Browse Source

Clean up markup

community/contributing/pr_workflow.rst:232: WARNING: Could not lex literal_block as "shell". Highlighting skipped.
development/compiling/introduction_to_the_buildsystem.rst:61: WARNING: Could not lex literal_block as "shell". Highlighting skipped.
learning/scripting/gdscript/gdscript_basics.rst:376: WARNING: undefined label: class_rect3 (if the link has no caption the label must precede a section header)
Martin Capitanio 7 years ago
parent
commit
4b627d5790

+ 9 - 1
community/contributing/pr_workflow.rst

@@ -3,7 +3,7 @@
 Pull request workflow
 Pull request workflow
 =====================
 =====================
 
 
-.. highlight:: shell
+.. highlight:: none
 
 
 The so-called "PR workflow" used by Godot is common to many projects using
 The so-called "PR workflow" used by Godot is common to many projects using
 Git, and should be familiar to veteran free software contributors. The idea
 Git, and should be familiar to veteran free software contributors. The idea
@@ -129,6 +129,7 @@ a feature branch:
 
 
     // Create the branch based on the current branch (master)
     // Create the branch based on the current branch (master)
     $ git branch better-project-manager
     $ git branch better-project-manager
+
     // Change the current branch to the new one
     // Change the current branch to the new one
     $ git checkout better-project-manager
     $ git checkout better-project-manager
 
 
@@ -231,21 +232,27 @@ Here's how the shell history could look like on our example:
 
 
     // It's nice to know where you're starting from
     // It's nice to know where you're starting from
     $ git log
     $ git log
+
     // Do changes to the project manager
     // Do changes to the project manager
     $ nano editor/project_manager.cpp
     $ nano editor/project_manager.cpp
+
     // Find an unrelated bug in Control and fix it
     // Find an unrelated bug in Control and fix it
     $ nano scene/gui/control.cpp
     $ nano scene/gui/control.cpp
+
     // Review changes
     // Review changes
     $ git status
     $ git status
     $ git diff
     $ git diff
+
     // We'll do two commits for our unrelated changes,
     // We'll do two commits for our unrelated changes,
     // starting by the Control changes necessary for the PM enhancements
     // starting by the Control changes necessary for the PM enhancements
     $ git add scene/gui/control.cpp
     $ git add scene/gui/control.cpp
     $ git commit -m "Fix handling of margins in Control"
     $ git commit -m "Fix handling of margins in Control"
+
     // Check we did good
     // Check we did good
     $ git log
     $ git log
     $ git show
     $ git show
     $ git status
     $ git status
+
     // Make our second commit
     // Make our second commit
     $ git add editor/project_manager.cpp
     $ git add editor/project_manager.cpp
     $ git commit -m "Add a pretty banner to the project manager"
     $ git commit -m "Add a pretty banner to the project manager"
@@ -315,6 +322,7 @@ branch, push it to your fork, and the PR will be updated automatically:
 
 
     // Check out your branch again if you had changed in the meantime
     // Check out your branch again if you had changed in the meantime
     $ git checkout better-project-manager
     $ git checkout better-project-manager
+
     // Fix a mistake
     // Fix a mistake
     $ nano editor/project_manager.cpp
     $ nano editor/project_manager.cpp
     $ git add editor/project_manager.cpp
     $ git add editor/project_manager.cpp

+ 1 - 1
development/compiling/introduction_to_the_buildsystem.rst

@@ -3,7 +3,7 @@
 Introduction to the buildsystem
 Introduction to the buildsystem
 ===============================
 ===============================
 
 
-.. highlight:: shell
+.. highlight:: none
 
 
 SCons
 SCons
 -----
 -----

+ 1 - 1
learning/features/3d/environment_and_post_processing.rst

@@ -263,7 +263,7 @@ The real strength of this system, though, is to combine levels to create more in
 
 
 .. image:: img/environment_glow_layers2.png
 .. image:: img/environment_glow_layers2.png
  
  
-Finally, as the highest layers are created by stretching small blurred images, it is possible that some blockyness may be visible. Enabling **Bicubic Upscaling* gets rids of the it,
+Finally, as the highest layers are created by stretching small blurred images, it is possible that some blockyness may be visible. Enabling **Bicubic Upscaling** gets rids of the it,
 at a minimal performance cost.
 at a minimal performance cost.
 
 
 .. image:: img/environment_glow_bicubic.png
 .. image:: img/environment_glow_bicubic.png

+ 3 - 3
learning/scripting/gdscript/gdscript_basics.rst

@@ -373,10 +373,10 @@ and a ``d`` scalar distance.
 Quaternion is a datatype used for representing a 3D rotation. It's
 Quaternion is a datatype used for representing a 3D rotation. It's
 useful for interpolating rotations.
 useful for interpolating rotations.
 
 
-:ref:`Rect3 <class_Rect3>`
-^^^^^^^^^^^^^^^^^^^^^^^^^^
+:ref:`AABB <class_AABB>`
+^^^^^^^^^^^^^^^^^^^^^^^^
 
 
-Axis Aligned bounding box (or 3D box) contains 2 vectors fields: ``position``
+Axis-aligned bounding box (or 3D box) contains 2 vectors fields: ``position``
 and ``size``. Alternatively contains an ``end`` field which is
 and ``size``. Alternatively contains an ``end`` field which is
 ``position+size``.
 ``position+size``.
 
 

+ 1 - 1
learning/step_by_step/scripting.rst

@@ -72,7 +72,7 @@ well as any Common Language Infrastructure-compliant programming language, such
 F#, Boo or ClojureCLR. In practice however, C# is the only officially-supported .NET option.
 F#, Boo or ClojureCLR. In practice however, C# is the only officially-supported .NET option.
 
 
 GDNative / C++
 GDNative / C++
-~~~~~~~~~~~~
+~~~~~~~~~~~~~~
 
 
 Finally, this is one of our brightest additions for the 3.0 release.
 Finally, this is one of our brightest additions for the 3.0 release.
 GDNative allows scripting in C++ without requiring to recompile (or even
 GDNative allows scripting in C++ without requiring to recompile (or even

+ 2 - 0
learning/step_by_step/ui_introduction_to_the_ui_system.rst

@@ -1,3 +1,5 @@
+.. _doc_design_interfaces_with_the_control_nodes:
+
 Design interfaces with the Control nodes
 Design interfaces with the Control nodes
 ========================================
 ========================================
 
 

+ 1 - 1
learning/step_by_step/your_first_game.rst

@@ -600,7 +600,7 @@ Create the following children of the ``HUD`` node:
           origin, or the reference point for the edges of the node. Margins
           origin, or the reference point for the edges of the node. Margins
           update automatically when you move or resize a control node. They
           update automatically when you move or resize a control node. They
           represent the distance from the control node's edges to its anchor.
           represent the distance from the control node's edges to its anchor.
-          See :ref:`doc_gui_tutorial` for more details.
+          See :ref:`doc_design_interfaces_with_the_control_nodes` for more details.
 
 
 Arrange the nodes as shown below. Click the "Anchor" button to
 Arrange the nodes as shown below. Click the "Anchor" button to
 set a Control node's anchor:
 set a Control node's anchor: