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
 = 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:
 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
 = 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.
 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
 = 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.getAddedEntities();
     entitySet.getChangedEntities();
     entitySet.getChangedEntities();
-    entitySet.getRemovedEntities();        
+    entitySet.getRemovedEntities();
 }
 }
 ----
 ----

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

@@ -1,10 +1,6 @@
 = Damage Systems Example
 = 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.
 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 class HealthComponent extends Component {
-    
+
     public float health;
     public float health;
-    
+
     public HealthComponent(float health)
     public HealthComponent(float health)
     {
     {
         this.health = health;
         this.health = health;
     }
     }
-    
+
     public float getHealth()
     public float getHealth()
     {
     {
         return health;
         return health;
     }
     }
-    
+
 }
 }
 
 
 ----
 ----
@@ -45,18 +41,18 @@ public class HealthComponent extends Component {
 
 
     private float damage;
     private float damage;
     private EntityId target;
     private EntityId target;
-    
+
     public DamageComponent(EntityId target, float damage)
     public DamageComponent(EntityId target, float damage)
     {
     {
         this.damage=damage;
         this.damage=damage;
         this.target=target;
         this.target=target;
     }
     }
-    
+
     public float getDamage()
     public float getDamage()
     {
     {
         return damage;
         return damage;
     }
     }
-    
+
     public EntityId getTarget()
     public EntityId getTarget()
     {
     {
         return target;
         return target;
@@ -71,54 +67,54 @@ public class HealthComponent extends Component {
 ----
 ----
 
 
 public class DamageAppState extends AbstractAppState {
 public class DamageAppState extends AbstractAppState {
-    
+
     EntitySet damageSet;
     EntitySet damageSet;
     EntitySet healthSet;
     EntitySet healthSet;
-    
+
    public void initialize(AppStateManager stateManager, Application app) {
    public void initialize(AppStateManager stateManager, Application app) {
         EntitySystem entitySystem = ((Main)app).getEntitySystem();
         EntitySystem entitySystem = ((Main)app).getEntitySystem();
         damageSet = entitySystem.getEntitySet(DamageComponent.class);
         damageSet = entitySystem.getEntitySet(DamageComponent.class);
         healthSet = entitySystem.getEntitySet(HealthComponent.class);
         healthSet = entitySystem.getEntitySet(HealthComponent.class);
     }
     }
-    
+
    @Override
    @Override
    public void update(float tpf) {
    public void update(float tpf) {
-       
+
        Map<EntityId,Float> damageSummary = new HashMap();
        Map<EntityId,Float> damageSummary = new HashMap();
-       
+
        damageSet.applyChanges();
        damageSet.applyChanges();
        healthSet.applyChanges();
        healthSet.applyChanges();
-       
+
        Iterator<Entity> iterator = damageSet.getIterator();
        Iterator<Entity> iterator = damageSet.getIterator();
        while(iterator.hasNext())
        while(iterator.hasNext())
        {
        {
            Entity entity = iterator.next();
            Entity entity = iterator.next();
            DamageComponent dc = entity.getComponent(DamageComponent.class);
            DamageComponent dc = entity.getComponent(DamageComponent.class);
-           
+
            float f = 0;
            float f = 0;
            if(damageSummary.containsKey(dc.getTarget()))
            if(damageSummary.containsKey(dc.getTarget()))
            {
            {
                f = damageSummary.get(dc.getTarget());
                f = damageSummary.get(dc.getTarget());
            }
            }
-           
+
            f += dc.getDamage();
            f += dc.getDamage();
            damageSummary.put(dc.getTarget(),f);
            damageSummary.put(dc.getTarget(),f);
-           
+
            entity.destroy();
            entity.destroy();
        }
        }
-       
+
        Iterator<EntityId> keyIterator = damageSummary.keySet().iterator();
        Iterator<EntityId> keyIterator = damageSummary.keySet().iterator();
        while(keyIterator.hasNext())
        while(keyIterator.hasNext())
        {
        {
            EntityId entityId = keyIterator.next();
            EntityId entityId = keyIterator.next();
            float damage = damageSummary.get(entityId);
            float damage = damageSummary.get(entityId);
-           
+
            Entity entity = healthSet.getEntity(entityId);
            Entity entity = healthSet.getEntity(entityId);
            if(entity != null)
            if(entity != null)
            {
            {
                HealthComponent hc = entity.getComponent(HealthComponent.class);
                HealthComponent hc = entity.getComponent(HealthComponent.class);
                float newLife = hc.getHealth()-damage;
                float newLife = hc.getHealth()-damage;
-               
+
                if(newLife < 0)
                if(newLife < 0)
                {
                {
                    entity.removeComponent(HealthComponent.class);
                    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
 //Create a new Entity System
 entitySystem = new EntitySystem(new MapEntityData());
 entitySystem = new EntitySystem(new MapEntityData());
-        
+
 //Add the DamageAppState to the Application
 //Add the DamageAppState to the Application
 stateManager.attach(new DamageAppState());
 stateManager.attach(new DamageAppState());
-        
+
 //Create a new Entity with 100 HP
 //Create a new Entity with 100 HP
 EntityId healthEntity = entitySystem.newEntity(new HealthComponent(100));
 EntityId healthEntity = entitySystem.newEntity(new HealthComponent(100));
-        
+
 //Create a new Damage Entity who deals 5 damage to the health entity
 //Create a new Damage Entity who deals 5 damage to the health entity
 entitySystem.newEntity(new DamageComponent(healthEntity,5));
 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
 = 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.
 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
 = 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 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 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?
 ..  The separation of Systems. Ex: any contract about that?
-

