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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
 =====================
 
-.. highlight:: shell
+.. highlight:: none
 
 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
@@ -129,6 +129,7 @@ a feature branch:
 
     // Create the branch based on the current branch (master)
     $ git branch better-project-manager
+
     // Change the current branch to the new one
     $ 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
     $ git log
+
     // Do changes to the project manager
     $ nano editor/project_manager.cpp
+
     // Find an unrelated bug in Control and fix it
     $ nano scene/gui/control.cpp
+
     // Review changes
     $ git status
     $ git diff
+
     // We'll do two commits for our unrelated changes,
     // starting by the Control changes necessary for the PM enhancements
     $ git add scene/gui/control.cpp
     $ git commit -m "Fix handling of margins in Control"
+
     // Check we did good
     $ git log
     $ git show
     $ git status
+
     // Make our second commit
     $ git add editor/project_manager.cpp
     $ 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
     $ git checkout better-project-manager
+
     // Fix a mistake
     $ nano 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
 ===============================
 
-.. highlight:: shell
+.. highlight:: none
 
 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
  
-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.
 
 .. 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
 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
 ``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.
 
 GDNative / C++
-~~~~~~~~~~~~
+~~~~~~~~~~~~~~
 
 Finally, this is one of our brightest additions for the 3.0 release.
 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
 ========================================
 

+ 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
           update automatically when you move or resize a control node. They
           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
 set a Control node's anchor: