Björn Ritzl 6 meses atrás
pai
commit
8b59793e4d

+ 35 - 0
.wordlist.txt

@@ -1,4 +1,5 @@
 Defold’s
+Defold's
 Git's
 Lua's
 Defold
@@ -34,6 +35,13 @@ UDP
 DNS
 SSL
 TLS
+WebSocket
+CORS
+IAM
+ACL
+PEM
+IPv
+ZeroBrane
 RPG
 UHD
 NPC
@@ -47,6 +55,8 @@ LZ4
 GCM
 OpenType
 TrueType
+OTF
+TTF
 BMFont
 PSNR
 RMS
@@ -80,6 +90,7 @@ accelerometer
 unscaled
 flipbook
 quaternion
+quaternions
 vmath
 dialogs
 gamepads
@@ -303,14 +314,17 @@ preallocate
 preallocated
 premultiply
 premultiplied
+prebuild
 prebuilt
 preselect
 prehash
 prebaked
+prerendered
 prepending
 preconfigured
 preload
 preprocessor
+preprocessing
 reconfiguring
 checkboxes
 Sur
@@ -370,6 +384,7 @@ plist
 LargeXxxhdpi
 Subpixels
 minification
+minifying
 iconified
 dirs
 txt
@@ -462,3 +477,23 @@ loopcount
 unstripped
 kerning
 antialiased
+reactively
+deltaDNA
+hercule
+jamesramsay
+transcluder
+Mbed
+blocky
+pixelated
+upscaling
+bmGlyph
+Sovapps
+Hiero
+Shoebox
+AngelCode
+Phaser
+BMFonts
+Antialias
+dSYM
+wget
+symbolicated

+ 1 - 1
docs/en/manuals/android.md

@@ -5,7 +5,7 @@ brief: This manual describes how to build and run Defold applications on Android
 
 # Android development
 
-Android devices allows you to freely run your own apps on them. It is very easy to build a version of your game and copy it onto an Android device. This manual explains the steps involved in bundling your game for Android. During development, running your game through the [development app](/manuals/dev-app) is often preferred since it allows you to hot reload content and code wirelessly directly to your device.
+Android devices allows you to freely run your own apps on them. It is very easy to build a version of your game and copy it onto an Android device. This manual explains the steps involved in bundling your game for Android. During development, running your game through the [development app](/manuals/dev-app) is often preferred since it allows you to hot reload content and code directly to your device.
 
 ## Android and Google Play signing process
 

+ 1 - 1
docs/en/manuals/atlas.md

@@ -27,7 +27,7 @@ Adding single images
 
   ![Creating an atlas, adding images](images/atlas/add.png)
 
-  The added images are listed in the *Outline* and the full atlas can be seen in the center editor view. You may need to press <kbd>F</kbd> (<kbd>View ▸ Frame Selection</kbd> from the menu) to reframe the selection.
+  The added images are listed in the *Outline* and the full atlas can be seen in the center editor view. You may need to press <kbd>F</kbd> (<kbd>View ▸ Frame Selection</kbd> from the menu) to frame the selection.
 
   ![Images added](images/atlas/single_images.png)
 

+ 1 - 1
docs/en/manuals/bob.md

@@ -153,7 +153,7 @@ Available commands:
 : Delete all files in the build directory.
 
 `build`
-: Builds all project data. Add the `--archive` option to build a data archive file ("game.darc" in the build directory).
+: Builds all project data. Add the `--archive` option to build a data archive file ("`game.darc`" in the build directory).
 
 `bundle`
 : Creates a platform specific application bundle. Bundling requires that a built archive is present (`build` with the `--archive` option) and that a target platform is specified (with the `--platform` option). Bob creates the bundle in the output directory unless a different directory is specified with the `--bundle-output` option. The bundle is named according to the project name setting in *game.project*. The `--variant` specifies which type of executable to build when bundling and it together with the `--strip-executable` option replaces the `--debug` option. If no `--variant` is specified you will get a release version of the engine (stripped of symbols on Android and iOS). Setting `--variant` to debug and omitting `--strip-executable` yields the same type of executable as `--debug` used to do.

+ 1 - 1
docs/en/manuals/debugging-game-and-system-logs.md

@@ -5,7 +5,7 @@ brief: This manual explains how to read game and system logs.
 
 # Game and system log
 
-The game log shows all of the output from the engine, native extensions and your game logic. The [print()](/ref/stable/base/#print:...) and [pprint()](/ref/stable/builtins/?q=pprint#pprint:v) commands can be used from your scripts and Lua modules to show information in the game log. You can use the functions in the [dmLog namespace](/ref/stable/dmLog/) to write to the game log from native extensions. The game log can be read from the editor, from a terminal window, using platform specific tools or from a log file.
+The game log shows all of the output from the engine, native extensions and your game logic. The [print()](/ref/stable/base/#print:...) and [pprint()](/ref/stable/builtins/?q=pprint#pprint:v) commands can be used from your scripts and Lua modules to show information in the game log. You can use the functions in the [`dmLog` namespace](/ref/stable/dmLog/) to write to the game log from native extensions. The game log can be read from the editor, from a terminal window, using platform specific tools or from a log file.
 
 System logs are generated by the operating system and it can provide additional information that can help you pinpoint a problem. The system logs can contain stack traces for crashes and low memory warnings.
 

+ 18 - 2
docs/en/manuals/debugging-native-code.md

@@ -98,23 +98,29 @@ You can [upload the debug symbols to Google Play](https://developer.android.com/
 
 1. Get the engine from your build folder
 
+```sh
 	$ ls <project>/build/<platform>/[lib]dmengine[.exe|.so]
+```
 
 1. Unzip to a folder:
 
+```sh
 	$ unzip dmengine.apk -d dmengine_1_2_105
+```
 
 1. Find the callstack address
 
 	E.g. in the non symbolicated callstack it could look like this
 
-	#00 pc 00257224 libmy_game_name.so
+	`#00 pc 00257224 libmy_game_name.so`
 
-	Where *00257224* is the address
+	Where *`00257224`* is the address
 
 1. Resolve the address
 
+```sh
     $ arm-linux-androideabi-addr2line -C -f -e dmengine_1_2_105/lib/armeabi-v7a/libdmengine.so _address_
+```
 
 Note: If you get hold of a stack trace from the [Android logs](/manuals/debugging-game-and-system-logs), you might be able to symbolicate it using [ndk-stack](https://developer.android.com/ndk/guides/ndk-stack.html)
 
@@ -122,24 +128,34 @@ Note: If you get hold of a stack trace from the [Android logs](/manuals/debuggin
 
 1. If you are using Native Extensions, the server can provide the symbols (.dSYM) for you (pass `--with-symbols` to bob.jar)
 
+```sh
 	$ unzip <project>/build/arm64-darwin/build.zip
 	# it will produce a Contents/Resources/DWARF/dmengine
+```
 
 1. If you're not using Native Extensions, download the vanilla symbols:
 
+```sh
 	$ wget http://d.defold.com/archive/<sha1>/engine/arm64-darwin/dmengine.dSYM
+```
 
 1. Symbolicate using load address
 
 	For some reason, simply putting the address from the callstack doesn't work (i.e. load address 0x0)
 
+```sh
 		$ atos -arch arm64 -o Contents/Resources/DWARF/dmengine 0x1492c4
+```
 
 	# Neither does specifying the load address directly
 
+```sh
 		$ atos -arch arm64 -o MyApp.dSYM/Contents/Resources/DWARF/MyApp -l0x100000000 0x1492c4
+```
 
 	Adding the load address to the address works:
 
+```sh
 		$ atos -arch arm64 -o MyApp.dSYM/Contents/Resources/DWARF/MyApp 0x1001492c4
 		dmCrash::OnCrash(int) (in MyApp) (backtrace_execinfo.cpp:27)
+```

+ 7 - 7
docs/en/manuals/font.md

@@ -38,7 +38,7 @@ Set the *Font* property to the font file and set the font properties as needed.
 ## Properties
 
 *Font*
-: The TTF, OTF or *.fnt* file to use for generating the font data.
+: The TTF, OTF or *`.fnt`* file to use for generating the font data.
 
 *Material*
 : The material to use when rendering this font. Make sure to change this for distance field and BMFonts (see below for details).
@@ -46,7 +46,7 @@ Set the *Font* property to the font file and set the font properties as needed.
 *Output Format*
 : The type of font data that is generated.
 
-  - `TYPE_BITMAP` converts the imported OTF or TTF file into a font sheet texture where the bitmap data is used to render text nodes. The color channels are used to encode the face shape, outline and drop shadow. For *.fnt* files, the source texture bitmap is used as is.
+  - `TYPE_BITMAP` converts the imported OTF or TTF file into a font sheet texture where the bitmap data is used to render text nodes. The color channels are used to encode the face shape, outline and drop shadow. For *`.fnt`* files, the source texture bitmap is used as is.
   - `TYPE_DISTANCE_FIELD` The imported font is converted into a font sheet texture where the pixel data represents not screen pixels but distances to the font edge. See below for details.
 
 *Render Mode*
@@ -74,7 +74,7 @@ Set the *Font* property to the font file and set the font properties as needed.
 : The transparency of the generated shadow. 0.0--1.0.
 
