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Fix capitalization of some headers

Rémi Verschelde 6 years ago
parent
commit
e3b9e56516

+ 1 - 1
getting_started/scripting/c_sharp/c_sharp_basics.rst

@@ -155,7 +155,7 @@ According to some preliminary `benchmarks <https://github.com/cart/godot3-bunnym
 For full performance, C++ is still a little faster; the specifics are going to vary according to your use case. GDScript is likely fast enough for most general scripting workloads.
 For full performance, C++ is still a little faster; the specifics are going to vary according to your use case. GDScript is likely fast enough for most general scripting workloads.
 C# is faster, but requires some expensive marshalling when talking to Godot.
 C# is faster, but requires some expensive marshalling when talking to Godot.
 
 
-Using Nuget Packages in Godot
+Using Nuget packages in Godot
 -----------------------------
 -----------------------------
 
 
 `Nuget <https://www.nuget.org/>`_ Packages can be installed and used with Godot,
 `Nuget <https://www.nuget.org/>`_ Packages can be installed and used with Godot,

+ 2 - 4
getting_started/scripting/c_sharp/c_sharp_differences.rst

@@ -5,13 +5,13 @@ API differences to GDScript
 
 
 This is a (incomplete) list of API differences between C# and GDScript.
 This is a (incomplete) list of API differences between C# and GDScript.
 
 
-General Differences
+General differences
 -------------------
 -------------------
 
 
 As explained in the :ref:`doc_c_sharp`, C# generally uses ``PascalCase`` instead
 As explained in the :ref:`doc_c_sharp`, C# generally uses ``PascalCase`` instead
 of the ``snake_case`` in GDScript and C++.
 of the ``snake_case`` in GDScript and C++.
 
 
-Global Scope
+Global scope
 ------------
 ------------
 
 
 Available under ``Godot.GD``.
 Available under ``Godot.GD``.
@@ -229,5 +229,3 @@ dict2inst         ? TODO
 inst2dict         ? TODO
 inst2dict         ? TODO
 load              GD.load which is the same as ResourceLoader.load
 load              GD.load which is the same as ResourceLoader.load
 ================  ==================================================================
 ================  ==================================================================
-
-

+ 3 - 3
getting_started/scripting/c_sharp/c_sharp_features.rst

@@ -1,12 +1,12 @@
 .. _doc_c_sharp_features:
 .. _doc_c_sharp_features:
 
 
 Features
 Features
-============
+========
 
 
 This page provides an overview over the commonly used features of both C# and Godot
 This page provides an overview over the commonly used features of both C# and Godot
 and how they are used together.
 and how they are used together.
 
 
-Type Conversion and Casting
+Type conversion and casting
 ---------------------------
 ---------------------------
 
 
 C# is a statically typed language. Therefore you can't do the following:
 C# is a statically typed language. Therefore you can't do the following:
@@ -78,7 +78,7 @@ For more advanced type checking, you can look into `Pattern Matching <https://do
 
 
 .. _c_sharp_signals:
 .. _c_sharp_signals:
 
 
-C# Signals
+C# signals
 ----------
 ----------
 
 
 For a complete C# example, see the **Handling a signal** section in the step by step :ref:`doc_scripting` tutorial.
 For a complete C# example, see the **Handling a signal** section in the step by step :ref:`doc_scripting` tutorial.

+ 9 - 9
getting_started/scripting/c_sharp/c_sharp_style_guide.rst

@@ -1,7 +1,7 @@
 .. _doc_c_sharp_styleguide:
 .. _doc_c_sharp_styleguide:
 
 
-Style Guide
-===========
+C# style guide
+==============
 
 
 Having well-defined and consistent coding conventions is important for every project, and Godot
 Having well-defined and consistent coding conventions is important for every project, and Godot
 is no exception to this rule.
 is no exception to this rule.
@@ -17,7 +17,7 @@ of the language, we encourage you to do the same, especially if you do not have
         `C# Coding Conventions <https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/inside-a-program/coding-conventions>`_ or
         `C# Coding Conventions <https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/inside-a-program/coding-conventions>`_ or
         `Framework Design Guidelines <https://docs.microsoft.com/en-us/dotnet/standard/design-guidelines/naming-guidelines>`_.
         `Framework Design Guidelines <https://docs.microsoft.com/en-us/dotnet/standard/design-guidelines/naming-guidelines>`_.
 
