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Remove trailing space characters (godotengine#5251)
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aaronfranke authored Sep 13, 2021
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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -12,7 +12,7 @@ the top-level `index.html` in a web browser.

## Theming

The Godot documentation uses the default ``sphinx_rtd_theme`` with many
The Godot documentation uses the default `sphinx_rtd_theme` with many
[customizations](_static/) applied on top. It will automatically switch between
the light and dark theme depending on your browser/OS' theming preference.

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4 changes: 2 additions & 2 deletions about/complying_with_licenses.rst
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Expand Up @@ -83,7 +83,7 @@ Link to the license

The Godot Engine developers consider that a link to godotengine.org/license
in your game documentation or credits would be an acceptable way to satisfy
the license terms.
the license terms.

Third-party licenses
--------------------
Expand All @@ -105,7 +105,7 @@ requires attribution, so the following text must be included together with the
Godot license:

Portions of this software are copyright © <year> The FreeType Project (www.freetype.org). All rights reserved.

Note that <year> should correspond to the value from the FreeType version
used in your build.

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2 changes: 1 addition & 1 deletion about/introduction.rst
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Expand Up @@ -95,7 +95,7 @@ relatively intuitive:
- The :ref:`sec-community` section gives the information related to contributing to
the engine development and the life of its community, e.g. how to report bugs,
help with the documentation, etc. It also points to various community channels
like Godot Contributors Chat and Discord and contains a list of recommended
like Godot Contributors Chat and Discord and contains a list of recommended
third-party tutorials outside of this documentation.
- Finally, the :ref:`sec-class-ref` is the documentation of the Godot API,
which is also available directly within the engine's script editor. It is
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2 changes: 1 addition & 1 deletion community/contributing/building_the_manual.rst
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Expand Up @@ -21,7 +21,7 @@ install all these tools. It comes pre-installed with `Python
<https://www.python.org/>`__. Ensure that you install and use Python 3. Here are
the commands to clone the repository and then install all requirements.

.. note:: You may need to write ``python3 -m pip`` (Unix) or ``py -m pip`` (Windows) instead of ``pip3``.
.. note:: You may need to write ``python3 -m pip`` (Unix) or ``py -m pip`` (Windows) instead of ``pip3``.
If both approaches fail, `check that you have pip3 installed <https://pip.pypa.io/en/stable/installation/>`__.

.. code:: sh
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2 changes: 1 addition & 1 deletion community/contributing/pr_workflow.rst
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Expand Up @@ -365,7 +365,7 @@ On that line, there is a "Pull request" link. Clicking it will open a form
that will let you issue a pull request on the ``godotengine/godot`` upstream
repository. It should show you your two commits, and state "Able to merge".
If not (e.g. it has way more commits, or says there are merge conflicts),
don't create the PR yet, something went wrong. Go to our `Contributors Chat
don't create the PR yet, something went wrong. Go to our `Contributors Chat
<https://chat.godotengine.org/>`_ and ask for support :)

Use an explicit title for the PR and put the necessary details in the comment
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4 changes: 2 additions & 2 deletions community/contributing/updating_the_class_reference.rst
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Expand Up @@ -21,13 +21,13 @@ taking care of a given class.
.. seealso::

You can find the writing guidelines for the class reference :ref:`here <doc_class_reference_writing_guidelines>`.

For details on Git usage and the pull request workflow, please
refer to the :ref:`doc_pr_workflow` page.

If you want to translate the class reference from English to another
language, see :ref:`doc_editor_and_docs_localization`.

This guide is also available as a `video tutorial on YouTube
<https://www.youtube.com/watch?v=5jeHXxeX-JY>`_.

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3 changes: 2 additions & 1 deletion conf.py
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Expand Up @@ -2,6 +2,7 @@
#
# Godot Engine documentation build configuration file

import sphinx
import sphinx_rtd_theme
import sys
import os
Expand Down Expand Up @@ -249,11 +250,11 @@
# https://github.com/sphinx-doc/sphinx/issues/7768 to see what would be relevant for us.
figure_language_filename = "{root}.{language}{ext}"

import sphinx
cwd = os.getcwd()

sphinx_original_get_image_filename_for_language = sphinx.util.i18n.get_image_filename_for_language


def godot_get_image_filename_for_language(filename, env):
"""
Hack the absolute path returned by Sphinx based on `figure_language_filename`
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6 changes: 3 additions & 3 deletions development/compiling/compiling_for_android.rst
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Expand Up @@ -44,13 +44,13 @@ For compiling under Windows, Linux or macOS, the following is required:
Setting up the buildsystem
--------------------------

- Set the environment variable ``ANDROID_SDK_ROOT`` to point to the Android
- Set the environment variable ``ANDROID_SDK_ROOT`` to point to the Android
SDK. If you downloaded the Android command-line tools, this would be
the folder where you extracted the contents of the ZIP archive.

- Install the necessary SDK components in this folder:

- Accept the SDK component licenses by running the following command
- Accept the SDK component licenses by running the following command
where ``android_sdk_path`` is the path to the Android SDK, then answering all the prompts with ``y``:

::
Expand All @@ -63,7 +63,7 @@ Setting up the buildsystem

tools/bin/sdkmanager --sdk_root=<android_sdk_path> "platform-tools" "build-tools;30.0.3" "platforms;android-29" "cmdline-tools;latest" "cmake;3.10.2.4988404"

.. seealso:: To set the environment variable on Windows, press :kbd:`Windows + R`, type
.. seealso:: To set the environment variable on Windows, press :kbd:`Windows + R`, type
"control system", then click on **Advanced system settings** in the left
pane, then click on **Environment variables** on the window that appears.

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2 changes: 1 addition & 1 deletion development/cpp/configuring_an_ide/android_studio.rst
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Expand Up @@ -17,7 +17,7 @@ Importing the project
.. figure:: img/android_studio_setup_project_1.png
:figclass: figure-w480
:align: center

Android Studio's welcome window.

- Navigate to ``<Godot root directory>/platform/android/java`` and select the ``settings.gradle`` file.
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6 changes: 3 additions & 3 deletions development/cpp/configuring_an_ide/kdevelop.rst
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Expand Up @@ -23,7 +23,7 @@ Importing the project
:figclass: figure-w480
:align: center

- After the project has been imported, open the project configuration by right-clicking
- After the project has been imported, open the project configuration by right-clicking
on it in the **Projects** panel and selecting **Open Configuration..** option.

.. figure:: img/kdevelop_openconfig.png
Expand All @@ -39,7 +39,7 @@ Importing the project
core/os/
core/math/
drivers/
platform/<your_platform>/ // Replace <your_platform> with a folder
platform/<your_platform>/ // Replace <your_platform> with a folder
corresponding to your current platform
.. figure:: img/kdevelop_addincludes.png
Expand Down Expand Up @@ -75,7 +75,7 @@ Debugging the project
:align: center

- Click **Add** to create a new launch configuration.
- Select **Executable** option and specify the path to your executable located in
- Select **Executable** option and specify the path to your executable located in
the ``<Godot root directory>/bin`` folder. The name depends on your build configuration,
e.g. ``godot.linuxbsd.tools.64`` for 64-bit LinuxBSD platform with ``tools`` enabled.

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6 changes: 3 additions & 3 deletions development/cpp/configuring_an_ide/qt_creator.rst
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Expand Up @@ -52,7 +52,7 @@ Importing the project
:figclass: figure-w480
:align: center

- Click **Add Build Step > Custom Process Step** to add a new build step
- Click **Add Build Step > Custom Process Step** to add a new build step
with the following settings:

+-----------+------------------------------------------------------------------------------+
Expand All @@ -65,15 +65,15 @@ Importing the project
:figclass: figure-w480
:align: center

.. note:: If the build fails with ``Could not start process "scons"``, it can mean that ``scons``
.. note:: If the build fails with ``Could not start process "scons"``, it can mean that ``scons``
is not in your ``PATH`` environment variable. In this case, you'll have to specify the
full path to the SCons binary.

Debugging the project
---------------------

- From the left-side menu select **Projects** and open the **Run** tab.
- Under **Executable** specify the path to your executable located in
- Under **Executable** specify the path to your executable located in
the ``<Godot root directory>/bin`` folder. The name depends on your build configuration,
e.g. ``godot.linuxbsd.tools.64`` for 64-bit LinuxBSD platform with ``tools`` enabled.
You can use ``%{buildDir}`` to reference the project root, e.g: ``%{buildDir}/bin/godot.linuxbsd.opt.tools.64``.
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8 changes: 4 additions & 4 deletions development/cpp/configuring_an_ide/visual_studio.rst
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Expand Up @@ -3,7 +3,7 @@
Visual Studio
=============

`Visual Studio Community <https://visualstudio.microsoft.com>`__ is a Windows-only IDE
`Visual Studio Community <https://visualstudio.microsoft.com>`__ is a Windows-only IDE
by `Microsoft <https://microsoft.com>`_ that's free for non-commercial use.
It has many useful features, such as memory view, performance view, source
control and more.
Expand Down Expand Up @@ -35,7 +35,7 @@ and make live changes to the codebase.

You can launch the project with the debugger attached using the **Debug > Start Debugging**
option from the top menu. However, unless you want to debug the project manager specifically,
you'd need to configure debugging options first. This is due to the fact that when the Godot
you'd need to configure debugging options first. This is due to the fact that when the Godot
project manager opens a project, the initial process is terminated and the debugger gets detached.

- To configure the launch options to use with the debugger use **Project > Properties**
Expand All @@ -44,9 +44,9 @@ project manager opens a project, the initial process is terminated and the debug
.. figure:: img/vs_2_project_properties.png
:align: center

- Open the **Debugging** section and under **Command Arguments** add two new arguments:
- Open the **Debugging** section and under **Command Arguments** add two new arguments:
the ``-e`` flag opens the editor instead of the project manager, and the ``--path`` argument
tells the executable to open the specified project (must be provided as an *absolute* path
tells the executable to open the specified project (must be provided as an *absolute* path
to the project root, not the ``project.godot`` file).