 ::: sidenote
-Shadow support is enabled by the built-in font material shaders and handles both the single and multi layered render mode. If you don't need layered font rendering or shadow support, it is best to use a simpler shader such as the builtins/font-singlelayer.fp.
+Shadow support is enabled by the built-in font material shaders and handles both the single and multi layered render mode. If you don't need layered font rendering or shadow support, it is best to use a simpler shader such as the *`builtins/font-singlelayer.fp`*.
 :::
 
 *Shadow Blur*
@@ -105,15 +105,15 @@ Distance field fonts store the distance to the edge of the glyph in the texture
 
 ![Distance field font](images/font/df_font.png)
 
-Make sure to change the *Material* property of the font to *builtins/fonts/font-df.material* (or any other material that can handle the distance field data) when you create the font---or the font will not use the correct shader when it is rendered to screen.
+Make sure to change the *Material* property of the font to *`builtins/fonts/font-df.material`* (or any other material that can handle the distance field data) when you create the font---or the font will not use the correct shader when it is rendered to screen.
 
 ## Bitmap BMFonts
 
-In addition to generated bitmaps Defold supports prebaked bitmap "BMFont" format fonts. These fonts consists of a PNG font sheet with all the glyphs. In addition, a *.fnt* file contains information on where on the sheet each glyph can be found as well as size and kerning information. (Note that Defold does not support the XML version of the *.fnt* format that is used by Phaser and some other tools)
+In addition to generated bitmaps Defold supports prebaked bitmap "BMFont" format fonts. These fonts consists of a PNG font sheet with all the glyphs. In addition, a *`.fnt`* file contains information on where on the sheet each glyph can be found as well as size and kerning information. (Note that Defold does not support the XML version of the *`.fnt`* format that is used by Phaser and some other tools)
 
 These types of fonts provide no performance improvement from bitmap fonts generated from TrueType or OpenType font files, but can include arbitrary graphics, coloring and shadows right in the image.
 
-Add the generated *.fnt* and *.png* files to your Defold project. These files should reside in the same folder. Create a new font file and set the *font* property to the *.fnt* file. Make sure that *output_format* is set to `TYPE_BITMAP`. Defold will not generate a bitmap but use the one provided in the PNG.
+Add the generated *`.fnt`* and *`.png`* files to your Defold project. These files should reside in the same folder. Create a new font file and set the *font* property to the *`.fnt`* file. Make sure that *output_format* is set to `TYPE_BITMAP`. Defold will not generate a bitmap but use the one provided in the PNG.
 
 ::: sidenote
 To create a BMFont, you need to use a tool that can generate the appropriate files. Several options exist:
@@ -127,7 +127,7 @@ To create a BMFont, you need to use a tool that can generate the appropriate fil
 
 ![BMfont](images/font/bm_font.png)
 
-For the font to render correctly, don't forget to set the material property to *builtins/fonts/font-fnt.material* when you create the font.
+For the font to render correctly, don't forget to set the material property to *`builtins/fonts/font-fnt.material`* when you create the font.
 
 ## Artifacts and best practices
 

+ 1 - 1
docs/en/manuals/getting-help.md

@@ -40,7 +40,7 @@ A clear and concise description of what you expected to happen.
  - OS: [e.g. iOS8.1, Windows 10, High Sierra]
  - Device: [e.g. iPhone6]
 
-**Minimal repro case project (OPTIONAL):**
+**Minimal reproduction case project (OPTIONAL):**
 Please attach a minimal project where the bug is reproduced. This will greatly help the person trying to investigate and fix the bug.
 
 **Logs (OPTIONAL):**

+ 2 - 2
docs/en/manuals/html5.md

@@ -48,7 +48,7 @@ You can't test the HTML5 bundle by opening `index.html` file in a browser. This
 :::
 
 ::: important
-If you see a "wasm streaming compile failed: TypeError: Failed to execute ‘compile’ on ‘WebAssembly’: Incorrect response MIME type. Expected ‘application/wasm’." error in the console you must make sure that your server uses the `application/wasm` MIME type for .wasm files.
+If you see a "wasm streaming compile failed: TypeError: Failed to execute ‘compile’ on ‘WebAssembly’: Incorrect response MIME type. Expected ‘application/wasm’." error in the console you must make sure that your server uses the `application/wasm` MIME type for `.wasm` files.
 :::
 
 ## Creating HTML5 bundle
@@ -60,7 +60,7 @@ Creating HTML5 content with Defold is simple and follows the same pattern as all
 You can chose to include both an `asm.js` and a WebAssembly (wasm) version of the Defold engine in HTML5 bundle. In most cases it is enough to chose WebAssembly since [all modern browsers support WebAssembly](https://caniuse.com/wasm).
 
