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Update instancing docs #10593
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Update instancing docs #10593
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Branch docs version 4.3
Add a link for JetBrains Rider LSP/DAP support
- The `GODOT_SERVER` preprocessor define is no longer available in Godot 4, since the dedicated server platform was removed. - Replaced a reference to `GODOT_HTML5` with `GODOT_WEB` since that platform was also renamed in Godot 4. - Remove note about `<DefineConstants>` that only really applies to Godot 3.
`..` immediately following paragraph text at the same indentation is interpreted as a continuation of that text, as seen on the website: https://docs.godotengine.org/en/stable/contributing/how_to_contribute.html#technical-contributions > Upload your plugins to the Godot Asset Library to make them available to others. .. update to talk about Asset Store later I feel the intent was still clear, but it does look a bit weird at the moment. Further information: - There must be a blank line between the text block and the comment for the comment to be properly interpreted as a comment. - There must not be two blank lines between the two list items, once the comment is ignored. Otherwise, the generated output produces two separate lists. This a perceptibly different amount of padding compared to when they were structurally part of the same list in HTML output, since Godot adds extra padding around `<ul>` tags.
Co-authored-by: A Thousand Ships <[email protected]> Co-authored-by: Raul Santos <[email protected]>
Co-authored-by: A Thousand Ships <[email protected]>
Co-authored-by: Raul Santos <[email protected]>
Co-authored-by: Raul Santos <[email protected]>
Co-authored-by: Raul Santos <[email protected]>
Co-authored-by: Raul Santos <[email protected]>
Co-authored-by: Raul Santos <[email protected]>
Co-authored-by: A Thousand Ships <[email protected]> Co-authored-by: Raul Santos <[email protected]>
…s.rst autoloads_versus_internal_nodes.rst remove 'a' from "share a variables"
Fix grammar in one sentence Add reference to mentioned node
Update 07.killing_player.rst
…d iOS - Reorder instructions to mention ARM64 builds first in macOS, as this is the primary architecture in use now (with all new Macs since 2023 being sold with Apple Silicon only). The `lipo` command still works as before, as it infers the architecture from the input files. - Remove the manual bundle generation steps to make the page shorter (similar to Compiling for Android). - Remove references to the master branch (this was only relevant when 4.0 was still in development).
…godotengine#10323) * Plugin now bundled with rider so can't be installed As of Rider 2024.2 the plugin is bundled with the software and can't be installed which can be confusing. https://plugins.jetbrains.com/plugin/13882-godot-support --------- Co-authored-by: tetrapod <[email protected]>
This is done for several reasons: - Recent CPython versions such as 3.13 have mostly caught up with Pyston in terms of performance. If the trend continues, CPython may supersede Pyston's performance in the long term. This is especially the case if the experimental JIT is eventually able to run Godot's SCons setup. - Pyston is not maintained anymore (its last release was in 2022), and the last Python version it can run is 3.8. Python 3.8 is now end-of-life. Godot's SCons setup (as well as SCons itself) will eventually require Python versions newer than 3.8.
It's `godot.editor.html` since Godot 4.0.
`os/file_access.h` moved to `io/file_access.h` in 9e328bb5b: godotengine/godot@9e328bb5b
4.3 cherrypicks
CI: Integrate pre-commit for style checks
4.3 Cherrypicks: shaders
* Completely remove reference to Haxe bindings Consensus is that this link should be removed, not just moved to an archived section.
* Update using_tilesets.rst
This reference is already present in the Color class reference, but this embeds it directly in the page to save users a click.
4.3 cherry picks
[4.3] Change Edit on GitHub link to point to master
Added some clarifying text to help make the transition from double clicking Ball.tscn to editing the specific Ball node itself. Now it is clear to first click within the left nav before moving over to the inspector tab.
I'm gonna guess based on what I'm seeing that you forked your 4.3 branch and are now trying to update the master branch. That doesn't work and leads to the excessive number of commits you're seeing. You could either try rebasing onto another branch (we have a guide here), or just re-create your PR and fork from the master branch this time, I'd actually recommend that as it's easier if you're not that familiar with Git. |
Thanks! I just simply used the edit buttons through the app and followed the warning message about pointing to master...but i'll pull down and do it right! No worries! and thank you for the info :) |
Adding clear and simple language to help define the transition from selecting ball.tscn to the Ball node inspector. Added an intermediate step that directs the user to first select the Ball node from the left hand nav under scene rather than immediately moving to the ball node inspector.