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Replace uses of shorthand codeblock syntax to avoid issues with localization #10969

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4 changes: 3 additions & 1 deletion about/complying_with_licenses.rst
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,9 @@ Requirements
In the case of the MIT license, the only requirement is to include the license
text somewhere in your game or derivative project.

This text reads as follows::
This text reads as follows:

::

This game uses Godot Engine, available under the following license:

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8 changes: 6 additions & 2 deletions contributing/development/compiling/compiling_for_ios.rst
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,9 @@ Requirements
from the `MoltenVK SDK <https://github.com/KhronosGroup/MoltenVK#fetching-moltenvk-source-code>`__.

.. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
install SCons using the following command::
install SCons using the following command:

::

brew install scons

Expand All @@ -33,7 +35,9 @@ Requirements

Similarly, if you have `MacPorts <https://www.macports.org/>`_
installed, you can easily install SCons using the
following command::
following command:

::

sudo port install scons

Expand Down
16 changes: 12 additions & 4 deletions contributing/development/compiling/compiling_for_linuxbsd.rst
Original file line number Diff line number Diff line change
Expand Up @@ -301,11 +301,15 @@ Running a headless/server build
-------------------------------

To run in *headless* mode which provides editor functionality to export
projects in an automated manner, use the normal build::
projects in an automated manner, use the normal build:

::

scons platform=linuxbsd target=editor

And then use the ``--headless`` command line argument::
And then use the ``--headless`` command line argument:

::

./bin/godot.linuxbsd.editor.x86_64 --headless

Expand Down Expand Up @@ -468,7 +472,9 @@ the default GCC + GNU ld setup:
- Clang tends to give more useful error messages compared to GCC.

To do so, install Clang and the ``lld`` package from your distribution's package manager
then use the following SCons command::
then use the following SCons command:

::

scons platform=linuxbsd use_llvm=yes linker=lld

Expand All @@ -478,7 +484,9 @@ created in the ``bin/`` folder.
It's still recommended to use GCC for production builds as they can be compiled using
link-time optimization, making the resulting binaries smaller and faster.

If this error occurs::
If this error occurs:

::

/usr/bin/ld: cannot find -l:libatomic.a: No such file or directory

Expand Down
32 changes: 24 additions & 8 deletions contributing/development/compiling/compiling_for_macos.rst
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,9 @@ For compiling under macOS, the following is required:
``misc/scripts/install_vulkan_sdk_macos.sh`` within the Godot source repository.

.. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
install SCons using the following command::
install SCons using the following command:

::

brew install scons

Expand All @@ -34,7 +36,9 @@ For compiling under macOS, the following is required:

Similarly, if you have `MacPorts <https://www.macports.org/>`_
installed, you can easily install SCons using the
following command::
following command:

::

sudo port install scons

Expand Down Expand Up @@ -80,7 +84,9 @@ Automatic ``.app`` bundle creation
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

To automatically create an ``.app`` bundle like in the official builds, use the ``generate_bundle=yes`` option on the *last*
SCons command used to build editor::
SCons command used to build editor:

::

scons platform=macos arch=x86_64
scons platform=macos arch=arm64 generate_bundle=yes
Expand All @@ -89,7 +95,9 @@ Manual ``.app`` bundle creation
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

To support both architectures in a single "Universal 2" binary,
run the above two commands and then use ``lipo`` to bundle them together::
run the above two commands and then use ``lipo`` to bundle them together:

::

lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal

Expand Down Expand Up @@ -117,11 +125,15 @@ Running a headless/server build
-------------------------------

To run in *headless* mode which provides editor functionality to export
projects in an automated manner, use the normal build::
projects in an automated manner, use the normal build:

::

scons platform=macos target=editor

And then use the ``--headless`` command line argument::
And then use the ``--headless`` command line argument:

::

./bin/godot.macos.editor.x86_64 --headless

Expand Down Expand Up @@ -179,7 +191,9 @@ an *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both wer
MoltenVK without having to recompile export templates.

