Browse Source

fix headers

mitm001 5 years ago
parent
commit
2e7c82c259

+ 2 - 4
docs/modules/ROOT/pages/bsd_license.adoc

@@ -1,8 +1,6 @@
 = bsd_license
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/25
 
 
 

+ 2 - 7
docs/modules/ROOT/pages/jme3/advanced/android_cheat_sheet.adoc

@@ -1,11 +1,6 @@
 = android
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../
-:imagesdir: ../..
-:experimental:
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/25
 
 
 

+ 2 - 6
docs/modules/ROOT/pages/jme3/build_from_sources.adoc

@@ -1,11 +1,7 @@
 = Building jMonkeyEngine 3 from the Sources
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
+:revnumber: 2.0
+:revdate: 2020/07/25
 :keywords: documentation, install
-:relfileprefix: ../
-:imagesdir: ..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
 == Foreword

+ 2 - 7
docs/modules/ROOT/pages/jme3/build_jme3_sources_with_netbeans.adoc

@@ -1,12 +1,7 @@
 = Building JME3 from Sources in Netbeans 8.x
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
+:revnumber: 2.0
+:revdate: 2020/07/25
 :keywords: documentation, install
-:relfileprefix: ../
-:imagesdir: ..
-:experimental:
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
 You are welcome to try out the new jME3, and contribute patches and features! This document shows how to download, set up, build, and run the latest development version from the sources. These instructions work in NetBeans IDE 8.x or better.

+ 2 - 6
docs/modules/ROOT/pages/jme3/jme3_source_structure.adoc

@@ -1,10 +1,6 @@
 = jMonkeyEngine 3 -- Source Structure
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../
-:imagesdir: ..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/25
 
 
 An overview of the source structure of the JME3 project. In order to support both Desktop and Android Java platforms, it was necessary to split the source code into several parts. This wiki page describes the packages and their purpose. Status: Up-to-date for JME3 beta.

+ 2 - 6
docs/modules/ROOT/pages/jme3/maven.adoc

@@ -1,10 +1,6 @@
 = Maven Artifacts
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../
-:imagesdir: ..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/25
 
 
 You can use jME3 with maven compatible build systems.

+ 0 - 111
docs/modules/ROOT/pages/jme3/webstart.adoc

@@ -1,111 +0,0 @@
-= WebStart (JNLP) Deployment
-:revnumber: 2.0
-:revdate: 2020/07/15
-
-
-When you xref:sdk:application_deployment.adoc[use the jMonkeyEngine SDK to deploy your application], you can configure the project to build files required for WebStart automatically. If you use another IDE, or work on the command line, use the following tips to set up WebStart correctly:
-
-
-== Problem Statement
-
-*Problem:*
-
-When running under WebStart, jMonkeyEngine may not have permission to extract the native libraries to the current directory.
-
-*Solution: *
-
-You can instruct WebStart to load the native libraries itself using the JNLP file, and then instruct jME3 not to try to do so itself.
-
-
-== Simple way
-
-You can import the LWJGL JNLP extension directly into your extension, however be aware that your application will break whenever they update their jars. Simply add this line to your JNLP:
-
-[source,xml]
-----
-
-<extension name="lwjgl" href="http://lwjgl.org/webstart/2.7.1/extension.jnlp" />
-
-----
-
-
-== Reliable way
-
-
-=== Native jars
-
-You can download the LWJGL native jars from their site, or to ensure you're using the exact same version as bundled with your jME3 release, make your own:
-
-[source]
-----
-
-mkdir tmp
-cd tmp
-jar xfv ../jME3-lwjgl-natives.jar
-cd native
-for i in *; do
-  cd $i
-  jar cfv ../../native_$i.jar .
-  cd ..
-done
-
-----
-
-For Windows:
-
-[source]
-----
-
-@echo off
-md tmp
-cd tmp
-"%JDK_HOME%\bin\jar" -xfv ..\jME3-lwjgl-natives.jar
-cd native
-for /D %%i in ("*") do (
-  cd %%i
-  "%JDK_HOME%\bin\jar" -cfv ..\..\native_%%i%.jar .
-  cd ..
-)
-cd ..
-
-----
-
-Remember to sign all the jar files and move them into the right place from the tmp directory.
-
-
-=== JNLP file
-
-Add the following to your JNLP file:
-
-[source,xml]
-----
-
-  <resources os="Windows">
-    <j2se version="1.4+"/>
-    <nativelib href="native_windows.jar"/>
-  </resources>
-  <resources os="Linux">
-    <j2se version="1.4+"/>
-    <nativelib href="native_linux.jar"/>
-  </resources>
-  <resources os="Mac OS X">
-    <j2se version="1.4+"/>
-    <nativelib href="native_macosx.jar"/>
-  </resources>
-----
-
-
-=== Set low-permissions mode
-
-In your main() method, if running under WebStart, tell jME3 it is running in a low-permission environment so that it doesn't try to load the natives itself:
-
-[source,java]
-----
-
-  public static void main(String[] args)
-  {
-      if (System.getProperty("javawebstart.version") != null) {
-        JmeSystem.setLowPermissions(true);
-      }
-
-----

+ 2 - 5
docs/modules/ROOT/pages/logo.adoc

@@ -1,9 +1,6 @@
 = The jMonkeyEngine Logo
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
-
+:revnumber: 2.0
+:revdate: 2020/07/25
 
 You may use this logo for the purposes of education and when identifying the use of jMonkeyEngine.  This page comes about due to the reoccurring question of the acquisition and use of the jME logo.  It is important to note the distinction in using the logo to represent the use of jMonkeyEngine (allowed and very much appreciated!) as opposed to the endorsement of a product by the jMonkeyEngine community or core team (not allowed).
 

