master/core/io/resource_saver.h>`__
+-  `core/io/resource_saver.h <https://github.com/okamstudio/godot/blob/master/core/io/resource_saver.h>`__

+ 11 - 11
reference/services_for_ios.rst

@@ -45,7 +45,7 @@ the 'pending events' queue. Example:
                     show_error()
 
 Remember that when a call returns OK, the API will *always* produce an
-event through the pending\_event interface, even if it's an error, or a
+event through the pending_event interface, even if it's an error, or a
 network timeout, etc. You should be able to, for example, safely block
 the interface waiting for a reply from the server. If any of the APIs
 don't behave this way it should be treated as a bug.
@@ -61,7 +61,7 @@ The pending event interface consists of 2 methods:
 Store Kit
 ---------
 
-Implemented in platform/iphone/in\_app\_store.mm
+Implemented in platform/iphone/in_app_store.mm
 
 The Store Kit API is accessible through the "InAppStore" singleton (will
 always be available from gdscript). It is initialized automatically. It
@@ -70,7 +70,7 @@ has 2 methods for purchasing:
 -  ``Error purchase(Variant p_params);``
 -  ``Error request_product_info(Variant p_params);``
 
-and the pending\_event interface
+and the pending_event interface
 
 ::
 
@@ -117,7 +117,7 @@ On success:
       "product_id": "the product id requested"
     }
 
-request\_product\_info
+request_product_info
 ~~~~~~~~~~~~~~~~~~~~~~
 
 Requests the product info on a list of product IDs.
@@ -153,7 +153,7 @@ The response event will be a dictionary with the following fields:
 Game Center
 -----------
 
-Implemented in platform/iphone/game\_center.mm
+Implemented in platform/iphone/game_center.mm
 
 The Game Center API is available through the "GameCenter" singleton. It
 has 6 methods:
@@ -167,7 +167,7 @@ has 6 methods:
 
 plus the standard pending event interface.
 
-post\_score
+post_score
 ~~~~~~~~~~~
 
 Posts a score to a Game Center leaderboard.
@@ -211,7 +211,7 @@ On success:
       "result": "ok",
     }
 
-award\_achievement
+award_achievement
 ~~~~~~~~~~~~~~~~~~
 
 Modifies the progress of a Game Center achievement.
@@ -257,7 +257,7 @@ On success:
       "result": "ok",
     }
 
-reset\_achievements
+reset_achievements
 ~~~~~~~~~~~~~~~~~~~
 
 Clears all Game Center achievements. The function takes no parameters.
@@ -286,7 +286,7 @@ On success:
       "result": "ok",
     }
 
-request\_achievements
+request_achievements
 ~~~~~~~~~~~~~~~~~~~~~
 
 Request all the Game Center achievements the player has made progress
@@ -318,7 +318,7 @@ On success:
       "progress": [ list of the progress made on each achievement ]
     }
 
-request\_achievement\_descriptions
+request_achievement_descriptions
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 Request the descriptions of all existing Game Center achievements
@@ -355,7 +355,7 @@ On success:
       "replayable": [ list of booleans indicating whether each achievement can be earned more than once ]
     }
 
-show\_game\_center
+show_game_center
 ~~~~~~~~~~~~~~~~~~
 