You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip``
template from the official Godot distribution::
template from the official Godot distribution:

::

zip -r9 macos.zip macos_template.app

Expand Down Expand Up @@ -208,7 +222,9 @@ repository/extracted the zip), e.g.::

export OSXCROSS_ROOT="$HOME/osxcross"

Now you can compile with SCons like you normally would::
Now you can compile with SCons like you normally would:

::

scons platform=macos

Expand Down
32 changes: 24 additions & 8 deletions contributing/development/compiling/compiling_for_web.rst
Original file line number Diff line number Diff line change
Expand Up @@ -34,21 +34,27 @@ and ``source ./emsdk_env.sh``/``emsdk_env.bat``.

Open a terminal and navigate to the root directory of the engine source code.
Then instruct SCons to build the Web platform. Specify ``target`` as
either ``template_release`` for a release build or ``template_debug`` for a debug build::
either ``template_release`` for a release build or ``template_debug`` for a debug build:

::

scons platform=web target=template_release
scons platform=web target=template_debug

By default, the :ref:`JavaScriptBridge singleton <doc_web_javascript_bridge>` will be built
into the engine. Official export templates also have the JavaScript singleton
enabled. Since ``eval()`` calls can be a security concern, the
``javascript_eval`` option can be used to build without the singleton::
``javascript_eval`` option can be used to build without the singleton:

::

scons platform=web target=template_release javascript_eval=no
scons platform=web target=template_debug javascript_eval=no

By default, WebWorker threads support is enabled. To disable it and only use a single thread,
the ``threads`` option can be used to build the web template without threads support::
the ``threads`` option can be used to build the web template without threads support:

::

scons platform=web target=template_release threads=no
scons platform=web target=template_debug threads=no
Expand All @@ -59,11 +65,15 @@ the resulting file will be placed in the ``bin`` subdirectory. Its name is
for debug.

Finally, rename the zip archive to ``web_release.zip`` for the
release template::
release template:

::

mv bin/godot.web.template_release.wasm32.zip bin/web_release.zip

And ``web_debug.zip`` for the debug template::
And ``web_debug.zip`` for the debug template:

::

mv bin/godot.web.template_debug.wasm32.zip bin/web_debug.zip

Expand All @@ -75,7 +85,9 @@ performance and compatibility reasons. See the
:ref:`export page <doc_javascript_export_options>` for more info.

You can build the export templates using the option ``dlink_enabled=yes``
to enable GDExtension support::
to enable GDExtension support:

::

scons platform=web dlink_enabled=yes target=template_release
scons platform=web dlink_enabled=yes target=template_debug
Expand All @@ -84,7 +96,9 @@ Once finished, the resulting file will be placed in the ``bin`` subdirectory.
Its name will have ``_dlink`` added.

Finally, rename the zip archives to ``web_dlink_release.zip`` and
``web_dlink_release.zip`` for the release template::
``web_dlink_release.zip`` for the release template:

::

mv bin/godot.web.template_release.wasm32.dlink.zip bin/web_dlink_release.zip
mv bin/godot.web.template_debug.wasm32.dlink.zip bin/web_dlink_debug.zip
Expand All @@ -94,7 +108,9 @@ Building the editor

It is also possible to build a version of the Godot editor that can run in the
browser. The editor version is not recommended
over the native build. You can build the editor with::
over the native build. You can build the editor with:

::

scons platform=web target=editor

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40 changes: 30 additions & 10 deletions contributing/development/compiling/compiling_for_windows.rst
Original file line number Diff line number Diff line change
Expand Up @@ -38,13 +38,17 @@ For compiling under Windows, the following is required:
Studio releases.

