Browse Source

Merge pull request #296 from Jklawreszuk/misc-fixes

Misc fixes
Vaclav Elias 1 year ago
parent
commit
4e183d8d90

+ 18 - 2
BuildDocs.ps1

@@ -15,12 +15,16 @@
     Switch parameter. If provided, the script will build documentation in all available languages and include API documentation.
 .PARAMETER Version
     The Version to build the Docs, the default is the latest version
+.PARAMETER SkipPdfBuilding
+    Switch parameter. If provided, It skips Pdf generation step.
 .EXAMPLE
     .\BuildDocs.ps1 -BuildAll
     In this example, the script will build the documentation in all available languages and include API documentation. Use this in GitHub Actions.
 .EXAMPLE
     .\BuildDocs.ps1
     In this example, the script will prompt the user to select an operation and an optional language. If the user chooses to build the documentation, the script will also ask if they want to include API documentation.
+.EXAMPLE
+    .\BuildDocs.ps1 -SkipPdfBuilding
 #>
 
 param (
@@ -30,6 +34,7 @@ param (
         param([string] $CommandName,[string] $ParameterName,[string] $WordToComplete,[System.Management.Automation.Language.CommandAst] $CommandAst,[System.Collections.IDictionary] $FakeBoundParameters)
         return (Get-Content $PSScriptRoot\versions.json -Encoding UTF8 | ConvertFrom-Json).versions
     })]
+    [switch]$SkipPdfBuilding,
     $Version = $((Get-Content $PSScriptRoot\versions.json -Encoding UTF8 | ConvertFrom-Json).versions | Sort-Object -Descending | Select-Object -First 1)
 )
 
@@ -189,12 +194,23 @@ function Build-EnglishDoc {
     # Output to both build.log and console
     docfx build en/docfx.json -o $outputDirectory | Write-Host
 
-    # Build pdf files
-    docfx pdf en/docfx.json -o $outputDirectory | Write-Host
+    Build-EnglishPdf -SkipBuilding $SkipPdfBuilding
 
     return $LastExitCode
 }
 
+function Build-EnglishPdf
+{
+    param (
+        $SkipBuilding
+    )
+    if(!$SkipBuilding)
+    {
+        # Build pdf files
+        docfx pdf en/docfx.json -o $outputDirectory | Write-Host
+    }
+}
+
 function Build-NonEnglishDoc {
     param (
         $SelectedLanguage

+ 8 - 8
en/manual/engine/file-system.md

@@ -19,11 +19,11 @@ var gamesave2 = VirtualFileSystem.ApplicationRoaming.OpenStream("gamesave001.dat
 
 ## Default mount points
 
-| Mount point | Description  | Writable | Cloud | Notes  | PC   | Android  | iOS   | Windows Phone 8.1   
-| ----------- | -------------| -------- | ----- | -------| ---- | -------- | ------- | --
-| data        | Application data, deployed by package    | ✗    | ✗     |           | Output directory/data    | APK itself  | Deployed package directory | InstalledLocation.Path
-| binary   | Application binaries, deployed by package | ✗  | ✗   | Usually the same as *app_data* (except on Android)  | Assembly directory | Assembly directory  | Assembly directory  | Assembly directory
-| roaming   | User specific data (roaming) | ✓    |  ✓    | Backup   | Output directory/roaming, *%APPDATA%* | *$(Context.getFilesDir)/roaming* | Library/roaming  | Roaming 
-| local  | User application data | ✓     |  ✓    | Backup   | Output directory/local | $(Context.getFilesDir)local    | Library/local  | Local 
-| cache   | Application cache   | ✓   | ✗    | DLC, etc. Might be deleted manually by user (restore, clear data, etc...)   | Output directory/cache, with do-not-back-up flags   | *$(Context.getFilesDir)/cache*   | Library/caches  | LocalCache  
-| tmp    | Application temporary data    | ✓        | ✗     | Might be deleted without notice by OS   | Output directory/temp, *%TEMP%/%APPNAME%*   | *$(Context.getCacheDir)*  | tmp | Temporary
+| Mount point | Description                               | Writable | Cloud | Notes                                                                     | PC                                                | Android                          | iOS                        |
+|-------------|-------------------------------------------|----------|-------|---------------------------------------------------------------------------|---------------------------------------------------|----------------------------------|----------------------------|
+| data        | Application data, deployed by package     | ✗        | ✗     |                                                                           | Output directory/data                             | APK itself                       | Deployed package directory |
+| binary      | Application binaries, deployed by package | ✗        | ✗     | Usually the same as *app_data* (except on Android)                        | Assembly directory                                | Assembly directory               | Assembly directory         |
+| roaming     | User specific data (roaming)              | ✓        | ✓     | Backup                                                                    | Output directory/roaming, *%APPDATA%*             | *$(Context.getFilesDir)/roaming* | Library/roaming            |
+| local       | User application data                     | ✓        | ✓     | Backup                                                                    | Output directory/local                            | $(Context.getFilesDir)local      | Library/local              |
+| cache       | Application cache                         | ✓        | ✗     | DLC, etc. Might be deleted manually by user (restore, clear data, etc...) | Output directory/cache, with do-not-back-up flags | *$(Context.getFilesDir)/cache*   | Library/caches             |
+| tmp         | Application temporary data                | ✓        | ✗     | Might be deleted without notice by OS                                     | Output directory/temp, *%TEMP%/%APPNAME%*         | *$(Context.getCacheDir)*         | tmp                        |