 Displays the built in Game Center overlay showing leaderboards,

+ 65 - 65
reference/shading_language.rst

@@ -147,37 +147,37 @@ follows:
 | \| float *asin*\ ( float ) \| arc-Sine \|
 | \| float *acos*\ ( float ) \| arc-Cosine \|
 | \| float *atan*\ ( float ) \| arc-Tangent \|
-| \| vec\_type *pow*\ ( vec\_type, float ) \| Power \|
-| \| vec\_type *pow*\ ( vec\_type, vec\_type ) \| Power (Vec. Exponent)
+| \| vec_type *pow*\ ( vec_type, float ) \| Power \|
+| \| vec_type *pow*\ ( vec_type, vec_type ) \| Power (Vec. Exponent)
   \|
-| \| vec\_type *exp*\ ( vec\_type ) \| Base-e Exponential \|
-| \| vec\_type *log*\ ( vec\_type ) \| Natural Logarithm \|
-| \| vec\_type *sqrt*\ ( vec\_type ) \| Square Root \|
-| \| vec\_type *abs*\ ( vec\_type ) \| Absolute \|
-| \| vec\_type *sign*\ ( vec\_type ) \| Sign \|
-| \| vec\_type *floor*\ ( vec\_type ) \| Floor \|
-| \| vec\_type *trunc*\ ( vec\_type ) \| Trunc \|
-| \| vec\_type *ceil*\ ( vec\_type ) \| Ceiling \|
-| \| vec\_type *fract*\ ( vec\_type ) \| Fractional \|
-| \| vec\_type *mod*\ ( vec\_type,vec\_type ) \| Remainder \|
-| \| vec\_type *min*\ ( vec\_type,vec\_type ) \| Minimum \|
-| \| vec\_type *min*\ ( vec\_type,vec\_type ) \| Maximum \|
-| \| vec\_type *clamp*\ ( vec\_type value,vec\_type min, vec\_type max )
+| \| vec_type *exp*\ ( vec_type ) \| Base-e Exponential \|
+| \| vec_type *log*\ ( vec_type ) \| Natural Logarithm \|
+| \| vec_type *sqrt*\ ( vec_type ) \| Square Root \|
+| \| vec_type *abs*\ ( vec_type ) \| Absolute \|
+| \| vec_type *sign*\ ( vec_type ) \| Sign \|
+| \| vec_type *floor*\ ( vec_type ) \| Floor \|
+| \| vec_type *trunc*\ ( vec_type ) \| Trunc \|
+| \| vec_type *ceil*\ ( vec_type ) \| Ceiling \|
+| \| vec_type *fract*\ ( vec_type ) \| Fractional \|
+| \| vec_type *mod*\ ( vec_type,vec_type ) \| Remainder \|
+| \| vec_type *min*\ ( vec_type,vec_type ) \| Minimum \|
+| \| vec_type *min*\ ( vec_type,vec_type ) \| Maximum \|
+| \| vec_type *clamp*\ ( vec_type value,vec_type min, vec_type max )
   \| Clamp to Min-Max \|
-| \| vec\_type *mix*\ ( vec\_type a,vec\_type b, float c ) \| Linear
+| \| vec_type *mix*\ ( vec_type a,vec_type b, float c ) \| Linear
   Interpolate \|
-| \| vec\_type *mix*\ ( vec\_type a,vec\_type b, vec\_type c ) \| Linear
+| \| vec_type *mix*\ ( vec_type a,vec_type b, vec_type c ) \| Linear
   Interpolate (Vector Coef.)\|
-| \| vec\_type *step*\ ( vec\_type a,vec\_type b) \| \` a[i] < b[i] ?
+| \| vec_type *step*\ ( vec_type a,vec_type b) \| \` a[i] < b[i] ?
   0.0 : 1.0\`\|
-| \| vec\_type *smoothstep*\ ( vec\_type a,vec\_type b,vec\_type c) \|
+| \| vec_type *smoothstep*\ ( vec_type a,vec_type b,vec_type c) \|
   \|
-| \| float *length*\ ( vec\_type ) \| Vector Length \|
-| \| float *distance*\ ( vec\_type, vec\_type ) \| Distance between
+| \| float *length*\ ( vec_type ) \| Vector Length \|
+| \| float *distance*\ ( vec_type, vec_type ) \| Distance between
   vector. \|
-| \| float *dot*\ ( vec\_type, vec\_type ) \| Dot Product \|
+| \| float *dot*\ ( vec_type, vec_type ) \| Dot Product \|
 | \| vec3 *dot*\ ( vec3, vec3 ) \| Cross Product \|
-| \| vec\_type *normalize*\ ( vec\_type ) \| Normalize to unit length \|
+| \| vec_type *normalize*\ ( vec_type ) \| Normalize to unit length \|
 | \| vec3 *reflect*\ ( vec3, vec3 ) \| Reflect \|
 | \| color *tex*\ ( texture, vec2 ) \| Read from a texture in
   noormalized coords \|
@@ -195,10 +195,10 @@ Material - VertexShader
 ~~~~~~~~~~~~~~~~~~~~~~~
 
 | \|\ *. Variable \|*. Description \|
-| \| const vec3 *SRC\_VERTEX* \| Model-Space Vertex \|
-| \| const vec3 *SRC\_NORMAL* \| Model-Space Normal \|
-| \| const vec3 *SRC\_TANGENT* \| Model-Space Tangent \|
-| \| const float *SRC\_BINORMALF* \| Direction to Compute Binormal \|
+| \| const vec3 *SRC_VERTEX* \| Model-Space Vertex \|
+| \| const vec3 *SRC_NORMAL* \| Model-Space Normal \|
+| \| const vec3 *SRC_TANGENT* \| Model-Space Tangent \|
+| \| const float *SRC_BINORMALF* \| Direction to Compute Binormal \|
 | \| vec3 *VERTEX* \| View-Space Vertex \|
 | \| vec3 *NORMAL* \| View-Space Normal \|
 | \| vec3 *TANGENT* \| View-Space Tangent \|
@@ -208,13 +208,13 @@ Material - VertexShader
 | \| color *COLOR* \| Vertex Color \|
 | \| out vec4 *VAR1* \| Varying 1 Output \|
 | \| out vec4 *VAR2* \| Varying 2 Output \|
-| \| out float *SPEC\_EXP* \| Specular Exponent (for Vertex Lighting) \|
-| \| out float *POINT\_SIZE* \| Point Size (for points) \|
-| \| const mat4 *WORLD\_MATRIX* \| Object World Matrix \|
-| \| const mat4 *INV\_CAMERA\_MATRIX* \| Inverse Camera Matrix \|
-| \| const mat4 *PROJECTION\_MATRIX* \| Projection Matrix \|
-| \| const mat4 *MODELVIEW\_MATRIX* \| (InvCamera \* Projection) \|
-| \| const float *INSTANCE\_ID* \| Instance ID (for multimesh)\|
+| \| out float *SPEC_EXP* \| Specular Exponent (for Vertex Lighting) \|
+| \| out float *POINT_SIZE* \| Point Size (for points) \|
+| \| const mat4 *WORLD_MATRIX* \| Object World Matrix \|
+| \| const mat4 *INV_CAMERA_MATRIX* \| Inverse Camera Matrix \|
+| \| const mat4 *PROJECTION_MATRIX* \| Projection Matrix \|
+| \| const mat4 *MODELVIEW_MATRIX* \| (InvCamera \* Projection) \|
+| \| const float *INSTANCE_ID* \| Instance ID (for multimesh)\|
 | \| const float *TIME* \| Time (in seconds) \|
 
 Material - FragmentShader
@@ -235,7 +235,7 @@ Material - FragmentShader
 +----------------------------------+----------------------------------------------------------------------------------+
 | const vec3 *NORMALMAP*           | Alternative to NORMAL, use for normal texture output.                            |
 +----------------------------------+----------------------------------------------------------------------------------+
-| const vec3 *NORMALMAP\_DEPTH*    | Complementary to the above, allows changing depth of normalmap.                  |
+| const vec3 *NORMALMAP_DEPTH*     | Complementary to the above, allows changing depth of normalmap.                  |
 +----------------------------------+----------------------------------------------------------------------------------+
 | const vec2 *UV*                  | UV                                                                               |
 +----------------------------------+----------------------------------------------------------------------------------+
@@ -247,25 +247,25 @@ Material - FragmentShader
 +----------------------------------+----------------------------------------------------------------------------------+
 | const vec4 *VAR2*                | Varying 2                                                                        |
 +----------------------------------+----------------------------------------------------------------------------------+
-| const vec2 *SCREEN\_UV*          | Screen Texture Coordinate (for using with texscreen)                             |
+| const vec2 *SCREEN_UV*           | Screen Texture Coordinate (for using with texscreen)                             |
 +----------------------------------+----------------------------------------------------------------------------------+
 | const float *TIME*               | Time (in seconds)                                                                |
 +----------------------------------+----------------------------------------------------------------------------------+
-| const vec2 *POINT\_COORD*        | UV for point, when drawing point sprites.                                        |
+| const vec2 *POINT_COORD*         | UV for point, when drawing point sprites.                                        |
 +----------------------------------+----------------------------------------------------------------------------------+
 | out vec3 *DIFFUSE*               | Diffuse Color                                                                    |
 +----------------------------------+----------------------------------------------------------------------------------+
-| out vec4 *DIFFUSE\_ALPHA*        | Diffuse Color with Alpha (using this sends geometry to alpha pipeline)           |
+| out vec4 *DIFFUSE_ALPHA*         | Diffuse Color with Alpha (using this sends geometry to alpha pipeline)           |
 +----------------------------------+----------------------------------------------------------------------------------+
 | out vec3 *SPECULAR*              | Specular Color                                                                   |
 +----------------------------------+----------------------------------------------------------------------------------+
 | out vec3 *EMISSION*              | Emission Color                                                                   |
 +----------------------------------+----------------------------------------------------------------------------------+
-| out float *SPEC\_EXP*            | Specular Exponent (Fragment Version)                                             |
+| out float *SPEC_EXP*             | Specular Exponent (Fragment Version)                                             |
 +----------------------------------+----------------------------------------------------------------------------------+
 | out float *GLOW*                 | Glow                                                                             |
 +----------------------------------+----------------------------------------------------------------------------------+
