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Fix some build errors
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akien-mga committed Feb 19, 2016
1 parent e905d0c commit c972bcc
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1 change: 1 addition & 0 deletions contributing/doc_and_l10n_guidelines.rst
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Expand Up @@ -54,6 +54,7 @@ Please always begin pages with their title and a reference based on the
file name (which should ideally be the same as the page title):

::

.. _insert_your_title_here:

Insert your title here
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8 changes: 3 additions & 5 deletions contributing/list_of_classes_and_documenters.rst
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Expand Up @@ -5,7 +5,7 @@ List of classes and documenters

**TODO: Move out of the Sphinx doc, a pad would be better**

Status list : Not started, Started, Finished, Removed
Status list: Not started, Started, Finished, Removed
Class name - Assigned to - Status - Start date - Notes

- @GDScript
Expand Down Expand Up @@ -102,10 +102,8 @@ Class name - Assigned to - Status - Start date - Notes
- Geometry
- GeometryInstance
- Globals
- GraphEdit - StraToN - Finished may need a tutorial. I'll
think about it. -
- GraphNode - StraToN - Finished  may need a tutorial. I'll
think about it. -
- GraphEdit - StraToN - Finished may need a tutorial. I'll think about it. -
- GraphNode - StraToN - Finished  may need a tutorial. I'll think about it. -
- GridContainer
- GridMap
- GrooveJoint2D
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212 changes: 107 additions & 105 deletions contributing/updating_the_class_reference.rst
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Expand Up @@ -8,7 +8,7 @@ use of to create your games. However, the :ref:`toc-class-ref` that
lists all these classes with their methods is quite incomplete. We need
your kind help to fill this reference. This page will explain you how.

> Please note: we aim at filling completely this reference in English
Please note: we aim at filling completely this reference in English
first. Please do not start translating it for the moment.

:ref:`doc_list_of_classes_and_documenters`
Expand Down Expand Up @@ -95,113 +95,114 @@ You can edit this file using your favourite text editor.
Here is an example with the Node2D class:

.. code:: xml
<class name="Node2D" inherits="CanvasItem" category="Core">
<brief_description>
Base node for 2D system.
</brief_description>
<description>
Base node for 2D system. Node2D contains a position, rotation and scale, which is used to position and animate. It can alternatively be used with a custom 2D transform ([Matrix32]). A tree of Node2Ds allows complex hierachies for animation and positioning.
</description>
<methods>
<method name="set_pos">
<argument index="0" name="pos" type="Vector2">
</argument>
<description>
Set the position of the 2d node.
</description>
</method>
<method name="set_rot">
<argument index="0" name="rot" type="float">
</argument>
<description>
Set the rotation of the 2d node.
</description>
</method>
<method name="set_scale">
<argument index="0" name="scale" type="Vector2">
</argument>
<description>
Set the scale of the 2d node.
</description>
</method>
<method name="get_pos" qualifiers="const">
<return type="Vector2">
</return>
<description>
Return the position of the 2D node.
</description>
</method>
<method name="get_rot" qualifiers="const">
<return type="float">
</return>
<description>
Return the rotation of the 2D node.
</description>
</method>
<method name="get_scale" qualifiers="const">
<return type="Vector2">
</return>
<description>
Return the scale of the 2D node.
</description>
</method>
<method name="rotate">
<argument index="0" name="degrees" type="float">
</argument>
<description>
<brief_description>
Base node for 2D system.
</brief_description>
<description>
Base node for 2D system. Node2D contains a position, rotation and scale, which is used to position and animate. It can alternatively be used with a custom 2D transform ([Matrix32]). A tree of Node2Ds allows complex hierachies for animation and positioning.
</description>
</method>
<method name="move_local_x">
<argument index="0" name="delta" type="float">
</argument>
<argument index="1" name="scaled" type="bool" default="false">
</argument>
<description>
<methods>
<method name="set_pos">
<argument index="0" name="pos" type="Vector2">
</argument>
<description>
Set the position of the 2d node.
</description>
</method>
<method name="set_rot">
<argument index="0" name="rot" type="float">
</argument>
<description>
Set the rotation of the 2d node.
</description>
</method>
<method name="set_scale">
<argument index="0" name="scale" type="Vector2">
</argument>
<description>
Set the scale of the 2d node.
</description>
</method>
<method name="get_pos" qualifiers="const">
<return type="Vector2">
</return>
<description>
Return the position of the 2D node.
</description>
</method>
<method name="get_rot" qualifiers="const">
<return type="float">
</return>
<description>
Return the rotation of the 2D node.
</description>
</method>
<method name="get_scale" qualifiers="const">
<return type="Vector2">
</return>
<description>
Return the scale of the 2D node.
</description>
</method>
<method name="rotate">
<argument index="0" name="degrees" type="float">
</argument>
<description>
</description>
</method>
<method name="move_local_y">
<argument index="0" name="delta" type="float">
</argument>
<argument index="1" name="scaled" type="bool" default="false">
</argument>
<description>
</description>
</method>
<method name="get_global_pos" qualifiers="const">
<return type="Vector2">
</return>
<description>
Return the global position of the 2D node.
</description>
</method>
<method name="set_global_pos">
<argument index="0" name="arg0" type="Vector2">
</argument>
<description>
</description>
</method>
<method name="set_transform">
<argument index="0" name="xform" type="Matrix32">
</argument>
<description>
</description>
</method>
<method name="set_global_transform">
<argument index="0" name="xform" type="Matrix32">
</argument>
<description>
</description>
</method>
<method name="edit_set_pivot">
<argument index="0" name="arg0" type="Vector2">
</argument>
<description>
</description>
</method>
</methods>
<constants>
</constants>
</class>
</method>
<method name="move_local_x">
<argument index="0" name="delta" type="float">
</argument>
<argument index="1" name="scaled" type="bool" default="false">
</argument>
<description>
</description>
</method>
<method name="move_local_y">
<argument index="0" name="delta" type="float">
</argument>
<argument index="1" name="scaled" type="bool" default="false">
</argument>
<description>
</description>
</method>
<method name="get_global_pos" qualifiers="const">
<return type="Vector2">
</return>
<description>
Return the global position of the 2D node.
</description>
</method>
<method name="set_global_pos">
<argument index="0" name="arg0" type="Vector2">
</argument>
<description>
</description>
</method>
<method name="set_transform">
<argument index="0" name="xform" type="Matrix32">
</argument>
<description>
</description>
</method>
<method name="set_global_transform">
<argument index="0" name="xform" type="Matrix32">
</argument>
<description>
</description>
</method>
<method name="edit_set_pivot">
<argument index="0" name="arg0" type="Vector2">
</argument>
<description>
</description>
</method>
</methods>
<constants>
</constants>
</class>
As you can see, some methods in this class have no description (i.e.
there is no text between their marks). This can also happen for the
Expand All @@ -210,6 +211,7 @@ they are already filled. Let's edit the description of the rotate()
method:

.. code:: xml
<method name="rotate">
<argument index="0" name="degrees" type="float">
</argument>
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2 changes: 1 addition & 1 deletion reference/compiling_for_osx.rst
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Expand Up @@ -35,7 +35,7 @@ Cross-compiling

It is possible to compile for OSX in a Linux environment (and maybe
also in Windows with Cygwin). For that you will need
`OSXCross <https://github.com/tpoechtrager/osxcross>`__to be able
`OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able
to use OSX as target. First, follow the instructions to install it:

Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`
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2 changes: 1 addition & 1 deletion reference/compiling_for_windows.rst
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Expand Up @@ -139,7 +139,7 @@ Windows export templates are created by compiling Godot as release, with
the following flags:

- (for 32 bits, using Mingw32 command prompt or Visual Studio command
prompt)
prompt)

::

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2 changes: 1 addition & 1 deletion tutorials/vector_math.rst
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Expand Up @@ -89,7 +89,7 @@ trigonometry already, prepare to embrace vectors!

In any case, obtaining an angle from a vector is easy and can be
accomplished with trig... er, what was that? I mean, the
:ref:`atan2() class_@GDScript_atan2` function.
:ref:`atan2() <class_@GDScript_atan2>` function.

Vectors in Godot
~~~~~~~~~~~~~~~~
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