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Fix rst formatting issues that confuse pandoc

Rémi Verschelde 6 years ago
parent
commit
6b2dee0c47

+ 22 - 19
about/docs_changelog.rst

@@ -48,10 +48,11 @@ Shading
 ^^^^^^^
 ^^^^^^^
 
 
 Your First Shader Series:
 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
 Networking
 ^^^^^^^^^^
 ^^^^^^^^^^
@@ -103,16 +104,17 @@ Project workflow
 ^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^
 
 
 Best Practices:
 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
 2D
 ^^
 ^^
@@ -158,11 +160,12 @@ Shading
 - :ref:`doc_advanced_postprocessing`
 - :ref:`doc_advanced_postprocessing`
 
 
 Shading Reference:
 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
 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.
 relative path from the emitting node to the selected node.
 
 
 By default, the method name will contain the emitting node's name ("Button" in
 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
 "Make Function" check button checked, then the editor will generate the function
 for you before setting up the connection.
 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
  .. code-tab:: gdscript GDScript
 
 
     func _enter_tree():
     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
         # and  this function is called. Children nodes have not entered
         # the active scene yet. In general, it's better to use _ready()
         # the active scene yet. In general, it's better to use _ready()
         # for most cases.
         # for most cases.
@@ -212,13 +212,13 @@ follows, can be applied to nodes:
 
 
     func _ready():
     func _ready():
         # This function is called after _enter_tree, but it ensures
         # 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.
         # and became active.
         pass
         pass
 
 
     func _exit_tree():
     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.
         # and all became inactive.
         pass
         pass
 
 
@@ -234,7 +234,7 @@ follows, can be applied to nodes:
 
 
     public override void _EnterTree()
     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
         // and  this function is called. Children nodes have not entered
         // the active scene yet. In general, it's better to use _ready()
         // the active scene yet. In general, it's better to use _ready()
         // for most cases.
         // for most cases.
@@ -244,15 +244,15 @@ follows, can be applied to nodes:
     public override void _Ready()
     public override void _Ready()
     {
     {
         // This function is called after _enter_tree, but it ensures
         // 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.
         // and became active.
         base._Ready();
         base._Ready();
     }
     }
 
 
     public override void _ExitTree()
     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.
         // and all became inactive.
         base._ExitTree();
         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:`Button <class_Button>` named ``StartButton``.
 -  :ref:`Timer <class_Timer>` named ``MessageTimer``.
 -  :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
 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
 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
 "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
 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.
 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
 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.
 This is the default input event associated with the spacebar.
 
 
 .. image:: img/start_button_shortcut.png
 .. 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
   A classic example is the
   :ref:`_init <class_Object_method__init>` method in Object. While it has no
   :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.
   (except C#) rely on it as a constructor.
 
 
 So, in which situation should one use each of these notifications or
 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!");
             GD.Print("I'm reacting to my parent's interaction!");
         }
         }
-    }
+    }