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Merge branch 'master' of https://github.com/defold/doc

Björn Ritzl 2 år sedan
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+ 1 - 1
docs/en/faq/faq.md

@@ -62,7 +62,7 @@ A: The following platforms are supported for the editor/tools and the engine run
   | Ubuntu 18.04 (64 bit)(1)   | Editor               |
   | Linux (64 bit)(2)          | Runtime              |
   | iOS 9.0                    | Runtime              |
-  | Android 4.1 (API level 16) | Runtime              |
+  | Android 4.4 (API level 19) | Runtime              |
   | HTML5                      | Runtime              |
 
   (1 The editor is built and tested for 64-bit Ubuntu 18.04. It should work on other distributions as well but we give no guarantees.)

+ 2 - 2
docs/en/manuals/extensions-details.md

@@ -21,7 +21,7 @@ When creating libraries (such as extensions), it's good to keep the lowest commo
 
 For the most accurate list of versions, check the [build.py](./scripts/build.py).
 
-* Android: NDK 20r, Build Tools 23.0.2, Api Level 16 for armv7 and Api level 21 for arm64
+* Android: NDK r25b, Build Tools 33.0.1, Api Level 19 for armv7 and Api level 21 for arm64
 * iOS: iPhoneOS13.5.sdk
 * macOS: MacOSX10.15.sdk
 * Windows: WindowsKits 10.0, Microsoft Visual Studio 2019
@@ -31,7 +31,7 @@ For the most accurate list of versions, check the [build.py](./scripts/build.py)
 ### C++ version + ABI compatibility
 
 * Linux: `clang 9`
-* Android:`clang` using `NDK r20`
+* Android:`clang` using `NDK r25b`
 * Html5: `Emscripten 1.39.16`
 * Win32: `Microsoft Visual Studio 2019` (`clang 9` on build server)
 * iOS/macOS: `apple-clang` (`clang 9` on build server)

+ 12 - 11
docs/en/manuals/project-settings.md

@@ -300,7 +300,7 @@ If checked, the sound system will use threads for sound playback to reduce risk
 ### Sprite
 
 #### Max Count
-Max number of sprites per collection, `128` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of sprites per collection, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 #### Subpixels
 Check to allow sprites to appear unaligned with respect to pixels, checked by default.
@@ -310,7 +310,7 @@ Check to allow sprites to appear unaligned with respect to pixels, checked by de
 ### Tilemap
 
 #### Max Count
-Max number of tile maps per collection, `16` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of tile maps per collection, `16` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 #### Max Tile Count
 Max number of concurrent visible tiles per collection, `2048` by default.
@@ -320,28 +320,28 @@ Max number of concurrent visible tiles per collection, `2048` by default.
 ### Spine
 
 #### Max Count
-Max number of spine model components, `128` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of spine model components, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
 ### Mesh
 
 #### Max Count
-Max number of mesh components per collection, `128` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of mesh components per collection, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
 ### Model
 
 #### Max Count
-Max number of model components per collection, `128` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of model components per collection, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
 ### GUI
 
 #### Max Count
-Max number of GUI components, `64` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of GUI components, `64` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 #### Max Particlefx Count
 The max number of concurrent emitters, `64` by default.
@@ -354,7 +354,7 @@ The max number of concurrent particles, `1024` by default.
 ### Label
 
 #### Max Count
-Max number of labels, `64` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of labels, `64` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 #### Subpixels
 Check to allow labels to appear unaligned with respect to pixels, checked by default.
@@ -364,7 +364,7 @@ Check to allow labels to appear unaligned with respect to pixels, checked by def
 ### Particle FX
 
 #### Max Count
-The max number of concurrent emitters, `64` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+The max number of concurrent emitters, `64` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 #### Max Particle Count
 The max number of concurrent particles, `1024` by default.
@@ -374,21 +374,21 @@ The max number of concurrent particles, `1024` by default.
 ### Collection proxy
 
