Browse Source

Merge pull request #121 from VaclavElias/rc-1

Update RC1 - Content Improvements
Vaclav Elias 2 years ago
parent
commit
e2763daeac
52 changed files with 103 additions and 193 deletions
  1. 3 3
      .github/workflows/stride-docs-wiki.yml
  2. 25 16
      BuildDocs.ps1
  3. 1 1
      en/ReleaseNotes/ReleaseNotes-2.1.md
  4. 0 3
      en/ReleaseNotes/media/ReleaseNotes-2.1/glass-materials.png
  5. 3 0
      en/ReleaseNotes/media/ReleaseNotes-2.1/glass-materials.webp
  6. 1 1
      en/docfx.json
  7. 2 2
      en/manual/game-studio/archetypes.md
  8. 0 3
      en/manual/game-studio/media/archetypes-three-spheres-gold.png
  9. 3 0
      en/manual/game-studio/media/archetypes-three-spheres-gold.webp
  10. 0 3
      en/manual/game-studio/media/archetypes-three-spheres-metal.png
  11. 3 0
      en/manual/game-studio/media/archetypes-three-spheres-metal.webp
  12. 0 3
      en/manual/game-studio/prefabs/media/brdf-06 - Copy.jpg
  13. 0 3
      en/manual/game-studio/prefabs/media/half-edgefade - Copy.jpg
  14. 0 3
      en/manual/game-studio/prefabs/media/high-ray-start-bias - Copy.jpg
  15. 0 3
      en/manual/game-studio/prefabs/media/local-reflections - Copy.jpg
  16. 0 3
      en/manual/game-studio/prefabs/media/low-ray-start-bias - Copy.jpg
  17. 0 3
      en/manual/game-studio/prefabs/media/night-reflections - Copy.jpg
  18. 0 3
      en/manual/game-studio/prefabs/media/reduce-highlights-off - Copy.jpg
  19. 0 3
      en/manual/game-studio/prefabs/media/reduce-highlights-on - Copy.jpg
  20. 0 3
      en/manual/game-studio/prefabs/media/temporal-effect-disabled - Copy.jpg
  21. 1 1
      en/manual/graphics/post-effects/index.md
  22. 0 3
      en/manual/graphics/post-effects/media/half-edgefade - Copy.jpg
  23. 0 3
      en/manual/graphics/post-effects/media/high-ray-start-bias - Copy.jpg
  24. 0 3
      en/manual/graphics/post-effects/media/local-reflections - Copy.jpg
  25. 0 3
      en/manual/graphics/post-effects/media/local-reflections.png
  26. 0 3
      en/manual/graphics/post-effects/media/low-ray-start-bias - Copy.jpg
  27. 0 3
      en/manual/graphics/post-effects/media/night-reflections - Copy.jpg
  28. 0 3
      en/manual/graphics/post-effects/media/post-effects-reference-1.png
  29. 3 0
      en/manual/graphics/post-effects/media/post-effects-reference-1.webp
  30. 0 3
      en/manual/graphics/post-effects/media/reduce-highlights-on - Copy.jpg
  31. 1 1
      en/manual/stride-for-unity-developers/index.md
  32. 0 3
      en/manual/stride-for-unity-developers/media/stride-vs-unity-prefabs.png
  33. 3 0
      en/manual/stride-for-unity-developers/media/stride-vs-unity-prefabs.webp
  34. 0 3
      en/manual/stride-for-unity-developers/media/xenko-vs-unity-opening-image.psd
  35. 2 1
      en/tutorials/index.md
  36. 0 3
      jp/manual/game-studio/prefabs/media/brdf-06 - Copy.jpg
  37. 0 3
      jp/manual/game-studio/prefabs/media/half-edgefade - Copy.jpg
  38. 0 3
      jp/manual/game-studio/prefabs/media/high-ray-start-bias - Copy.jpg
  39. 0 3
      jp/manual/game-studio/prefabs/media/local-reflections - Copy.jpg
  40. 0 3
      jp/manual/game-studio/prefabs/media/low-ray-start-bias - Copy.jpg
  41. 0 3
      jp/manual/game-studio/prefabs/media/night-reflections - Copy.jpg
  42. 0 3
      jp/manual/game-studio/prefabs/media/reduce-highlights-off - Copy.jpg
  43. 0 3
      jp/manual/game-studio/prefabs/media/reduce-highlights-on - Copy.jpg
  44. 0 3
      jp/manual/game-studio/prefabs/media/temporal-effect-disabled - Copy.jpg
  45. 0 3
      jp/manual/graphics/post-effects/media/half-edgefade - Copy.jpg
  46. 0 3
      jp/manual/graphics/post-effects/media/high-ray-start-bias - Copy.jpg
  47. 0 3
      jp/manual/graphics/post-effects/media/local-reflections - Copy.jpg
  48. 0 3
      jp/manual/graphics/post-effects/media/local-reflections.png
  49. 0 3
      jp/manual/graphics/post-effects/media/low-ray-start-bias - Copy.jpg
  50. 0 3
      jp/manual/graphics/post-effects/media/night-reflections - Copy.jpg
  51. 0 3
      jp/manual/graphics/post-effects/media/reduce-highlights-on - Copy.jpg
  52. 52 53
      wiki/Understanding-the-Stride-Documentation-Generation-Pipeline.md

