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Removed Linux 32 bit stuff from FAQ. Moved sidenote down in collection factory manual.

Mikael Säker 8 years ago
parent
commit
30a4502215
2 changed files with 8 additions and 12 deletions
  1. 4 8
      docs/en/faq/faq.md
  2. 4 4
      docs/en/manuals/collection-factory.md

+ 4 - 8
docs/en/faq/faq.md

@@ -49,9 +49,9 @@ What platforms does Defold run on?
 
 
   | System                    | Supported            |
   | System                    | Supported            |
   | ------------------------- | -------------------- |
   | ------------------------- | -------------------- |
-  | macOS/OS X 10.7 Lion      | Editor and runtime   |
+  | macOS 10.7 Lion           | Editor and runtime   |
   | Windows Vista             | Editor and runtime   |
   | Windows Vista             | Editor and runtime   |
-  | Linux (32 bit and 64 bit) | Editor and runtime   |
+  | Linux (64 bit)            | Editor and runtime   |
   | iOS 6.0                   | Runtime              |
   | iOS 6.0                   | Runtime              |
   | Android 2.3 (API level 9) | Runtime              |
   | Android 2.3 (API level 9) | Runtime              |
   | HTML5                     | Runtime              |
   | HTML5                     | Runtime              |
@@ -152,9 +152,9 @@ Why does my HTML5-app freeze at the splash screen in Chrome?
 
 
 ## Linux issues
 ## Linux issues
 
 
-I'm running on Linux 64 bit and the editor won't start.
+I'm running on Linux and the editor won't start.
 
 
-: Make sure you downloaded the 64 bit version of the editor from the dashboard and that you start the editor with the supplied shell script:
+: Make sure that you start the editor with the supplied shell script:
 
 
   ```sh
   ```sh
   $ ./Defold-linux.sh
   $ ./Defold-linux.sh
@@ -162,10 +162,6 @@ I'm running on Linux 64 bit and the editor won't start.
 
 
   Do *not* execute *Defold* directly.
   Do *not* execute *Defold* directly.
 
 
-I'm running on Linux and nothing happens when I try to open my projects.
-
-: If you are running a 32 bit Linux, your installation may lack a compatible libwebkitgtk. Install *libwebkitgtk version 1.0-0* and restart the editor.
-
 I can't create a new branch for my project on Linux.
 I can't create a new branch for my project on Linux.
 
 
 : Make sure that you have *libssl 0.9.8* installed on your machine. Some distributions come with a later version, but Defold needs version *0.9.8*.
 : Make sure that you have *libssl 0.9.8* installed on your machine. Some distributions come with a later version, but Defold needs version *0.9.8*.

+ 4 - 4
docs/en/manuals/collection-factory.md

@@ -11,14 +11,14 @@ Collections provide a powerful mechanism to create reusable templates, or "prefa
 
 
 With a collection factory component you can spawn the contents of a collection file into a game world. This is analogous to performing factory spawning of all game objects inside the collection and then building the parent-child hierarchy between the objects. A typical use case is to spawn enemies consisting of multiple game objects (enemy + weapon, for instance).
 With a collection factory component you can spawn the contents of a collection file into a game world. This is analogous to performing factory spawning of all game objects inside the collection and then building the parent-child hierarchy between the objects. A typical use case is to spawn enemies consisting of multiple game objects (enemy + weapon, for instance).
 
 
-::: sidenote
-The *collection proxy* component is used to create a new game world, including a separate physics world, based on a collection. The new world is accessed through a new socket. All assets contained in the collection are loaded through the proxy when you message the proxy to start loading. This makes them very useful to, for instance, change levels in a game. New game worlds come with quite a lot of overhead though so do not use them for dynamic loading of small stuff. For more information, see the [Collection proxy documentation](/manuals/collection-proxy).
-:::
-
 ## Spawning a collection
 ## Spawning a collection
 
 
 Suppose we want a character game object and a separate shield game object childed to the character. We build the game object hierarchy in a collection file and save it as "bean.collection".
 Suppose we want a character game object and a separate shield game object childed to the character. We build the game object hierarchy in a collection file and save it as "bean.collection".
 
 
+::: sidenote
+The *collection proxy* component is used to create a new game world, including a separate physics world, based on a collection. The new world is accessed through a new socket. All assets contained in the collection are loaded through the proxy when you message the proxy to start loading. This makes them very useful to, for instance, change levels in a game. New game worlds come with quite a lot of overhead though so do not use them for dynamic loading of small stuff. For more information, see the [Collection proxy documentation](/manuals/collection-proxy).
+:::
+
 ![Collection to spawn](images/collection_factory/collection.png)
 ![Collection to spawn](images/collection_factory/collection.png)
 
 
 We then add a *Collection factory* to a gameobject that will take care of the spawning and set "bean.collection" as the component's *Prototype*:
 We then add a *Collection factory* to a gameobject that will take care of the spawning and set "bean.collection" as the component's *Prototype*: