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Misc fixes to recent merges

Rémi Verschelde 5 年之前
父節點
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e4237e2948

+ 1 - 1
_static/css/custom.css

@@ -465,7 +465,7 @@ footer,
 
 /* Override table no-wrap */
 /* The first column cells are not verbose, no need to wrap them */
-.wy-table-responsive table td:not(:nth-child(1)), 
+.wy-table-responsive table td:not(:nth-child(1)),
 .wy-table-responsive table th:not(:nth-child(1)) {
     white-space: normal;
 }

+ 10 - 10
_static/js/custom.js

@@ -23,7 +23,7 @@ const registerOnScrollEvent = (function(){
   // Media query handler.
   return function(mediaQuery) {
     // We only apply this logic to the "desktop" resolution (defined by a media query at the bottom).
-    // This handler is executed when the result of the query evaluation changes, which means that 
+    // This handler is executed when the result of the query evaluation changes, which means that
     // the page has moved between "desktop" and "mobile" states.
 
     // When entering the "desktop" state, we register scroll events and adjust elements on the page.
@@ -57,7 +57,7 @@ const registerOnScrollEvent = (function(){
           $menu.css('max-height', `calc(100% - ${menuHeightOffset_fixed}px)`);
         }
         else {
-          // Between the top of the page and the threshold we calculate intermediate values 
+          // Between the top of the page and the threshold we calculate intermediate values
           // to guarantee a smooth transition.
           $search.css('margin-top', `-${currentScroll}px`);
           $menu.css('margin-top', `${menuTopMargin + (scrollTopPixels - currentScroll)}px`);
@@ -138,12 +138,12 @@ const registerOnScrollEvent = (function(){
   };
 })();
 
-// Subscribe to DOM changes in the sidebar container, because there is a 
+// Subscribe to DOM changes in the sidebar container, because there is a
 // banner that gets added at a later point, that we might not catch otherwise.
 const registerSidebarObserver = (function(){
   return function(callback) {
     const sidebarContainer = document.querySelector('.wy-side-scroll');
-    
+
     let sidebarEthical = null;
     const registerEthicalObserver = () => {
       if (sidebarEthical) {
@@ -164,16 +164,16 @@ const registerSidebarObserver = (function(){
           if (mutation.type !== 'childList') {
             continue;
           }
-    
+
           callback();
         }
       };
-    
+
       const ethicalObserver = new MutationObserver(ethicalObserverCallback);
       ethicalObserver.observe(sidebarEthical, ethicalObserverConfig);
     };
     registerEthicalObserver();
-  
+
     // This observer watches over direct children of the main sidebar container.
     const observerConfig = { childList: true };
     const observerCallback = (mutationsList, observer) => {
@@ -181,12 +181,12 @@ const registerSidebarObserver = (function(){
         if (mutation.type !== 'childList') {
           continue;
         }
-  
+
         callback();
         registerEthicalObserver();
       }
     };
-  
+
     const observer = new MutationObserver(observerCallback);
     observer.observe(sidebarContainer, observerConfig);
   };
@@ -194,7 +194,7 @@ const registerSidebarObserver = (function(){
 
 $(document).ready(() => {
   const mediaQuery = window.matchMedia('only screen and (min-width: 769px)');
-  
+
   registerOnScrollEvent(mediaQuery);
   mediaQuery.addListener(registerOnScrollEvent);
 

+ 3 - 1
conf.py

@@ -68,7 +68,9 @@ language = os.getenv("READTHEDOCS_LANGUAGE", "en")
 if not language in supported_languages.keys():
     print("Unknown language: " + language)
     print("Supported languages: " + ", ".join(supported_languages.keys()))
-    print("The configured language is either wrong, or it should be added to supported_languages in conf.py. Falling back to 'en'.")
+    print(
+        "The configured language is either wrong, or it should be added to supported_languages in conf.py. Falling back to 'en'."
+    )
     language = en
 
 is_i18n = tags.has("i18n")  # noqa: F821

+ 2 - 2
development/compiling/getting_source.rst

@@ -15,8 +15,8 @@ The source code is available on `GitHub <https://github.com/godotengine/godot>`_
 and while you can manually download it via the website, in general you want to
 do it via the ``git`` version control system.
 
-If you are compiling in order to make contributions or pull requests, you should  
-follow the instructions for the :ref:`pull request workflow <doc_pr_workflow>`.
+If you are compiling in order to make contributions or pull requests, you should
+follow the instructions from the :ref:`Pull Request workflow <doc_pr_workflow>`.
 
 If you don't know much about ``git`` yet, there are a great number of
 `tutorials <https://git-scm.com/book>`__ available on various websites.

+ 28 - 21
development/cpp/configuring_an_ide.rst

@@ -266,13 +266,14 @@ Test it:
 .. _doc_configuring_an_ide_vs:
 
 Visual Studio
---------------
+-------------
 
-Visual Studio Community is free for non-commercial use and has lots of great features, such as memory view, performance view, source control and more.
-You can get it `at microsoft <https://visualstudio.microsoft.com/downloads/>`_.
+Visual Studio Community is free for non-commercial use and has many useful features,
+such as memory view, performance view, source control and more.
+You can get it `from Microsoft <https://visualstudio.microsoft.com/downloads/>`__.
 