 #### Max Count
-Max number of collection proxies, `8` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of collection proxies, `8` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
 ### Collection factory
 
 #### Max Count
-Max number of collection factories, `128` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of collection factories, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
 ### Factory
 
 #### Max Count
-Max number of game object factories, `128` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of game object factories, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
@@ -613,6 +613,7 @@ To further optimize memory usage the Defold build process will analyse the conte
 
 * If a collection doesn't contain any factory components the exact amount of each component will be allocated and the max count values will be ignored.
 * If a collection contains a factory component the spawned objects will be analysed and the max count will be used for components that can be spawned from the factories.
+* If a collection contains a factory or a collection factory with activated "Dynamic Prototype" option, this collection will use the max counters.
 
 
 ## Custom project settings

+ 1 - 1
docs/es/faq/faq.md

@@ -62,7 +62,7 @@ A: Las siguientes plataformas tienen soporte para el editor/herramientas y el ru
   | Ubuntu 18.04 (64 bit)(1)   | Editor               |
   | Linux (64 bit)(2)          | Runtime              |
   | iOS 9.0                    | Runtime              |
-  | Android 4.1 (API level 16) | Runtime              |
+  | Android 4.4 (API level 19) | Runtime              |
   | HTML5                      | Runtime              |
 
   (1 El editor fue creado y probad para 64-bit Ubuntu 18.04. Debe funcionar en otras distribuciones pero no damos garantía de ello.)

+ 1 - 1
docs/pt/faq/faq.md

@@ -51,7 +51,7 @@ R: As seguintes plataformas são suportadas para o editor/ferramentas e o tempo
   | Ubuntu 18.04 (64 bit)(1)   | Editor               |
   | Linux (64 bit)(2)          | Runtime              |
   | iOS 9.0                    | Runtime              |
-  | Android 4.1 (API level 16) | Runtime              |
+  | Android 4.4 (API level 19) | Runtime              |
   | HTML5                      | Runtime              |
 
   (1 O editor é construído e testado para Ubuntu 18.04 64-bit. Deve funcionar em outras distribuições também, mas não damos garantias.)

+ 2 - 2
docs/ru/manuals/extensions-details.md

@@ -21,7 +21,7 @@ brief: В этом руководстве описаны некоторые по
 
 Для получения наиболее точного списка версий проверьте с помощью [build.py](./scripts/build.py).
 
-* Android: NDK 20r, Build Tools 23.0.2, Api Level 16 for armv7 and Api level 21 for arm64
+* Android: NDK r25b, Build Tools 33.0.1, Api Level 19 for armv7 and Api level 21 for arm64
 * iOS: iPhoneOS13.5.sdk
 * macOS: MacOSX10.15.sdk
 * Windows: WindowsKits 10.0, Microsoft Visual Studio 2019
@@ -31,7 +31,7 @@ brief: В этом руководстве описаны некоторые по
 ### C++ версия + ABI совместимость
 
 * Linux: `clang 9`
-* Android:`clang` using `NDK r20`
+* Android:`clang` using `NDK r25b`
 * Html5: `Emscripten 1.39.16`
 * Win32: `Microsoft Visual Studio 2019` (`clang 9` on build server)
 * iOS/macOS: `apple-clang` (`clang 9` on build server)

+ 1 - 1
docs/zh/faq/faq.md

@@ -61,7 +61,7 @@ brief: 有关 Defold 游戏引擎和编辑器及平台的常见问题和解答.
   | Ubuntu 18.04 (64 bit)(1)   | 编辑器                |
   | Linux (64 bit)(2)          | 游戏引擎              |
   | iOS 9.0                    | 游戏引擎              |
-  | Android 4.1 (API level 16) | 游戏引擎              |
+  | Android 4.4 (API level 19) | 游戏引擎              |
   | HTML5                      | 游戏引擎              |
 
   (1 编辑器在 64-bit Ubuntu 18.04 平台上通过编译和测试. 其他版本应该同样可以运行但是未经过测试.)

