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Merge pull request #10370 from tetrapod00/standardize-header-the-rest
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Standardize RST header syntax
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mhilbrunner authored Jan 2, 2025
2 parents 1ad4d51 + c4d3aa1 commit 4b4e851
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4 changes: 2 additions & 2 deletions about/docs_changelog.rst
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Expand Up @@ -27,7 +27,7 @@ New pages since version 4.3
- :ref:`doc_spring_arm`

Debug
^^^^^
~~~~~

- :ref:`doc_output_panel`

Expand All @@ -42,7 +42,7 @@ Performance
- :ref:`doc_pipeline_compilations`

Physics
^^^^^^^
~~~~~~~

- :ref:`doc_physics_interpolation`
- :ref:`doc_physics_interpolation_quick_start_guide`
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Expand Up @@ -39,7 +39,7 @@ required:
.. _doc_compiling_for_linuxbsd_oneliners:

Distro-specific one-liners
^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~

.. tabs::

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16 changes: 8 additions & 8 deletions contributing/development/compiling/compiling_with_dotnet.rst
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Expand Up @@ -83,7 +83,7 @@ More details about this directory in
:ref:`Data directory<compiling_with_dotnet_data_directory>`.

Build Platform
^^^^^^^^^^^^^^
~~~~~~~~~~~~~~

Provide the ``--godot-platform=<platform>`` argument to control for which
platform specific the libraries are built. Omit this argument to build for the
Expand All @@ -93,7 +93,7 @@ This currently only controls the inclusion of the support for Visual Studio as
an external editor, the libraries are otherwise identical.

NuGet packages
^^^^^^^^^^^^^^
~~~~~~~~~~~~~~

The API assemblies, source generators, and custom MSBuild project SDK are
distributed as NuGet packages. This is all transparent to the user, but it can
Expand Down Expand Up @@ -130,7 +130,7 @@ cache. It's recommended to always use this option when building the C# solutions
during development to avoid mistakes.

Building without depending on deprecated features (NO_DEPRECATED)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

When building Godot without deprecated classes and functions, i.e. the ``deprecated=no``
argument for scons, the managed libraries must also be built without dependencies to deprecated code.
Expand All @@ -140,7 +140,7 @@ This is done by passing the ``--no-deprecated`` argument:
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin --push-nupkgs-local <my_local_source> --no-deprecated

Double Precision Support (REAL_T_IS_DOUBLE)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

When building Godot with double precision support, i.e. the ``precision=double``
argument for scons, the managed libraries must be adjusted to match by passing
Expand All @@ -154,7 +154,7 @@ Examples
--------

Example (Windows)
^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~

::

Expand All @@ -171,7 +171,7 @@ Example (Windows)


Example (Linux, \*BSD)
^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~

::

Expand All @@ -196,7 +196,7 @@ enabled. It contains important files for the correct functioning of Godot. It
must be distributed together with the Godot executable.

Editor
^^^^^^
~~~~~~

The name of the data directory for the Godot editor will always be
``GodotSharp``. This directory contains an ``Api`` subdirectory with the Godot
Expand All @@ -208,7 +208,7 @@ directory may be placed in the ``<bundle_name>.app/Contents/Resources/``
directory inside the bundle.

Export templates
^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~

The data directory for exported projects is generated by the editor during the
export. It is named ``data_<APPNAME>_<ARCH>``, where ``<APPNAME>`` is the
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4 changes: 2 additions & 2 deletions contributing/development/compiling/optimizing_for_size.rst
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Expand Up @@ -271,7 +271,7 @@ Optimizing the distribution of your project
-------------------------------------------

Desktop
^^^^^^^
~~~~~~~

.. note::

Expand Down Expand Up @@ -303,7 +303,7 @@ command:
7z a -mx9 my_project.zip folder_containing_executable_and_pck

Web
^^^
~~~

Enabling gzip or Brotli compression for all file types from the web export
(especially the ``.wasm`` and ``.pck``) can reduce the download size
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Expand Up @@ -63,7 +63,7 @@ knowledge of the platform's SDKs. Depending on what features you need, the
amount of work needed varies:

Required features of a platform port
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

At the very least, a platform port must have methods from the :ref:`class_OS`
singleton implemented to be buildable and usable for headless operation.
Expand Down Expand Up @@ -109,7 +109,7 @@ All methods should be implemented within ``detect.py`` as follows:
options depending on SCons options chosen.

Optional features of a platform port
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

In practice, headless operation doesn't suffice if you want to see anything on
screen and handle input devices. You may also want audio output for most
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Expand Up @@ -32,7 +32,7 @@ Rendering methods
-----------------

Forward+
^^^^^^^^
~~~~~~~~

This is a forward renderer that uses a *clustered* approach to lighting.

Expand All @@ -45,7 +45,7 @@ This approach can greatly speed up rendering performance on desktop hardware,
but is substantially less efficient on mobile.

Mobile
^^^^^^
~~~~~~

This is a forward renderer that uses a traditional single-pass approach to lighting.
Internally, it is called **Forward Mobile**.
Expand Down Expand Up @@ -104,7 +104,7 @@ post-processing effects are also not available.
.. _doc_internal_rendering_architecture_compatibility:

Compatibility
^^^^^^^^^^^^^
~~~~~~~~~~~~~

.. note::

Expand Down Expand Up @@ -139,7 +139,7 @@ rendering features (even less so compared to Mobile). Most
post-processing effects are not available.

Why not deferred rendering?
^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~

Forward rendering generally provides a better tradeoff for performance versus
flexibility, especially when a clustered approach to lighting is used. While
Expand All @@ -161,7 +161,7 @@ Rendering drivers
Godot 4 supports the following graphics APIs:

Vulkan
^^^^^^
~~~~~~

This is the main driver in Godot 4, with most of the development focus going
towards this driver.
Expand All @@ -185,7 +185,7 @@ Vulkan driver.
- `drivers/d3d12/d3d12_context.cpp <https://github.com/godotengine/godot/blob/master/drivers/d3d12/d3d12_context.cpp>`__

Direct3D 12
^^^^^^^^^^^
~~~~~~~~~~~

Like Vulkan, the Direct3D 12 driver targets modern platforms only. It is
designed to target both Windows and Xbox (whereas Vulkan can't be used directly on Xbox).
Expand All @@ -206,7 +206,7 @@ See the `pull request that introduced Direct3D 12 support <https://github.com/go
for more information.

Metal
^^^^^
~~~~~

Godot supports Metal rendering via `MoltenVK <https://github.com/KhronosGroup/MoltenVK>`__,
as macOS and iOS do not support Vulkan natively.
Expand All @@ -224,7 +224,7 @@ A native Metal driver is planned in the future for better performance and
compatibility.

OpenGL
^^^^^^
~~~~~~

This driver uses OpenGL ES 3.0 and targets legacy and low-end devices that don't
support Vulkan. OpenGL 3.3 Core Profile is used on desktop platforms to run this
Expand All @@ -246,7 +246,7 @@ Many advanced features are not supported with this driver, as it targets low-end
devices first and foremost.

Summary of rendering drivers/methods
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The following rendering API + rendering method combinations are currently possible:

Expand Down Expand Up @@ -447,14 +447,14 @@ used to calculate particle collisions in 2D.
-----------------------

Batching and instancing
^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~

In the Forward+ renderer, Vulkan instancing is used to group rendering
of identical objects for performance. This is not as fast as static mesh
merging, but it still allows instances to be culled individually.

Light, decal and reflection probe rendering
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

.. note::

Expand Down Expand Up @@ -497,7 +497,7 @@ Clustering is also used for reflection probes and decal rendering in the
Forward+ renderer.

Shadow mapping
^^^^^^^^^^^^^^
~~~~~~~~~~~~~~

Both Forward+ and Mobile methods use
:abbr:`PCF (Percentage Closer Filtering)` to filter shadow maps and create a
Expand All @@ -517,7 +517,7 @@ The Compatibility renderer supports shadow mapping for DirectionalLight3D,
OmniLight3D, and SpotLight3D lights.

Temporal antialiasing
^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~

.. note::

Expand Down Expand Up @@ -549,7 +549,7 @@ RenderingDevice abstraction as opposed to using AMD's reference code directly.
- `thirdparty/amd-fsr2/ <https://github.com/godotengine/godot/tree/master/thirdparty/amd-fsr2>`__

Global illumination
^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~

.. note::

Expand Down Expand Up @@ -600,7 +600,7 @@ This would allow baking lightmaps while using the Compatibility renderer.
- `modules/lightmapper_rd/lm_blendseams.glsl <https://github.com/godotengine/godot/blob/4.2/modules/lightmapper_rd/lm_blendseams.glsl>`__

Depth of field
^^^^^^^^^^^^^^
~~~~~~~~~~~~~~

.. note::

Expand Down Expand Up @@ -629,7 +629,7 @@ when temporal antialiasing is enabled.
- `servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl>`__

Screen-space effects (SSAO, SSIL, SSR, SSS)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

.. note::

Expand Down Expand Up @@ -678,7 +678,7 @@ SSR is always performed at half resolution to improve performance.
- `servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl>`__

Sky rendering
^^^^^^^^^^^^^
~~~~~~~~~~~~~

.. seealso::

Expand All @@ -705,7 +705,7 @@ article.
**Sky rendering GLSL shader:**

Volumetric fog
^^^^^^^^^^^^^^
~~~~~~~~~~~~~~

.. note::

Expand Down Expand Up @@ -740,7 +740,7 @@ article.
- `servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl>`__

Occlusion culling
^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~

While modern GPUs can handle drawing a lot of triangles, the number of draw
calls in complex scenes can still be a bottleneck (even with Vulkan and Direct3D 12).
Expand Down Expand Up @@ -782,7 +782,7 @@ RendererSceneOcclusionCull.
- `servers/rendering/renderer_scene_occlusion_cull.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_scene_occlusion_cull.cpp>`__

Visibility range (LOD)
^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~

Godot supports manually authored hierarchical level of detail (HLOD), with
distances specified by the user in the inspector.
Expand All @@ -796,7 +796,7 @@ same mesh with different LODs (to allow for split screen rendering to look corre
- `servers/rendering/renderer_scene_cull.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_scene_cull.cpp>`__

Automatic mesh LOD
^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~

The ImporterMesh class is used for the 3D mesh import workflow in the editor.
Its ``generate_lods()`` function handles generating using the
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8 changes: 4 additions & 4 deletions contributing/development/cpp_usage_guidelines.rst
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Expand Up @@ -46,7 +46,7 @@ use of modern C++ features conservative. Their use needs to serve a real
purpose, such as improving code readability or performance.

Standard Template Library
^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~

We don't allow using the `STL <https://en.wikipedia.org/wiki/Standard_Template_Library>`__
as Godot provides its own data types (among other things).
Expand All @@ -67,7 +67,7 @@ This means that pull requests should **not** use ``std::string``,
and Array. Therefore, List should be avoided in new code unless necessary.

``auto`` keyword
^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~

Please don't use the ``auto`` keyword for type inference. While it can avoid
repetition, it can also lead to confusing code:
Expand All @@ -88,14 +88,14 @@ We chose to forbid ``auto`` instead of allowing it on a case-by-case basis to
avoid having to decide on difficult edge cases. Thank you for your understanding.

Lambdas
^^^^^^^
~~~~~~~

Lambdas should be used conservatively when they make code effectively faster or
simpler, and do not impede readability. Please ask before using lambdas in a
pull request.

``#pragma once`` directive
^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~

To follow the existing style, please use standard ``#ifdef``-based include
guards instead of ``#pragma once`` in new files.
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6 changes: 3 additions & 3 deletions contributing/development/debugging/using_cpp_profilers.rst
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Expand Up @@ -59,7 +59,7 @@ Profiler-specific instructions
------------------------------

VerySleepy
^^^^^^^^^^
~~~~~~~~~~

- Start the Godot editor or your project first.
If you start the Project Manager, make sure to edit or run a project first.
Expand All @@ -81,7 +81,7 @@ VerySleepy
.. image:: img/cpp_profiler_verysleepy_results_filtered.png

HotSpot
^^^^^^^
~~~~~~~

- Open HotSpot. Click **Record Data**:

Expand Down Expand Up @@ -128,7 +128,7 @@ HotSpot
This process attachment-based workflow is similar to the one used by VerySleepy.

Xcode Instruments
^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~

- Open Xcode. Select **Open Developer Tool** - **Instruments** from the **Xcode** app menu:
- Double-click on **Time Profiler** in the **Instruments** window:
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2 changes: 1 addition & 1 deletion contributing/development/debugging/using_sanitizers.rst
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Expand Up @@ -197,7 +197,7 @@ Platform-specific sanitizers
----------------------------

Web
^^^
~~~

When :ref:`compiling for the Web <doc_compiling_for_web>`,
there are 2 additional sanitizer SCons options available:
Expand Down
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