+ 3 - 3
.github/workflows/stride-docs-wiki.yml

@@ -9,7 +9,7 @@ on:
 
 jobs:
   build:
-    if: github.repository == 'stride3d/stride-docs'
+    #if: github.repository == 'stride3d/stride-docs'
     runs-on: ubuntu-latest
 
     steps:
@@ -20,6 +20,6 @@ jobs:
          GH_PAT: ${{ secrets.GH_PAT }}
          ACTION_MAIL: [email protected]
          ACTION_NAME: VaclavElias
-         OWNER: stride3d
-         REPO_NAME: stride-docs
+         OWNER: ${{ github.repository_owner }}
+         REPO_NAME: ${{ github.event.repository.name }}
          MD_FOLDER: wiki

+ 25 - 16
BuildDocs.ps1

@@ -126,8 +126,12 @@ function Copy-ExtraItems {
     Write-Host ""
 
     # This is needed for Stride Launcher, which loads Release Notes
+    Write-Host -ForegroundColor Yellow "Copying ReleaseNotes.md into $($Settings.SiteDirectory)/en/ReleaseNotes/"
+    Write-Host ""
     Copy-Item en/ReleaseNotes/ReleaseNotes.md "$($Settings.SiteDirectory)/en/ReleaseNotes/"
 
+    Write-Host -ForegroundColor Yellow "Copying robots.txt into $($Settings.WebDirectory)/"
+    Write-Host ""
     Copy-Item robots.txt "$($Settings.WebDirectory)/"
 }
 
@@ -186,14 +190,17 @@ function Build-NonEnglishDoc {
 
     if ($SelectedLanguage -and $SelectedLanguage.Code -ne 'en') {
 
+        Write-Host "-------------------------------------------------------------------------------"
+        Write-Host ""
         Write-Host -ForegroundColor Yellow "Start building $($SelectedLanguage.Name) documentation."
+        Write-Host ""
 
         $langFolder = "$($SelectedLanguage.Code)$($Settings.TempDirectory)"
 
-        if(Test-Path $langFolder){
+        if (Test-Path $langFolder) {
             Remove-Item $langFolder/* -recurse -Verbose
         }
-        else{
+        else {
             $discard = New-Item -Path $langFolder -ItemType Directory -Verbose
         }
 
@@ -354,7 +361,9 @@ function PostProcessing-DocFxDocUrl {
         }
     }
 
+    Write-Host ""
     Write-Host -ForegroundColor Green "Post-processing completed."
+    Write-Host ""
 }
 
 # we need to update all urls to /latest/en
@@ -416,8 +425,7 @@ if ($BuildAll)
     $API = $true
     $ReuseAPI = $false
 }
-else
-{
+else {
     $userInput = Get-UserInput
 
     [bool]$isEnLanguage = $userInput -ieq "en"
@@ -434,27 +442,30 @@ else
     }
 
     # Ask if the user wants to include API
-    if ($isEnLanguage -or $isAllLanguages -or $shouldBuildSelectedLanguage) {
-        $API = Ask-IncludeAPI
-        $ReuseAPI = Ask-UseExistingAPI
-    } elseif ($isCanceled)
+    if ($isEnLanguage -or $isAllLanguages -or $shouldBuildSelectedLanguage)
     {
+        $API = Ask-IncludeAPI
+
+        if ($API) {
+            $ReuseAPI = Ask-UseExistingAPI
+        }
+
+    } elseif ($isCanceled) {
         Write-Host -ForegroundColor Red "Operation canceled by user."
         Stop-Transcript
         Read-Host -Prompt "Press ENTER key to exit..."
         return
-    } elseif ($shouldRunLocalWebsite)
-    {
+    } elseif ($shouldRunLocalWebsite) {
         Start-LocalWebsite
         return
     }
 }
 
 # Generate API doc
-if ($ReuseAPI) {
-    Write-Host -ForegroundColor Green "Generating API documentation from existing mete data..."
-} elseif ($API)
+if ($ReuseAPI)
 {
+    Write-Host -ForegroundColor Green "Generating API documentation from existing mete data..."
+} elseif ($API) {
     $exitCode = Generate-APIDoc
     if($exitCode -ne 0)
     {
@@ -463,9 +474,7 @@ if ($ReuseAPI) {
         Read-Host -Prompt "Press any ENTER to exit..."
         return $exitCode
     }
-}
-else
-{
+} else {
     Remove-APIDoc
 }
 

+ 1 - 1
en/ReleaseNotes/ReleaseNotes-2.1.md

@@ -38,7 +38,7 @@ For details, see [Clear coat shading](../manual/graphics/materials/clear-coat-sh
 
 You can now render thin glass materials such as windshields. The diffuse color controls the tint of the glass and how much light is blocked (darker colors block more light).
 
-![Glass materials](media/ReleaseNotes-2.1/glass-materials.png)
+![Glass materials](media/ReleaseNotes-2.1/glass-materials.webp)
 
 You can add a predefined **Glass** material from the **Asset view** under **Add asset > Material**.
 

+ 0 - 3
en/ReleaseNotes/media/ReleaseNotes-2.1/glass-materials.png

@@ -1,3 +0,0 @@
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-oid sha256:b7c3daa1ba2f0d23797600275a97b9d934248d63d681d6d597227df95501f458
-size 1142213

+ 3 - 0
en/ReleaseNotes/media/ReleaseNotes-2.1/glass-materials.webp

@@ -0,0 +1,3 @@
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+oid sha256:c5f294b36f3c5cc73dabcd7c1be2aa02e892101c3f5c60c983a80a401e4bc6e2
+size 248690

+ 1 - 1
en/docfx.json

@@ -57,7 +57,7 @@
       "_appTitle": "Stride Docs",
       "_enableSearch": true,
       "_appLogoPath": "media/stride-logo-red.svg",
-      "_appFooter": "<div class=\"d-flex flex-column flex-sm-row justify-content-between pt-1 text-center small\"><p >Supported by the <a href=\"https://dotnetfoundation.org/\" target=\"_blank\" rel=\"noopener\">.NET Foundation</a></p><p>Made with <a href=\"https://dotnet.github.io/docfx\">docfx</a></p><p >Stride Docs Website v.2.0.0.4</p><p>&copy; .NET Foundation and Contributors</p></div>"
+      "_appFooter": "<div class=\"d-flex flex-column flex-sm-row justify-content-between pt-1 text-center small\"><p >Supported by the <a href=\"https://dotnetfoundation.org/\" target=\"_blank\" rel=\"noopener\">.NET Foundation</a></p><p>Made with <a href=\"https://dotnet.github.io/docfx\">docfx</a></p><p >Stride Docs Website v.2.0.0.5</p><p>&copy; .NET Foundation and Contributors</p></div>"
     },
     "fileMetadata": {
       "_appTitle": {

+ 2 - 2
en/manual/game-studio/archetypes.md

@@ -7,11 +7,11 @@ An **archetype** is a master asset that controls the properties of assets you **
 
 For example, imagine we have three sphere entities that share a material asset named *Metal*. The Metal asset has properties including color, gloss, and so on.
 
