2
0
mitm001 5 жил өмнө
parent
commit
abc33edbf6
36 өөрчлөгдсөн 121 нэмэгдсэн , 264 устгасан
  1. 2 6
      docs/modules/contributions/pages/ai/building_recast.adoc
  2. 2 6
      docs/modules/contributions/pages/ai/monkey_brains.adoc
  3. 3 7
      docs/modules/contributions/pages/es/entitysystem/entityset.adoc
  4. 25 29
      docs/modules/contributions/pages/es/entitysystem/examples/damagesystem.adoc
  5. 2 6
      docs/modules/contributions/pages/es/entitysystem/examples/own_logic_thread.adoc
  6. 2 7
      docs/modules/contributions/pages/es/entitysystem/points.adoc
  7. 3 7
      docs/modules/contributions/pages/gui/tonegodgui/createeffects.adoc
  8. 7 11
      docs/modules/contributions/pages/gui/tonegodgui/customcontrols.adoc
  9. 3 7
      docs/modules/contributions/pages/gui/tonegodgui/donts.adoc
  10. 2 6
      docs/modules/contributions/pages/gui/tonegodgui/dragelement.adoc
  11. 2 6
      docs/modules/contributions/pages/gui/tonegodgui/effectmanager.adoc
  12. 2 6
      docs/modules/contributions/pages/gui/tonegodgui/evkeyboard.adoc
  13. 2 6
      docs/modules/contributions/pages/gui/tonegodgui/evmousebutton.adoc
  14. 2 6
      docs/modules/contributions/pages/gui/tonegodgui/evmousefocus.adoc
  15. 2 7
      docs/modules/contributions/pages/gui/tonegodgui/evmousemove.adoc
  16. 2 6
      docs/modules/contributions/pages/gui/tonegodgui/evmousewheel.adoc
  17. 2 6
      docs/modules/contributions/pages/gui/tonegodgui/evtabfocus.adoc
  18. 2 6
      docs/modules/contributions/pages/gui/tonegodgui/label.adoc
  19. 4 8
      docs/modules/contributions/pages/gui/tonegodgui/multiplescreens.adoc
  20. 2 6
      docs/modules/contributions/pages/gui/tonegodgui/radiobuttongroup.adoc
  21. 4 8
      docs/modules/contributions/pages/gui/tonegodgui/tonegodgui_scrollarea.adoc
  22. 10 14
      docs/modules/contributions/pages/gui/tonegodgui/xmllayouts.adoc
  23. 2 6
      docs/modules/core/pages/audio/audio_environment_presets.adoc
  24. 2 4
      docs/modules/core/pages/jme3tools/optimize/texture_atlas.adoc
  25. 2 6
      docs/modules/core/pages/renderer/camera.adoc
  26. 2 6
      docs/modules/core/pages/renderer/jme3_renderbuckets.adoc
  27. 2 6
      docs/modules/core/pages/renderer/multiple_camera_views.adoc
  28. 2 6
      docs/modules/core/pages/shader/shader_video_tutorials.adoc
  29. 7 11
      docs/modules/core/pages/vr/virtualreality.adoc
  30. 2 6
      docs/modules/networking/pages/networking_video_tutorials.adoc
  31. 5 10
      docs/modules/physics/pages/bullet_multithreading.adoc
  32. 2 6
      docs/modules/physics/pages/bullet_pitfalls.adoc
  33. 1 3
      docs/modules/sdk/pages/use_own_jme.adoc
  34. 2 6
      docs/modules/tutorials/pages/beginner/hello_input_system/timekeypressed.adoc
  35. 1 4
      docs/modules/tutorials/pages/how-to/modeling/blender/blender_buffer_clearing.adoc
  36. 2 7
      docs/modules/tutorials/pages/how-to/util/free_skymaps.adoc

+ 2 - 6
docs/modules/contributions/pages/ai/building_recast.adoc

@@ -1,10 +1,6 @@
 = How to Build the jNavigation Recast Bindings
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2016/03/27
 
 
 jNavigation is Java jME port for Recast Navigation written in C++. The project has two parts:

+ 2 - 6
docs/modules/contributions/pages/ai/monkey_brains.adoc

@@ -1,10 +1,6 @@
 = User Guide for MonkeyBrains
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 MonkeyBrains is a sophisticated AI Engine for jMonkeyEngine. It uses an agent framework to wrap human and AI controlled characters in plugin-based AI algorithms so that different each game can pick out whichever AI techniques fits best.

+ 3 - 7
docs/modules/contributions/pages/es/entitysystem/entityset.adoc

@@ -1,10 +1,6 @@
 = EntitySets
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 
@@ -43,6 +39,6 @@ if(entitySet.applyChanges())
 {
     entitySet.getAddedEntities();
     entitySet.getChangedEntities();
-    entitySet.getRemovedEntities();        
+    entitySet.getRemovedEntities();
 }
 ----

+ 25 - 29
docs/modules/contributions/pages/es/entitysystem/examples/damagesystem.adoc

@@ -1,10 +1,6 @@
 = Damage Systems Example
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../../
-:imagesdir: ../../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/7/27
 
 
 As written in the Entity System Advanced article, there should only be one class which changes one special Component.
@@ -20,19 +16,19 @@ This makes the code easy to debug and prevents component changes from being skip
 ----
 
 public class HealthComponent extends Component {
-    
+
     public float health;
-    
+
     public HealthComponent(float health)
     {
         this.health = health;
     }
-    
+
     public float getHealth()
     {
         return health;
     }
-    
+
 }
 
 ----
@@ -45,18 +41,18 @@ public class HealthComponent extends Component {
 
     private float damage;
     private EntityId target;
-    
+
     public DamageComponent(EntityId target, float damage)
     {
         this.damage=damage;
         this.target=target;
     }
-    
+
     public float getDamage()
     {
         return damage;
     }
-    
+
     public EntityId getTarget()
     {
         return target;
@@ -71,54 +67,54 @@ public class HealthComponent extends Component {
 ----
 
 public class DamageAppState extends AbstractAppState {
-    
+
     EntitySet damageSet;
     EntitySet healthSet;
-    
+
    public void initialize(AppStateManager stateManager, Application app) {
         EntitySystem entitySystem = ((Main)app).getEntitySystem();
         damageSet = entitySystem.getEntitySet(DamageComponent.class);
         healthSet = entitySystem.getEntitySet(HealthComponent.class);
     }
-    
+
    @Override
    public void update(float tpf) {
-       
+
        Map<EntityId,Float> damageSummary = new HashMap();
-       
+
        damageSet.applyChanges();
        healthSet.applyChanges();
-       
+
        Iterator<Entity> iterator = damageSet.getIterator();
        while(iterator.hasNext())
        {
            Entity entity = iterator.next();
            DamageComponent dc = entity.getComponent(DamageComponent.class);
-           
+
            float f = 0;
            if(damageSummary.containsKey(dc.getTarget()))
            {
                f = damageSummary.get(dc.getTarget());
            }
-           
+
            f += dc.getDamage();
            damageSummary.put(dc.getTarget(),f);
-           
+
            entity.destroy();
        }
-       
+
        Iterator<EntityId> keyIterator = damageSummary.keySet().iterator();
        while(keyIterator.hasNext())
        {
            EntityId entityId = keyIterator.next();
            float damage = damageSummary.get(entityId);
-           
+
            Entity entity = healthSet.getEntity(entityId);
            if(entity != null)
            {
                HealthComponent hc = entity.getComponent(HealthComponent.class);
                float newLife = hc.getHealth()-damage;
-               
+
                if(newLife < 0)
                {
                    entity.removeComponent(HealthComponent.class);
@@ -128,7 +124,7 @@ public class DamageAppState extends AbstractAppState {
            }
        }
    }
-    
+
 }
 
 ----
@@ -141,13 +137,13 @@ public class DamageAppState extends AbstractAppState {
 
 //Create a new Entity System
 entitySystem = new EntitySystem(new MapEntityData());
-        
+
 //Add the DamageAppState to the Application
 stateManager.attach(new DamageAppState());
-        
+
 //Create a new Entity with 100 HP
 EntityId healthEntity = entitySystem.newEntity(new HealthComponent(100));
-        
+
 //Create a new Damage Entity who deals 5 damage to the health entity
 entitySystem.newEntity(new DamageComponent(healthEntity,5));
 

+ 2 - 6
docs/modules/contributions/pages/es/entitysystem/examples/own_logic_thread.adoc

@@ -1,10 +1,6 @@
 = Your Own Logic Thread
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../../
-:imagesdir: ../../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 You can add AppStates to the SimpleApplication and your whole program will run on a single thread.

+ 2 - 7
docs/modules/contributions/pages/es/entitysystem/points.adoc

@@ -1,10 +1,6 @@
 = points
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 
@@ -46,4 +42,3 @@ Theoricaly an Java ES done right should be:
 ..  The separation of components are clear, as no dependencies at all. Hard cored, scripted or injected will break the overal contract!
 ..  The separation of Entities. What about depedencies of entities? Ex: parent/ child relationship in JME spatial. How the framework handle that?
 ..  The separation of Systems. Ex: any contract about that?
-

+ 3 - 7
docs/modules/contributions/pages/gui/tonegodgui/createeffects.adoc

@@ -1,10 +1,6 @@
 = createeffects
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 
@@ -102,7 +98,7 @@ effect.getEffectDirection();
 effect.getAudioFile();
 effect.getAudioVolume();
 
-// Use with hide effects.  **only use if you want the element associated 
+// Use with hide effects.  **only use if you want the element associated
 // with the effect to be destroy & garbage collected
 effect.setDestroyOnHide(boolean destroyOnHide);
 

+ 7 - 11
docs/modules/contributions/pages/gui/tonegodgui/customcontrols.adoc

@@ -1,10 +1,6 @@
 = customcontrols
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 
@@ -39,15 +35,15 @@ public abstract class ContextualMenu extends Menu {
         );
     }
 
-    public ContextualMenu(Screen screen, String UID, Vector2f position, Vector2f dimensions, 
+    public ContextualMenu(Screen screen, String UID, Vector2f position, Vector2f dimensions,
             boolean isScrollable) {
         this(screen, UID, position, dimensions,
             screen.getStyle("Menu").getVector4f("resizeBorders"),
             screen.getStyle("Menu").getString("defaultImg"),
             isScrollable
         );
-    }	
-    public ContextualMenu(Screen screen, String UID, Vector2f position, Vector2f dimensions, 
+    }
+    public ContextualMenu(Screen screen, String UID, Vector2f position, Vector2f dimensions,
             Vector4f resizeBorders, String defaultImg, boolean isScrollable) {
         // Call the super class to construct our basic menu
         super(screen, UID, position, dimensions, resizeBorders, defaultImg, false);
@@ -118,7 +114,7 @@ We need to entend the window class in order to add right-click event handling an
 
 public abstract class ContextualWindow extends Window implements MouseButtonListener {
     // Add the 3 standard contructors from the Window class and rename them
-    
+
     // implement all abstract methods from the listener and add the following to right mouse button up:
     @Override
     public void onRightMouseReleased(MouseButtonEvent evt) {
@@ -130,7 +126,7 @@ public abstract class ContextualWindow extends Window implements MouseButtonList
         // Show the menu
         rcMenu.showMenu(this, screen.getMouseXY().x, screen.getMouseXY().y);
     }
-    
+
     // Add the setOption method tohandle menu item events
     public void setOption(String value, boolean isToggled) {
         if (value.equals("position")) {

+ 3 - 7
docs/modules/contributions/pages/gui/tonegodgui/donts.adoc

@@ -1,10 +1,6 @@
 = donts
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 Things that I suggest NOT doing when using this library:
@@ -14,4 +10,4 @@ Things that I suggest NOT doing when using this library:
 **  Unless someone can give me a solid reason why I should reconsider this, there is NO need to create windows, panels, etc as anything but screen level components.  Otherwise, you are creating unnecessary overhead and limiting the potential of your UI.
 
 g0d has spoken… well, t0neg0d has anyways. +
-Eh… I'm tired… more to come later.  In the mean time, DON'T DO #1. 
+Eh… I'm tired… more to come later.  In the mean time, DON'T DO #1.