 Setup
-^^^^^^
+^^^^^
 
 To start developing with Visual Studio, follow these steps:
 
@@ -280,44 +281,50 @@ To start developing with Visual Studio, follow these steps:
 
 .. image:: img/vs_1_install_cpp_package.png
 
-- Open a Command Prompt or PowerShell window, use ``cd`` to reach the Godot source directory and run ``scons platform=windows vsproj=yes``.
+- Open a Command Prompt or PowerShell window, use ``cd`` to reach the Godot source
+  directory and run ``scons platform=windows vsproj=yes``.
 
-- Now open the Godot folder by clicking **Open a project or solution** and choose ``godot.sln``.
+- Now open the Godot folder by clicking **Open a project or solution** and choose
+  ``godot.sln``.
   - You can also double-click the ``godot.sln`` file in Explorer.
 
 You can now start developing with Visual Studio.
 
 Debugging
-^^^^^^^^^^
+^^^^^^^^^
+
+Visual Studio features a powerful debugger. This allows the user to examine Godot's
+source code, stop at specific points in the code, make changes, and view them on the run.
 
-Visual Studio features a powerful debugger. This allows the user to examine Godot's source code, stop at specific points in the code,
-make changes, and view them on the run.
+.. note:: Debugging the Godot Engine inside the editor will require an extra setup step.
 
-.. Note:: Debugging the Godot Engine inside the editor will require an extra setup step.
-             
-             Because opening Godot opens the Project Manager at first instead of the project you're working on,
-             the debugger will detach as soon as you open a project. This means the debugger will stop, even though Godot is still running in another process.
+          Because opening Godot opens the Project Manager at first instead of the project
+          you're working on, the debugger will detach as soon as you open a project.
+          This means that the debugger will stop, even though Godot is still running in
+          another process.
 
-             The reason is that the debugger attaches to the Project Manager process only. When you open a project, it will close and open another process for
-             the editor.
-             
-To overcome this, you need to edit the debugging command line arguments in VS. In your project, click **Project > Project Properties**:
+To overcome this, you need to edit the debugging command line arguments in VS. In your
+project, click **Project > Project Properties**:
 
 .. image:: img/vs_2_project_properties.png
 
-Then add this to command arguments:
+Then add this to the command arguments:
 
 .. image:: img/vs_3_debug_command_line.png
 
 - The ``-e`` flag is for entering the editor directly (which skips the Project Manager).
-- The ``--path`` argument should be an *absolute* path to a project directory (not a `project.godot` file).
+- The ``--path`` argument should be an *absolute* path to a project directory (not a
+  `project.godot` file).
 
-To learn more about command line arguments, refer to the :ref:`command line tutorial <doc_command_line_tutorial>`.
+To learn more about command line arguments, refer to the
+:ref:`command line tutorial <doc_command_line_tutorial>`.
 
-To check that everything is working, put a breakpoint in ``main.cpp`` and press F5 to start debugging.
+To check that everything is working, put a breakpoint in ``main.cpp`` and press F5 to
+start debugging.
 
 .. image:: img/vs_4_debugging_main.png
 
+
 .. _doc_configuring_an_ide_vscode:
 
 Visual Studio Code

+ 5 - 5
getting_started/scripting/c_sharp/c_sharp_basics.rst

@@ -35,8 +35,8 @@ page in the Mono documentation.
 Setting up C# for Godot
 -----------------------
 
-Windows
-~~~~~~~
+Windows (Visaul Studio)
+~~~~~~~~~~~~~~~~~~~~~~~
 
 Download and install the latest version of
 `Visual Studio <https://visualstudio.microsoft.com/downloads/>`_
@@ -59,9 +59,9 @@ Make sure to set the following preferences:
    - Mono Build Tool to JetBrains Mono.
 
 - In Rider:
- 
-   - TargetFrameworkVersion in csproj should match installed .NET Framework Developer Pack.
-   - Install **Godot support** plugin
+
+   - ``TargetFrameworkVersion`` in ``csproj`` should match the installed .NET Framework Developer Pack.
+   - Install **Godot support** plugin.
 
 macOS and Linux
 ~~~~~~~~~~~~~~~

+ 4 - 4
getting_started/scripting/creating_script_templates.rst

@@ -21,7 +21,7 @@ Editor-defined templates
 
 These are available globally throughout any project. The location of these
 templates are determined per each OS:
-   
+
 -  Windows: ``%APPDATA%\Godot\script_templates\``
 -  Linux: ``$HOME/.local/share/godot/script_templates/``
 -  macOS: ``$HOME/Library/Application Support/Godot/script_templates/``
@@ -40,7 +40,7 @@ the ``editor/script_templates_search_path`` setting in the
 
 If no ``script_templates`` directory is found within a project, it is simply
 ignored.
-   
+
 Language support and overriding behavior
 ----------------------------------------
 
@@ -118,7 +118,7 @@ List of template placeholders
 The following describes the complete list of built-in template placeholders
 which are currently implemented.
 
-Base placeholders 
+Base placeholders
 ~~~~~~~~~~~~~~~~~
 
 +-------------+----------------------------------------------------------------+
@@ -130,7 +130,7 @@ Base placeholders
 +-------------+----------------------------------------------------------------+
 | ``%TS%``    | Indentation placeholder. The exact type and number of          |
 |             | whitespace characters used for indentation is determined by    |
-|             | the ``text_editor/indent/type`` and ``text_editor/indent/size``| 
+|             | the ``text_editor/indent/type`` and ``text_editor/indent/size``|
 |             | settings in the :ref:`EditorSettings <class_EditorSettings>`   |
 |             | respectively.                                                  |
 +-------------+----------------------------------------------------------------+