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

@@ -1,10 +1,6 @@
 = createeffects
 = 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.getAudioFile();
 effect.getAudioVolume();
 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
 // with the effect to be destroy & garbage collected
 effect.setDestroyOnHide(boolean destroyOnHide);
 effect.setDestroyOnHide(boolean destroyOnHide);
 
 

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

@@ -1,10 +1,6 @@
 = customcontrols
 = 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) {
             boolean isScrollable) {
         this(screen, UID, position, dimensions,
         this(screen, UID, position, dimensions,
             screen.getStyle("Menu").getVector4f("resizeBorders"),
             screen.getStyle("Menu").getVector4f("resizeBorders"),
             screen.getStyle("Menu").getString("defaultImg"),
             screen.getStyle("Menu").getString("defaultImg"),
             isScrollable
             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) {
             Vector4f resizeBorders, String defaultImg, boolean isScrollable) {
         // Call the super class to construct our basic menu
         // Call the super class to construct our basic menu
         super(screen, UID, position, dimensions, resizeBorders, defaultImg, false);
         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 {
 public abstract class ContextualWindow extends Window implements MouseButtonListener {
     // Add the 3 standard contructors from the Window class and rename them
     // 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:
     // implement all abstract methods from the listener and add the following to right mouse button up:
     @Override
     @Override
     public void onRightMouseReleased(MouseButtonEvent evt) {
     public void onRightMouseReleased(MouseButtonEvent evt) {
@@ -130,7 +126,7 @@ public abstract class ContextualWindow extends Window implements MouseButtonList
         // Show the menu
         // Show the menu
         rcMenu.showMenu(this, screen.getMouseXY().x, screen.getMouseXY().y);
         rcMenu.showMenu(this, screen.getMouseXY().x, screen.getMouseXY().y);
     }
     }
-    
+
     // Add the setOption method tohandle menu item events
     // Add the setOption method tohandle menu item events
     public void setOption(String value, boolean isToggled) {
     public void setOption(String value, boolean isToggled) {
         if (value.equals("position")) {
         if (value.equals("position")) {

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

@@ -1,10 +1,6 @@
 = donts
 = 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:
 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.
 **  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. +
 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
 = 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
 = 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
 = 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
 = 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
 = 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
 = 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
 == MouseMovementListener