+ 0 - 118
docs/modules/ROOT/pages/multiplayer_template.adoc

@@ -1,118 +0,0 @@
-= multiplayer_template
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
-
-
-This page is to make your own multiplayer game, mainly by using a template and understanding how it works.
-
-The template for a multiplayer project can be found here:
-link:https://hub.jmonkeyengine.org/t/multiplayer-game-template/29904[https://hub.jmonkeyengine.org/t/multiplayer-game-template/29904]
-
-Additional information e.g. links to jars can be found here:
-link:https://hub.jmonkeyengine.org/t/need-help-need-jar-files-for-a-project/30065[https://hub.jmonkeyengine.org/t/need-help-need-jar-files-for-a-project/30065]
-
-//Class diagram (template only):
-//link:http://puu.sh/a4azI/8c37cd8cf4.png[http://puu.sh/a4azI/8c37cd8cf4.png]
-
-A lot of work has to be done, but the best thing to start with, is summing up the classes, with  the variables and explaining what the use is of those.
-
-Classes (by package):
-
-NetworkRpg:
-
-.  GameClient (Interface)
-.  GameConstants
-.  GameGuiController
-.  Main
-
-....
-  private AppSettings settings;  sets the resolution
-  private boolean isFullScreen = false;  obvious: fullscreen
-....
-
-.  MenuInputMapping (No variables)
-.  RemoteGameClient
-.  ServerMain
-.  ThirdPersonCamera
-.  TimeProvider (Interface)
-
-NetworkRpg.AppStates:
-
-.  BaseAppState
-.  ConnectionState
-.  EntityDataState
-.  ErrorState
-.  GamePlayState
-.  MainMenuState
-.  ModelState
-.  WorldState
-
-NetworkRpg.Components:
-
-.  ModelType
-.  Position
-.  walkDirection (No variables)
-
-NetworkRpg.Factories:
-
-.  EntityFactories
-.  GameModelFactory
-.  ModelFactory
-
-NetworkRpgt.Handlers:
-
-.  GameMessageHandler
-
-NetworkRpg.Networking:
-
-.  Util
-
-....
-  public static final int tcpPort = 1337;   portnumber used for tcp connections
-  public static final int udpPort = 1337;   portnumber used for udp connections (http://www.diffen.com/difference/TCP_vs_UDP)
-  public static final String GAME_NAME ="Network RPG"; name of the game
-  public static final int PROTOCOL_VERSION = 1; version of the udp/tcp protocol being used
-....
-
-NetworkRpg.Networking.Msg:
-
-.  ChatMessage
-.  CommandSet
-.  GameTimeMessage
-.  PlayerInfoMessage
-.  ViewDirection
-
-NetworkRpg.Objects:
-
-.  Avatar
-
-....
-  public Spatial avatarSpatial;      holds information about the character
-  private Node avatarNode;     a node which contains the modelnode
-  private Node model;          a node which contains your character (the green thing on the map)
-  public BetterCharacterControl avatarControl;  this is used to set the gravity
-  private SimpleApplication App;  we need this to get the rootnode
-  private BulletAppState bulletAppState; allows using bullet physics in an Application.
-  private Node rootNode;   the node which gets all the nodes (add to this one, and it'll be visible)
-  private AnimChannel animChannel; used to change the current anitmation
-  private AnimControl animControl;   this is needed to create an animchannel
-  private BitmapText label;     label where we add a the textnode to
-  private Node textNode;           name above the head of the player
-  private String idleAnim = "IdleBase";   name of the animation (not 100% sure)
-  private String walkAnim = "RunBase";
-  private String attackAnim = "SliceHorizontal";
-  private String jumpAnim = "JumpLoop";
-  private BitmapFont guiFont;    the font
-  private String playerName;     name above the avatar
-....
-
-NetworkRpg.Services:
-
-.  EntityDataService
-.  GameSystems
-.  MovementService
-.  Service (Interface)
-
-This is a total of 35 classes.

+ 2 - 5
docs/modules/ROOT/pages/report_bugs.adoc

@@ -1,9 +1,6 @@
 = How to report bugs against the jMonkeyEngine
-:author:
-:revnumber:
-:revdate: 2016/09/29 08:30
-:keywords: contributor
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/25
 
 Even if you cannot contribute patches and plugins, you can still help a lot by reporting bugs and helping us improve existing features.
 

+ 2 - 4
docs/modules/ROOT/pages/team.adoc

@@ -1,9 +1,7 @@
 = jMonkeyEngine Team
-:author:
-:revnumber:
-:revdate: 2017/04/13 10:25
+:revnumber: 2.0
+:revdate: 2020/07/25
 :keywords: contact, jmonkeyengine, team
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
 == Engine Leader