+ 2 - 6
docs/modules/contributions/pages/gui/tonegodgui/dragelement.adoc

@@ -1,10 +1,6 @@
 = dragelement
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 

+ 2 - 6
docs/modules/contributions/pages/gui/tonegodgui/effectmanager.adoc

@@ -1,10 +1,6 @@
 = effectmanager
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 

+ 2 - 6
docs/modules/contributions/pages/gui/tonegodgui/evkeyboard.adoc

@@ -1,10 +1,6 @@
 = evkeyboard
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 

+ 2 - 6
docs/modules/contributions/pages/gui/tonegodgui/evmousebutton.adoc

@@ -1,10 +1,6 @@
 = evmousebutton
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 

+ 2 - 6
docs/modules/contributions/pages/gui/tonegodgui/evmousefocus.adoc

@@ -1,10 +1,6 @@
 = evmousefocus
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 

+ 2 - 7
docs/modules/contributions/pages/gui/tonegodgui/evmousemove.adoc

@@ -1,11 +1,6 @@
 = evmousemove
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
-
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 == MouseMovementListener

+ 2 - 6
docs/modules/contributions/pages/gui/tonegodgui/evmousewheel.adoc

@@ -1,10 +1,6 @@
 = evmousewheel
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 

+ 2 - 6
docs/modules/contributions/pages/gui/tonegodgui/evtabfocus.adoc

@@ -1,10 +1,6 @@
 = evtabfocus
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 

+ 2 - 6
docs/modules/contributions/pages/gui/tonegodgui/label.adoc

@@ -1,10 +1,6 @@
 = Label Class
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 Though there was no real need for providing a Label class, as the Element class is a label (as well as everything else), one is provided for two reasons:

+ 4 - 8
docs/modules/contributions/pages/gui/tonegodgui/multiplescreens.adoc

@@ -1,10 +1,6 @@
 = multiplescreens
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 
@@ -24,7 +20,7 @@ Now… on with the example of how to implement multiple screens using AppStates.
 public class UserLogin extends AbstractAppState {
     Main app;
     Screen screen;
-	
+
     LoginBox loginWindow;
 
     public UserLogin(Main app, Screen screen) {
@@ -40,7 +36,7 @@ public class UserLogin extends AbstractAppState {
     }
 
     public void initLoginWindow() {
-        loginWindow = new LoginBox(screen, 
+        loginWindow = new LoginBox(screen,
                 "loginWindow",
                 new Vector2f(screen.getWidth()/2-175,screen.getHeight()/2-125)) {
             @Override

+ 2 - 6
docs/modules/contributions/pages/gui/tonegodgui/radiobuttongroup.adoc

@@ -1,10 +1,6 @@
 = radiobuttongroup
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 

+ 4 - 8
docs/modules/contributions/pages/gui/tonegodgui/tonegodgui_scrollarea.adoc

@@ -1,10 +1,6 @@
 = tonegodgui_scrollarea
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 
@@ -35,10 +31,10 @@ getIsTextOnly();
 setPadding(float padding);
 getPadding();
 getScrollableHeight();
- 
+
 // Pointer to VScrollBar
 getVScrollBar();
- 
+
 //Scrolling methods
 scrollYTo(float y);
 scrollYBy(float yInc);

+ 10 - 14
docs/modules/contributions/pages/gui/tonegodgui/xmllayouts.adoc

@@ -1,10 +1,6 @@
 = xmllayouts
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 
@@ -20,13 +16,13 @@ AppState example:
 public class XMLScreenSample extends AbstractAppState {
     Screen screen;
     Window inventory;
-    
+
     public XMLScreenSample(Screen screen) {
         // Store a pointer to the screen
         this.screen = screen;
         // Call the xml parser to load your new components
         screen.parseLayout("Interface/Inventory.xml", this);
-        
+
         // Here we can grab pointers to the loaded elements
         inventory = (Window)screen.getElementById("InventoryWindowID");
         // We'll hide the window initially so we can use an
@@ -34,11 +30,11 @@ public class XMLScreenSample extends AbstractAppState {
         inventory.hide();
         // grab more pointers to other elements / child elements
     }
-    
+
     @Override
     public void initialize(AppStateManager stateManager, Application app) {
         super.initialize(stateManager, app);
-        
+
         // Useful place for running load effects
         inventory.showWithEffect();
     }
@@ -47,23 +43,23 @@ public class XMLScreenSample extends AbstractAppState {
     public void update(float tpf) {
         //TODO: implement behavior during runtime
     }
-	
+
     @Override
     public void cleanup() {
         super.cleanup();
-        
+
         // We can alter the effect to destroy our inventory window
         // when we unload the AppState
         Effect hide = new Effect(Effect.EffectType.FadeOut, Effect.EffectEvent.Hide, 0.25f);
         hide.setDestroyOnHide(true);
-        
+
         if (inventory.getIsVisible()) {
             inventory.setEffect(hide);
             inventory.hideWithEffect();
         } else {
             screen.removeElement(inventory);
         }
-        
+
         // Now our UI component scene fades out when the AppState in unloaded.
     }
 }

+ 2 - 6
docs/modules/core/pages/audio/audio_environment_presets.adoc

@@ -1,10 +1,6 @@
 = Audio Environment Presets
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 Use these presets together with xref:audio/audio.adoc[Audio] Nodes to create different "`moods`" for sounds. Environment effects make your audio sound as if the listener were in various places that have different types of echoes.