-![Three metal spheres](media/archetypes-three-spheres-metal.png)
+![Three metal spheres](media/archetypes-three-spheres-metal.webp)
 
 If we change a property in the **Metal** asset, it applies to all three spheres. So, for example, if we change the color property, all three spheres change color.
 
-![Three gold spheres](media/archetypes-three-spheres-gold.png)
+![Three gold spheres](media/archetypes-three-spheres-gold.webp)
 
 Now imagine we want to change the color of only *one* sphere, but keep its other properties the same. We could duplicate the material asset, change its color, and then apply the new asset to only one sphere. But if we later want to change a different property across *all* the spheres, we have to modify both assets. This is time-consuming and leaves room for mistakes.
 

+ 0 - 3
en/manual/game-studio/media/archetypes-three-spheres-gold.png

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+ 1 - 1
en/manual/graphics/post-effects/index.md

@@ -2,7 +2,7 @@
 
 **Post effects** are usually applied after your game has completed the rendering of a frame, but before the UI is drawn. You can use post effects to tune or embellish an image — for example, by producing a more natural, realistic look, or creating stylized cinematic effects.
 
-![media/post-effects-reference-1.png](media/post-effects-reference-1.png) 
+![media/post-effects-reference-1.png](media/post-effects-reference-1.webp) 
 
 Post effects are usually applied to an image. This means they have no connection with vertices or meshes. They only work with the color values of each pixel (and sometimes their depth).
 

+ 0 - 3
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+ 1 - 1
en/manual/stride-for-unity-developers/index.md

@@ -227,7 +227,7 @@ For more information about assets, see [Assets](../game-studio/assets.md).
 
 Like Unity®, Stride uses prefabs. Prefabs are "master" versions of objects that you can reuse wherever you need. When you change a prefab, every instance of the prefab changes too.
 
-![Prefabs in Stride](media/stride-vs-unity-prefabs.png)
+![Prefabs in Stride](media/stride-vs-unity-prefabs.webp)
 
 Just like with Unity®, in Stride, you can add prefabs to other prefabs. These are called **nested prefabs**. If you modify a nested prefab, all the dependent prefabs inherit the change automatically.
 

+ 0 - 3
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+ 2 - 1
en/tutorials/index.md

@@ -7,6 +7,7 @@ New to Stride? Start with these tutorials to get familiar with the basics of the
 1. 🛠️ [Game Studio](gamestudio/index.md) - The Stride engine comes with an editor called Game Studio, which is the central tool for game and application production in Stride.]
 1. 🌱 [C# Beginner](csharpbeginner/index.md) - Covering the beginner principles of using C# when working with the Stride game engine.
 1. 📈 [C# Intermediate](csharpintermediate/index.md) - Diving into intermediate principles of C# programming in Stride, including UI, collisions, and more.
+<!---
 1. 🔥 C# Advanced - Explore advanced C# techniques and features in Stride, such as optimization, networking, and custom shaders.
 1. 🧙‍♂️ Visual Scripting - Learn how to create game logic using Stride's visual scripting system, without writing a single line of code.
 1. 🌈 Graphics & Rendering - Discover how to create stunning visuals with Stride's powerful graphics and rendering capabilities.
@@ -14,7 +15,7 @@ New to Stride? Start with these tutorials to get familiar with the basics of the
 1. 🌐 Multiplayer & Networking - Implement online multiplayer features and networking in your Stride games for a connected experience.
 1. 🎯 Platform-specific Development - Learn how to target different platforms like PC, consoles, and mobile devices with your Stride projects.
 1. 🏆 Best Practices & Optimization - Master the techniques to optimize your Stride games and follow the best practices for efficient development.
-
+-->
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wiki/Understanding-the-Stride-Documentation-Generation-Pipeline.md

@@ -6,11 +6,11 @@
 - [Workflow Diagram](#workflow-diagram)
 