 ::: important
-Even if you include both `asm.js` and `wasm` versions of the engine only one of them will be downloaded by the browser when launching the game. The WebAssembly version will be downloaded if the browser supports WebAssembly and the asm.js version will be used as a fallback in the rare case that WebAssembly is not supported.
+Even if you include both `asm.js` and `wasm` versions of the engine only one of them will be downloaded by the browser when launching the game. The WebAssembly version will be downloaded if the browser supports WebAssembly and the `asm.js` version will be used as a fallback in the rare case that WebAssembly is not supported.
 :::
 
 When you click on the <kbd>Create bundle</kbd> button you will be prompted to select a folder in which to create your application. After the export process completes, you will find all of the files needed to run the application.

+ 1 - 1
docs/en/manuals/ios.md

@@ -9,7 +9,7 @@ brief: This manual explains how to build and run games and apps on iOS devices i
 Bundling a game for iOS is available only on Mac version of the Defold Editor.
 :::
 
-iOS requires that _any_ app that you build and want to run on your phone or tablet _must_ be signed with an Apple-issued certificate and provisioning profile. This manual explains the steps involved in bundling your game for iOS. During development, running your game through the [development app](/manuals/dev-app) is often preferred since it allows you to hot reload content and code wirelessly directly to your device.
+iOS requires that _any_ app that you build and want to run on your phone or tablet _must_ be signed with an Apple-issued certificate and provisioning profile. This manual explains the steps involved in bundling your game for iOS. During development, running your game through the [development app](/manuals/dev-app) is often preferred since it allows you to hot reload content and code directly to your device.
 
 ## Apple's code signing process
 

+ 1 - 1
docs/en/manuals/live-update.md

@@ -39,7 +39,7 @@ Any resources referenced by the base game package, will not be excluded.
 
 ## Live update settings
 
-When Defold creates an application bundle it needs to store any excluded resources somewhere. The project settings for Live update govern the location for those resources. The settings are found under <kbd>Project ▸ Live update Settings...</kbd>. This will create a settings file if none exists. In *game.project*, select which live-update settings file to use when bundling. This allows for using different live-update settings for different environments, for example for live, QA, dev etc.
+When Defold creates an application bundle it needs to store any excluded resources somewhere. The project settings for Live update govern the location for those resources. The settings are found under <kbd>Project ▸ Live update Settings...</kbd>. This will create a settings file if none exists. In *game.project*, select which live-update settings file to use when bundling. This allows for using different live-update settings for different environments, for example live, QA, development etc.
 
 ![Live update settings](images/live-update/05-liveupdate-settings-zip.png)
 

+ 3 - 3
docs/en/manuals/macos.md

@@ -13,9 +13,9 @@ macOS specific application configuration is done from the [macOS section](/manua
 
 ## Application icon
 
-The application icon used for a macOS game must be in the .`icns` format. You can easily create a `.icns` file from a set of .png files collected as an iconset. Follow the [official instructions for creating a `.icns` file](https://developer.apple.com/library/archive/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Optimizing/Optimizing.html). Brief summary of the steps involved are:
+The application icon used for a macOS game must be in the .`icns` format. You can easily create a `.icns` file from a set of `.png` files collected as a `.iconset`. Follow the [official instructions for creating a `.icns` file](https://developer.apple.com/library/archive/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Optimizing/Optimizing.html). Brief summary of the steps involved are:
 
-* Create an iconset folder, e.g. `game.iconset`
+* Create a folder for the icons, e.g. `game.iconset`
 * Copy icon files to the created folder:
 
     * `icon_16x16.png`
@@ -29,7 +29,7 @@ The application icon used for a macOS game must be in the .`icns` format. You ca
     * `icon_512x512.png`
     * `[email protected]`
 
-* Convert the `.iconset` folder to a .icns file using the `iconutil` command line tool:
+* Convert the `.iconset` folder to a `.icns` file using the `iconutil` command line tool:
 
 ```
 iconutil -c icns -o game.icns game.iconset

+ 1 - 1
docs/en/manuals/particlefx.md

@@ -77,7 +77,7 @@ Start Delay
 : The number of seconds the emitter should wait before emitting particles.
 
 Start Offset
-: The number of seconds into the particle simulation the emitter should start, or in other words how long the emitter should pre-warm the effect for.
+: The number of seconds into the particle simulation the emitter should start, or in other words how long the emitter should prewarm the effect for.
 
 Image
 : The image file (Tile source or Atlas) to use for texturing and animating the particles.

+ 1 - 1
docs/en/manuals/profiling.md

@@ -9,7 +9,7 @@ Defold includes a set of profiling tools that are integrated with the engine and
 
 ## The runtime visual profiler
 
-Debug builds feature a runtime visual profiler that displays live information rendered overlayed on top of the running application:
+Debug builds feature a runtime visual profiler that displays live information rendered overlaid on top of the running application:
 
 ```lua
 function on_reload(self)

