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Fix rst formatting issues that confuse pandoc

Rémi Verschelde 6 lat temu
rodzic
commit
6b2dee0c47

+ 22 - 19
about/docs_changelog.rst

@@ -48,10 +48,11 @@ Shading
 ^^^^^^^
 
 Your First Shader Series:
-  - :ref:`doc_what_are_shaders`
-  - :ref:`doc_your_first_canvasitem_shader`
-  - :ref:`doc_your_first_spatial_shader`
-  - :ref:`doc_your_second_spatial_shader`
+
+- :ref:`doc_what_are_shaders`
+- :ref:`doc_your_first_canvasitem_shader`
+- :ref:`doc_your_first_spatial_shader`
+- :ref:`doc_your_second_spatial_shader`
 
 Networking
 ^^^^^^^^^^
@@ -103,16 +104,17 @@ Project workflow
 ^^^^^^^^^^^^^^^^
 
 Best Practices:
-  - :ref:`doc_introduction_best_practices`
-  - :ref:`doc_what_are_godot_classes`
-  - :ref:`doc_scene_organization`
-  - :ref:`doc_scenes_versus_scripts`
-  - :ref:`doc_autoloads_versus_internal_nodes`
-  - :ref:`doc_node_alternatives`
-  - :ref:`doc_godot_interfaces`
-  - :ref:`doc_godot_notifications`
-  - :ref:`doc_data_preferences`
-  - :ref:`doc_logic_preferences`
+
+- :ref:`doc_introduction_best_practices`
+- :ref:`doc_what_are_godot_classes`
+- :ref:`doc_scene_organization`
+- :ref:`doc_scenes_versus_scripts`
+- :ref:`doc_autoloads_versus_internal_nodes`
+- :ref:`doc_node_alternatives`
+- :ref:`doc_godot_interfaces`
+- :ref:`doc_godot_notifications`
+- :ref:`doc_data_preferences`
+- :ref:`doc_logic_preferences`
 
 2D
 ^^
@@ -158,11 +160,12 @@ Shading
 - :ref:`doc_advanced_postprocessing`
 
 Shading Reference:
-  - :ref:`doc_shaders`
-  - :ref:`doc_shading_language`
-  - :ref:`doc_spatial_shader`
-  - :ref:`doc_canvas_item_shader`
-  - :ref:`doc_particle_shader`
+
+- :ref:`doc_shaders`
+- :ref:`doc_shading_language`
+- :ref:`doc_spatial_shader`
+- :ref:`doc_canvas_item_shader`
+- :ref:`doc_particle_shader`
 
 VR
 ^^

+ 1 - 1
getting_started/step_by_step/scripting.rst

@@ -211,7 +211,7 @@ a node, the NodePath at the bottom will automatically update to point to a
 relative path from the emitting node to the selected node.
 
 By default, the method name will contain the emitting node's name ("Button" in
-this case), resulting in "_on_[EmitterNode]_[signal_name]". If you do have the
+this case), resulting in ``_on_[EmitterNode]_[signal_name]``. If you do have the
 "Make Function" check button checked, then the editor will generate the function
 for you before setting up the connection.
 

+ 8 - 8
getting_started/step_by_step/scripting_continued.rst

@@ -204,7 +204,7 @@ follows, can be applied to nodes:
  .. code-tab:: gdscript GDScript
 
     func _enter_tree():
-        # When the node enters the _Scene Tree_, it becomes active
+        # When the node enters the Scene Tree, it becomes active
         # and  this function is called. Children nodes have not entered
         # the active scene yet. In general, it's better to use _ready()
         # for most cases.
@@ -212,13 +212,13 @@ follows, can be applied to nodes:
 
     func _ready():
         # This function is called after _enter_tree, but it ensures
-        # that all children nodes have also entered the _Scene Tree_,
+        # that all children nodes have also entered the Scene Tree,
         # and became active.
         pass
 
     func _exit_tree():
-        # When the node exits the _Scene Tree_, this function is called.
-        # Children nodes have all exited the _Scene Tree_ at this point
+        # When the node exits the Scene Tree, this function is called.
+        # Children nodes have all exited the Scene Tree at this point
         # and all became inactive.
         pass
 
@@ -234,7 +234,7 @@ follows, can be applied to nodes:
 
     public override void _EnterTree()
     {
-        // When the node enters the _Scene Tree_, it becomes active
+        // When the node enters the Scene Tree, it becomes active
         // and  this function is called. Children nodes have not entered
         // the active scene yet. In general, it's better to use _ready()
         // for most cases.
@@ -244,15 +244,15 @@ follows, can be applied to nodes:
     public override void _Ready()
     {
         // This function is called after _enter_tree, but it ensures
-        // that all children nodes have also entered the _Scene Tree_,
+        // that all children nodes have also entered the Scene Tree,
         // and became active.
         base._Ready();
     }
 
     public override void _ExitTree()
     {
-        // When the node exits the _Scene Tree_, this function is called.
-        // Children nodes have all exited the _Scene Tree_ at this point
+        // When the node exits the Scene Tree, this function is called.
+        // Children nodes have all exited the Scene Tree at this point
         // and all became inactive.
         base._ExitTree();
     }

+ 4 - 4
getting_started/step_by_step/your_first_game.rst

@@ -890,7 +890,7 @@ Create the following as children of the ``HUD`` node:
 -  :ref:`Button <class_Button>` named ``StartButton``.
 -  :ref:`Timer <class_Timer>` named ``MessageTimer``.
 
-Click on the ``ScoreLabel`` and type a number into the _Text_ field in the
+Click on the ``ScoreLabel`` and type a number into the *Text* field in the
 Inspector. The default font for ``Control`` nodes is small and doesn't scale
 well. There is a font file included in the game assets called
 "Xolonium-Regular.ttf". To use this font, do the following for each of
@@ -1213,10 +1213,10 @@ Since the game is played with keyboard controls, it would be convenient if we
 could also start the game by pressing a key on the keyboard. One way to do this
 is using the "Shortcut" property of the ``Button`` node.
 
-In the ``HUD`` scene, select the ``StartButton`` and find its _Shortcut_ property
+In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut* property
 in the Inspector. Select "New Shortcut" and click on the "Shortcut" item. A
-second _Shortcut_ property will appear. Select "New InputEventAction" and click
-the new "InputEvent". Finally, in the _Action_ property, type the name "ui_select".
+second *Shortcut* property will appear. Select "New InputEventAction" and click
+the new "InputEvent". Finally, in the *Action* property, type the name ``ui_select``.
 This is the default input event associated with the spacebar.
 
 .. image:: img/start_button_shortcut.png

+ 2 - 2
getting_started/workflow/best_practices/godot_notifications.rst

@@ -67,7 +67,7 @@ One can access all these custom notifications from the universal
 
   A classic example is the
   :ref:`_init <class_Object_method__init>` method in Object. While it has no
-  NOTIFICATION_* equivalent, the engine still calls the method. Most languages
+  ``NOTIFICATION_*`` equivalent, the engine still calls the method. Most languages
   (except C#) rely on it as a constructor.
 
 So, in which situation should one use each of these notifications or
@@ -296,4 +296,4 @@ nodes that one might create at runtime.
         {
             GD.Print("I'm reacting to my parent's interaction!");
         }
-    }
+    }