+ 1 - 1
en/manual/files-and-folders/distribute-a-game.md

@@ -65,7 +65,7 @@ After you create a release build, how you distribute it is up to you.
 
 To run games made with Stride on Windows, users need:
 
-* .NET 4.6.1
+* .NET 8 SDK
 
 * DirectX11 (included with Windows 10 and later), OpenGL, or Vulkan
 

+ 1 - 1
en/manual/get-started/launch-stride.md

@@ -16,7 +16,7 @@ If you choose to install the latest version, the Stride Launcher asks if you wan
 
 ![Install Visual Studio integration](media/install-VS-plug-in-prompt.webp)
 
-The Stride Visual Studio extension adds syntax highlighting, live code validation, error checking, and navigation. It also lets you you [edit shaders directly from Visual Studio](../graphics/effects-and-shaders/custom-shaders.md). You don't need to install the extension to use Stride, but we recommend it, especially for programmers.
+The Stride Visual Studio extension lets you you [edit shaders directly from Visual Studio](../graphics/effects-and-shaders/custom-shaders.md). You don't need to install the extension to use Stride, but we recommend it, especially for programmers.
 
 ## Manage different versions of Stride
 

+ 1 - 1
en/manual/get-started/visual-studio-extension.md

@@ -2,7 +2,7 @@
 
 <span class="badge text-bg-primary">Beginner</span>
 
-The **Stride Visual Studio extension** adds syntax highlighting, live code validation, error checking, and navigation. It also lets you you [edit shaders directly from Visual Studio](../graphics/effects-and-shaders/custom-shaders.md).
+The **Stride Visual Studio extension** lets you [edit shaders directly from Visual Studio](../graphics/effects-and-shaders/custom-shaders.md).
 
 You don't need to install the extension to use Stride, but we recommend it, especially for programmers.
 

+ 0 - 3
en/manual/nuget/create-packages.md

@@ -5,9 +5,6 @@
 
 ## Open your project in Visual Studio
 
-> [!Note]
-> Game Studio will later support creating NuGet packages directly.
-
 First of all, after saving all your changes, open your project with Visual Studio. You can easily do this by clicking the appropriate button on the toolbar:
 
 ![Open project in Visual Studio](../game-studio/media/open-project-in-visual-studio.png)

+ 3 - 3
en/manual/platforms/index.md

@@ -6,9 +6,9 @@ Stride is cross-platform game engine. This means you can create your game once,
 
 ## Supported platforms
 
-* Windows Desktop 7, 8, 10
-* Windows Universal (UWP)
-* [Linux (Ubuntu)](linux/index.md)
+* Windows 7, 8, 10
+* Windows Universal Platform (UWP)
+* [Linux](linux/index.md)
 * Android 2.3 and later
 * [iOS 8.0 and later](ios.md)
 

+ 17 - 5
en/manual/platforms/linux/setup-and-requirements.md

@@ -85,18 +85,30 @@ sudo dnf install SDL2-devel
 sudo pacman -S sdl2
 ```
 
----
+## FreeImage
+
+FreeImage is battle-tested library for loading and saving popular image file formats like BMP, PNG, JPEG etc. The minimum required version is 3.18 and can be installed via:
+
 
-## .NET
+### [Debian / Ubuntu](#tab/freeimage-ubuntu)
 
-For information about how to install .NET, see the [.NET instructions for Linux](https://docs.microsoft.com/en-us/dotnet/core/linux-prerequisites).
+```bash
+sudo apt install libfreeimage-dev
+```
 
-We recommend to install .NET 8. To check which version you have installed, type:
+### [Fedora](#tab/freeimage-fedora)
 
+```bash
+sudo dnf install freeimage-devel
 ```
-dotnet --info
+
+### [Arch](#tab/freeimage-arch)
+
+```bash
+sudo pacman -S freeimage
 ```
 
+
 ## See also
 
 * [Create a Linux game](create-a-linux-game.md)

+ 5 - 3
en/manual/requirements/index.md

@@ -11,12 +11,14 @@ To develop projects with Stride, you need:
 | CPU | x64
 | GPU | Direct3D 10+ compatible GPU
 | RAM | 4GB (minimum), 8GB (recommended) <small class="text-secondary">[see (2)]</small>
+| .NET SDK | 8+ <small class="text-secondary">[see (3)]</small> |
 
 (1) Earlier versions of Windows _may_ work but are untested.
 
 (2) RAM requirements vary depending on your project:
 * Developing simple 2D applications doesn't require much RAM.
 * Developing 3D games with lots of assets requires larger amounts of RAM.
+(3) .NET SDK is being downloaded with the Stride installer
 
 
 ## Mobile development requirements 
@@ -25,10 +27,10 @@ To develop for mobile platforms, you also need:
 
 | Platform | Requirements
 |----------|-------
-| Android  | Xamarin <small class="text-secondary">[see (3)]</small>
-| iOS      | Mac computer, Xamarin <small class="text-secondary">[see (3)]</small>
+| Android  | Xamarin <small class="text-secondary">[see (4)]</small>
+| iOS      | Mac computer, Xamarin <small class="text-secondary">[see (4)]</small>
 
-(3) Xamarin is included with Visual Studio installations. For instructions about how to install Xamarin with Visual Studio, see [this MSDN page](https://docs.microsoft.com/en-us/visualstudio/cross-platform/setup-and-install).
+(4) Xamarin is included with Visual Studio installations. For instructions about how to install Xamarin with Visual Studio, see [this MSDN page](https://docs.microsoft.com/en-us/visualstudio/cross-platform/setup-and-install).
 
 ## Running Stride Games
 

+ 1 - 1
en/manual/troubleshooting/stride-doesnt-run.md

@@ -43,7 +43,7 @@ If you have Visual Studio 2022 (or later) installed, you need to have the follow
 * **.NET desktop development** with **Development tools for .NET** optional component enabled.
 
 > [!Note]
-> Earlier versions might work with older version of Stride. However, for Stride 4.2 and later you need to have .NET 8 support.
+> Earlier versions might work with older version of Stride. However, for Stride 4.2 and later you only need to have .NET 8 SDK installed.
 
 ### Build Tools for Visual Studio 2022 (optional)
 

+ 1 - 1
jp/manual/files-and-folders/distribute-a-game.md

@@ -57,7 +57,7 @@
 
 Stride で作成されたゲームを Windows で実行するには、次のものが必要です。
 
-* .NET 4.6.1
+* .NET 8 SDK
 
 * DirectX11 (Windows 10 以降に含まれます)、OpenGL、または Vulkan
 

+ 1 - 1
jp/manual/requirements/index.md

@@ -36,6 +36,6 @@ Stride がサポートするプラットフォームについては、「[プラ
 
 Stride で作成したゲームを実行するには、次のものが必要です。
 
-- .NET 4.6.1
+- .NET 8 SDK
 - DirectX11 (Windows 10 以降に含まれます)、OpenGL、または Vulkan
 - Visual C++ 2015 ランタイム (Visual Studio でのプロジェクトのプロパティの設定に応じて、x86 および x64 のどちらか一方または両方)