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+.. _doc_docs_writing_guidelines:
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+
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+Godot docs writing guidelines
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+=============================
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+
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+The Godot community is rich and international. Users come from all
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+around the world. Some of them are young, and many aren't native English
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+speakers. That's why we must all write using a clear and a common
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+language. For the class reference, the goal is to make it easy to read
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+for everyone and precise.
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+
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+In summary, always try to:
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+
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+1. Use the direct voice
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+2. Use precise action verbs
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+3. Avoid verbs that end in -ing
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+4. Remove unnecessary adverbs and adjectives.
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+5. Ban these 8 words
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+6. Use explicit references
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+7. Use 's to show possession
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+
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+There are 3 rules to describe classes:
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+
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+1. Give an overview of the node in the brief description
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+2. Mention what methods return if it's useful
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+3. Use "if true" to describe booleans
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+
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+.. note::
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+
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+ A technical writer's job is to pack as much information as possible into
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+ the smallest and clearest sentences possible. These guidelines will help
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+ you work towards that goal.
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+
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+7 rules for a clear english
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+---------------------------
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+
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+
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+Use the direct voice
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+~~~~~~~~~~~~~~~~~~~~
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+
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+Use the direct voice when possible. Take the classes, methods, and
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+constants you describe as the subject. It's natural to write using the
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+passive voice, but it's harder to read and produces longer sentences.
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+
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+Passive:
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+
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+.. highlight:: md
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+
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+ The man **was bitten** by the dog.
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+
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+Active:
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+
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+::
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+
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+ The dog bit the man.
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+
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+
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+**Don't** use the passive voice:
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+
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+.. highlight:: md
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+
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+ void edit_set_pivot ( Vector2 pivot )
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+ [...] This method **is implemented** only in some nodes that inherit Node2D.
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+
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+**Do** use the node's name as a noun:
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+
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+::
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+
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+ void edit_set_pivot ( Vector2 pivot )
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+ [...] Only some Node2Ds **implement** this method.
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+
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+Use precise action verbs
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+~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+Favor precise yet common verbs over generic ones like ``make``, ``set``,
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+and any expression you can replace with a single word.
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+
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+**Don't** repeat the method's name. It already states it sets the pivot
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+value to a new one:
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+
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+::
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+
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+ void edit_set_pivot ( Vector2 pivot )
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+ Set the pivot position of the 2D node to ‘pivot’ value. [...]
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+
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+**Do** explain what's the consequence of this "set": use precise verbs
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+like ``place``, ``position``, ``rotate``, ``fade``, etc.
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+
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+::
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+
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+ void edit_set_pivot ( Vector2 pivot )
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+ Position the node's pivot to the 'pivot' value. [...]
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+
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+Avoid verbs that end in -ing
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+~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+The progressive forms describe continuous actions. E.g. "is calling",
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+"is moving".
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+
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+**Don't** use the progressive form for instant changes.
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+
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+.. highlight:: md
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+
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+ Vector2 move ( Vector2 rel_vec )
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+ Move the body in the given direction, **stopping** if there is an obstacle. [...]
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+
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+**Do** use simple present, preterit or future.
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+
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+.. highlight:: md
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+
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+ Vector2 move ( Vector2 rel_vec )
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+ Moves the body in the vector's direction. The body **stops** if it collides with an obstacle. [...]
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+
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+You may use the progressive tense to describe actions that are
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+continuous in time. Anything like animation or coroutines.
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+
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+.. tip::
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+
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+ Verbs can turn into adjectival nouns with -ing. This is not a
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+ conjugation, so you may use them: ``the remaining movement``,
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+ ``the missing file``, etc.
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+
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+Remove unnecessary adverbs and adjectives
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+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+Write as few adjectives and adverbs as possible. Only use them if they
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+add key information to the description.
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+
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+**Don't** use redundant or meaningless adverbs. Words that lengthen the
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+documentation but don't add any information:
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+
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+.. highlight:: md
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+
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+ **Basically** a big texture [...]
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+
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+**Do** write short sentences in a simple, descriptive language:
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+
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+.. highlight:: md
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+
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+ A big texture [...]
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+
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+Ban these 8 words
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+~~~~~~~~~~~~~~~~~
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+
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+**Don't** ever use these 8 banned words:
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+
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+1. obvious
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+2. simple
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+3. basic
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+4. easy
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+5. actual
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+6. just
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+7. clear
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+8. however (some uses)
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+
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+Game creation and programming aren't simple, and nothing's easy to
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+someone learning to use the API for the first time. Other words in the
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+list, like ``just`` or ``actual`` won't add any info to the sentence.
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+Don't use corresponding adverbs either: obviously, simply, basically,
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+easily, actually, clearly.
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+
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+**Don't** example. The banned words lengthen the description and take
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+attention away from the most important info:
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+
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+.. highlight:: md
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+
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+ **TextureRect**
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+ Control frame that **simply** draws an assigned texture. It can stretch or not. It's a **simple** way to **just** show an image in a UI.
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+
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+**Do** remove them:
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+
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+.. highlight:: md
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+
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+ **TextureRect**
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+ [Control] node that displays a texture. The texture can stretch to the node's bounding box or stay in the center. Useful to display sprites in your UIs.
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+
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+"Simple" never helps. Remember, for other users, anything could be
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+complex or frustrate them. There's nothing like a good old *it's simple*
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+to make you cringe. Here's the old brief description, the first sentence
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+on the Timer node's page:
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+
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+.. highlight:: md
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+
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+ **Timer**
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+ A **simple** Timer node.
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+
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+**Do** explain what the node does instead:
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+
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+.. highlight:: md
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+
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+ **Timer**
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+ Calls a function of your choice after a certain duration.