+ 2 - 2
docs/en/manuals/project-settings.md

@@ -70,7 +70,7 @@ When checked, the engine will write a log file. If running more than one instanc
   * Others: Application root
 3. The application support path
   * macOS/iOS: `NSApplicationSupportDirectory`
-  * Windows: `CSIDL_APPDATA` (eg `C:\Users\<username>\AppData\Roaming`)
+  * Windows: `CSIDL_APPDATA` (e.g. `C:\Users\<username>\AppData\Roaming`)
   * Android: `Context.getFilesDir()`
   * Linux: `HOME` environment variable
 
@@ -543,7 +543,7 @@ If set, hides the navigation and status bars and lets your app capture all touch
 #### Debuggable
 Whether or not the application can be debugged using tools such as [GAPID](https://github.com/google/gapid) or [Android Studio](https://developer.android.com/studio/profile/android-profiler). This will set the `android:debuggable` flag in the Android manifest ([official documentation](https://developer.android.com/guide/topics/manifest/application-element#debug)).
 
-#### Extract Native Libariess
+#### Extract Native Libaries
 Specifies whether the package installer extracts native libraries from the APK to the file system. If set to `false`, your native libraries are stored uncompressed in the APK. Although your APK might be larger, your application loads faster because the libraries load directly from the APK at runtime. This will set the `android:extractNativeLibs` flag in the Android Manifest ([official documentation](https://developer.android.com/guide/topics/manifest/application-element#extractNativeLibs)). `true` by default.
 
 ---

+ 1 - 1
docs/en/manuals/resource.md

@@ -33,7 +33,7 @@ When the game is *run*, the engine starts at the bootstrap root of the tree and
 However, the engine will not automatically load the following types of referenced resources at runtime:
 
 - Game world collections referenced through collection proxies. Game worlds are relatively large so you will need to manually trigger loading and unloading of these in code. See [the Collection proxy manual](/manuals/collection-proxy) for details.
-- Files added via the *Custom Resources* setting in *game.project*. These files are manually loaded with the [sys.load_resource()](/ref/sys/#sys.load_resource) function.
+- Files added via the *Custom Resources* setting in *game.project*. These files are manually loaded with the [`sys.load_resource()`](/ref/sys/#sys.load_resource) function.
 
 The default way Defold bundles and loads resources can be altered to give fine grained control over how and when resources enter memory.
 

+ 2 - 2
docs/en/manuals/shader.md

@@ -13,7 +13,7 @@ This manual describes how Defold's rendering pipeline interfaces with GPU shader
 * See the [Material manual](/manuals/material) for details on materials.
 * See the [Compute manual](/manuals/compute) for details on compute programs.
 
-Specifications of OpenGL ES 2.0 (OpenGL for Embedded Systems) and OpenGL ES Shading Language can be found at [Kronos OpenGL Registry](https://www.khronos.org/registry/gles/).
+Specifications of OpenGL ES 2.0 (OpenGL for Embedded Systems) and OpenGL ES Shading Language can be found at [Khronos OpenGL Registry](https://www.khronos.org/registry/gles/).
 
 Observe that on desktop computers it is possible to write shaders using features not available on OpenGL ES 2.0. Your graphics card driver may happily compile and run shader code that will not work on mobile devices.
 
@@ -68,7 +68,7 @@ Constants
   - `CONSTANT_TYPE_WORLD` is the *world matrix* that maps from an object’s local coordinate space into world space.
   - `CONSTANT_TYPE_VIEW` is the *view matrix* that maps from world space to camera space.
   - `CONSTANT_TYPE_PROJECTION` is the *projection matrix* that maps from camera to screen space.
-  - Pre multiplied $world * view$, $view * projection$ and $world * view$ matrices are also available.
+  - Premultiplied $world * view$, $view * projection$ and $world * view$ matrices are also available.
   - `CONSTANT_TYPE_USER` is a `vec4` type constant that you can use as you wish.
 
   The [Material manual](/manuals/material) explains how to specify constants.