 # Introduction
-As of now, **DocFX** does not natively support the generation of multi-language and multi-version documentation. To address this limitation, the Stride team has developed a PowerShell script. Initially, separate scripts were created for each language; however, these have since been consolidated into a single script named `BuildDocs.ps1`. This unified script is capable of generating documentation in all supported languages.
+As of now, **DocFX** does not natively support the generation of multi-language and multi-version documentation. To address this limitation, the Stride team has developed a PowerShell script. Initially, separate scripts were created for each language; however, these have since been consolidated into a single script named [`BuildDocs.ps1`](https://github.com/stride3d/stride-docs/blob/staging/BuildDocs.ps1). This unified script is capable of generating documentation in all supported languages.
 
 The script serves two main purposes:
 
-- It features a non-interactive mode, utilized by the Continuous Integration/Continuous Deployment (CI/CD) pipeline to automatically generate documentation for all languages and the latest version, without requiring user intervention.
+- It features a non-interactive mode, utilized by the Continuous Integration/Continuous Deployment (CI/CD) pipeline to automatically generate documentation for all languages and the most recent version, eliminating the need for user intervention.
 - It also offers an interactive command-line UI, allowing users to select which languages they wish to generate documentation for.
 
 # A Simplified Overview
@@ -19,65 +19,64 @@ Here's a straightforward explanation of how the documentation generation process
 
 The `/en` folder serves as the repository for the primary documentation files. When documentation for another language (e.g., Japanese) is built, the files from `/en` are copied over to a temporary folder, for example, `/jp-tmp`. This ensures that the non-English versions will contain all the files present in the `/en` folder. Files that have been translated (found in folders like `/jp`) will overwrite their English counterparts in the temp folder.
 
-DocFX is then invoked multiple times, once for each language, to create the documentation. These generated docs are stored in the `_site` folder. The folder structure will be organized based on the latest version information obtained from `version.json`, as demonstrated below:
+DocFX is invoked multiple times, once for each language, to create the documentation. The generated documents are stored in the `_site` folder, organized according to the latest version information obtained from `version.json`. For example:
 
 ```
 /_site/4.1/en
 /_site/4.1/jp
 ```
 
-# Docs Build Workflow
-
-In this part, we elaborate on the individual steps involved in the documentation build workflow for the Stride Docs project.
-
-## Start
-- Initiates the workflow by reading the `$BuildAll` parameter.
-  - If set to 'Yes', it proceeds to generate all languages and the Stride API automatically, which is particularly useful for CI/CD.
-  - If set to 'No', it will prompt the user to select languages through an interactive command-line UI.
-- Sets the `$Version` parameter based on the `-Version` command-line argument or fetches it from `version.json` if the argument is not provided.
-
-## Read-LanguageConfigurations
-- Reads `languages.json` to identify which languages should be generated.
-
-## BuildAll
-- Pre-configures some variables for non-interactive mode, effectively skipping the `Get-UserInput` step.
-
-## Get-UserInput
-- In interactive mode, this step prompts the user to choose the languages to generate, as well as whether to launch a local web server.
-
-## Ask-IncludeAPI
-- Further queries if the user wants the Stride API included in the documentation build.
-
-## Start-LocalWebsite
-- If selected, launches a local web server to host the generated website.
-
-## Generate-APIDoc
-- Executes `docfx.exe` to generate the metadata needed for the Stride API documentation.
-
-## Remove-APIDoc
-- Removes the generated API metadata.
+## DocFX Files Processed
 
-## Build-EnglishDoc
-- Uses `docfx.exe` to build the English documentation, incorporating the Stride API documentation if metadata is available.
+This section outlines the file processing carried out by DocFX during the documentation generation:
 
-## PostProcessing Steps
-### PostProcessing-FixingSitemap
-- Adjusts the `sitemap.xml` to use '/latest/en' paths, allowing the most current version to maintain a consistent URL.
+- **Table of Contents (TOC) Files:** 4 files processed
+- **Assets:** 1607 items (images, videos, etc.) included
+- **Conceptual Files:** 304 files processed, resulting in 304 HTML files
+- **Warnings (No API Metadata):** 44 instances encountered
+- **Warnings (API Metadata):** 200 instances of missing or incorrect references
+- **API Files:** 2821 files processed, resulting in 2133 HTML files
 
