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Minor typo and docs URL fixes
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@ -56,7 +56,7 @@ To get started contributing to the project, see the [contributing guide](CONTRIB
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## Documentation and demos
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The official documentation is hosted on [ReadTheDocs](https://docs.godotengine.org).
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The official documentation is hosted on [Read the Docs](https://docs.godotengine.org).
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It is maintained by the Godot community in its own [GitHub repository](https://github.com/godotengine/godot-docs).
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The [class reference](https://docs.godotengine.org/en/latest/classes/)
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@ -144,7 +144,7 @@ struct _NO_DISCARD_ Rect2 {
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return size.x > 0.0f && size.y > 0.0f;
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}
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// Returns the instersection between two Rect2s or an empty Rect2 if there is no intersection
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// Returns the intersection between two Rect2s or an empty Rect2 if there is no intersection.
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inline Rect2 intersection(const Rect2 &p_rect) const {
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Rect2 new_rect = p_rect;
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@ -87,7 +87,7 @@ struct _NO_DISCARD_ Rect2i {
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return size.x > 0 && size.y > 0;
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}
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// Returns the instersection between two Rect2is or an empty Rect2i if there is no intersection
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// Returns the intersection between two Rect2is or an empty Rect2i if there is no intersection.
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inline Rect2i intersection(const Rect2i &p_rect) const {
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Rect2i new_rect = p_rect;
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@ -9,7 +9,7 @@
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[b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url]. You can override environment variables following the specification to change the editor and project data paths.
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</description>
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<tutorials>
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<link title="File paths in Godot projects">https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html</link>
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<link title="File paths in Godot projects">$DOCS_URL/tutorials/io/data_paths.html</link>
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</tutorials>
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<methods>
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<method name="get_cache_dir" qualifiers="const">
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@ -1,6 +1,6 @@
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#!/bin/sh
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SKIP_LIST="./.*,./**/.*,./bin,./thirdparty,*.desktop,*.gen.*,*.po,*.pot,*.rc,./AUTHORS.md,./COPYRIGHT.txt,./DONORS.md,"
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SKIP_LIST+="./core/input/gamecontrollerdb.txt,./core/string/locales.h,./editor/project_converter_3_to_4.cpp,./misc/scripts/codespell.sh,"
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SKIP_LIST+="./core/input/gamecontrollerdb.txt,./core/string/locales.h,./editor/renames_map_3_to_4.cpp,./misc/scripts/codespell.sh,"
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SKIP_LIST+="./platform/android/java/lib/src/com,./platform/web/node_modules,./platform/web/package-lock.json,"
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IGNORE_LIST="curvelinear,doubleclick,expct,findn,gird,hel,inout,lod,nd,numer,ot,te"
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@ -13,6 +13,6 @@ func test():
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print("hello %.02f" % 0.123456 == "hello 0.12")
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# Dynamic padding:
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# <https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/gdscript_format_string.html#dynamic-padding>
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# https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html#dynamic-padding
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print("hello %*.*f" % [7, 3, 0.123456] == "hello 0.123")
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print("hello %0*.*f" % [7, 3, 0.123456] == "hello 000.123")
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@ -311,7 +311,7 @@ bool SceneReplicationInterface::is_rpc_visible(const ObjectID &p_oid, int p_peer
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if (tnode.remote_peer && uint32_t(p_peer) == tnode.remote_peer) {
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return true; // RPCs on spawned nodes are always visible to spawner.
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} else if (spawned_nodes.has(p_oid)) {
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// It's a spwaned node we control, this can be fast
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// It's a spawned node we control, this can be fast.
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if (p_peer) {
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return peers_info.has(p_peer) && peers_info[p_peer].spawn_nodes.has(p_oid);
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} else {
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@ -11,5 +11,5 @@ used by this platform.
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- Instructions on building this platform port from source.
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- [Exporting for Windows](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_windows.html)
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- Instructions on using the compiled export templates to export a project.
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- [Changing application icon for Windows](https://docs.godotengine.org/en/stable/tutorials/export/changing_application_icon_for_windows.html)
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- [Changing application icon for Windows](https://docs.godotengine.org/en/latest/tutorials/export/changing_application_icon_for_windows.html)
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- Instructions on using a custom icon for the exported project executable.
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