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

@@ -1,10 +1,6 @@
 = evmousewheel
 = 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
 = 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
 = 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:
 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
 = 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 {
 public class UserLogin extends AbstractAppState {
     Main app;
     Main app;
     Screen screen;
     Screen screen;
-	
+
     LoginBox loginWindow;
     LoginBox loginWindow;
 
 
     public UserLogin(Main app, Screen screen) {
     public UserLogin(Main app, Screen screen) {
@@ -40,7 +36,7 @@ public class UserLogin extends AbstractAppState {
     }
     }
 
 
     public void initLoginWindow() {
     public void initLoginWindow() {
-        loginWindow = new LoginBox(screen, 
+        loginWindow = new LoginBox(screen,
                 "loginWindow",
                 "loginWindow",
                 new Vector2f(screen.getWidth()/2-175,screen.getHeight()/2-125)) {
                 new Vector2f(screen.getWidth()/2-175,screen.getHeight()/2-125)) {
             @Override
             @Override

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

@@ -1,10 +1,6 @@
 = radiobuttongroup
 = 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
 = 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);
 setPadding(float padding);
 getPadding();
 getPadding();
 getScrollableHeight();
 getScrollableHeight();
- 
+
 // Pointer to VScrollBar
 // Pointer to VScrollBar
 getVScrollBar();
 getVScrollBar();
- 
+
 //Scrolling methods
 //Scrolling methods
 scrollYTo(float y);
 scrollYTo(float y);
 scrollYBy(float yInc);
 scrollYBy(float yInc);

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

@@ -1,10 +1,6 @@
 = xmllayouts
 = 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 {
 public class XMLScreenSample extends AbstractAppState {
     Screen screen;
     Screen screen;
     Window inventory;
     Window inventory;
-    
+
     public XMLScreenSample(Screen screen) {
     public XMLScreenSample(Screen screen) {
         // Store a pointer to the screen
         // Store a pointer to the screen
         this.screen = screen;
         this.screen = screen;
         // Call the xml parser to load your new components
         // Call the xml parser to load your new components
         screen.parseLayout("Interface/Inventory.xml", this);
         screen.parseLayout("Interface/Inventory.xml", this);
-        
+
         // Here we can grab pointers to the loaded elements
         // Here we can grab pointers to the loaded elements
         inventory = (Window)screen.getElementById("InventoryWindowID");
         inventory = (Window)screen.getElementById("InventoryWindowID");
         // We'll hide the window initially so we can use an
         // We'll hide the window initially so we can use an
@@ -34,11 +30,11 @@ public class XMLScreenSample extends AbstractAppState {
         inventory.hide();
         inventory.hide();
         // grab more pointers to other elements / child elements
         // grab more pointers to other elements / child elements
     }
     }
-    
+
     @Override
     @Override
     public void initialize(AppStateManager stateManager, Application app) {
     public void initialize(AppStateManager stateManager, Application app) {
         super.initialize(stateManager, app);
         super.initialize(stateManager, app);
-        
+
         // Useful place for running load effects
         // Useful place for running load effects
         inventory.showWithEffect();
         inventory.showWithEffect();
     }
     }
@@ -47,23 +43,23 @@ public class XMLScreenSample extends AbstractAppState {
     public void update(float tpf) {
     public void update(float tpf) {
         //TODO: implement behavior during runtime
         //TODO: implement behavior during runtime
     }
     }
-	
+
     @Override
     @Override
     public void cleanup() {
     public void cleanup() {
         super.cleanup();
         super.cleanup();
-        
+
         // We can alter the effect to destroy our inventory window
         // We can alter the effect to destroy our inventory window
         // when we unload the AppState
         // when we unload the AppState
         Effect hide = new Effect(Effect.EffectType.FadeOut, Effect.EffectEvent.Hide, 0.25f);
         Effect hide = new Effect(Effect.EffectType.FadeOut, Effect.EffectEvent.Hide, 0.25f);
         hide.setDestroyOnHide(true);
         hide.setDestroyOnHide(true);
-        
+
         if (inventory.getIsVisible()) {
         if (inventory.getIsVisible()) {
             inventory.setEffect(hide);
             inventory.setEffect(hide);
             inventory.hideWithEffect();
             inventory.hideWithEffect();
         } else {
         } else {
             screen.removeElement(inventory);
             screen.removeElement(inventory);
         }
         }
-        
+
         // Now our UI component scene fades out when the AppState in unloaded.
         // 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
 = 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.
 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
 = 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.
 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
 = The jME3 Camera
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
+:revnumber: 2.0
+:revdate: 2020/07/27
 :keywords: camera, documentation
 :keywords: camera, documentation
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
 
