mirror of
https://github.com/godotengine/godot.git
synced 2024-11-24 13:12:42 +00:00
Minor typo and docs URL fixes
This commit is contained in:
parent
0bc36c8954
commit
491ded1898
@ -56,7 +56,7 @@ To get started contributing to the project, see the [contributing guide](CONTRIB
|
||||
|
||||
## Documentation and demos
|
||||
|
||||
The official documentation is hosted on [ReadTheDocs](https://docs.godotengine.org).
|
||||
The official documentation is hosted on [Read the Docs](https://docs.godotengine.org).
|
||||
It is maintained by the Godot community in its own [GitHub repository](https://github.com/godotengine/godot-docs).
|
||||
|
||||
The [class reference](https://docs.godotengine.org/en/latest/classes/)
|
||||
|
@ -144,7 +144,7 @@ struct _NO_DISCARD_ Rect2 {
|
||||
return size.x > 0.0f && size.y > 0.0f;
|
||||
}
|
||||
|
||||
// Returns the instersection between two Rect2s or an empty Rect2 if there is no intersection
|
||||
// Returns the intersection between two Rect2s or an empty Rect2 if there is no intersection.
|
||||
inline Rect2 intersection(const Rect2 &p_rect) const {
|
||||
Rect2 new_rect = p_rect;
|
||||
|
||||
|
@ -87,7 +87,7 @@ struct _NO_DISCARD_ Rect2i {
|
||||
return size.x > 0 && size.y > 0;
|
||||
}
|
||||
|
||||
// Returns the instersection between two Rect2is or an empty Rect2i if there is no intersection
|
||||
// Returns the intersection between two Rect2is or an empty Rect2i if there is no intersection.
|
||||
inline Rect2i intersection(const Rect2i &p_rect) const {
|
||||
Rect2i new_rect = p_rect;
|
||||
|
||||
|
@ -9,7 +9,7 @@
|
||||
[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.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="File paths in Godot projects">https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html</link>
|
||||
<link title="File paths in Godot projects">$DOCS_URL/tutorials/io/data_paths.html</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="get_cache_dir" qualifiers="const">
|
||||
|
@ -1,6 +1,6 @@
|
||||
#!/bin/sh
|
||||
SKIP_LIST="./.*,./**/.*,./bin,./thirdparty,*.desktop,*.gen.*,*.po,*.pot,*.rc,./AUTHORS.md,./COPYRIGHT.txt,./DONORS.md,"
|
||||
SKIP_LIST+="./core/input/gamecontrollerdb.txt,./core/string/locales.h,./editor/project_converter_3_to_4.cpp,./misc/scripts/codespell.sh,"
|
||||
SKIP_LIST+="./core/input/gamecontrollerdb.txt,./core/string/locales.h,./editor/renames_map_3_to_4.cpp,./misc/scripts/codespell.sh,"
|
||||
SKIP_LIST+="./platform/android/java/lib/src/com,./platform/web/node_modules,./platform/web/package-lock.json,"
|
||||
|
||||
IGNORE_LIST="curvelinear,doubleclick,expct,findn,gird,hel,inout,lod,nd,numer,ot,te"
|
||||
|
@ -13,6 +13,6 @@ func test():
|
||||
print("hello %.02f" % 0.123456 == "hello 0.12")
|
||||
|
||||
# Dynamic padding:
|
||||
# <https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/gdscript_format_string.html#dynamic-padding>
|
||||
# https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html#dynamic-padding
|
||||
print("hello %*.*f" % [7, 3, 0.123456] == "hello 0.123")
|
||||
print("hello %0*.*f" % [7, 3, 0.123456] == "hello 000.123")
|
||||
|
@ -311,7 +311,7 @@ bool SceneReplicationInterface::is_rpc_visible(const ObjectID &p_oid, int p_peer
|
||||
if (tnode.remote_peer && uint32_t(p_peer) == tnode.remote_peer) {
|
||||
return true; // RPCs on spawned nodes are always visible to spawner.
|
||||
} else if (spawned_nodes.has(p_oid)) {
|
||||
// It's a spwaned node we control, this can be fast
|
||||
// It's a spawned node we control, this can be fast.
|
||||
if (p_peer) {
|
||||
return peers_info.has(p_peer) && peers_info[p_peer].spawn_nodes.has(p_oid);
|
||||
} else {
|
||||
|
@ -11,5 +11,5 @@ used by this platform.
|
||||
- Instructions on building this platform port from source.
|
||||
- [Exporting for Windows](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_windows.html)
|
||||
- Instructions on using the compiled export templates to export a project.
|
||||
- [Changing application icon for Windows](https://docs.godotengine.org/en/stable/tutorials/export/changing_application_icon_for_windows.html)
|
||||
- [Changing application icon for Windows](https://docs.godotengine.org/en/latest/tutorials/export/changing_application_icon_for_windows.html)
|
||||
- Instructions on using a custom icon for the exported project executable.
|
||||
|
Loading…
Reference in New Issue
Block a user