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Fix some markup issues

Rémi Verschelde před 5 roky
rodič
revize
ed3e56fdd4

+ 5 - 5
getting_started/step_by_step/resources.rst

@@ -16,8 +16,8 @@ another datatype that is just as important:
 arrange user interfaces, etc. **Resources** are **data containers**. They don't
 do anything on their own: instead, nodes use the data contained in resources.
 
-Anything Godot saves or loads from disk is a resource. Be it a scene (a .tscn or
-an .scn file), an image, a script... Here are some ``Resource`` examples:
+Anything Godot saves or loads from disk is a resource. Be it a scene (a ``.tscn``
+or an ``.scn`` file), an image, a script... Here are some ``Resource`` examples:
 :ref:`Texture <class_Texture>`, :ref:`Script <class_Script>`, :ref:`Mesh
 <class_Mesh>`, :ref:`Animation <class_Animation>`, :ref:`AudioStream
 <class_AudioStream>`, :ref:`Font <class_Font>`, :ref:`Translation
@@ -41,7 +41,7 @@ External vs built-in
 There are two ways to save resources. They can be:
 
 1. **External** to a scene, saved on the disk as individual files.
-2. **Built-in**, saved inside the \*.tscn or the \*.scn file they're attached to.
+2. **Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're attached to.
 
 To be more specific, here's a :ref:`Texture <class_Texture>`
 in a :ref:`Sprite <class_Sprite>` node:
@@ -58,8 +58,8 @@ this, it is an external resource. If you erase the path or this path is empty,
 it becomes a built-in resource.
 
 The switch between built-in and external resources happens when you save the
-scene. In the example above, if you erase the path \`"res://robi.png"\` and
-save, Godot will save the image inside the .tscn scene file.
+scene. In the example above, if you erase the path ``"res://robi.png"`` and
+save, Godot will save the image inside the ``.tscn`` scene file.
 
 .. note::
 

+ 1 - 1
getting_started/workflow/assets/importing_scenes.rst

@@ -290,7 +290,7 @@ Similarly, a track excluded by an early rule may then be re-included once again
 further down in the filter script.
 
 For example: include all tracks in animations with names ending in ``"_Loop"``, but discard any
-tracks affecting a `"Skeleton"`` which end in ``"Control"``, unless they have ``"Arm"`` in their
+tracks affecting a ``"Skeleton"`` which end in ``"Control"``, unless they have ``"Arm"`` in their
 name::
 
     @+*_Loop

+ 2 - 2
tutorials/gui/bbcode_in_richtextlabel.rst

@@ -172,7 +172,7 @@ Rainbow
 .. image:: img/rainbow.png
 
 Rainbow gives the text a rainbow color that changes over time. Its tag format is
-``[rainbow freq=0.2 sat=10 val=20][/rainbow].
+``[rainbow freq=0.2 sat=10 val=20][/rainbow]``.
 ``freq`` is the number of full rainbow cycles per second, ``sat`` is the saturation
 of the rainbow, ``val`` is the value of the rainbow.
 
@@ -209,7 +209,7 @@ object, which holds a few variables to control how the associated character is r
   normal circumstances.
 - ``color`` is the color of a given character.
 - Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a given custom
-  effect. You can use `:ref:`class_Dictionary_method_get` with an optional default value
+  effect. You can use :ref:`get() <class_Dictionary_method_get>` with an optional default value
   to retrieve each parameter, if specified by the user. For example ``[custom_fx spread=0.5
   color=#FFFF00]test[/custom_fx]`` would have a float ``spread`` and Color ``color``
   parameters in its ` `env`` Dictionary. See below for more usage examples.