Browse Source

Fix some recent errors and styling (#3375)

Michael Alexsander 5 years ago
parent
commit
58ff2e036a

+ 11 - 1
getting_started/step_by_step/signals.rst

@@ -79,8 +79,9 @@ Click "Connect" and you'll see that the function has been created in the script:
 
 
     extends Node2D
     extends Node2D
 
 
+
     func _on_Timer_timeout():
     func _on_Timer_timeout():
-        pass # replace with function body
+        pass # Replace with function body.
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
@@ -100,6 +101,7 @@ the signal is received. Let's make the Sprite blink:
 
 
     extends Node2D
     extends Node2D
 
 
+
     func _on_Timer_timeout():
     func _on_Timer_timeout():
         # Note: the `$` operator is a shorthand for `get_node()`,
         # Note: the `$` operator is a shorthand for `get_node()`,
         # so `$Sprite` is equivalent to `get_node("Sprite")`.
         # so `$Sprite` is equivalent to `get_node("Sprite")`.
@@ -141,9 +143,11 @@ Here is the code for our Timer connection:
 
 
     extends Node2D
     extends Node2D
 
 
+
     func _ready():
     func _ready():
         $Timer.connect("timeout", self, "_on_Timer_timeout")
         $Timer.connect("timeout", self, "_on_Timer_timeout")
 
 
+
     func _on_Timer_timeout():
     func _on_Timer_timeout():
         $Sprite.visible = !$Sprite.visible
         $Sprite.visible = !$Sprite.visible
 
 
@@ -174,6 +178,7 @@ You can also declare your own custom signals in Godot:
 
 
     extends Node2D
     extends Node2D
 
 
+
     signal my_signal
     signal my_signal
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
@@ -194,8 +199,10 @@ To emit a signal via code, use the ``emit_signal`` function:
 
 
     extends Node2D
     extends Node2D
 
 
+
     signal my_signal
     signal my_signal
 
 
+
     func _ready():
     func _ready():
         emit_signal("my_signal")
         emit_signal("my_signal")
 
 
@@ -220,6 +227,7 @@ argument names between parentheses:
 
 
     extends Node
     extends Node
 
 
+
     signal my_signal(value, other_value)
     signal my_signal(value, other_value)
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
@@ -244,8 +252,10 @@ To pass values, add them as the second argument to the ``emit_signal`` function:
 
 
     extends Node
     extends Node
 
 
+
     signal my_signal(value, other_value)
     signal my_signal(value, other_value)
 
 
+
     func _ready():
     func _ready():
         emit_signal("my_signal", true, 42)
         emit_signal("my_signal", true, 42)
 
 

+ 25 - 21
tutorials/plugins/editor/making_main_screen_plugins.rst

@@ -31,28 +31,29 @@ Add five extra methods such that the script looks like this:
     tool
     tool
     extends EditorPlugin
     extends EditorPlugin
 
 
+
     func _enter_tree():
     func _enter_tree():
-       pass
+        pass
 
 
 
 
     func _exit_tree():
     func _exit_tree():
-       pass
+        pass
 
 
 
 
     func has_main_screen():
     func has_main_screen():
-       return true
+        return true
 
 
 
 
     func make_visible(visible):
     func make_visible(visible):
-       pass
+        pass
 
 
 
 
     func get_plugin_name():
     func get_plugin_name():
-       return "Main Screen Plugin"
+        return "Main Screen Plugin"
 
 
 
 
     func get_plugin_icon():
     func get_plugin_icon():
-       return get_editor_interface().get_base_control().get_icon("Node", "EditorIcons")
+        return get_editor_interface().get_base_control().get_icon("Node", "EditorIcons")
 
 
 The important part in this script is the ``has_main_screen()`` function,
 The important part in this script is the ``has_main_screen()`` function,
 which is overloaded so it returns ``true``. This function is automatically
 which is overloaded so it returns ``true``. This function is automatically
@@ -79,11 +80,12 @@ Add a script to the button like this:
     tool
     tool
     extends Button
     extends Button
 
 
+
     func _on_PrintHello_pressed():
     func _on_PrintHello_pressed():
-       print("Hello from the main screen plugin!")
+        print("Hello from the main screen plugin!")
 
 
 Then connect the "pressed" signal to itself. If you need help with signals,
 Then connect the "pressed" signal to itself. If you need help with signals,
-see the :ref:`Signals <doc_getting_started_step_by_step_signals>` article.
+see the :ref:`doc_signals` article.
 
 
 We are done with the main screen panel. Save the scene as ``main_panel.tscn``.
 We are done with the main screen panel. Save the scene as ``main_panel.tscn``.
 
 
@@ -99,39 +101,41 @@ Here is the full plugin script:
     tool
     tool
     extends EditorPlugin
     extends EditorPlugin
 
 
+
     const MainPanel = preload("res://addons/main_screen/main_panel.tscn")
     const MainPanel = preload("res://addons/main_screen/main_panel.tscn")
 
 
     var main_panel_instance
     var main_panel_instance
 
 
+
     func _enter_tree():
     func _enter_tree():
-       main_panel_instance = MainPanel.instance()
-       # Add the main panel to the editor's main viewport.
-       get_editor_interface().get_editor_viewport().add_child(main_panel_instance)
-       # Hide the main panel. Very much required.
-       make_visible(false)
+        main_panel_instance = MainPanel.instance()
+        # Add the main panel to the editor's main viewport.
+        get_editor_interface().get_editor_viewport().add_child(main_panel_instance)
+        # Hide the main panel. Very much required.
+        make_visible(false)
 
 
 
 
     func _exit_tree():
     func _exit_tree():
-       if main_panel_instance:
-          main_panel_instance.queue_free()
+        if main_panel_instance:
+            main_panel_instance.queue_free()
 
 
 
 
     func has_main_screen():
     func has_main_screen():
-       return true
+        return true
 
 
 
 
     func make_visible(visible):
     func make_visible(visible):
-       if main_panel_instance:
-          main_panel_instance.visible = visible
+        if main_panel_instance:
+            main_panel_instance.visible = visible
 
 
 
 
     func get_plugin_name():
     func get_plugin_name():
-       return "Main Screen Plugin"
+        return "Main Screen Plugin"
 
 
 
 
     func get_plugin_icon():
     func get_plugin_icon():
-       # Must return some kind of Texture for the icon.
-       return get_editor_interface().get_base_control().get_icon("Node", "EditorIcons")
+        # Must return some kind of Texture for the icon.
+        return get_editor_interface().get_base_control().get_icon("Node", "EditorIcons")
 
 
 A couple of specific lines were added. ``MainPanel`` is a constant that holds
 A couple of specific lines were added. ``MainPanel`` is a constant that holds
 a reference to the scene, and we instance it into `main_panel_instance`.
 a reference to the scene, and we instance it into `main_panel_instance`.

+ 1 - 3
tutorials/shading/godot_shader_language_style_guide.rst

@@ -269,8 +269,6 @@ distinguishing numbers greater than 1 from those lower than 1.
         ALBEDO.rgb = vec3(5., .1, .2);
         ALBEDO.rgb = vec3(5., .1, .2);
     }
     }
 
 
-.. _naming_conventions:
-
 Accessing vector members
 Accessing vector members
 ------------------------
 ------------------------
 
 
@@ -283,7 +281,7 @@ understand what the underlying data represents.
 
 
 .. code-block:: glsl
 .. code-block:: glsl
 
 
-    COLOR.rgb = vec3(5., .1, .2);
+    COLOR.rgb = vec3(5.0, 0.1, 0.2);
 
 
 **Bad**:
 **Bad**: