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Merge pull request godotengine#6813 from YuriSizov/ci-enable-error-re…
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…porting

Enable error reporting on the CI and address the remaining errors
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YuriSizov authored Feb 24, 2023
2 parents f604baa + 9473b6c commit 16eacf6
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2 changes: 1 addition & 1 deletion .github/workflows/ci.yml
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Expand Up @@ -26,4 +26,4 @@ jobs:
# Use dummy builder to improve performance as we don't need the generated HTML in this workflow.
- name: Sphinx build
run: |
sphinx-build --color -b dummy -d _build/doctrees . _build/html
sphinx-build --color -b dummy -d _build/doctrees -W . _build/html
2 changes: 1 addition & 1 deletion tutorials/networking/websocket.rst
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Expand Up @@ -18,7 +18,7 @@ Godot supports WebSocket in both native and HTML5 exports.
Using WebSocket in Godot
------------------------

WebSocket is implemented in Godot via three main classes :ref:`WebSocketClient <class_WebSocketClient>`, :ref:`WebSocketServer <class_WebSocketServer>`, and :ref:`WebSocketPeer <class_WebSocketPeer>`. The WebSocket implementation is compatible with the High Level Multiplayer. See section on :ref:`high-level multiplayer <doc_high_level_multiplayer>` for more details.
WebSocket is implemented in Godot via :ref:`WebSocketPeer <class_WebSocketPeer>`. The WebSocket implementation is compatible with the High Level Multiplayer. See section on :ref:`high-level multiplayer <doc_high_level_multiplayer>` for more details.

.. warning::

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3 changes: 2 additions & 1 deletion tutorials/shaders/shader_reference/shader_preprocessor.rst
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Expand Up @@ -61,7 +61,8 @@ anywhere within the shader (including in uniform hints).
``#define`` can also be used to insert arbitrary shader code at any location,
while constants can't do that.

.. code-block:: glsl
.. FIXME: An upstream bug (https://github.com/pygments/pygments/pull/2350), fixed but not published yet.
.. code-block:: none
shader_type spatial;
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3 changes: 2 additions & 1 deletion tutorials/shaders/shaders_style_guide.rst
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Expand Up @@ -344,7 +344,8 @@ the console, extra indentation should **not** be added within ``#if``,
**Bad**:

.. code-block:: glsl
.. FIXME: An upstream bug in Pygment related to #ifdef.
.. code-block:: none
#define heightmap_enabled
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4 changes: 3 additions & 1 deletion tutorials/xr/xr_action_map.rst
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Expand Up @@ -287,7 +287,7 @@ Some runtimes might even permit users to edit the bindings themselves.

A common approach for a runtime is to look for a matching interaction profile first.
If this is not found it will check the most common profiles such as that of the "Touch controller" and do a conversion.
If all else fails, it will check the generic :ref:`"Simple controller"<The simple controller>`.
If all else fails, it will check the generic :ref:`"Simple controller" <doc_xr_action_map_simple>`.

.. note::
There is an important conclusion to be made here:
Expand Down Expand Up @@ -358,6 +358,8 @@ As mentioned before OpenXR will do conversions between the two, but do read the
Keep that in mind when designing your game/application.
Make sure these are used for optional features of your game/application.

.. _doc_xr_action_map_simple:

The simple controller
---------------------

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