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Fix some Sphinx warnings
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tutorials/gui/bbcode_in_richtextlabel.rst

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Original file line numberDiff line numberDiff line change
@@ -32,14 +32,14 @@ markup to format the text as requested. Before this happens, you need to toggle
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For example, ``BBCode [color=blue]blue[/color]`` would render the word "blue" with
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a blue color.
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.. iamge:: img/bbcodeDemo.png
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.. image:: img/bbcodeDemo.png
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You'll notice that after writing in the BBCode "Text" property the regular "Text"
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property now has the text without the BBCode. While the text property will be updated
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by the BBCode property, you can't edit the text property or you'll lose the BBCode
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markup. All changes to the text must be done in the BBCode parameter.
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.. node::
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.. note::
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For BBCode tags such as ``[b]`` (bold) or ``[i]`` (italics) to work you must
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set up custom fonts for the RichTextLabel node first.
@@ -115,7 +115,7 @@ BBCode can also be used to create different text animation effects. Five customi
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effects are provided out of the box, and you can easily create your own.
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Wave
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++++
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~~~~
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.. image:: img/wave.png
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@@ -124,7 +124,7 @@ Wave makes the text go up and down. Its tag format is ``[wave amp=50 freq=2][/wa
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text goes up and down.
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Tornado
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+++++++
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~~~~~~~
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.. image:: img/tornado.png
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@@ -134,7 +134,7 @@ Tornao makes the text move around in a circle. Its tag format is
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fast the text moves in a circle.
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Shake
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+++++
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~~~~~
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.. image:: img/shake.png
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@@ -143,7 +143,7 @@ Shake makes the text shake. Its tag format is ``[shake rate=5 level=10][/shake]`
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offset from the origin.
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Fade
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++++
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~~~~
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.. image:: img/fade.png
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@@ -154,7 +154,7 @@ command is inserted, ``length`` controls over how many characters should the fad
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out take place.
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Rainbow
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+++++++
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~~~~~~~
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.. image:: img/rainbow.png
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@@ -177,8 +177,8 @@ Optionally, you can also provide a custom BBCode identifier simply by adding a m
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name ``bbcode``. The code will check the ``bbcode`` property automatically or will
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use the name of the file to determine what the BBCode tag should be.
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_process_custom_fx
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++++++++++++++++++
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``_process_custom_fx``
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~~~~~~~~~~~~~~~~~~~~~~
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This is where the logic of each effect takes place and is called once per character
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during the draw phase of text rendering. This passes in a :ref:`class_CharFXTransform`
@@ -209,7 +209,7 @@ the user fixes whatever error cropped up in their custom effect logic.
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Here are some examples of custom effects:
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Ghost
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~~~~~
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::
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@@ -231,7 +231,7 @@ Ghost
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return true
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Pulse
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~~~~~
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::
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@@ -257,7 +257,7 @@ Pulse
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return true
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Matrix
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++++++
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~~~~~~
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::
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tutorials/misc/gles2_gles3_differences.rst

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@@ -167,9 +167,9 @@ For a complete list of built-in GLSL functions see the :ref:`Shading Language do
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+------------------------------------------------------------------------+--------------------------------------------------+
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| mat_type **inverse** ( mat_type ) | |
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+------------------------------------------------------------------------+--------------------------------------------------+
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| ivec2 **textureSize** ( sampler2D_type s, int lod ) | See workaround below |
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| ivec2 **textureSize** ( sampler2D_type s, int lod ) | See workaround below |
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+------------------------------------------------------------------------+--------------------------------------------------+
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| ivec2 **textureSize** ( samplerCube s, int lod ) | See workaround below |
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| ivec2 **textureSize** ( samplerCube s, int lod ) | See workaround below |
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+------------------------------------------------------------------------+--------------------------------------------------+
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| vec4_type **texture** ( sampler2D_type s, vec2 uv [, float bias] ) | **bias** not available in vertex shader |
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+------------------------------------------------------------------------+--------------------------------------------------+

tutorials/plugins/android/android_plugin.rst

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@@ -60,7 +60,7 @@ Your plugin needs to be in a folder other than *"build/"* inside the *"res://and
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Once created, there are certain rules to follow, but they are simple.
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Android Directories
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Android directories
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^^^^^^^^^^^^^^^^^^^
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Inside your plugin folder, you can use the standard folders as if they were from an Android Gradle project. Examples of this are:
@@ -264,7 +264,7 @@ The module should include the full Java path. For our example: ``org/godotengine
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Then, from your script:
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.. code:: gdscript
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.. code::
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if Engine.has_singleton("MySingleton"):
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var singleton = Engine.get_singleton("MySingleton")

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