-| out mat4 *INV\_CAMERA\_MATRIX*   | Inverse camera matrix, can be used to obtain world coords (see example below).   |
+| out mat4 *INV_CAMERA_MATRIX*     | Inverse camera matrix, can be used to obtain world coords (see example below).   |
 +----------------------------------+----------------------------------------------------------------------------------+
 
 Material - LightShader
@@ -276,23 +276,23 @@ Material - LightShader
 +================================+===============================+
 | const vec3 *NORMAL*            | View-Space normal             |
 +--------------------------------+-------------------------------+
-| const vec3 *LIGHT\_DIR*        | View-Space Light Direction    |
+| const vec3 *LIGHT_DIR*         | View-Space Light Direction    |
 +--------------------------------+-------------------------------+
-| const vec3 *EYE\_VEC*          | View-Space Eye-Point Vector   |
+| const vec3 *EYE_VEC*           | View-Space Eye-Point Vector   |
 +--------------------------------+-------------------------------+
 | const vec3 *DIFFUSE*           | Material Diffuse Color        |
 +--------------------------------+-------------------------------+
-| const vec3 *LIGHT\_DIFFUSE*    | Light Diffuse Color           |
+| const vec3 *LIGHT_DIFFUSE*     | Light Diffuse Color           |
 +--------------------------------+-------------------------------+
 | const vec3 *SPECULAR*          | Material Specular Color       |
 +--------------------------------+-------------------------------+
-| const vec3 *LIGHT\_SPECULAR*   | Light Specular Color          |
+| const vec3 *LIGHT_SPECULAR*    | Light Specular Color          |
 +--------------------------------+-------------------------------+
-| const float *SPECULAR\_EXP*    | Specular Exponent             |
+| const float *SPECULAR_EXP*     | Specular Exponent             |
 +--------------------------------+-------------------------------+
-| const vec1 *SHADE\_PARAM*      | Generic Shade Parameter       |
+| const vec1 *SHADE_PARAM*       | Generic Shade Parameter       |
 +--------------------------------+-------------------------------+
-| const vec2 *POINT\_COORD*      | Current UV for Point Sprite   |
+| const vec2 *POINT_COORD*       | Current UV for Point Sprite   |
 +--------------------------------+-------------------------------+
 | out vec2 *LIGHT*               | Resulting Light               |
 +--------------------------------+-------------------------------+
@@ -303,20 +303,20 @@ CanvasItem (2D) - VertexShader
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 | \|\ *. Variable \|*. Description \|
-| \| const vec2 *SRC\_VERTEX* \| CanvasItem space vertex. \|
+| \| const vec2 *SRC_VERTEX* \| CanvasItem space vertex. \|
 | \| vec2 *UV* \| UV \|
 | \| out vec2 *VERTEX* \| Output LocalSpace vertex. \|
-| \| out vec2 *WORLD\_VERTEX* \| Output WorldSpace vertex. (use this or
+| \| out vec2 *WORLD_VERTEX* \| Output WorldSpace vertex. (use this or
   the one above) \|
 | \| color *COLOR* \| Vertex Color \|
 | \| out vec4 *VAR1* \| Varying 1 Output \|
 | \| out vec4 *VAR2* \| Varying 2 Output \|
-| \| out float *POINT\_SIZE* \| Point Size (for points) \|
-| \| const mat4 *WORLD\_MATRIX* \| Object World Matrix \|
-| \| const mat4 *EXTRA\_MATRIX* \| Extra (user supplied) matrix via
+| \| out float *POINT_SIZE* \| Point Size (for points) \|
+| \| const mat4 *WORLD_MATRIX* \| Object World Matrix \|
+| \| const mat4 *EXTRA_MATRIX* \| Extra (user supplied) matrix via
   :ref:`CanvasItem.draw_set_transform() <class_CanvasItem_draw_set_transform>`.
   Identity by default. \|
-| \| const mat4 *PROJECTION\_MATRIX* \| Projection Matrix (model coords
+| \| const mat4 *PROJECTION_MATRIX* \| Projection Matrix (model coords
   to screen).\|
 | \| const float *TIME* \| Time (in seconds) \|
 
@@ -324,23 +324,23 @@ CanvasItem (2D) - FragmentShader
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 | \|\ *. Variable \|*. Description \|
-| \| const vec4 *SRC\_COLOR* \| Vertex color \|
+| \| const vec4 *SRC_COLOR* \| Vertex color \|
 | \| const vec4 *POSITION* \| Screen Position \|
 | \| vec2 *UV* \| UV \|
 | \| out color *COLOR* \| Output Color \|
 | \| out vec3 *NORMAL* \| Optional Normal (used for 2D Lighting) \|
 | \| out vec3 *NORMALMAP* \| Optional Normal in standard normalmap
   format (flipped y and Z from 0 to 1) \|
-| \| out float *NORMALMAP\_DEPTH* \| Depth option for above normalmap
+| \| out float *NORMALMAP_DEPTH* \| Depth option for above normalmap
   output, default value is 1.0 \|
 | \| const texture *TEXTURE* \| Current texture in use for CanvasItem \|
-| \| const vec2 *TEXTURE\_PIXEL\_SIZE* \| Pixel size for current 2D
+| \| const vec2 *TEXTURE_PIXEL_SIZE* \| Pixel size for current 2D
   texture \|
 | \| in vec4 *VAR1* \| Varying 1 Output \|
 | \| in vec4 *VAR2* \| Varying 2 Output \|
-| \| const vec2 *SCREEN\_UV*\ \| Screen Texture Coordinate (for using
+| \| const vec2 *SCREEN_UV*\ \| Screen Texture Coordinate (for using
   with texscreen) \|
-| \| const vec2 *POINT\_COORD* \| Current UV for Point Sprite \|
+| \| const vec2 *POINT_COORD* \| Current UV for Point Sprite \|
 | \| const float *TIME*\ \| Time (in seconds) \|
 
 CanvasItem (2D) - LightShader
@@ -352,18 +352,18 @@ CanvasItem (2D) - LightShader
 | \| in vec2 *UV* \| UV \|
 | \| in color *COLOR* \| Input Color \|
 | \| const texture *TEXTURE* \| Current texture in use for CanvasItem \|
-| \| const vec2 *TEXTURE\_PIXEL\_SIZE* \| Pixel size for current 2D
+| \| const vec2 *TEXTURE_PIXEL_SIZE* \| Pixel size for current 2D
   texture \|
 | \| in vec4 *VAR1* \| Varying 1 Output \|
 | \| in vec4 *VAR2* \| Varying 2 Output \|
-| \| const vec2 *SCREEN\_UV*\ \| Screen Texture Coordinate (for using
+| \| const vec2 *SCREEN_UV*\ \| Screen Texture Coordinate (for using
   with texscreen) \|
-| \| const vec2 *POINT\_COORD* \| Current UV for Point Sprite \|
+| \| const vec2 *POINT_COORD* \| Current UV for Point Sprite \|
 | \| const float *TIME*\ \| Time (in seconds) \|
-| \| vec2 *LIGHT\_VEC* \| Vector from light to fragment, can be modified
+| \| vec2 *LIGHT_VEC* \| Vector from light to fragment, can be modified
   to alter shadow computation. \|
-| \| const float *LIGHT\_HEIGHT* \| Height of Light \|
-| \| const color *LIGHT\_COLOR* \| Color of Light \|
+| \| const float *LIGHT_HEIGHT* \| Height of Light \|
+| \| const color *LIGHT_COLOR* \| Color of Light \|
 | \| out vec4 *LIGHT* \| Light Ouput (shader is ignored if this is not
   used) \|
 
@@ -410,7 +410,7 @@ Obtaining world-space normal and position in material fragment program:
 Notes
 -----
 
-| \* **Do not** use DIFFUSE\_ALPHA unless you really intend to use
+| \* **Do not** use DIFFUSE_ALPHA unless you really intend to use
   transparency. Transparent materials must be sorted by depth and slow
   down the rendering pipeline. For opaque materials, just use DIFFUSE.
 | \* **Do not** use DISCARD unless you really need it. Discard makes

+ 1 - 1
tutorials/2d/canvas_layers.rst

@@ -19,7 +19,7 @@ These nodes are placed as direct or indirect children to a
 :ref:`Viewport <class_Viewport>`,
 and will be displayed through it.
 
-Viewport has a property "canvas\_transform"
+Viewport has a property "canvas_transform"
 :ref:`Viewport.set_canvas_transform() <class_Viewport_set_canvas_transform>`,
 which allows to transform all the CanvasItem hierarchy by a custom
 :ref:`Matrix32 <class_Matrix32>`

+ 4 - 4
tutorials/2d/custom_drawing_in_2d.rst

@@ -42,7 +42,7 @@ Add a script to any
 derived node, like
 :ref:`Control <class_Control>` or
 :ref:`Node2D <class_Node2D>`.
-Override the \_draw() function.
+Override the _draw() function.
 
 ::
 
@@ -59,13 +59,13 @@ class reference. There are plenty of them.
 Updating
 --------
 
-The \_draw() function is only called once, and then the draw commands
+The _draw() function is only called once, and then the draw commands
 are cached and remembered, so further calls are unnecessary.
 
 If re-drawing is required because a state or something else changed,
 simply call
 :ref:`CanvasItem.update() <class_CanvasItem_update>`
-in that same node and a new \_draw() call will happen.
+in that same node and a new _draw() call will happen.
 
 Here is a little more complex example. A texture variable that will be
 redrawn if modified:
@@ -86,7 +86,7 @@ redrawn if modified:
         draw_texture(texture,Vector2())
 
 In some cases, it may be desired to draw every frame. For this, just
-call update() from the \_process() callback, like this:
+call update() from the _process() callback, like this:
 
 ::
 

+ 3 - 3
tutorials/2d/custom_gui_controls.rst

@@ -26,7 +26,7 @@ Checking Control Size
 Unlike 2D nodes, "size" is very important with controls, as it helps to
 organize them in proper layouts. For this, the
 :ref:`Control.get_size() <class_Control_get_size>`
-method is provided. Checking it during \_draw() is vital to ensure
+method is provided. Checking it during _draw() is vital to ensure
 everything is kept in-bounds.
 
 Checking Focus
@@ -99,7 +99,7 @@ when:
    :ref:`Control.set_focus_mode() <class_Control_set_focus_mode>`.
 
 This function is
-`Control.\_input\_event(event) <https://github.com/okamstudio/godot/wiki/class_control#_input_event>`__.
+`Control._input_event(event) <https://github.com/okamstudio/godot/wiki/class_control#_input_event>`__.
 Simply override it in your control. No processing needs to be set.
 
 ::
@@ -117,7 +117,7 @@ Notifications
 ~~~~~~~~~~~~~
 
 Controls also have many useful notifications for which no callback
-exists, but can be checked with the \_notification callback:
+exists, but can be checked with the _notification callback:
 
 ::
 

+ 3 - 3
tutorials/2d/cutout_animation.rst

@@ -60,7 +60,7 @@ character, created by Andreas Esau.
 
 .. image:: /img/tuto_cutout_walk.gif
 
-Get your assets attachment:gbot\_resources.zip .
+Get your assets attachment:gbot_resources.zip .
 
 Setting up the Rig
 ~~~~~~~~~~~~~~~~~~
@@ -146,8 +146,8 @@ hierarchy, by copying it's transform to the remote node.
 This enables to have a visibility order independent from the
 hierarchy.
 
-Simply create two more nodes as children from torso, remote\_arm\_l and
-remote\_hand\_l and link them to the actual sprites:
+Simply create two more nodes as children from torso, remote_arm_l and
+remote_hand_l and link them to the actual sprites:
 
 .. image:: /img/tuto_cutout9.png
 

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

@@ -78,7 +78,7 @@ An example usage:
     var l = Label.new()
     l.set_theme(t)
 
-In the example above, a new theme is created. The "font\_color" option
+In the example above, a new theme is created. The "font_color" option
 is changed and then applied to a label. As a result, the label (and all
 children and grand children labels) will use that color.
 
@@ -123,7 +123,7 @@ controls.
 Example: Themeing a Button
 --------------------------
 
-Take some assets attachment:skin\_assets.zip, go to the "theme" menu and
+Take some assets attachment:skin_assets.zip, go to the "theme" menu and
 select "Add Class Item":
 
 .. image:: /img/themeci.png

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

@@ -99,7 +99,7 @@ Moving the Kinematic Character
 Go back to the character scene, and open the script, the magic begins
 now! Kinematic body will do nothing by default, but it has a really
 useful function called
-`move(motion\_vector:Vector2) <https://github.com/okamstudio/godot/wiki/class_kinematicbody2d#move>`__.
+`move(motion_vector:Vector2) <https://github.com/okamstudio/godot/wiki/class_kinematicbody2d#move>`__.
 This function takes a
 :ref:`Vector2 <class_Vector2>` as
 an argument, and tries to apply that motion to the kinematic body. If a
@@ -251,7 +251,7 @@ certain threshold), the character can be determined to be there.
 
 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.
+https://github.com/okamstudio/godot/tree/master/demos/2d/kinematic_char.
 
 
 

+ 6 - 6
tutorials/2d/physics_introduction.rst

@@ -187,7 +187,7 @@ simply have mroe collision shapes. When added/deleted/moved/edited, it
 updates the list of shapes in the parent node.
 
 At run time, though, this node does not exist (can't be accessed with
-get\_node() ), since it's only meant to be an editor helper. To access
+get_node() ), since it's only meant to be an editor helper. To access
 the shapes created at runtime, use the CollisionObject2D API directly.
 
 As an example, here's the scene from the platformer, containing an
@@ -204,7 +204,7 @@ non-collidable (objects can't collide against it). They just move around
 with the object as ghosts. This makes them useful in two situations:
 
 -  Disabling collision in a specific shape.
--  Get an Area2D to trigger a body\_enter / body\_exit signals with non
+-  Get an Area2D to trigger a body_enter / body_exit signals with non
    collidable objects (useful in several situations).
 
 CollisionPolygon2D
@@ -351,7 +351,7 @@ adjusting how 2D physics works:
 
 Leaving them alone is best (except for the gravity, that needs to be
 adjusted in most games), but there is one specific parameter that might
-need tweaking which is the "cell\_size". Godot 2D physics engine used by
+need tweaking which is the "cell_size". Godot 2D physics engine used by
 default a space hashing algorithm that divides space in cells to compute
 close collision pairs more efficiently.
 
@@ -374,7 +374,7 @@ but it's called once per physics frame (by default 60 times per second).
 During this time, the physics engine is in *synchronization* state and
 can be accessed directly and without delays.
 
-To enable a fixed process callback, use the set\_fixed\_process()
+To enable a fixed process callback, use the set_fixed_process()
 function, example:
 
 ::
@@ -400,8 +400,8 @@ server must be used directly. For this, the
 :ref:`Physics2DDirectspaceState <class_Physics2DDirectspaceState>`
 class must be used. To obtain it, the following steps must be taken:
 
-1. It must be used inside the \_fixed\_process() callback, or at
-\_integrate\_forces()
+1. It must be used inside the _fixed_process() callback, or at
+_integrate_forces()
 
 2. The 2D RIDs for the space and physics server must be obtained.
 

+ 1 - 1
tutorials/2d/screen-reading_shaders.rst

@@ -22,7 +22,7 @@ TexScreen shader instruction.
 
 Godot :ref:`doc_shading_language` has a special instruction, "texscreen", it takes as
 parameter the UV of the screen and returns a vec3 RGB with the color. A
-special built-in varying: SCREEN\_UV can be used to obtain the UV for
+special built-in varying: SCREEN_UV can be used to obtain the UV for
 the current fragment. As a result, this simple 2D fragment shader:
 
 ::

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

@@ -92,7 +92,7 @@ a BG so we don't care about it.
 .. image:: /img/tile_example5.png
 
 OK! We're done! Remember to save this scene for future edit, call it
-"tileset\_edit.scn" or something like that.
+"tileset_edit.scn" or something like that.
 
 Exporting a TileSet
 -------------------
@@ -164,7 +164,7 @@ ones that look better for you:
 -  Disable filtering for either the tileset texture or the entire image
    loader (see the :ref:`doc_managing_image_files` asset pipeline tutorial).
 -  Enable pixel snap (Set: ΅Scene [STRIKEOUT:> Project Settings]>
-   rasterizer/uxe\_pixel\_snap" to true).
+   rasterizer/uxe_pixel_snap" to true).
 -  Viewport Scaling can often help shrinking the map (see the
    :ref:`doc_viewports` tutorial).
 

+ 3 - 3
tutorials/2d/viewport_and_canvas_transforms.rst

@@ -44,10 +44,10 @@ resizing or stretching the screen. This transform is used internally by
 the :ref:`doc_multiple_resolutions`, but can also be requested to the viewport.
 
 Input events received in the
-`Node.\_input\_event(ev) <https://github.com/okamstudio/godot/wiki/class_node#_input_event>`__
+`Node._input_event(ev) <https://github.com/okamstudio/godot/wiki/class_node#_input_event>`__
 callback are multiplied by this transform, but lack the ones above. To
 convert InputEvent coordinates to local CanvasItem coordinates, the
-`CanvasItem.make\_input\_local(ev) <https://github.com/okamstudio/godot/wiki/class_canvasitem#make_input_local>`__
+`CanvasItem.make_input_local(ev) <https://github.com/okamstudio/godot/wiki/class_canvasitem#make_input_local>`__
 function was added for convenience.
 
 Transform Order
@@ -86,7 +86,7 @@ coordinates, just multiply in the following order:
 
 Keep in mind, however, that it is generally not desired to work with
 screen coordinates. The recommended approach is to simply work in Canvas
-coordinates (CanvasItem.get\_global\_transform()), to allow automatic
+coordinates (CanvasItem.get_global_transform()), to allow automatic
 screen resolution resizing to work properly.
 
 Feeding Custom Input Events

+ 1 - 1
tutorials/3d/importing_3d_scenes.rst

@@ -144,7 +144,7 @@ This means that the object names in the 3D DCC need to have those
 options appended at the end for the importer to tell what they are. When
 imported, Godot will convert them to what they are meant to be.
 
-**Note:** Maya users must use “\_" (underscore) instead of "-" (minus).
+**Note:** Maya users must use “_" (underscore) instead of "-" (minus).
 
 Here is an example of how a scene in the 3D dcc looks (using blender),
 and how it is imported to Godot:

+ 2 - 2
tutorials/3d/inverse_kinematics.rst

@@ -3,7 +3,7 @@
 Before continuing on, I'd recommend reading some theory, the simplest
 article I find is this:
 
-http://freespace.virgin.net/hugo.elias/models/m\_ik2.htm
+http://freespace.virgin.net/hugo.elias/models/m_ik2.htm
 
 Initial problem
 ~~~~~~~~~~~~~~~
@@ -31,7 +31,7 @@ base, bone tip and target.
 The rotation axis is easily calculated using cross-product of bone
 vector and target vector. The rotation in this case will be always in
 positive direction. If t is Transform which we get from
-get\_bone\_global\_pose() function, the bone vector is
+get_bone_global_pose() function, the bone vector is
 
 ::
 

+ 12 - 12
tutorials/3d/working_with_3d_skeletons.rst

@@ -19,7 +19,7 @@ Being obvious, Skeleton is intended to deform meshes, and consists of
 structures called "bones". Each "bone" is represented as Transform,
 which is applied to a group of vertices within a mesh. You can directly
 control a group of vertices from Godot. For that please reference
-MeshDataTool class, method set\_vertex\_bones. This class is very
+MeshDataTool class, method set_vertex_bones. This class is very
 powerful but not documented.
 
 The "bones" are organized in hierarchy, every bone, except for root
@@ -46,7 +46,7 @@ You can view Godot internal help for descriptions of every function.
 Basically all operations on bones are done using their numeric ID. You
 can convert from name to numeric ID and vise versa.
 
-**To find number of bones in skeleton we use get\_bone\_count()
+**To find number of bones in skeleton we use get_bone_count()
 function**
 
 ::
@@ -61,7 +61,7 @@ function**
         var parent = skel.get_bone_parent(id)
         print("bone parent id:", id)
 
-**to find ID for the bone, use find\_bone() function**
+**to find ID for the bone, use find_bone() function**
 
 ::
 
@@ -75,9 +75,9 @@ function**
 
 Now, we want to do something interesting with ID except for printing it.
 Also, we might need additional information - to find bone parents to
-complete chain, etc. This all is done with get/set\_bone\_\* functions.
+complete chain, etc. This all is done with get/set_bone_\* functions.
 
-**To find bone parent we use get\_bone\_parent(id) function**
+**To find bone parent we use get_bone_parent(id) function**
 
 ::
 
@@ -94,7 +94,7 @@ complete chain, etc. This all is done with get/set\_bone\_\* functions.
 Bone transforms is the thing why we're here at all. There are 3 kind of
 transforms - local, global, custom.
 
-**To find bone local Transform we use get\_bone\_pose(id) function**
+**To find bone local Transform we use get_bone_pose(id) function**
 
 ::
 
@@ -146,7 +146,7 @@ But this Transform tells us nothing about relationship between bones.
 This information is needed for quite a number of tasks. How can we get
 it? here comes global transform:
 
-**To find bone global Transform we use get\_bone\_global\_pose(id)
+**To find bone global Transform we use get_bone_global_pose(id)
 function**
 
 We will find global Transform for lowerarm bone
@@ -238,11 +238,11 @@ Now we need to setup way to change them. Just lets use keys for that.
 
 Please create 7 actions under project settings:
 
--  **selext\_x** - bind to X key
--  **selext\_y** - bind to Y key
--  **selext\_z** - bind to Z key
--  **select\_upperarm** - bind to key 1
--  **select\_lowerarm** - bind to key 2
+-  **selext_x** - bind to X key
+-  **selext_y** - bind to Y key
+-  **selext_z** - bind to Z key
+-  **select_upperarm** - bind to key 1
+-  **select_lowerarm** - bind to key 2
 -  **increment** - bind to key numpad +
 -  **decrement** - bind to key numpad -
 

+ 3 - 3
tutorials/asset_pipeline/exporting_for_ios.rst

@@ -13,10 +13,10 @@ Requirements
 -  Download XCode for iOS
 -  Download the export templates:
    http://www.godotengine.org/projects/godot-engine/documents
--  Since there is no automatic deployer yet, unzip export\_templates.tpz
+-  Since there is no automatic deployer yet, unzip export_templates.tpz
    manually and extract GodotiOSXCode.zip from it.
 
-The zip contains an XCode project, godot\_ios.xcodeproj, an empty
+The zip contains an XCode project, godot_ios.xcodeproj, an empty
 data.pck file and the engine executable. Open the project, and modify
 the game name, icon, organization, provisioning signing certificate
 identities (??), etc.
@@ -30,7 +30,7 @@ and run/archive.
 
 If you want to test your scenes on the iOS device as you edit them, you
 can add your game directory to the project (instead of data.pck), and
-add a property "godot\_path" to Info.plist, with the name of your
+add a property "godot_path" to Info.plist, with the name of your
 directory as its value.
 
 .. image:: /img/godot_path.png

+ 1 - 1
tutorials/asset_pipeline/import_process.rst

@@ -107,7 +107,7 @@ Repository layout:
     game/engine.cfg
 
 In the above example, artists, musican, translators, etc. can work in
-the source\_assets/ folder, then import the assets to the game/ folder.
+the source_assets/ folder, then import the assets to the game/ folder.
 When the repository is updated, anyone can re-import the assets if they
 changed.
 

+ 7 - 7
tutorials/engine/background_loading.rst

@@ -64,7 +64,7 @@ To query the progress of the load, use the following methods:
 
    </pre>
 
-get\_stage\_count
+get_stage_count
 
 .. raw:: html
 
@@ -78,7 +78,7 @@ returns the total number of stages to load
 
    </pre>
 
-get\_stage
+get_stage
 
 .. raw:: html
 
@@ -118,7 +118,7 @@ First we setup some variables and initialize the
 
    </pre>
 
-current\_scene
+current_scene
 
 .. raw:: html
 
@@ -143,7 +143,7 @@ The function
 
    </pre>
 
-goto\_scene
+goto_scene
 
 .. raw:: html
 
@@ -156,7 +156,7 @@ an interactive loader, and calls
 
    </pre>
 
-set\_progress(true)
+set_progress(true)
 
 .. raw:: html
 
@@ -168,7 +168,7 @@ to start polling the loader in the
 
    </pre>
 
-\_progress
+_progress
 
 .. raw:: html
 
@@ -299,7 +299,7 @@ Call after you instance the class to start the thread.
 
     func queue_resource(path, p_in_front = false)
 
-Queue a resource. Use optional parameter "p\_in\_front" to put it in
+Queue a resource. Use optional parameter "p_in_front" to put it in
 front of the queue.
 
 ::

+ 1 - 1
tutorials/engine/handling_quit_request.rst

@@ -17,7 +17,7 @@ Handling the Notification
 The
 :ref:`MainLoop <class_MainLoop>`
 has a special notification that is sent to all nodes when quit is
-requested: MainLoop.NOTIFICATION\_WM\_QUIT.
+requested: MainLoop.NOTIFICATION_WM_QUIT.
 
 Handling it is done as follows (on any node):
 

+ 22 - 22
tutorials/engine/inputevent.rst

@@ -21,7 +21,7 @@ which is useful for gestures). The OS object for each platform will read
 events from the device, then feed the to MainLoop. As [[API::SceneTree]]
 is the default MainLoop implementation, events are fed to it. Godot
 provides a function to get the current SceneTree object :
-**get\_tree()**.
+**get_tree()**.
 
 But SceneTree does not know what to do with the event, so it will give
 it to the viewports, starting by the "root" [[API:Viewport]] (the first
@@ -32,27 +32,27 @@ received input, in order:
 
 1. First, it will try to feed the input to the GUI, and see if any
 control can receive it. If so, the [[API:Control]] will be called the
-virtual function [[API:Control.\_input\_event()]] and the signal
-"input\_event" will be emitted (this function is re-implementable by
+virtual function [[API:Control._input_event()]] and the signal
+"input_event" will be emitted (this function is re-implementable by
 script by inheriting from it). If the control wants to "consume" the
-event, it will call [[API:Control.accept\_event()]] and the event will
+event, it will call [[API:Control.accept_event()]] and the event will
 not spread any more.
-2. If the GUI does not want the event, the standard \_input function
+2. If the GUI does not want the event, the standard _input function
 will be called in any node with input processing enabled (enable with
-[[API:Node.set\_process\_input()]]) and override
-[[API:Node.\_input()]]). If any function consumes the event, it can
-call [[API:SceneTree.set\_input\_as\_handled()]], and the event will
+[[API:Node.set_process_input()]]) and override
+[[API:Node._input()]]). If any function consumes the event, it can
+call [[API:SceneTree.set_input_as_handled()]], and the event will
 not spread any more.
 3. If so far no one consumed the event, the unhandled input callback
 will be called (enable with
-[[API:Node.set\_process\_unhandled\_input()]]) and override
-[[API:Node.\_unhandled\_input()]]). If any function consumes the
-event, it can call [[SceneTree.set\_input\_as\_handled()]], and the
+[[API:Node.set_process_unhandled_input()]]) and override
+[[API:Node._unhandled_input()]]). If any function consumes the
+event, it can call [[SceneTree.set_input_as_handled()]], and the
 event will not spread any more.
 4. If no one wanted the event so far, and a [[API:Camera]] is assigned
 to the Viewport, a ray to the physics world (in the ray direction from
 the click) will be casted. If this ray hits an object, it will call the
-[[API:CollisionObject.\_input\_event()]] function in the relevant
+[[API:CollisionObject._input_event()]] function in the relevant
 physics object (bodies receive this callback by default, but areas do
 not. This can be configured through [[API:Area]] properties).
 5. Finally, if the event was unhandled, it will be passed to the next
@@ -89,19 +89,19 @@ There are several types of InputEvent, described in the table below:
 +------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
 | [[API:InputEventKey]]              | KEY                | Contains a scancode and unicode value, as well as modifiers                                                       |
 +------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| [[API:InputEventMouseButton]]      | MOUSE\_BUTTON      | Contains click information, such as button, modifiers, etc.                                                       |
+| [[API:InputEventMouseButton]]      | MOUSE_BUTTON       | Contains click information, such as button, modifiers, etc.                                                       |
 +------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| [[API:InputEventMouseMotion]]      | MOUSE\_MOTION      | Contains motion information, such as relative, absolute positions and speed.                                      |
+| [[API:InputEventMouseMotion]]      | MOUSE_MOTION       | Contains motion information, such as relative, absolute positions and speed.                                      |
 +------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| [[API:InputEventJoystickMotion]]   | JOYSTICK\_MOTION   | Contains Joystick/Joypad analog axis information.                                                                 |
+| [[API:InputEventJoystickMotion]]   | JOYSTICK_MOTION    | Contains Joystick/Joypad analog axis information.                                                                 |
 +------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| [[API:InputEventJoystickButton]]   | JOYSTICK\_BUTTON   | Contains Joystick/Joypad button information.                                                                      |
+| [[API:InputEventJoystickButton]]   | JOYSTICK_BUTTON    | Contains Joystick/Joypad button information.                                                                      |
 +------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| [[API:InputEventScreenTouch]]      | SCREEN\_TOUCH      | Contains multi-touch press/release information. (only available on mobile devices)                                |
+| [[API:InputEventScreenTouch]]      | SCREEN_TOUCH       | Contains multi-touch press/release information. (only available on mobile devices)                                |
 +------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| [[API:InputEventScreenDrag]]       | SCREEN\_DRAG       | Contains multi-touch drag information. (only available on mobile devices)                                         |
+| [[API:InputEventScreenDrag]]       | SCREEN_DRAG        | Contains multi-touch drag information. (only available on mobile devices)                                         |
 +------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| [[API:InputEventAction]]           | SCREEN\_ACTION     | Contains a generic action. These events are often generated by the programmer as feedback. (more on this below)   |
+| [[API:InputEventAction]]           | SCREEN_ACTION      | Contains a generic action. These events are often generated by the programmer as feedback. (more on this below)   |
 +------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
 
 Actions
@@ -119,13 +119,13 @@ Actions can be created from the Project Settings menu in the Actions
 tab. If you read the :ref:`doc_simple_2d_game`, there is an explanation on how
 does the action editor work.
 
-Any event has the methods [[API:InputEvent.is\_action()]],
-[[API:InputEvent.is\_pressed()]] and [[API:InputEvent.is\_echo()]].
+Any event has the methods [[API:InputEvent.is_action()]],
+[[API:InputEvent.is_pressed()]] and [[API:InputEvent.is_echo()]].
 
 Alternatively, it may be desired to supply the game back with an action
 from the game code (a good example of this is detecting gestures).
 SceneTree (derived from MainLoop) has a method for this:
-[[API:MainLoop.input\_event(ev)]]. You would normally use it like this:
+[[API:MainLoop.input_event(ev)]]. You would normally use it like this:
 
 ::
 

+ 1 - 1
tutorials/engine/internationalizing_a_game.rst

@@ -50,7 +50,7 @@ Converting Keys to Text
 Some controls such as :ref:`Button <class_Button>`, :ref:`Label <class_Label>`, etc.
 will automatically fetch a translation each time they are set a key
 instead of a text. For example, if a label is assigned
-"MAIN\_SCREEN\_GREETING1" and a key to different languages exists in the
+"MAIN_SCREEN_GREETING1" and a key to different languages exists in the
 translations, this will be automatically converted. This process is done
 upon load though, so if the project in question has a dialog that allows
 changing the language in the settings, the scenes (or at least the

+ 2 - 2
tutorials/engine/pausing_the_game.rst

@@ -30,8 +30,8 @@ with a "true" argument:
 Doing so will have the following behavior:
 
 -  2D and 3D Physics will be stopped.
--  \_process and \_fixed\_process will not be called anymore in nodes.
--  \_input and \_input\_event will not be called anymore either.
+-  _process and _fixed_process will not be called anymore in nodes.
+-  _input and _input_event will not be called anymore either.
 
