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Merge branch 'master' into 3.2

Rémi Verschelde 5 years ago
parent
commit
59392669df

+ 6 - 4
development/compiling/compiling_for_android.rst

@@ -21,7 +21,7 @@ Requirements
 
 
 For compiling under Windows, Linux or macOS, the following is required:
 For compiling under Windows, Linux or macOS, the following is required:
 
 
--  `Python 2.7+ or Python 3.5+ <https://www.python.org/downloads/>`_
+-  `Python 3.5+ <https://www.python.org/downloads/>`_
 -  `SCons <https://scons.org/pages/download.html>`_ build system
 -  `SCons <https://scons.org/pages/download.html>`_ build system
 -  `Android SDK <https://developer.android.com/studio/#command-tools>`_ (command-line tools are sufficient)
 -  `Android SDK <https://developer.android.com/studio/#command-tools>`_ (command-line tools are sufficient)
 
 
@@ -116,15 +116,17 @@ The resulting APK will be located at ``bin/android_debug.apk``.
 Adding support for x86 devices
 Adding support for x86 devices
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
-If you also want to include support for x86 devices, run the SCons command
-a third time with the ``android_arch=x86`` argument before building the APK
-with Gradle. For example, for the release template:
+If you also want to include support for x86 and x86-64 devices, run the SCons
+command a third and fourth time with the ``android_arch=x86``, and
+``android_arch=x86_64`` arguments before building the APK with Gradle. For
+example, for the release template:
 
 
 ::
 ::
 
 
     scons platform=android target=release android_arch=armv7
     scons platform=android target=release android_arch=armv7
     scons platform=android target=release android_arch=arm64v8
     scons platform=android target=release android_arch=arm64v8
     scons platform=android target=release android_arch=x86
     scons platform=android target=release android_arch=x86
+    scons platform=android target=release android_arch=x86_64
     cd platform/android/java
     cd platform/android/java
     # On Windows
     # On Windows
     .\gradlew generateGodotTemplates
     .\gradlew generateGodotTemplates

+ 1 - 1
development/compiling/compiling_for_osx.rst

@@ -10,7 +10,7 @@ Requirements
 
 
 For compiling under macOS, the following is required:
 For compiling under macOS, the following is required:
 
 
-- Python 3.5+ (recommended) or Python 2.7+.
+- `Python 3.5+ <https://www.python.org>`_
 - `SCons <https://www.scons.org>`_ build system.
 - `SCons <https://www.scons.org>`_ build system.
 - `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_
 - `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_
   (or the more lightweight Command Line Tools for Xcode).
   (or the more lightweight Command Line Tools for Xcode).

+ 1 - 1
development/compiling/compiling_for_web.rst

@@ -13,7 +13,7 @@ To compile export templates for the Web, the following is required:
 -  `Emscripten 1.38.27+ <http://kripken.github.io/emscripten-site>`__: If the version available
 -  `Emscripten 1.38.27+ <http://kripken.github.io/emscripten-site>`__: If the version available
    per package manager is not recent enough, the best alternative is to install
    per package manager is not recent enough, the best alternative is to install
    using the `Emscripten SDK <http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html>`__
    using the `Emscripten SDK <http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html>`__
--  `Python 2.7+ or Python 3.5+ <https://www.python.org/>`__
+-  `Python 3.5+ <https://www.python.org/>`__
 -  `SCons <https://www.scons.org>`__ build system
 -  `SCons <https://www.scons.org>`__ build system
 
 
 .. seealso:: For a general overview of SCons usage for Godot, see
 .. seealso:: For a general overview of SCons usage for Godot, see

+ 1 - 1
development/compiling/compiling_for_windows.rst

@@ -16,7 +16,7 @@ For compiling under Windows, the following is required:
   will have to run/download the installer again.**
   will have to run/download the installer again.**
 - MinGW-w64 with GCC can be used as an alternative to Visual Studio.
 - MinGW-w64 with GCC can be used as an alternative to Visual Studio.
   Be sure to install/configure it to use the ``posix`` thread model.
   Be sure to install/configure it to use the ``posix`` thread model.
-- `Python 3.5+ (recommended) or Python 2.7+. <https://www.python.org/downloads/windows/>`_
+- `Python 3.5+ <https://www.python.org/downloads/windows/>`_
 - `SCons <https://www.scons.org>`_ build system. If using Visual Studio 2019,
 - `SCons <https://www.scons.org>`_ build system. If using Visual Studio 2019,
   you *must* have SCons 3.1.1 or later.
   you *must* have SCons 3.1.1 or later.
 - *Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations)
 - *Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations)