 
-Language Specification
+Language specification
 ----------------------
 ----------------------
 
 
 Currently, Godot uses C# version 6.0 in its engine and example source code. So, before we move to
 Currently, Godot uses C# version 6.0 in its engine and example source code. So, before we move to
@@ -27,14 +27,14 @@ later, such as pattern matching or expression-bodied members inside get/set acce
 For detailed information of C# features in different versions, please see
 For detailed information of C# features in different versions, please see
 `What's New in C# <https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/>`_.
 `What's New in C# <https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/>`_.
 
 
-Formatting Conventions
+Formatting conventions
 ----------------------
 ----------------------
 
 
 * If you create a new file, make sure that it uses linefeed (*LF*) characters to break lines, not *CRLF* or *CR*.
 * If you create a new file, make sure that it uses linefeed (*LF*) characters to break lines, not *CRLF* or *CR*.
 * Use UTF-8 encoding without a byte order mark (BOM <https://en.wikipedia.org/wiki/Byte_order_mark>).
 * Use UTF-8 encoding without a byte order mark (BOM <https://en.wikipedia.org/wiki/Byte_order_mark>).
 * Use 4 spaces instead of tabs for indentation (which is referred to as 'soft tabs').
 * Use 4 spaces instead of tabs for indentation (which is referred to as 'soft tabs').
 
 
-Line Breaks and Blank Lines
+Line breaks and blank lines
 ---------------------------
 ---------------------------
 
 
 For a general indentation rule, follow `The 'Allman Style' <https://en.wikipedia.org/wiki/Indentation_style#Allman_style>`_
 For a general indentation rule, follow `The 'Allman Style' <https://en.wikipedia.org/wiki/Indentation_style#Allman_style>`_
@@ -134,7 +134,7 @@ Consider breaking a line when it's longer than 100 characters. And it's also a g
 insert a line feed (LF) character at the end of a file because some utilities have trouble
 insert a line feed (LF) character at the end of a file because some utilities have trouble
 recognizing the last line without it (i.e. Linux's *cat* command).
 recognizing the last line without it (i.e. Linux's *cat* command).
 
 
-Using Spaces
+Using spaces
 ------------
 ------------
 
 
 Insert a space,
 Insert a space,
@@ -189,7 +189,7 @@ The following example shows a proper use of spaces, according to some of the abo
         }
         }
     }
     }
 
 
-Naming Conventions
+Naming conventions
 ------------------
 ------------------
 
 
 Use *PascalCase* for all namespaces, type names and member level identifiers (i.e. methods, properties,
 Use *PascalCase* for all namespaces, type names and member level identifiers (i.e. methods, properties,
@@ -260,7 +260,7 @@ Rather than,
 
 
     FindNode()?.Change(wpnDmg);
     FindNode()?.Change(wpnDmg);
 
 
-Implicitly Typed Local Variables
+Implicitly typed local variables
 --------------------------------
 --------------------------------
 
 
 Consider using implicitly typing (*'var'*) for declaration of a local variable, but do so
 Consider using implicitly typing (*'var'*) for declaration of a local variable, but do so
@@ -292,7 +292,7 @@ Consider using implicitly typing (*'var'*) for declaration of a local variable,
 
 
     var value = 1.5;
     var value = 1.5;
 
 
-Other Considerations
+Other considerations
 --------------------
 --------------------
 
 
  * Use explicit access modifiers.
  * Use explicit access modifiers.

+ 7 - 7
getting_started/scripting/gdscript/gdscript_styleguide.rst

@@ -1,6 +1,6 @@
 .. _doc_gdscript_styleguide:
 .. _doc_gdscript_styleguide:
 
 
-GDScript Style Guide
+GDScript style guide
 ====================
 ====================
 
 
 Description
 Description
@@ -18,7 +18,7 @@ styleguide.
 .. note:: Godot's built-in script editor uses a lot of these conventions
 .. note:: Godot's built-in script editor uses a lot of these conventions
           by default. Let it help you.
           by default. Let it help you.
 
 
-Code Structure
+Code structure
 --------------
 --------------
 
 
 Indentation
 Indentation
@@ -73,7 +73,7 @@ Surround functions and class definitions by a blank line.
 
 
 Use one blank line inside functions to separate logical sections.
 Use one blank line inside functions to separate logical sections.
 
 
-One Statement per Line
+One statement per line
 ~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~
 
 
 Never combine multiple statements on a single line. No, C programmers,
 Never combine multiple statements on a single line. No, C programmers,
@@ -98,7 +98,7 @@ operator)!
 
 
     if flag: print("flagged")
     if flag: print("flagged")
 
 
-Avoid Unnecessary Parentheses
+Avoid unnecessary parentheses
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
 Avoid parentheses in expressions and conditional statements. Unless
 Avoid parentheses in expressions and conditional statements. Unless
@@ -152,14 +152,14 @@ spaces in dictionary references and function calls, or to create "columns."
     y        = 100
     y        = 100
     velocity = 500
     velocity = 500
 
 
-Naming Conventions
+Naming conventions
 ------------------
 ------------------
 
 
 These naming conventions follow the Godot Engine style. Breaking these
 These naming conventions follow the Godot Engine style. Breaking these
 will make your code clash with the built-in naming conventions, which is
 will make your code clash with the built-in naming conventions, which is
 ugly.
 ugly.
 
 
-Classes and Nodes
+Classes and nodes
 ~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~
 
 
 Use PascalCase: ``extends KinematicBody``
 Use PascalCase: ``extends KinematicBody``
@@ -170,7 +170,7 @@ Also when loading a class into a constant or variable:
 
 
     const MyCoolNode = preload('res://my_cool_node.gd')
     const MyCoolNode = preload('res://my_cool_node.gd')
 
 
-Functions and Variables
+Functions and variables
 ~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~
 
 
 Use snake\_case: ``get_node()``
 Use snake\_case: ``get_node()``

+ 3 - 3
getting_started/scripting/gdscript/static_typing.rst

@@ -1,6 +1,6 @@
 .. _doc_gdscript_static_typing:
 .. _doc_gdscript_static_typing:
 
 
-Static Typing in GDScript
+Static typing in GDScript
 =========================
 =========================
 
 
 In this guide, you will learn:
 In this guide, you will learn:
@@ -80,8 +80,8 @@ their time reading other people’s code, or scripts they wrote in the
 past and forgot about. The clearer and the more structured the code, the
 past and forgot about. The clearer and the more structured the code, the
 faster it is to understand, the faster you can move forward.
 faster it is to understand, the faster you can move forward.
 
 
-How to use static typing in Godot 3.1
--------------------------------------
+How to use static typing
+------------------------
 
 
 To define the type of a variable or a constant, write a colon after the
 To define the type of a variable or a constant, write a colon after the
 variable’s name, followed by its type. E.g. ``var health: int``. This
 variable’s name, followed by its type. E.g. ``var health: int``. This

+ 7 - 7
getting_started/scripting/visual_script/nodes_purposes.rst

@@ -1,6 +1,6 @@
 .. _doc_nodes_purposes_visual_script:
 .. _doc_nodes_purposes_visual_script:
 
 
-Nodes and Terminology
+Nodes and terminology
 =====================
 =====================
 