+ 2 - 4
docs/modules/core/pages/jme3tools/optimize/texture_atlas.adoc

@@ -1,8 +1,6 @@
 = Optimization: Texture Atlas
-:revnumber: 1.1
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 The `jme3tools.optimize.TextureAtlas` allows combining multiple textures into one texture atlas.  Loading one geometry with one material is much more efficient than handling several geometries and materials. Optimally, you already export your textures as texture atlas from e.g. Blender.

+ 2 - 6
docs/modules/core/pages/renderer/camera.adoc

@@ -1,11 +1,7 @@
 = The jME3 Camera
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
+:revnumber: 2.0
+:revdate: 2020/07/27
 :keywords: camera, documentation
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
 [NOTE]

+ 2 - 6
docs/modules/core/pages/renderer/jme3_renderbuckets.adoc

@@ -1,10 +1,6 @@
 = Render Buckets
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 For each viewport the rendering happens as follows:

+ 2 - 6
docs/modules/core/pages/renderer/multiple_camera_views.adoc

@@ -1,11 +1,7 @@
 = Multiple Camera Views
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
+:revnumber: 2.0
+:revdate: 2020/07/27
 :keywords: camera, documentation
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
 You can split the screen and look into the 3D scene from different camera angles at the same time. E.g. you can have two rootnodes with different scene graphs, and two viewPorts, each of which can only see its own subset of the scene with its own subset of port-processing filters, so you get two very different views of the scene.

+ 2 - 6
docs/modules/core/pages/shader/shader_video_tutorials.adoc

@@ -1,10 +1,6 @@
 = shader_video_tutorials
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../
-:imagesdir: ..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 *jME3 Introduction to Shaders Video Tutorials*

+ 7 - 11
docs/modules/core/pages/vr/virtualreality.adoc

@@ -1,10 +1,6 @@
 = Virtual Reality
-:author: 
-:revnumber: 
-:revdate: 2016/10/23 11:22
-:relfileprefix: ../
-:imagesdir: ..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 Please see this link:https://hub.jmonkeyengine.org/t/official-vr-module/37830/67[forum post] for additional information on JME Official VR module.
 
@@ -27,7 +23,7 @@ To use the JNA based bindings, put:
 in your settings. To use LWJGL, instead put:
 
     settings.put(VRConstants.SETTING_VRAPI, VRConstants.SETTING_VRAPI_OPENVR_LWJGL_VALUE);
-    
+
 Note that the LWJGL bindings require LWJGL3 (jme3-lwjgl3) to be used.
 
 
@@ -41,11 +37,11 @@ public class Main extends SimpleApplication {
         AppSettings settings = new AppSettings(true);
         settings.put(VRConstants.SETTING_VRAPI, VRConstants.SETTING_VRAPI_OPENVR_LWJGL_VALUE);
         settings.put(VRConstants.SETTING_ENABLE_MIRROR_WINDOW, true);
-       
+
         VREnvironment env = new VREnvironment(settings);
         env.initialize();
-        
-    	// Checking if the VR environment is well initialized 
+
+    	// Checking if the VR environment is well initialized
     	// (access to the underlying VR system is effective, VR devices are detected).
     	if (env.isInitialized()){
             VRAppState vrAppState = new VRAppState(settings, env);
@@ -57,7 +53,7 @@ public class Main extends SimpleApplication {
             app.start();
         }
     }
-    
+
     public Main(AppState... appStates) {
         super(appStates);
     }

+ 2 - 6
docs/modules/networking/pages/networking_video_tutorials.adoc

@@ -1,10 +1,6 @@
 = networking_video_tutorials
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 *jME3 Networking Video Tutorials*

+ 5 - 10
docs/modules/physics/pages/bullet_multithreading.adoc

@@ -1,11 +1,7 @@
 = Multithreading Bullet Physics in jme3
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
+:revnumber: 2.0
+:revdate: 2020/07/27
 :keywords: documentation, physics, threading
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
 
@@ -16,7 +12,7 @@ Since bullet is not (yet) multithreaded or GPU accelerated, the jME3 implementat
 
 == How is it handled in jme3 and bullet?
 