+ 2 - 2
docs/zh/manuals/extensions-details.md

@@ -24,7 +24,7 @@ brief: 本教程介绍了有关编译系统用来编译原生扩展的一些细
 
 ### SDK 版本
 
-* Android: NDK 20r, Build Tools 23.0.2, Api Level 16 for armv7 and Api level 21 for arm64
+* Android: NDK r25b, Build Tools 33.0.1, Api Level 19 for armv7 and Api level 21 for arm64
 * iOS: iPhoneOS13.5.sdk
 * macOS: MacOSX10.15.sdk
 * Windows: WindowsKits 10.0, Microsoft Visual Studio 2019
@@ -34,7 +34,7 @@ brief: 本教程介绍了有关编译系统用来编译原生扩展的一些细
 ### C++ 版本 + ABI 兼容
 
 * Linux: `clang 9`
-* Android:`clang` using `NDK r20`
+* Android:`clang` using `NDK r25b`
 * Html5: `Emscripten 1.39.16`
 * Win32: `Microsoft Visual Studio 2019` (`clang 9` on build server)
 * iOS/macOS: `apple-clang` (`clang 9` on build server)

+ 10 - 10
docs/zh/manuals/project-settings.md

@@ -300,7 +300,7 @@ HTTP超时秒数. 设置为 `0` 则关闭超时, 默认关闭.
 ### Sprite
 
 #### Max Count
-每个集合最大sprite数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
+每个集合最大sprite数目, 默认是 `128`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 #### Subpixels
 开启后允许sprite不与像素对齐, 默认开启.
@@ -310,7 +310,7 @@ HTTP超时秒数. 设置为 `0` 则关闭超时, 默认关闭.
 ### Tilemap
 
 #### Max Count
-每个集合的瓷砖地图最大数目, 默认是 `16`. [(参见最大组件数优化)](#component_max_count_optimizations).
+每个集合的瓷砖地图最大数目, 默认是 `16`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 #### Max Tile Count
 每个集合可同时显示的瓷砖最大数目, 默认是 `2048`.
@@ -327,21 +327,21 @@ spine 模型最大数目, 默认是 `128`.
 ### Mesh
 
 #### Max Count
-每个集合最大容纳3D模型面数, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
+每个集合最大容纳3D模型面数, 默认是 `128`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 ---
 
 ### Model
 
 #### Max Count
-每个集合最大容纳3D模型组件个数, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
+每个集合最大容纳3D模型组件个数, 默认是 `128`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 ---
 
 ### GUI
 
 #### Max Count
-GUI 组件最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimizations).
+GUI 组件最大数目, 默认是 `64`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 #### Max Particlefx Count
 同一时间粒子发射器最大数目, 默认是 `64`.
@@ -354,7 +354,7 @@ GUI 组件最大数目, 默认是 `64`. [(参见最大组件数优化)](#compone
 ### Label
 
 #### Max Count
-label 最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimizations).
+label 最大数目, 默认是 `64`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 #### Subpixels
 开启后允许 lables 不与像素对齐, 默认开启.
@@ -364,7 +364,7 @@ label 最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_m
 ### Particle FX
 
 #### Max Count
-同一时间粒子发射器最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimizations).
+同一时间粒子发射器最大数目, 默认是 `64`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 #### Max Particle Count
 同一时间粒子最大数目, 默认是 `1024`.
@@ -374,21 +374,21 @@ label 最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_m
 ### Collection proxy
 
 #### Max Count
-集合代理最大数目, 默认是 `8`. [(参见最大组件数优化)](#component_max_count_optimizations).
+集合代理最大数目, 默认是 `8`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 ---
 
 ### Collection factory
 
 #### Max Count
-集合工厂最大数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
+集合工厂最大数目, 默认是 `128`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 ---
 
 ### Factory
 
 #### Max Count
-游戏对象工厂最大数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
+游戏对象工厂最大数目, 默认是 `128`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 ---