 
 Before continuing, it must be noted that the *Node* terminology needs to be used with care. 
 Before continuing, it must be noted that the *Node* terminology needs to be used with care. 
@@ -11,7 +11,7 @@ When referring to *Node* here, it will be implied that a *Visual Script Node* is
 .. image:: img/visual_script16.png
 .. image:: img/visual_script16.png
 
 
 
 
-Node Properties
+Node properties
 ---------------
 ---------------
 
 
 Like in most visual scripting implementations, each node has editable properties. In Godot, though, we try to avoid
 Like in most visual scripting implementations, each node has editable properties. In Godot, though, we try to avoid
@@ -21,7 +21,7 @@ Nodes still display the required information as text, but editing is done via th
 select any node and edit its properties in the *Inspector*.
 select any node and edit its properties in the *Inspector*.
 
 
 
 
-Ports and Connections
+Ports and connections
 ---------------------
 ---------------------
 
 
 Programming in Godot Visual Scripting is done via *Nodes* and *Port Connections* inside each function. 
 Programming in Godot Visual Scripting is done via *Nodes* and *Port Connections* inside each function. 
@@ -83,14 +83,14 @@ While, for data, a contextual set/get/call menu will open:
 .. image:: img/visual_script53.png
 .. image:: img/visual_script53.png
 
 
 
 
-Adding Nodes
+Adding nodes
 ------------
 ------------
 
 
 Finally! We got to the fun part! But, before explaining in more detail what each type of node does, 
 Finally! We got to the fun part! But, before explaining in more detail what each type of node does, 
 let's take a short look at how nodes are most commonly added and dealt with.
 let's take a short look at how nodes are most commonly added and dealt with.
 
 
 
 
-Accessing Scene Nodes
+Accessing scene nodes
 ~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~
 
 
 One of the most common tasks is accessing Scene Tree Nodes (again, not to mistake with *Visual Script Nodes*).
 One of the most common tasks is accessing Scene Tree Nodes (again, not to mistake with *Visual Script Nodes*).
@@ -109,7 +109,7 @@ coordinates to the control. Another common use case is queueing a node for delet
 Care must be taken that this only works if the scene being edited contains your *Visual Script* in one of the nodes! Otherwise, a warning will be shown.
 Care must be taken that this only works if the scene being edited contains your *Visual Script* in one of the nodes! Otherwise, a warning will be shown.
 
 
 
 
-Accessing Scene Node Properties
+Accessing scene node properties
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
 This is the most common way to edit *Scene Nodes* in Visual Scripting. Select a *Scene Node* from the *Scene Tree*, go to the Inspector, find *the Name* of the property you want to edit (hint, *not* the value!) and drag it to the canvas:
 This is the most common way to edit *Scene Nodes* in Visual Scripting. Select a *Scene Node* from the *Scene Tree*, go to the Inspector, find *the Name* of the property you want to edit (hint, *not* the value!) and drag it to the canvas:
@@ -186,7 +186,7 @@ Finally, to emit the signal, simply drag it to the canvas:
 Remember that emitting a signal is a sequenced operation, so it must come from a Sequence port.
 Remember that emitting a signal is a sequenced operation, so it must come from a Sequence port.
 
 
 
 
-Adding More Nodes
+Adding more nodes
 -----------------
 -----------------
 
 
 Now that the basics are covered, let's discuss the large amount of utility nodes available for your canvas!
 Now that the basics are covered, let's discuss the large amount of utility nodes available for your canvas!