 This effectively stops the whole game. Calling this function from a
 script, by default, will result in an unrecoverable state (nothing will

+ 6 - 6
tutorials/engine/saving_your_game.rst

@@ -41,8 +41,8 @@ Serializing
 The next step is to serialize the data. This makes it much easier to
 read and store to disk. In this case, we're assuming each member of
 group Persist is an instanced node and thus has a file path. GDScript
-has helper functions for this such as dictionary.to\_json() and
-dictionary.parse\_json() so we will use a dictionary. Our node needs to
+has helper functions for this such as dictionary.to_json() and
+dictionary.parse_json() so we will use a dictionary. Our node needs to
 contain a save function that returns this data. The save function will
 look like this:
 
@@ -72,7 +72,7 @@ look like this:
         return savedict
 
 This gives us a dictionary with the style {
-`variable\_name <that_variables_value>`__ } which will be useful when
+`variable_name <that_variables_value>`__ } which will be useful when
 loading.
 
 Saving and reading Data
@@ -80,7 +80,7 @@ Saving and reading Data
 
 As covered in the :ref:`doc_file_system` tutorial, we'll need to open a file
 and write to it and then later read from it. Now that we have a way to
-call our groups and get their relevant data, let's use to\_json() to
+call our groups and get their relevant data, let's use to_json() to
 convert it into an easily stored string and store them in a file. Doing
 it this way ensures that each line is its own object so we have an easy
 way to pull the data out of the file as well.
@@ -99,7 +99,7 @@ way to pull the data out of the file as well.
         savegame.close()
 
 Game saved! Loading is fairly simple as well. For that we'll read each
-line, use parse\_json() to read it back to a dict, and then iterate over
+line, use parse_json() to read it back to a dict, and then iterate over
 the dict to read our values. But we'll need to first create the object
 and we can use filename and parent to achieve that. Here is our load
 function:
@@ -149,7 +149,7 @@ This implementation assumes no Persist objects are children of other
 Persist objects. Doing so would create invalid paths. If this is one of
 the needs of a project this needs to be considered. Saving objects in
 stages (parent objects first) so they are available when child objects
-are loaded will make sure they're available for the add\_child() call.
+are loaded will make sure they're available for the add_child() call.
 There will also need to be some way to link children to parents as the
 nodepath will likely be invalid.
 

+ 1 - 1
tutorials/engine/viewports.rst

@@ -135,7 +135,7 @@ following API:
     # queues a screen capture, will not happen immediately
     viewport.queue_screen_capture() 
 
-After a frame or two (check \_process() ), the capture will be ready,
+After a frame or two (check _process() ), the capture will be ready,
 get it back by using:
 
 ::

+ 1 - 1
tutorials/http_client_class.rst

@@ -13,7 +13,7 @@ class. It's just a script, so it can be run by executing:
 
 c
 
-c:\\\\godot> godot -s http\_test.gd
+c:\\\\godot> godot -s http_test.gd
 
 
 

+ 2 - 2
tutorials/matrices_and_transforms.rst

@@ -276,7 +276,7 @@ Inverse Transform
 -----------------
 
 To do the opposite operation (what we did up there with the rocket), the
-"xform\_inv" method is used:
+"xform_inv" method is used:
 
 ::
 
@@ -318,7 +318,7 @@ Affine Inverse
 The affine inverse is a matrix that does the inverse operation of
 another matrix, no matter if the matrix has scale or the axis vectors
 are not orthogonal. The affine inverse is calculated with the
-affine\_inverse() method:
+affine_inverse() method:
 
 ::
 

+ 1 - 1
tutorials/mesh_generation_with_heightmap_and_shaders.rst

@@ -226,7 +226,7 @@ already set for the fragment shader. Thus, the same image will be used
 in this shader as the heightmap. The ``height_range`` parameter is a
 parameter that we will use to increase the height effect.
 
-At line 3, we save the x and z position of the SRC\_VERTEX, because we
+At line 3, we save the x and z position of the SRC_VERTEX, because we
 do not want them to change : the plane must remain square. Remember
 that Y axis corresponds to the "altitude", which is the only one we
 want to change with the heightmap.

+ 7 - 7
tutorials/ray-casting.rst

@@ -29,9 +29,9 @@ Space
 In the physics world, Godot stores all the low level collision and
 physics information in a *space*. The current 2d space (for 2D Physics)
 can be obtained by calling
-`CanvasItem.get\_world\_2d().get\_space() <https://github.com/okamstudio/godot/wiki/class_canvasitem#get_world_2d>`__.
+`CanvasItem.get_world_2d().get_space() <https://github.com/okamstudio/godot/wiki/class_canvasitem#get_world_2d>`__.
 For 3D, it's
-`Spatial.get\_world().get\_space() <https://github.com/okamstudio/godot/wiki/class_spatial#get_world>`__.
+`Spatial.get_world().get_space() <https://github.com/okamstudio/godot/wiki/class_spatial#get_world>`__.
 
 The resulting space
 :ref:`RID <class_RID>` can be used
@@ -47,7 +47,7 @@ Acessing Space
 Godot physics runs by default in the same thread as game logic, but may
 be set to run on a separate thread to work more efficiently. Due to
 this, the only time accessing space is safe is during the
-`Node.\_fixed\_process(delta) <https://github.com/okamstudio/godot/wiki/class_node#_fixed_process>`__
+`Node._fixed_process(delta) <https://github.com/okamstudio/godot/wiki/class_node#_fixed_process>`__
 callback. Accessing it from outside this function may result in an error
 due to space being *locked*.
 
@@ -128,7 +128,7 @@ as evidenced in the following image.
 
 .. image:: /img/raycast_falsepositive.png
 
-To avoid self-intersection, the intersect\_ray() function can take an
+To avoid self-intersection, the intersect_ray() function can take an
 optional third parameter which is an array of exceptions. This is an
 example of how to use it from a KinematicBody2D or any other
 collisionobject based node:
@@ -150,7 +150,7 @@ The extra argument is a list of exceptions, can be objects (need Godot
 Casting a ray from screen to 3D physics space is useful for object
 picking. There is not much of a need to do this because
 :ref:`CollisionObject <class_CollisionObject>`
-has an "input\_event" signal that will let you know when it was clicked,
+has an "input_event" signal that will let you know when it was clicked,
 but in case there is any desire to do it manually, here's how.
 
 To cast a ray from the screen, the
@@ -175,8 +175,8 @@ To obtain it using a camera, the following code can be used:
               var from = camera.project_ray_origin(ev.pos)
               var to = from + camera.project_ray_normal(ev.pos) * ray_length
 
-Of course, remember that during \_input(), space may be locked, so save
-your query for \_fixed\_process().
+Of course, remember that during _input(), space may be locked, so save
+your query for _fixed_process().
 
 
 

+ 1 - 1
tutorials/ssl_certificates.rst

@@ -19,7 +19,7 @@ specified in the project settings:
 .. image:: /img/ssl_certs.png
 
 This file should contain any number of public certificicates in
-http://en.wikipedia.org/wiki/Privacy-enhanced\_Electronic\_Mail format.
+http://en.wikipedia.org/wiki/Privacy-enhanced_Electronic_Mail format.
 
