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Misc fixes to recent merges

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e4237e2948

+ 1 - 1
_static/css/custom.css

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

+ 10 - 10
_static/js/custom.js

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

+ 3 - 1
conf.py

@@ -68,7 +68,9 @@ language = os.getenv("READTHEDOCS_LANGUAGE", "en")
 if not language in supported_languages.keys():
 if not language in supported_languages.keys():
     print("Unknown language: " + language)
     print("Unknown language: " + language)
     print("Supported languages: " + ", ".join(supported_languages.keys()))
     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
     language = en
 
 
 is_i18n = tags.has("i18n")  # noqa: F821
 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
 and while you can manually download it via the website, in general you want to
 do it via the ``git`` version control system.
 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
 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.
 `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:
 .. _doc_configuring_an_ide_vs:
 
 
 Visual Studio
 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
 Setup
-^^^^^^
+^^^^^
 
 
 To start developing with Visual Studio, follow these steps:
 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
 .. 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 also double-click the ``godot.sln`` file in Explorer.
 
 
 You can now start developing with Visual Studio.
 You can now start developing with Visual Studio.
 
 
 Debugging
 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
 .. 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
 .. image:: img/vs_3_debug_command_line.png
 
 
 - The ``-e`` flag is for entering the editor directly (which skips the Project Manager).
 - 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
 .. image:: img/vs_4_debugging_main.png
 
 
+
 .. _doc_configuring_an_ide_vscode:
 .. _doc_configuring_an_ide_vscode:
 
 
 Visual Studio Code
 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
 Setting up C# for Godot
 -----------------------
 -----------------------
 
 
-Windows
-~~~~~~~
+Windows (Visaul Studio)
+~~~~~~~~~~~~~~~~~~~~~~~
 
 
 Download and install the latest version of
 Download and install the latest version of
 `Visual Studio <https://visualstudio.microsoft.com/downloads/>`_
 `Visual Studio <https://visualstudio.microsoft.com/downloads/>`_
@@ -59,9 +59,9 @@ Make sure to set the following preferences:
    - Mono Build Tool to JetBrains Mono.
    - Mono Build Tool to JetBrains Mono.
 
 
 - In Rider:
 - 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
 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
 These are available globally throughout any project. The location of these
 templates are determined per each OS:
 templates are determined per each OS:
-   
+
 -  Windows: ``%APPDATA%\Godot\script_templates\``
 -  Windows: ``%APPDATA%\Godot\script_templates\``
 -  Linux: ``$HOME/.local/share/godot/script_templates/``
 -  Linux: ``$HOME/.local/share/godot/script_templates/``
 -  macOS: ``$HOME/Library/Application Support/Godot/script_templates/``
 -  macOS: ``$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
 If no ``script_templates`` directory is found within a project, it is simply
 ignored.
 ignored.
-   
+
 Language support and overriding behavior
 Language support and overriding behavior
 ----------------------------------------
 ----------------------------------------
 
 
@@ -118,7 +118,7 @@ List of template placeholders
 The following describes the complete list of built-in template placeholders
 The following describes the complete list of built-in template placeholders
 which are currently implemented.
 which are currently implemented.
 
 
-Base placeholders 
+Base placeholders
 ~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~
 
 
 +-------------+----------------------------------------------------------------+
 +-------------+----------------------------------------------------------------+
@@ -130,7 +130,7 @@ Base placeholders
 +-------------+----------------------------------------------------------------+
 +-------------+----------------------------------------------------------------+
 | ``%TS%``    | Indentation placeholder. The exact type and number of          |
 | ``%TS%``    | Indentation placeholder. The exact type and number of          |
 |             | whitespace characters used for indentation is determined by    |
 |             | 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>`   |
 |             | settings in the :ref:`EditorSettings <class_EditorSettings>`   |
 |             | respectively.                                                  |
 |             | respectively.                                                  |
 +-------------+----------------------------------------------------------------+
 +-------------+----------------------------------------------------------------+