.. note:: If you have `Scoop <https://scoop.sh/>`_ installed, you can easily
install MinGW and other dependencies using the following command::
install MinGW and other dependencies using the following command:

::

scoop install python mingw

Scons will still need to be installed via pip
.. note:: If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily
install MinGW and other dependencies using the following command::
install MinGW and other dependencies using the following command:

::

pacman -S mingw-w64-x86_64-python3-pip mingw-w64-x86_64-gcc \
mingw-w64-i686-python3-pip mingw-w64-i686-gcc make
Expand All @@ -61,7 +65,9 @@ For compiling under Windows, the following is required:
Setting up SCons
----------------

To install SCons, open the command prompt and run the following command::
To install SCons, open the command prompt and run the following command:

::

python -m pip install scons

Expand Down Expand Up @@ -205,7 +211,9 @@ optional PIX and Agility SDK components).
which is needed to generate some files.
2. Clone the `godot-nir-static <https://github.com/godotengine/godot-nir-static>`_
directory and navigate to it.
3. Run the following::
3. Run the following:

::

git submodule update --init
./update_mesa.sh
Expand Down Expand Up @@ -244,7 +252,9 @@ Optionally, you can compile with the following for additional features:
developer mode in Windows; otherwise it won't be used.

.. note:: If you want to use a PIX with MinGW build, navigate to PIX runtime
directory and use the following commands to generate import library::
directory and use the following commands to generate import library:

::

# For x86-64:
gendef ./bin/x64/WinPixEventRuntime.dll
Expand Down Expand Up @@ -300,7 +310,9 @@ To compile Godot with statically linked ANGLE:

1. Clone the `godot-angle-static <https://github.com/godotengine/godot-angle-static>`_
directory and navigate to it.
2. Run the following command::
2. Run the following command:

::

git submodule update --init
./update_angle.sh
Expand Down Expand Up @@ -330,7 +342,9 @@ Folder-based editors don't require any particular setup to start working with Go
codebase. To edit projects with Visual Studio they need to be set up as a solution.

You can create a Visual Studio solution via SCons by running SCons with
the ``vsproj=yes`` parameter, like this::
the ``vsproj=yes`` parameter, like this:

::

scons platform=windows vsproj=yes

Expand Down Expand Up @@ -373,7 +387,9 @@ The package names may differ based on your distribution, here are some known one
+----------------+--------------------------------------------------------------+

Before attempting the compilation, SCons will check for
the following binaries in your ``PATH`` environment variable::
the following binaries in your ``PATH`` environment variable:

::

# for MinGW-w64
i686-w64-mingw32-gcc
Expand All @@ -386,7 +402,9 @@ the following binaries in your ``PATH`` environment variable::

If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``),
you can define the following environment variable to give a hint to
the build system::
the build system:

::

export MINGW_PREFIX="/path/to/mingw"

Expand Down Expand Up @@ -452,7 +470,9 @@ following location, replacing ``<version>`` with the version identifier

%APPDATA%\Godot\export_templates\<version>\

With the following names::
With the following names:

::

windows_debug_x86_32_console.exe
windows_debug_x86_32.exe
Expand Down
4 changes: 3 additions & 1 deletion contributing/development/compiling/compiling_with_dotnet.rst
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,9 @@ These source files must be generated before building the managed libraries.
They can be generated by any .NET-enabled Godot editor binary by running it with
the parameters ``--headless --generate-mono-glue`` followed by the path to an
output directory.
This path must be ``modules/mono/glue`` in the Godot directory::
This path must be ``modules/mono/glue`` in the Godot directory:

::

<godot_binary> --headless --generate-mono-glue modules/mono/glue

Expand Down
4 changes: 3 additions & 1 deletion contributing/development/compiling/index.rst
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,9 @@ Building from source

Godot prides itself on being very easy to build, by C++ projects' standards.
:ref:`Godot uses the SCons build system <doc_faq_why_scons>`, and after the initial
setup compiling the engine for your current platform should be as easy as running::
setup compiling the engine for your current platform should be as easy as running:

::

scons

Expand Down
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