-### PostProcessing-Fixing404AbsolutePath
-- Modifies asset (CSS, JS, ) paths in `404.html` to be absolute, as required by IIS for 404 page.
-
-### Copy-ExtraItems
-- Copies additional items like `versions.json` and `web.config`, while also updating the `%deployment_version%` parameter in the `web.config` file.
-
-## Build-AllLanguagesDocs
-- Iterates over all selected languages and triggers the `Build-NonEnglishDoc` function for each.
+# Docs Build Workflow
 
-## Build-NonEnglishDoc
-- Executes `docfx.exe` to compile non-English documentation, incorporating Stride API documentation if metadata is present.
+In this part, we elaborate on the individual steps involved in the documentation build workflow for the Stride Docs project.
 
-## PostProcessing-DocFxDocUrl
-- Adjusts HTML tags and GitHub links, removing any `_tmp` suffixes. Also updates GitHub links to English if the translation is unavailable.
+- **Start**
+  - Initiates the workflow by reading the `$BuildAll` parameter.
+    - If set to 'Yes', it proceeds to generate all languages and the Stride API automatically, which is particularly useful for CI/CD.
+    - If set to 'No', it will prompt the user to select languages through an interactive command-line UI.
+  - Sets the `$Version` parameter based on the `-Version` command-line argument or fetches it from `version.json` if the argument is not provided.
+- **Read-LanguageConfigurations**
+  - Reads `languages.json` to identify which languages should be generated.
+- **BuildAll**
+  - Pre-configures some variables for non-interactive mode, effectively skipping the `Get-UserInput` step.
+- **Get-UserInput**
+  - In interactive mode, this step prompts the user to choose the languages to generate, as well as whether to launch a local web server.
+- **Ask-IncludeAPI**
+  - Further queries if the user wants the Stride API included in the documentation build.
+- **Ask-UseExistingAPI**
+  - Queries if the user wants to re-use already generated Stride API yml files.
+- **Start-LocalWebsite**
+  - If selected, launches a local web server to host the generated website.
+- **Generate-APIDoc**
+  - Executes `docfx.exe` to generate the metadata needed for the Stride API documentation.
+- **Remove-APIDoc**
+  - Removes the generated API metadata.
+- **Build-EnglishDoc**
+  - Uses `docfx.exe` to build the English documentation, incorporating the Stride API documentation if metadata is available.
+- **PostProcessing Steps**
+  - PostProcessing-FixingSitemap
+    - Adjusts the `sitemap.xml` to use '/latest/en' paths, allowing the most current version to maintain a consistent URL.
+  - PostProcessing-Fixing404AbsolutePath
+    - Modifies asset (CSS, JS, ) paths in `404.html` to be absolute, as required by IIS for 404 page.
+  - Copy-ExtraItems
+    - Copies additional items like `versions.json`, `web.config`, `ReleaseNotes.md` and `robots.txt`, while also updating the `%deployment_version%` parameter in the `web.config` file.
+- **Build-AllLanguagesDocs**
+  - Iterates over all selected languages and triggers the `Build-NonEnglishDoc` function for each.
+- **Build-NonEnglishDoc**
+  - Executes `docfx.exe` to compile non-English documentation, incorporating Stride API documentation if metadata is present.
+- **PostProcessing-DocFxDocUrl**
+  - Adjusts HTML tags and GitHub links, removing any `_tmp` suffixes. Also updates GitHub links to English if the translation is unavailable.
 
 # Workflow Diagram
 
@@ -117,15 +116,15 @@ graph TB
     B -->|No| C
     subgraph User Interaction
     C --> E
+    E -->|Yes| E1
+    E -->|No| H
     C --> F --> F1{{docfx serve}}
     C --> G
     end
     F1 --> End
     G --> End
-    E -->|Yes| E1
-    E -->|No| H
-    E1 -->|Yes| M
     E1 -->|No| D
+    E1 -->|Yes| M
     subgraph Documentation Generation
     H --> M
     D --> D1{{docfx metadata}} --> M