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Update stable #10040
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Update stable #10040
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- 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 <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: Raul Santos <raulsntos@gmail.com>
…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
Add info to turn off preview sunlight before working with 3D shader lighting in 'Your first 3D shader'.
Mono SDK isn't necessary any more for Godot .NET to work properly on Linux. All functionality that was needed from Mono back then is now provided by .NET proper. I fear Mono SDK might even cause some conflict with up-to-date .NET.
2D movement overview - Click-and-move - use actions
After finishing your first game, you may want to share it for others to try it out without needing to install Godot.
Adds subsection for TileMap layer reordering.
It's linked to a wrong position.
The new text puts the focus on the most salient reason for using GDScript. The old examples covered almost all cases (every case except for AAA games), which made for awkward wording that was not relevant to most readers. Fixes #6651
- Ensure most pages are reachable through the sidebar, by removing headers on pages that are mostly indexes. - This also means that some pages now have navigable headers again.
The phrase, "90° degrees", is redundant because the "°" already means "degrees". It should instead be "90 degrees".
Direct member access is now used in Godot 4.
…+ example This was replaced by the `GDREGISTER_CLASS` macro in Godot 4.0.
…e guide It's not the first section of the page anymore.
The phrase, "This useful for smoothing camera movement..." appears to be missing a word. It should be, "This is useful for smoothing camera movement..." instead.
There was a space missing, causing inconsistent indentation and making the code not copy pastable.
The space in "some times" is a mistake and should be removed as it should be one word, not two (as can be seen when it is used correctly further down the page at the start of the, "Running one-off scripts using EditorScript" section).
… paths (#10009) * Fix incorrect notice about XDG paths working on all platforms in Data paths They are only effective on Linux/*BSD. (For reference, in most other apps, it's rare for XDG environment variables to have an effect on other platforms.) --------- Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
* Added notes on bit depth for ints and floats Added a small note about the bit depth of integers and floats in Godot's shading language as it is not explicitly stated anywhere. The bit depth of integer and floats in GDscript and Godot's shading language are different, which can cause problems with lost precision in calculations when integers are set from GDscript as floats/ints in GDscript are 64 bits instead of 32 bits (the standard in GLSL ES 3.0). While most are unlikely to run into problems due to this difference in bit depth, it can cause mathematical errors in edge cases. As stated by previous contributors, no error will be thrown if types do not match while setting a shader uniform. This includes GDscript floats being set as Godot shader floats (which may not be intuitive).
4.3 cherrypicks
classref: Sync with current 4.3 branch (6699ae7)
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