+ 0 - 132
docs/en/manuals/test.md

@@ -1,132 +0,0 @@
----
-title: Defold markdown test
-brief: This document uses all Markdown features (Commonmark + a couple of extensions) that the Defold docs use.
----
-
-# Defold markdown test
-
-All defold manuals and tutorials are written in Markdown. This document outlines how to use the various formatting for a consistent look on all documents.
-
-Try to write as if you are talking to the user. Keep the language direct and active and refrain from stating opinions unless it is important to the matter. Try to write paragraphs that flow and do not break them unnecessarily.
-
-You do have some typographic markers to your disposal. The simplest one is the *emphasis* marker. It puts some stress to a word, marking it as important. This marker should also be used to call attention to specific things that the user can encounter in Defold, like the names of properties, buttons etc. For example, a sprite component's *Position*, a button that says *Save...* etc. File names are also typed like that: *game.project* or *main/images/logo.png*.
-
-Do not use the **bold text** emphasis. Do not ***ever*** mark anything with both bold and emphasis.
-
-Generally, when using quotes you can type straight quotes (`""`) and they get automatically converted to "nice typographically correct quotes". Also, the en and em-dashes are nice things to be able to type easily. You do that by typing `--` for en-dash and `---` for em-dash. So now you can get nicely typeset numeric intervals like 23--24, and if you want an em-dash as punctuation in a sentence---that's easy too. Just remember not to put spaces around them. A nice ellipsis character is also automatically inserted whenever you type more than two spaces in a row...
-
-Keystrokes, like the combination <kbd>⌘ + T</kbd> are written surrounded by `<kbd>` tags, as are any references to menu options, like <kbd>File ▸ Save As...</kbd>. Note the small right-pointing triangle that makes menu options stand out a little.
-
-For subscript and superscript you type `~subscript~` and `^superscript^`. For example: <code>X~N~ = y^N^ + O~N~</code> where `N` is a variable. For clarity, maths formulas can be put inside `<code>` tags, or even better---use the LaTeX math extension. Inline math is written surrounded by \$ signs. For instance, $\int\frac {d\theta}{1+\theta^2} = \tan^{-1} \theta+ C$. Separate math blocks are delimited by $$ pairs:
-
-```math
-\int\frac {d\theta}{1+\theta^2} = \tan^{-1} \theta+ C
-```
-
-For things that the user will type, like function names, message names, string values and similar, use the `code marker`. For instance, `go.some_function()` or a `variable` name, a `message_name` or a `"string value"`. For larger chunks of code or configuration text, use the code fences with language specification to enable syntax highlighting:
-
-```lua
-local pieces = { "ground0", "ground1", "ground2", "ground3",
-                    "ground4", "ground5", "ground6" } -- <1>
-
-function init(self) -- <2>
-    self.speed = 6
-end
-
--- This is a comment to the functionality of the function and it is running quite long to force a linebreak
-function update(self, dt)
-    for i, p in ipairs(pieces) do -- <3>
-        local pos = go.get_position(p)
-        if pos.x <> -228 then
-            pos.x = 1368 + (pos.x + 228)
-        end
-        pos.x = pos.x - self.speed
-        go.set_position(pos, p)
-    end
-end
--- This is a comment to the functionality of the function and it is running quite long to force a
-```
-1. Note that the `-- <1>` in the source is changed to a numeric callout that is not part of
-   the source code anymore.
-2. Depending on the source language you type the callout differently. In a C like language
-   you would type `// <2>`
-3. In a shell-like language you would type `# <3>`.
-
-## Two levels of headings, lists and tables
-
-Do not use more than two levels of headings. If you need to describe specific things that you feel call for a third level heading, use a definition list instead:
-
-Some thing
-: Here you can explain what "Some thing" is, what it does and whatnot. You have access to all of markdown in the description, just make sure to indent properly:
-  - A bullet point
-  - Another bullet
-
-Another thing to explain
-: Here you explain that other thing to explain. Try to be specific and avoid vague language when you describe things.
-
-Definition lists are great when you can put a name to each item. Sometimes a bullet list is better, or a numbered list. You can mix and match these:
-
-- Bullet list, indicated with either a `-` or a `*` or a `+` at the start of the line.
-- Another item.
-- A third item. We can also make sub-items, either bullets or numbers:
-    1. A numbered sub-item. Number list items are written either `1.` or `1)`.
-    2. The numbers are increased automatically from the first one.
-- A fourth bullet item. This marks the end of the list.
-
-23. Let's create a numbered list that starts on the number 23.
-1. Another item. Note that this gets the number 24 no matter what I type.
-0. And this gets the number 25 no matter what I type.
-
-Definition lists are good for free flow explanation of things. Sometimes a table would do the job better though. Left-aligned:
-
-| Shortcut                  | Purpose               | Context        |
-| ------------------------- | --------------------- | -------------- |
-| <kbd>F11</kbd>            | Toggle fullscreen     | In application |
-| <kbd>⌘ + T</kbd>         | Open a new tab        | In application |
-| <kbd>⌘ + Shift + N</kbd> | New incognito window  | In application |
-
-Or right-aligned
-
-| Shortcut                  | Purpose               | Context        |
-| ------------------------: | --------------------: | -------------: |
-| <kbd>F11</kbd>            | Toggle fullscreen     | In application |
-| <kbd>⌘ + T</kbd>         | Open a new tab        | In application |
-| <kbd>⌘ + Shift + N</kbd> | New incognito window  | In application |
-
-
-## Notes and images
-
-There are two types of notes that you can insert into the text. Since this is not a printed medium the idea of a footnote doesn't really work. Instead we keep the notes together with the text. Use the `::: sidenote` block for these.
-
-::: sidenote
-The `::: sidenote` block is good for adding footnote-like information to the text. It can be used to add further explanation that is not vital or point to other resources. They are shown to the side of the text they precede.
-:::
-
-When you really want to make the user aware of something, use the `::: important` block:
-
-::: important
-This is a block of text that the user will not miss. Use these sparingly for things that really needs a lot of attention. If you find that your document is littered with these, you might want to group the information a bit.
-:::
-
-Images are inserted into the document like this:
-
-![A large image of sorts](images/test/large.png)
-
-![A small image of sorts](images/test/tiny.png){.left} An image that is put at the start of a paragraph---inline with a class `.left`. This is useful for small images like icons and the like. The rendering of these is not optimal since the image size is needed to figure out image placement in relation to the text. Still, in some cases it can be useful, for paragraph decoration or similar.
-
-![A small image of sorts](images/test/tiny.png){.right} An image that is put at the start of a paragraph---inline with a class `.right`. This is useful for small images like icons and the like. The rendering of these is not optimal since the image size is needed to figure out image placement in relation to the text. Still, in some cases it can be useful, for paragraph decoration or similar.
-
-![A small icon](images/test/icon.svg){.icon} Images with class `.icon` are rendered inline aligned with the text. Use this to insert really small images (like ![A small icon](images/test/icon.svg){.icon}) into running text.
-
-Note that images are usually rendered centered in their own paragraph. Apply class `.inline` for inline behavior if you have several images as part of the same paragraph and you want to line up several images like this:
-
-![A small image of sorts](images/test/small.png){.inline}
-![A small image of sorts](images/test/small.png){.inline}
-
-## Transclusion
-
-Pieces of text that are used in multiple places can be transcluded into a document. See https://github.com/jamesramsay/hercule for details on the transcluder plugin used.
-
-:[link](../shared/test.md)
-
-The end