-A SimpleApplication with a BulletAppState allows setting the threading type via 
+A SimpleApplication with a BulletAppState allows setting the threading type via
 
 [source]
 ----
@@ -42,7 +38,7 @@ a|PARALLEL
 a|SEQUENTIAL
 
 a|1. update(), 2. render() and physics update().
-<a|1. update(), 2. render(), 3. physics update().  
+<a|1. update(), 2. render(), 3. physics update().
 
 a|Physics Debug View is rendered inaccurately (out of sync)
 a|Physics Debug View is rendered accurately.
@@ -52,6 +48,5 @@ a|Physics Debug View is rendered accurately.
 
 [TIP]
 ====
-You can add more physics spaces by using multiple PARALLEL bulletAppStates. You would do that if you have sets physical objects that never collide (for example, underground bolders and flying cannon balls above ground), so you put those into separate physics spaces, which improves performances (less collisions to check!). 
+You can add more physics spaces by using multiple PARALLEL bulletAppStates. You would do that if you have sets physical objects that never collide (for example, underground bolders and flying cannon balls above ground), so you put those into separate physics spaces, which improves performances (less collisions to check!).
 ====
-

+ 2 - 6
docs/modules/physics/pages/bullet_pitfalls.adoc

@@ -1,10 +1,6 @@
 = Bullet Physics Pitfalls
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 Bullet physics is not without its problems. Unfortunately, many of those are outside of the control of the jMonkeyEngine Core Team and thus cannot be fixed.

+ 1 - 3
docs/modules/sdk/pages/use_own_jme.adoc

@@ -1,10 +1,8 @@
 = use_own_jme
 :revnumber: 2.0
-:revdate: 2020/07/10
+:revdate: 2020/07/27
 :keywords: documentation, sdk, project, builds
 
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
-
 
 
 == How to integrate your own jME3 compile in jMonkeyEngine SDK projects

+ 2 - 6
docs/modules/tutorials/pages/beginner/hello_input_system/timekeypressed.adoc

@@ -1,10 +1,6 @@
 = jMonkeyEngine 3 Tutorial (5) - Hello Input System - Variation over time key is pressed
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 
 Parent: xref:beginner/hello_input_system.adoc[jMonkeyEngine 3 Tutorial (5) - Hello Input System]

+ 1 - 4
docs/modules/tutorials/pages/how-to/modeling/blender/blender_buffer_clearing.adoc

@@ -1,10 +1,7 @@
 = Blender Buffer Clearing
 :author: mitm
 :revnumber: 1.0
-:relfileprefix: ../../../
-:imagesdir: ../../..
-:experimental:
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revdate: 2020/07/27
 
 
 Before exporting your Blender models, its is recommended that you clean the buffers of any unneeded `Action`, `Material`, `Texture` or `UV Image`. This is a straight forward process that only takes a few minutes. Failure to do so can lead you into a morass of problems, like having more than one AnimControl, duplicate materials and textures, wasted space from worthless images, just to mention a few potential troubles.

+ 2 - 7
docs/modules/tutorials/pages/how-to/util/free_skymaps.adoc

@@ -1,11 +1,6 @@
 = How to create free SkyMaps
-:author:
-:revnumber:
-:revdate: 2017/04/4 10:23
-:relfileprefix: ../../
-:imagesdir: ../..
-:experimental:
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/27
 
 There are a plethora of ways to create skymaps with varying levels of difficulty and expense. The link:http://planetside.co.uk/[Terragen] program has been mentioned as one way to do so but it is now limited in its use and for commercial purposes is not free. Another program, link:https://www.daz3d.com/bryce-7-pro[Bryce], is also not free and seems to of stalled in development based off there only being a 32bit version available. Maybe they are doing things behind the scenes but its still not a free program. This articles intent is to give the JME3 user other options for the creation of skymaps using the free programs Blender and Gimp. It is not the be all, end all of skymap creation. If you know of better methods or tools please feel free to share your wisdom on the link:https://hub.jmonkeyengine.org/[forums].