 
 [NOTE]
 [NOTE]

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

@@ -1,10 +1,6 @@
 = Render Buckets
 = 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:
 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
 = Multiple Camera Views
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
+:revnumber: 2.0
+:revdate: 2020/07/27
 :keywords: camera, documentation
 :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.
 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
 = 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*
 *jME3 Introduction to Shaders Video Tutorials*

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

@@ -1,10 +1,6 @@
 = Virtual Reality
 = 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.
 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:
 in your settings. To use LWJGL, instead put:
 
 
     settings.put(VRConstants.SETTING_VRAPI, VRConstants.SETTING_VRAPI_OPENVR_LWJGL_VALUE);
     settings.put(VRConstants.SETTING_VRAPI, VRConstants.SETTING_VRAPI_OPENVR_LWJGL_VALUE);
-    
+
 Note that the LWJGL bindings require LWJGL3 (jme3-lwjgl3) to be used.
 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);
         AppSettings settings = new AppSettings(true);
         settings.put(VRConstants.SETTING_VRAPI, VRConstants.SETTING_VRAPI_OPENVR_LWJGL_VALUE);
         settings.put(VRConstants.SETTING_VRAPI, VRConstants.SETTING_VRAPI_OPENVR_LWJGL_VALUE);
         settings.put(VRConstants.SETTING_ENABLE_MIRROR_WINDOW, true);
         settings.put(VRConstants.SETTING_ENABLE_MIRROR_WINDOW, true);
-       
+
         VREnvironment env = new VREnvironment(settings);
         VREnvironment env = new VREnvironment(settings);
         env.initialize();
         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).
     	// (access to the underlying VR system is effective, VR devices are detected).
     	if (env.isInitialized()){
     	if (env.isInitialized()){
             VRAppState vrAppState = new VRAppState(settings, env);
             VRAppState vrAppState = new VRAppState(settings, env);
@@ -57,7 +53,7 @@ public class Main extends SimpleApplication {
             app.start();
             app.start();
         }
         }
     }
     }
-    
+
     public Main(AppState... appStates) {
     public Main(AppState... appStates) {
         super(appStates);
         super(appStates);
     }
     }

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

@@ -1,10 +1,6 @@
 = networking_video_tutorials
 = 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*
 *jME3 Networking Video Tutorials*

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

@@ -1,11 +1,7 @@
 = Multithreading Bullet Physics in jme3
 = Multithreading Bullet Physics in jme3
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
+:revnumber: 2.0
+:revdate: 2020/07/27
 :keywords: documentation, physics, threading
 :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?
 == 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]
 [source]
 ----
 ----
@@ -42,7 +38,7 @@ a|PARALLEL
 a|SEQUENTIAL
 a|SEQUENTIAL
 
 
 a|1. update(), 2. render() and physics update().
 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 inaccurately (out of sync)
 a|Physics Debug View is rendered accurately.
 a|Physics Debug View is rendered accurately.
@@ -52,6 +48,5 @@ a|Physics Debug View is rendered accurately.
 
 
 [TIP]
 [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
 = 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.
 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
 = use_own_jme
 :revnumber: 2.0
 :revnumber: 2.0
-:revdate: 2020/07/10
+:revdate: 2020/07/27
 :keywords: documentation, sdk, project, builds
 :keywords: documentation, sdk, project, builds
 
 
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
-
 
 
 
 
 == How to integrate your own jME3 compile in jMonkeyEngine SDK projects
 == 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
 = 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]
 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
 = Blender Buffer Clearing
 :author: mitm
 :author: mitm
 :revnumber: 1.0
 :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.
 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
 = 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].
 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].