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Merge pull request #10110 from tetrapod00/particles-sidebar-fix

Fix unreachable pages under 3D Particles by using fake headers
Max Hilbrunner 9 months ago
parent
commit
e3ce781f0a
1 changed files with 6 additions and 12 deletions
  1. 6 12
      tutorials/3d/particles/index.rst

+ 6 - 12
tutorials/3d/particles/index.rst

@@ -8,8 +8,7 @@ Particle systems (3D)
 This section of the tutorial covers (3D) GPU-accelerated particle systems. Most of the things
 discussed here apply to CPU particles as well.
 
-Introduction
-------------
+.. rubric:: Introduction
 
 You can use particle systems to simulate complex physical effects like fire, sparks,
 smoke, magical effects, and many more. They are very well suited for creating dynamic and organic
@@ -22,8 +21,7 @@ parameters and behaviors.
 
 Every particle system you create in Godot consists of two main parts: particles and emitters.
 
-Particles
-~~~~~~~~~
+.. rubric:: Particles
 
 A particle is the visible part of a particle system. It's what you see on the screen when a particle
 system is active: The tiny specks of dust, the flames of a fire, the glowing orbs of a magical
@@ -32,16 +30,14 @@ single system. You can randomize a particle's size, its speed and movement direc
 color over the course of its lifetime. When you think of a fire, you can think of all the little
 embers flying away from it as individual particles.
 
-Emitters
-~~~~~~~~
+.. rubric:: Emitters
 
 An emitter is what's creating the particles. Emitters are usually not visible, but they can have
 a shape. That shape controls where and how particles are spawned, for example whether they should fill
 a room like dust or shoot away from a single point like a fountain. Going back to the fire example,
 an emitter would be the heat at the center of the fire that creates the embers and the flames.
 
-Node overview
-~~~~~~~~~~~~~
+.. rubric:: Node overview
 
 .. figure:: img/particle_nodes.webp
    :alt: A list of nodes related to 3D particles
@@ -75,8 +71,7 @@ colliders by hand. If you want particles to collide with large outdoor scenes, y
 objects in it and uses that for large-scale particle collisions.
 
 
-Basic usage
------------
+.. rubric:: Basic usage
 
 .. toctree::
    :maxdepth: 1
@@ -86,8 +81,7 @@ Basic usage
    properties
    process_material_properties
 
-Advanced topics
----------------
+.. rubric:: Advanced topics
 
 .. toctree::
    :maxdepth: 1