+ 1 - 1
docs/en/manuals/zerobrane.md

@@ -16,7 +16,7 @@ In order for ZeroBrane to find the files in your project, you need to point it t
 1. Right click on *game.project*
 2. Choose <kbd>Show in Desktop</kbd>
 
-![Show in Finder](images/zerobrane/show_in_desktop.png){ srcset="images/zerobrane/[email protected] 2x" }
+![Show in Finder](images/zerobrane/show_in_desktop.png)
 
 ## To set up ZeroBrane
 

+ 0 - 4
docs/en/shared/editor-faq.md

@@ -12,10 +12,6 @@ A: This error is related to problems with Java assistive technology such as the
 Discussed [here on the Defold forum](https://forum.defold.com/t/editor-endless-loading-windows-10-1-2-169-solved/65481/3).
 
 
-#### Q: Why doesn't the editor start or open my project?
-A: Check if there are spaces in the path leading up to the Defold application. For instance, if you put the folder *Defold-macosx* containing the macOS version of the editor in your *Applications* folder, then you should be ok.  If you rename the folder *Defold macosx* the editor might not start anymore. On Windows, putting Defold under *C:\\Program Files\\* can trigger this problem. This is due to a known bug in the underlying Eclipse framework.
-
-
 #### Q: Why am I getting an error saying `sun.security.validator.ValidatorException: PKIX path building failed` when launching the editor?
 A: This exception occurs when the editor tries to make an https connection but the certificate chain provided by the server cannot be verified.
 

+ 1 - 1
docs/en/tutorials/grading.md

@@ -40,7 +40,7 @@ We need to modify the built-in render script and add the new rendering functiona
 
    ![game.project](images/grading/game_project.png)
 