 Of course, remember to add .crt as filter so the exporter recognizes
 this when exporting your project.

+ 1 - 1
tutorials/step_by_step/gui_tutorial.rst

@@ -80,7 +80,7 @@ example, a
 :ref:`Button <class_Button>` emits
 a "pressed" signal when pressed, a
 :ref:`Slider <class_Slider>` will
-emit a "value\_changed" when dragged, etc.
+emit a "value_changed" when dragged, etc.
 
 Custom Control Mini Tutorial
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~

+ 6 - 6
tutorials/step_by_step/scene_tree.rst

@@ -103,7 +103,7 @@ When a node is connected, directly or indirectly, to the root
 viewport, it becomes part of the *Scene Tree*.
 
 This means that, as explained in previous tutorials, will get the
-\_enter\_tree() and \_ready() callbacks (as well as \_exit\_tree()).
+_enter_tree() and _ready() callbacks (as well as _exit_tree()).
 
 .. image:: /img/activescene.png
 
@@ -126,16 +126,16 @@ siblings with less order will get notified before the current node.
 
 #. A scene is loaded from disk or created by scripting.
 #. The root node of that scene (only one root, remember?) is added as
-   either a child of the "root" Viewport (from SceneTree), or to any
+   either a child of the "root" Viewport (from SceneTree), or to any
    child or grand-child of it.
-#. Every node of the newly added scene, will receive the "enter\_tree"
-   notification ( \_enter\_tree() callback in GDScript) in top-to-bottom
+#. Every node of the newly added scene, will receive the "enter_tree"
+   notification ( _enter_tree() callback in GDScript) in top-to-bottom
    order.
-#. An extra notification, "ready" ( \_ready() callback in GDScript) is
+#. An extra notification, "ready" ( _ready() callback in GDScript) is
    provided for convenience, when a node and all it"™s children are
    inside the active scene.
 #. When a scene (or part of it) is removed, they receive the "exit
-   scene" notification ( \_exit\_tree() callback in GDScript) in
+   scene" notification ( _exit_tree() callback in GDScript) in
    bottom-to-top order
 
 Changing Current Scene

+ 1 - 1
tutorials/step_by_step/scenes_and_nodes.rst

@@ -180,7 +180,7 @@ sort of a frontend to editing engine.cfg
 To access that dialog, simply go to Scene -> Project Settings.
 
 Once the window opens, the task will be to select a main scene. This can
-be done easily by changing the application/main\_scene property and
+be done easily by changing the application/main_scene property and
 selecting 'hello.scn'.
 
 .. image:: /img/main_scene.png

+ 4 - 4
tutorials/step_by_step/scripting.rst

@@ -121,9 +121,9 @@ template script:
 
 .. image:: /img/script_template.png
 
-There is not much in there. The "\_ready()" function is called when the
+There is not much in there. The "_ready()" function is called when the
 node (and all it's children) entered the active scene. (Remember, It's
-not a constructor, the constructor is "\_init()" ).
+not a constructor, the constructor is "_init()" ).
 
 The Role of the Script
 ~~~~~~~~~~~~~~~~~~~~~~
@@ -182,7 +182,7 @@ will change the label's text:
         get_node("Label").set_text("HELLO!")
 
 Finally, the button "pressed" signal will be connected to that callback
-in \_ready(), by using :ref:`Object.connect() <class_Object_connect>`.
+in _ready(), by using :ref:`Object.connect() <class_Object_connect>`.
 
 ::
 
@@ -212,7 +212,7 @@ button:
 .. image:: /img/scripthello.png
 
 **Note:** As it is a common mistake in this tutorial, let's clarify
-again that get\_node(path) works by returning the immediate children to
+again that get_node(path) works by returning the immediate children to
 the node controlled by the script (in this case, *Panel*), so *Button*
 must be a child of *Panel* for the above code to work. To give this
 clarification more context, if *Button* was a child of *Label*, the code

+ 2 - 2
tutorials/step_by_step/scripting_continued.rst

@@ -29,7 +29,7 @@ callback will be called every frame. Example:
         #do something..
 
 The delta parameter describes the time elapsed (in seconds, as
-floating point) since the previous call to \_process().
+floating point) since the previous call to _process().
 Fixed processing is similar, but only needed for synchronization with
 the physics engine.
 
@@ -77,7 +77,7 @@ all enemies can be notified about the alarm sounding, by using
     func _on_discovered():
         get_tree().call_group(0,"guards","player_was_discovered")
 
-The above code calls the function "player\_was\_discovered" on every
+The above code calls the function "player_was_discovered" on every
 member of the group "guards".
 
 Optionally, it is possible to get the full list of "guards" nodes by

+ 2 - 2
tutorials/step_by_step/simple_2d_game.rst

@@ -14,7 +14,7 @@ Assets
 ~~~~~~
 
 Some assets are included for this tutorial, the
-attachment:pong\_assets.zip.
+attachment:pong_assets.zip.
 
 Scene Setup
 ~~~~~~~~~~~
@@ -55,7 +55,7 @@ Open the project properties dialog again, but this time move to the
 "Input Map" tab.
 
 On it, add 4 actions:
-"left\_move\_up","left\_move\_down","right\_move\_up","right\_move\_down".
+"left_move_up","left_move_down","right_move_up","right_move_down".
 Assign the keys that you desire. A/Z for left and Up/Down as keys
 should work in most cases.
 

+ 5 - 5
tutorials/step_by_step/singletons_autoload.rst

@@ -65,10 +65,10 @@ more complex behaviors when switching scenes.
 First download the template from here: attachment:autoload.zip, then
 open it.
 
-Two scenes are present, scene\_a.scn and scene\_b.scn on an otherwise
+Two scenes are present, scene_a.scn and scene_b.scn on an otherwise
 empty project. Each are identical and contain a button connected to a
 callback for going to the opposite scene. When the project runs, it
-starts n scene\_a.scn. However, this does nothing and pressing the
+starts n scene_a.scn. However, this does nothing and pressing the
 button does not work.
 
 global.gd
@@ -92,7 +92,7 @@ points to this file:
 
 Now, when any scene is run, the script will be always loaded.
 
-So, going back to it, In the \_ready() function, the current scene
+So, going back to it, In the _ready() function, the current scene
 will be fetched. Both the current scene and global.gd are children of
 root, but the autoloaded nodes are always first. This means that the
 last child of root is always the loaded scene.
@@ -155,8 +155,8 @@ is desired at this point. The result is that execution of the commands
 in the second function will happen at an immediate later time when no
 code from the current scene is running.
 
-Finally, all that is left is to fill the empty functions in scene\_a.gd
-and scene\_b.gd:
+Finally, all that is left is to fill the empty functions in scene_a.gd
+and scene_b.gd:
 
 ::
 

+ 1 - 1
tutorials/step_by_step/splash_screen.rst

@@ -12,7 +12,7 @@ splash screen.
 
 Following is a file with the assets that will be used:
 
-attachment:robisplash\_assets.zip
+attachment:robisplash_assets.zip
 
 Setting Up
 ----------

+ 3 - 3
tutorials/vector_math.rst

@@ -479,7 +479,7 @@ to reach a point in the plane, you will just do:
 
    </pre>
 
-var point\_in\_plane = N\*D
+var point_in_plane = N\*D
 
 
 
@@ -554,8 +554,8 @@ degrees to either side:
     # var normal = Vector2(-dvec.y,dev.x)
     # depending the desired side of the normal
 
-The rest is the same as the previous example, either point\_a or
-point\_b will work since they are in the same plane:
+The rest is the same as the previous example, either point_a or
+point_b will work since they are in the same plane:
 
 ::