+ 4 - 3
getting_started/workflow/assets/escn_exporter/index.rst

@@ -6,6 +6,7 @@ Godot-Blender-Exporter
 
 
 Details on exporting
 Details on exporting
 --------------------
 --------------------
+
 .. toctree::
 .. toctree::
    :maxdepth: 1
    :maxdepth: 1
    :name: toc-learn-workflow-assets-escn_exporter
    :name: toc-learn-workflow-assets-escn_exporter
@@ -20,6 +21,7 @@ Details on exporting
 
 
 Disabling specific objects
 Disabling specific objects
 --------------------------
 --------------------------
+
 Sometimes you don't want some objects exported (eg high-res models used for
 Sometimes you don't want some objects exported (eg high-res models used for
 baking). An object will not be exported if it is not rendered in the scene.
 baking). An object will not be exported if it is not rendered in the scene.
 This can be set in the outliner:
 This can be set in the outliner:
@@ -30,13 +32,12 @@ Objects hidden in the viewport will be exported, but will be hidden in the
 Godot scene.
 Godot scene.
 
 
 
 
-Build Pipeline Integration
+Build pipeline integration
 --------------------------
 --------------------------
+
 If you have hundreds of model files, you don't want your artists to waste time
 If you have hundreds of model files, you don't want your artists to waste time
 manually exporting their blend files. To combat this, the exporter provides a
 manually exporting their blend files. To combat this, the exporter provides a
 python function ``io_scene_godot.export(out_file_path)`` that can be called to
 python function ``io_scene_godot.export(out_file_path)`` that can be called to
 export a file. This allows easy integration with other build systems. An
 export a file. This allows easy integration with other build systems. An
 example Makefile and python script that exports all the blends in a directory
 example Makefile and python script that exports all the blends in a directory
 is present in the Godot-Blender-exporter repository.
 is present in the Godot-Blender-exporter repository.
-
-

+ 4 - 4
getting_started/workflow/assets/importing_images.rst

@@ -1,6 +1,6 @@
 .. _doc_import_images:
 .. _doc_import_images:
 
 
-Importing Images
+Importing images
 ================
 ================
 
 
 Why importing them?
 Why importing them?
@@ -13,7 +13,7 @@ image files can be imported with.
 This small tutorial will explain what these parameters are and how to best
 This small tutorial will explain what these parameters are and how to best
 make use of them.
 make use of them.
 
 
-Importing Textures
+Importing textures
 ------------------
 ------------------
 
 
 The default action in Godot is to import images as textures. Textures are stored
 The default action in Godot is to import images as textures. Textures are stored
@@ -24,8 +24,8 @@ Import options are vast:
 
 
 .. image:: img/image_import1.png
 .. image:: img/image_import1.png
 
 
-Compression:
-------------
+Compression
+-----------
 
 
 Images are one of the largest assets in a game. To handle them efficiently, they need to be compressed.
 Images are one of the largest assets in a game. To handle them efficiently, they need to be compressed.
 Godot offers several compression methods, depending on the use case.
 Godot offers several compression methods, depending on the use case.

+ 15 - 17
getting_started/workflow/assets/importing_scenes.rst

@@ -1,6 +1,6 @@
 .. _doc_importing_3d_scenes:
 .. _doc_importing_3d_scenes:
 
 
-Importing 3D Scenes
+Importing 3D scenes
 ===================
 ===================
 
 
 Godot Scene Importer
 Godot Scene Importer
@@ -76,15 +76,15 @@ import a scene with:
 
 
 As different developers have different needs, this import process is highly customizable.
 As different developers have different needs, this import process is highly customizable.
 
 
-Import Options
----------------
+Import options
+--------------
 
 
 The importer has several options, which will be discussed below:
 The importer has several options, which will be discussed below:
 
 
 .. image:: img/scene_import2.png
 .. image:: img/scene_import2.png
 
 
-Nodes:
-~~~~~~~
+Nodes
+~~~~~
 
 
 Root Type
 Root Type
 ^^^^^^^^^
 ^^^^^^^^^
@@ -182,7 +182,7 @@ being imported that cover a large area, compressing the import of this mesh(s)
 may lead to gaps in geometry or vertices not being exactly where they should be.
 may lead to gaps in geometry or vertices not being exactly where they should be.
 