+ 1 - 1
development/compiling/compiling_for_x11.rst

@@ -12,7 +12,7 @@ For compiling under Linux or other Unix variants, the following is
 required:
 required:
 
 
 -  GCC or Clang
 -  GCC or Clang
--  Python 3 or 2.7+
+-  Python 3.5+
 -  SCons build system (3.0 or later for Python 3)
 -  SCons build system (3.0 or later for Python 3)
 -  pkg-config (used to detect the dependencies below)
 -  pkg-config (used to detect the dependencies below)
 -  X11, Xcursor, Xinerama, Xi and XRandR development libraries
 -  X11, Xcursor, Xinerama, Xi and XRandR development libraries

+ 1 - 1
getting_started/step_by_step/ui_code_a_life_bar.rst

@@ -440,7 +440,7 @@ duration in seconds.
 
 
 ::
 ::
 
 
-    ...  0.6, tween.TRANS_LINEAR, Tween.EASE_IN)
+    ...  0.6, Tween.TRANS_LINEAR, Tween.EASE_IN)
 
 
 The last two arguments are constants from the ``Tween`` class.
 The last two arguments are constants from the ``Tween`` class.
 ``TRANS_LINEAR`` means the animation should be linear. ``EASE_IN``
 ``TRANS_LINEAR`` means the animation should be linear. ``EASE_IN``

+ 1 - 1
getting_started/workflow/export/exporting_for_android.rst

@@ -62,7 +62,7 @@ In that screen, the path to 3 files needs to be set:
   - It can usually be found at ``%LOCALAPPDATA%\Android\Sdk\platform-tools\adb.exe``.
   - It can usually be found at ``%LOCALAPPDATA%\Android\Sdk\platform-tools\adb.exe``.
 
 
 - The ``jarsigner`` executable (from JDK 6 or 8)
 - The ``jarsigner`` executable (from JDK 6 or 8)
-  - On Windows, OpenJDK installs to a dir like ``%PROGRAMFILES%\ojdkbuild\java-1.8.0-openjdk-1.8.0.232-2\bin``. The exact path may vary depending on the OpenJDK update you've installed.
+  - On Windows, OpenJDK installs to a dir like ``%PROGRAMFILES%\ojdkbuild\java-1.8.0-openjdk-1.8.0.232-2\bin``. On Linux, it typically installs to a dir like ``/usr/bin/jarsigner``. The exact path may vary depending on the OpenJDK update you've installed and your machine's operating system.
 
 
 - The debug ``.keystore`` file
 - The debug ``.keystore`` file
   - It can be found in the folder where you put the ``debug.keystore`` file you created above.
   - It can be found in the folder where you put the ``debug.keystore`` file you created above.

+ 1 - 1
robots.txt

@@ -2,6 +2,6 @@ user-agent: *
 disallow: /*/3.2
 disallow: /*/3.2
 disallow: /*/3.1
 disallow: /*/3.1
 disallow: /*/3.0
 disallow: /*/3.0
-disallow: /*/2.0
+disallow: /*/2.1
 
 
 sitemap: https://docs.godotengine.org/sitemap.xml
 sitemap: https://docs.godotengine.org/sitemap.xml

+ 1 - 1
tutorials/io/background_loading.rst

@@ -290,7 +290,7 @@ Example:
     if queue.is_ready("res://level_1.tscn"):
     if queue.is_ready("res://level_1.tscn"):
         show_new_level(queue.get_resource("res://level_1.tscn"))
         show_new_level(queue.get_resource("res://level_1.tscn"))
     else:
     else:
-        update_progress(queue.get_process("res://level_1.tscn"))
+        update_progress(queue.get_progress("res://level_1.tscn"))
 
 
     # when the user walks away from the trigger zone in your Metroidvania game:
     # when the user walks away from the trigger zone in your Metroidvania game:
     queue.cancel_resource("res://zone_2.tscn")
     queue.cancel_resource("res://zone_2.tscn")