-Now the game is set up to run with a new render pipeline that we can modify. To test that our render script copy is used by the engine, run your game, then do a modification to the render script that will give a visual result, and then reload the script. For example, you can disable the drawing of tiles and sprites, then press <kbd>⌘ + R</kbd> to hot-relad the "broken" render script into the running game:
+Now the game is set up to run with a new render pipeline that we can modify. To test that our render script copy is used by the engine, run your game, then do a modification to the render script that will give a visual result, and then reload the script. For example, you can disable the drawing of tiles and sprites, then press <kbd>⌘ + R</kbd> to hot-reload the "broken" render script into the running game:
 
 ```lua
 ...

+ 2 - 2
docs/en/tutorials/runner.md

@@ -266,7 +266,7 @@ Now we can start constructing the hero gameobject:
 Now it's time to add physics for collision to work:
 
 1. Add a *Collision Object* component to the hero game object. (Right-click the root in the *Outline* and select <kbd>Add Component</kbd>, then select "Collision Object")
-2. Right-click the new component and select <kbd>Add Shape</kbd>. Add two shapes to cover the characters's body. A sphere and a box will do.
+2. Right-click the new component and select <kbd>Add Shape</kbd>. Add two shapes to cover the character's body. A sphere and a box will do.
 3. Click the shapes and use the *Move Tool* (<kbd>Scene ▸ Move Tool</kbd>) to move the shapes into good positions.
 4. Mark the *Collision Object* component and set the *Type* property to "Kinematic".
 
@@ -938,6 +938,6 @@ And now we have a simple, but functional game! If you make it this far you might
 
 > Download the completed version of the project [here](images/runner/sample-runner.zip)
 
-That concludes this introductory tutorial. Now go ahead and dive into Defold. We have lots of [manuals and tutorials](//www.defold.com/learn) prepared to guide you, and if you get stuck, your're welcome to the [forum](//forum.defold.com).
+That concludes this introductory tutorial. Now go ahead and dive into Defold. We have lots of [manuals and tutorials](//www.defold.com/learn) prepared to guide you, and if you get stuck, you're welcome to the [forum](//forum.defold.com).
 
 Happy Defolding!

+ 1 - 1
docs/en/tutorials/shadertoy.md

@@ -95,7 +95,7 @@ Now everything is in place to start working on the actual shader code. Let's fir
 
 ![Star Nest shader code](images/shadertoy/starnest_code.png)
 
-1. Lines 5--18 defines a bunch of constants. We can leve these as is.
+1. Lines 5--18 defines a bunch of constants. We can leave these as is.
 
 2. Lines 21 and 63 contains the input fragment X and Y screen space texture coordinates (`in vec2 fragCoord`), and output fragment color (`out vec4 fragColor`).
 

+ 4 - 4
docs/gr/manuals/animation.md

@@ -25,16 +25,16 @@ brief: Αυτό το εγχειρίδιο περιγράφει την υποστ
 
   Για λεπτομέρειες σχετικά με τον τρόπο εισαγωγής δεδομένων 3D σε ένα μοντέλο για κινούμενα σχέδια, ανατρέξτε στο [Model documentation](/manuals/model).
 
-  ![Blender animation](images/animation/blender_animation.png){.inline srcset="images/animation/[email protected] 2x"}
-  ![Wiggle loop](images/animation/suzanne.gif){.inline}
+  ![Blender animation](images/animation/blender_animation.png)
+  ![Wiggle loop](images/animation/suzanne.gif)
 
 
 ## Ιδιότητα Κινούμενων γραφικών 
 
 Όλες οι αριθμητικές ιδιότητες (numbers, vector3, vector4 and quaterions) και οι σταθερές shader μπορούν να κινούνται με το ενσωματωμένο σύστημα κινούμενης εικόνας, χρησιμοποιώντας τη συνάρτηση  `go.animate()`. η μηχανή θα "tween" ιδιότητες αυτόματα για εσάς σύμφωνα με δεδομένες λειτουργίες αναπαραγωγής και λειτουργίες χαλάρωσης. Μπορείτε επίσης να καθορίσετε προσαρμοσμένες λειτουργίες χαλάρωσης.
 
-  ![Property animation](images/animation/property_animation.png){.inline srcset="images/animation/[email protected] 2x"}
-  ![Bounce loop](images/animation/bounce.gif){.inline}
+  ![Property animation](images/animation/property_animation.png)
+  ![Bounce loop](images/animation/bounce.gif)
 
 ## Αναπαραγωγή κινούμενων εικόνων
 

+ 1 - 1
docs/ru/manuals/debugging-native-code.md

@@ -110,7 +110,7 @@ Defold неплохо протестирован и очень редко дае
 
     Например, в стеке вызовов без отладочных символов это могло бы выглядеть так
 
-	#00 pc 00257224 libmy_game_name.so
+	`#00 pc 00257224 libmy_game_name.so`
 
 	Где *00257224* это адрес
 

+ 1 - 1
docs/zh/manuals/debugging-native-code.md

@@ -109,7 +109,7 @@ $ adb shell "run-as com.defold.example sh -c 'cat /data/data/com.defold.example/
 
 	例如下面这个文件
 
-	#00 pc 00257224 libmy_game_name.so
+	`#00 pc 00257224 libmy_game_name.so`
 
 	其中 *00257224* 就是地址
 

+ 1 - 1
docs/zh/manuals/zerobrane.md

@@ -16,7 +16,7 @@ Defold 自带内置调试器, 但是还可以使用免费开源的 Lua 编辑器
 1. 右键点击 *game.project*
 2. 选择 <kbd>Show in Desktop</kbd>
 
-![Show in Finder](images/zerobrane/show_in_desktop.png){ srcset="images/zerobrane/[email protected] 2x" }
+![Show in Finder](images/zerobrane/show_in_desktop.png)
 
 ## ZeroBrane 打开项目