 
 Meshes
 Meshes
-~~~~~~~
+~~~~~~
 
 
 Ensure Tangents
 Ensure Tangents
 ^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^
@@ -208,7 +208,7 @@ Generated meshes and materials can be optionally stored in a subdirectory with t
 name of the scene.
 name of the scene.
 
 
 Animation Options
 Animation Options
-------------------
+-----------------
 
 
 Godot provides many options regarding how animation data is dealt with. Some exporters
 Godot provides many options regarding how animation data is dealt with. Some exporters
 (such as Blender), can generate many animations in a single file. Others, such as
 (such as Blender), can generate many animations in a single file. Others, such as
@@ -220,38 +220,38 @@ each animation in a separate file.
 Import of animations is enabled by default.
 Import of animations is enabled by default.
 
 
 FPS
 FPS
-~~~~~~~~~~~~~~~
+~~~
 
 
 Most 3D export formats store animation timeline in seconds instead of frames. To ensure
 Most 3D export formats store animation timeline in seconds instead of frames. To ensure
 animations are imported as faithfully as possible, please specify the frames per second
 animations are imported as faithfully as possible, please specify the frames per second
 used to edit them. Failing to do this may result in minimal jitter.
 used to edit them. Failing to do this may result in minimal jitter.
 
 
 Filter Script
 Filter Script
-~~~~~~~~~~~~~~~~~~~~~~~~~
+~~~~~~~~~~~~~
 
 
 It is possible to specify a filter script in a special syntax to decide which tracks from which
 It is possible to specify a filter script in a special syntax to decide which tracks from which
 animations should be kept. (@TODO this needs documentation)
 animations should be kept. (@TODO this needs documentation)
 
 
 Storage
 Storage
-~~~~~~~~~~~~~~~~~~~
+~~~~~~~
 
 
 By default, animations are saved as built-in. It is possible to save them to a file instead. This
 By default, animations are saved as built-in. It is possible to save them to a file instead. This
 allows adding custom tracks to the animations and keeping them after a reimport.
 allows adding custom tracks to the animations and keeping them after a reimport.
 
 
 
 
 Optimizer
 Optimizer
-~~~~~~~~~~~~~~~~~~~~~
+~~~~~~~~~
 
 
 When animations are imported, an optimizer is run which reduces the size of the animation considerably.
 When animations are imported, an optimizer is run which reduces the size of the animation considerably.
 In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled.
 In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled.
 
 
 Clips
 Clips
-~~~~~~~~~~~~~~~~~~~~~
+~~~~~
 
 
 It is possible to specify multiple animations from a single timeline as clips. Specify from which frame to which frame each
 It is possible to specify multiple animations from a single timeline as clips. Specify from which frame to which frame each
 clip must be taken (and, of course, don't forget to specify the FPS option above).
 clip must be taken (and, of course, don't forget to specify the FPS option above).
 
 
-Scene Inheritance
+Scene inheritance
 -----------------
 -----------------
 
 
 In many cases, it may be desired to do modifications to the imported scene. By default, this is not possible because
 In many cases, it may be desired to do modifications to the imported scene. By default, this is not possible because
@@ -269,7 +269,7 @@ In inherited scenes, the only limitations for modifications are:
 
 
 Other than that, everything is allowed!
 Other than that, everything is allowed!
 
 
-Import Hints
+Import hints
 ------------
 ------------
 
 
 Many times, when editing a scene, there are common tasks that need to be done after exporting:
 Many times, when editing a scene, there are common tasks that need to be done after exporting:
@@ -325,8 +325,6 @@ A mesh node with this suffix will be converted to a navigation mesh. Original Me
 removed.
 removed.
 
 
 Rigid Body (-rigid)
 Rigid Body (-rigid)
-~~~~~~~~~~~~~~~~~~~~~~~~~~~
+~~~~~~~~~~~~~~~~~~~
 
 
 Creates a rigid body from this mesh.
 Creates a rigid body from this mesh.
-
-