Browse Source

Fix some build errors

Rémi Verschelde 9 years ago
parent
commit
c972bcc934

+ 1 - 0
contributing/doc_and_l10n_guidelines.rst

@@ -54,6 +54,7 @@ Please always begin pages with their title and a reference based on the
 file name (which should ideally be the same as the page title):
 
 ::
+
     .. _insert_your_title_here:
 
     Insert your title here

+ 3 - 5
contributing/list_of_classes_and_documenters.rst

@@ -5,7 +5,7 @@ List of classes and documenters
 
 **TODO: Move out of the Sphinx doc, a pad would be better**
 
-Status list : Not started, Started, Finished, Removed
+Status list: Not started, Started, Finished, Removed
 Class name - Assigned to - Status - Start date - Notes
 
 -  @GDScript 
@@ -102,10 +102,8 @@ Class name - Assigned to - Status - Start date - Notes
 -  Geometry 
 -  GeometryInstance 
 -  Globals 
--  GraphEdit - StraToN - Finished  may need a tutorial. I'll
-  think about it. -
--  GraphNode - StraToN - Finished  may need a tutorial. I'll
-  think about it. -
+-  GraphEdit - StraToN - Finished  may need a tutorial. I'll think about it. -
+-  GraphNode - StraToN - Finished  may need a tutorial. I'll think about it. -
 -  GridContainer 
 -  GridMap 
 -  GrooveJoint2D 

+ 107 - 105
contributing/updating_the_class_reference.rst

@@ -8,7 +8,7 @@ use of to create your games. However, the :ref:`toc-class-ref` that
 lists all these classes with their methods is quite incomplete. We need
 your kind help to fill this reference. This page will explain you how.
 
-> Please note: we aim at filling completely this reference in English
+Please note: we aim at filling completely this reference in English
 first. Please do not start translating it for the moment.
 
 :ref:`doc_list_of_classes_and_documenters`
@@ -95,113 +95,114 @@ You can edit this file using your favourite text editor.
 Here is an example with the Node2D class:
 
 .. code:: xml
+
     <class name="Node2D" inherits="CanvasItem" category="Core">
-    <brief_description>
-    Base node for 2D system.
-    </brief_description>
-    <description>
-    Base node for 2D system. Node2D contains a position, rotation and scale, which is used to position and animate. It can alternatively be used with a custom 2D transform ([Matrix32]). A tree of Node2Ds allows complex hierachies for animation and positioning.
-    </description>
-    <methods>
-        <method name="set_pos">
-            <argument index="0" name="pos" type="Vector2">
-            </argument>
-            <description>
-            Set the position of the 2d node.
-            </description>
-        </method>
-        <method name="set_rot">
-            <argument index="0" name="rot" type="float">
-            </argument>
-            <description>
-            Set the rotation of the 2d node.
-            </description>
-        </method>
-        <method name="set_scale">
-            <argument index="0" name="scale" type="Vector2">
-            </argument>
-            <description>
-            Set the scale of the 2d node.
-            </description>
-        </method>
-        <method name="get_pos" qualifiers="const">
-            <return type="Vector2">
-            </return>
-            <description>
-            Return the position of the 2D node.
-            </description>
-        </method>
-        <method name="get_rot" qualifiers="const">
-            <return type="float">
-            </return>
-            <description>
-            Return the rotation of the 2D node.
-            </description>
-        </method>
-        <method name="get_scale" qualifiers="const">
-            <return type="Vector2">
-            </return>
-            <description>
-            Return the scale of the 2D node.
-            </description>
-        </method>
-        <method name="rotate">
-            <argument index="0" name="degrees" type="float">
-            </argument>
-            <description>
+        <brief_description>
+        Base node for 2D system.
+        </brief_description>
+        <description>
+        Base node for 2D system. Node2D contains a position, rotation and scale, which is used to position and animate. It can alternatively be used with a custom 2D transform ([Matrix32]). A tree of Node2Ds allows complex hierachies for animation and positioning.
         </description>
-        </method>
-        <method name="move_local_x">
-            <argument index="0" name="delta" type="float">
-            </argument>
-            <argument index="1" name="scaled" type="bool" default="false">
-            </argument>
-            <description>
+        <methods>
+            <method name="set_pos">
+                <argument index="0" name="pos" type="Vector2">
+                </argument>
+                <description>
+                Set the position of the 2d node.
+                </description>
+            </method>
+            <method name="set_rot">
+                <argument index="0" name="rot" type="float">
+                </argument>
+                <description>
+                Set the rotation of the 2d node.
+                </description>
+            </method>
+            <method name="set_scale">
+                <argument index="0" name="scale" type="Vector2">
+                </argument>
+                <description>
+                Set the scale of the 2d node.
+                </description>
+            </method>
+            <method name="get_pos" qualifiers="const">
+                <return type="Vector2">
+                </return>
+                <description>
+                Return the position of the 2D node.
+                </description>
+            </method>
+            <method name="get_rot" qualifiers="const">
+                <return type="float">
+                </return>
+                <description>
+                Return the rotation of the 2D node.
+                </description>
+            </method>
+            <method name="get_scale" qualifiers="const">
+                <return type="Vector2">
+                </return>
+                <description>
+                Return the scale of the 2D node.
+                </description>
+            </method>
+            <method name="rotate">
+                <argument index="0" name="degrees" type="float">
+                </argument>
+                <description>
             </description>
-        </method>
-        <method name="move_local_y">
-            <argument index="0" name="delta" type="float">
-            </argument>
-            <argument index="1" name="scaled" type="bool" default="false">
-            </argument>
-            <description>
-            </description>
-        </method>
-        <method name="get_global_pos" qualifiers="const">
-            <return type="Vector2">
-            </return>
-            <description>
-            Return the global position of the 2D node.
-            </description>
-        </method>
-        <method name="set_global_pos">
-            <argument index="0" name="arg0" type="Vector2">
-            </argument>
-            <description>
-            </description>
-        </method>
-        <method name="set_transform">
-            <argument index="0" name="xform" type="Matrix32">
-            </argument>
-            <description>
-            </description>
-        </method>
-        <method name="set_global_transform">
-            <argument index="0" name="xform" type="Matrix32">
-            </argument>
-            <description>
-            </description>
-        </method>
-        <method name="edit_set_pivot">
-            <argument index="0" name="arg0" type="Vector2">
-            </argument>
-            <description>
-            </description>
-        </method>
-    </methods>
-    <constants>
-    </constants>
-</class>
+            </method>
+            <method name="move_local_x">
+                <argument index="0" name="delta" type="float">
+                </argument>
+                <argument index="1" name="scaled" type="bool" default="false">
+                </argument>
+                <description>
+                </description>
+            </method>
+            <method name="move_local_y">
+                <argument index="0" name="delta" type="float">
+                </argument>
+                <argument index="1" name="scaled" type="bool" default="false">
+                </argument>
+                <description>
+                </description>
+            </method>
+            <method name="get_global_pos" qualifiers="const">
+                <return type="Vector2">
+                </return>
+                <description>
+                Return the global position of the 2D node.
+                </description>
+            </method>
+            <method name="set_global_pos">
+                <argument index="0" name="arg0" type="Vector2">
+                </argument>
+                <description>
+                </description>
+            </method>
+            <method name="set_transform">
+                <argument index="0" name="xform" type="Matrix32">
+                </argument>
+                <description>
+                </description>
+            </method>
+            <method name="set_global_transform">
+                <argument index="0" name="xform" type="Matrix32">
+                </argument>
+                <description>
+                </description>
+            </method>
+            <method name="edit_set_pivot">
+                <argument index="0" name="arg0" type="Vector2">
+                </argument>
+                <description>
+                </description>
+            </method>
+        </methods>
+        <constants>
+        </constants>
+    </class>
 
 As you can see, some methods in this class have no description (i.e.
 there is no text between their marks). This can also happen for the
@@ -210,6 +211,7 @@ they are already filled. Let's edit the description of the rotate()
 method:
 
 .. code:: xml
+
     <method name="rotate">
         <argument index="0" name="degrees" type="float">
         </argument>

+ 1 - 1
reference/compiling_for_osx.rst

@@ -35,7 +35,7 @@ Cross-compiling
 
 It is possible to compile for OSX in a Linux environment (and maybe
 also in Windows with Cygwin). For that you will need
-`OSXCross <https://github.com/tpoechtrager/osxcross>`__to be able
+`OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able
 to use OSX as target. First, follow the instructions to install it:
 
 Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`

+ 1 - 1
reference/compiling_for_windows.rst

@@ -139,7 +139,7 @@ Windows export templates are created by compiling Godot as release, with
 the following flags:
 
 -  (for 32 bits, using Mingw32 command prompt or Visual Studio command
-prompt)
+   prompt)
 
 ::
 

+ 1 - 1
tutorials/vector_math.rst

@@ -89,7 +89,7 @@ trigonometry already, prepare to embrace vectors!
 
 In any case, obtaining an angle from a vector is easy and can be
 accomplished with trig... er, what was that? I mean, the
-:ref:`atan2() class_@GDScript_atan2` function.
+:ref:`atan2() <class_@GDScript_atan2>` function.
 
 Vectors in Godot
 ~~~~~~~~~~~~~~~~