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+
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+**Don't** use "basic", it is too vague:
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+
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+.. highlight:: md
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+
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+ **Vector3**
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+ Vector class, which performs **basic** 3D vector math operations.
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+
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+**Do** use the brief description to offer an overview of the node:
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+
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+.. highlight:: md
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+
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+ **Vector3**
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+ Provides essential math functions to manipulate 3D vectors: cross product, normalize, rotate, etc.
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+
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+Use explicit references
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+~~~~~~~~~~~~~~~~~~~~~~~
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+
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+Favor explicit references over implicit ones.
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+
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+**Don't** use words like "the former", "the latter", etc. They're not
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+the most common in English, and they require you to check the reference.
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+
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+.. highlight:: md
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+
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+ 'w' and 'h' define right and bottom margins. The **latter** two resize the texture so it fits in the defined margin.
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+
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+**Do** repeat words. They remove all ambiguity:
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+
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+.. highlight:: md
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+
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+ 'w' and 'h' define right and bottom margins. **'w' and 'h'** resize the texture so it fits the margin.
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+
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+If you need to repeat the same variable name 3 or 4 times, you probably
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+need to rephrase your description.
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+
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+Use 's to show possession
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+~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+Avoid "The milk **of** the cow". It feels unnatural in English. Write "The cow's
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+milk" instead.
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+
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+**Don't** write "of the X":
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+
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+.. highlight:: md
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+
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+ The region **of the AtlasTexture that is** used.
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+
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+**Do** use ``'s``. It lets you put the main subject at the start of the
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+sentence, and keep it short:
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+
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+.. highlight:: md
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+
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+ The **AtlasTexture's** used region.
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+
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+How to write methods and classes
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+--------------------------------
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+
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+Give an overview of the node in the brief description
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+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+The brief description is the reference's most important sentence. It's
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+the user's first contact with a node:
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+
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+1. It's the only description in the "Create New Node" dialog.
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+2. It's at the top of every page in the reference
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+
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+The brief description should explain the node's role and its
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+functionality, in up to 200 characters.
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+
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+**Don't** write tiny and vague summaries:
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+
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+.. highlight:: md
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+
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+ **Node2D**
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+ Base node for 2D system.
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+
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+**Do** give an overview of the node's functionality:
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+
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+.. highlight:: md
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+
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+ **Node2D**
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+ 2D game object, parent of all 2D related nodes. Has a position, rotation, scale and z-index.
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+
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+Use the node's full description to provide more information, and a code
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+example, if possible.
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+
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+Mention what methods return if it's useful
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+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+Some methods return important values. Describe them at the end of the
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+description, ideally on a new line. No need to mention the return values
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+for any method whose name starts with ``set`` or ``get``.
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+
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+**Don't** use the passive voice:
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+
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+::
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+
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+ Vector2 move ( Vector2 rel_vec )
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+ [...] The returned vector is how much movement was remaining before being stopped.
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+
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+**Do** always use "Returns".
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+
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+::
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+
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+ Vector2 move ( Vector2 rel_vec )
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+ [...] Returns the remaining movement before the body was stopped.
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+
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+Notice the exception to the "direct voice" rule: with the move method,
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+an external collider can influence the method and the body that calls
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+``move``. In this case, you can use the passive voice.
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+
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+Use "if true" to describe booleans
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+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+For boolean member variables, always use ``if true`` and/or
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+``if false``, to stay explicit. ``Controls whether or not`` may be
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+ambiguous and won't work for every member variable.
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+
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+Also surround boolean values, variable names and methods with [code][/code].
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+
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+**Do** start with "if true":
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+
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+.. highlight:: md
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+
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+ Timer.autostart
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+ If [code]true[/code] the timer will automatically start when it enters the scene tree. Default value: `false`.
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+
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+
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+Use [code] around arguments
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+~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+In the class reference, always surround arguments with [code][/code]. In the documentation and in Godot, it will display like ``this``. When you edit XML files in the Godot repository, replace existing arguments written like 'this' or \`this\` with [code]this[/code].
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+
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+
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+Common vocabulary to use in godot's docs
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+----------------------------------------
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+
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+The developers chose some specific words to refer to areas of the
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+interface. They're used in the sources, in the documentation, and you
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+should always use them instead of synonyms, so the users know what
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+you're talking about.
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+
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+.. figure:: img/editor-vocabulary-overview.png
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+ :alt: Overview of the interface and common vocabulary
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+
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+ Overview of the interface and common vocabulary
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+
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+In the top left corner of the editor lie the ``main menus``. In the
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+center, the buttons change the ``workspace``. And together the buttons
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+in the top right are the ``playtest buttons``. The area in the center,
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+that displays the 2D or the 3D space, is the ``viewport``. At its top,
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+you find a list of ``tools`` inside the ``toolbar``.
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+
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+The tabs or dockable panels on either side of the viewport are
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+``docks``. You have the ``FileSystem dock``, the ``Scene dock`` that
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+contains your scene tree, the ``Import dock``, the ``Node dock``, and
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+the ``Inspector`` or ``Inspector dock``. With the default layout you may
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+call the tabbed docks ``tabs``: the ``Scene tab``, the ``Node tab``...
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+
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+The Animation, Debugger, etc. at the bottom of the viewport are
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+``panels``. Together they make up the ``bottom panels``.
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+
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+Foldable areas of the Inspector are ``sections``. The node's parent
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+class names, which you can't fold, are ``Classes`` e.g. the
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+``KinematicBody2D class``. And individual lines with key-value pairs are
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+``properties``. E.g. ``position`` or ``modulate color`` are both
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+``properties``.
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