.. figure:: img/vs_3_debug_command_line.png
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4 changes: 2 additions & 2 deletions development/cpp/configuring_an_ide/visual_studio_code.rst
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Expand Up @@ -109,15 +109,15 @@ To run and debug the project you need to create a new configuration in the ``lau
"type": "cppdbg",
"request": "launch",
// Change to godot.linuxbsd.tools.64.llvm for llvm-based builds.
"program": "${workspaceFolder}/bin/godot.linuxbsd.tools.64",
"program": "${workspaceFolder}/bin/godot.linuxbsd.tools.64",
// Change the arguments below for the project you want to test with.
// To run the project instead of editing it, remove the "--editor" argument.
"args": [ "--editor", "--path", "path-to-your-godot-project-folder" ],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"environment": [],
"externalConsole": false,
"setupCommands":
"setupCommands":
[
{
"description": "Enable pretty-printing for gdb",
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10 changes: 5 additions & 5 deletions development/cpp/configuring_an_ide/xcode.rst
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Expand Up @@ -3,7 +3,7 @@
Xcode
=====

`Xcode <https://developer.apple.com/xcode>`_ is a free macOS-only IDE. You can
`Xcode <https://developer.apple.com/xcode>`_ is a free macOS-only IDE. You can
download it from the Mac App Store.

Importing the project
Expand Down Expand Up @@ -47,7 +47,7 @@ Importing the project

- For this target open the **Build Settings** tab and look for **Header Search Paths**.
- Set **Header Search Paths** to the absolute path to the Godot root folder. You need to
include subdirectories as well. To achieve that, add two two asterisks (``**``) to the
include subdirectories as well. To achieve that, add two two asterisks (``**``) to the
end of the path, e.g. ``/Users/me/repos/godot-source/**``.

- Add the Godot source to the project by dragging and dropping it into the project file browser.
Expand All @@ -57,7 +57,7 @@ Importing the project
:figclass: figure-w480
:align: center

- Next select **Create groups** for the **Added folders** option and check *only*
- Next select **Create groups** for the **Added folders** option and check *only*
your command line indexing target in the **Add to targets** section.

.. figure:: img/xcode_6_after_add_godot_source_to_project_2.png
Expand All @@ -76,7 +76,7 @@ To enable debugging support you need to edit the external build target's build a
- Open the scheme editor of the external build target.
- Locate the **Build > Post Actions** section.
- Add a new script run action
- Under **Provide build settings from** select your project. This allows to reference
- Under **Provide build settings from** select your project. This allows to reference
the project directory within the script.
- Create a script that will give the binary a name that Xcode can recognize, e.g.:

Expand All @@ -100,7 +100,7 @@ To enable debugging support you need to edit the external build target's build a
- Check **Debug executable**.
- You can add two arguments on the **Arguments** tab:
the ``-e`` flag opens the editor instead of the project manager, and the ``--path`` argument
tells the executable to open the specified project (must be provided as an *absolute* path
tells the executable to open the specified project (must be provided as an *absolute* path
to the project root, not the ``project.godot`` file).

To check that everything is working, put a breakpoint in ``platform/osx/godot_main_osx.mm`` and
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6 changes: 3 additions & 3 deletions development/cpp/unit_testing.rst
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Expand Up @@ -310,7 +310,7 @@ Therefore, the process of writing integration tests for GDScript is the followin
The test should not have any dependency unless it's part of the test too.
Global classes (using ``class_name``) are registered before the runner
starts, so those should work if needed.

Here's an example test script:

::
Expand All @@ -331,7 +331,7 @@ Therefore, the process of writing integration tests for GDScript is the followin
./bin/<godot_binary> --test --test-suite="*GDScript*"
If no errors are printed and everything goes well, you're done!
If no errors are printed and everything goes well, you're done!

.. warning::

Expand All @@ -341,7 +341,7 @@ If no errors are printed and everything goes well, you're done!
only commit ``*.out`` files for new tests.

.. note::

The GDScript test runner is meant for testing the GDScript implementation,
not for testing user scripts nor testing the engine using scripts. We
recommend writing new tests for already resolved
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8 changes: 4 additions & 4 deletions development/file_formats/gdscript_grammar.rst
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Expand Up @@ -108,7 +108,7 @@ for reference purposes.
| "return" [ expression ] stmtEnd
;
assignmentStmt = subscription ( "=" | "+=" | "-=" | "*=" | "/="
assignmentStmt = subscription ( "=" | "+=" | "-=" | "*=" | "/="
| "%=" | "&=" | "|=" | "^=" ) expression stmtEnd;
varDeclStmt = "var" IDENTIFIER [ "=" expression ] stmtEnd;
Expand Down Expand Up @@ -137,9 +137,9 @@ for reference purposes.
sign = ( "-" | "+" ) sign | bitNot ;
bitNot = "~" bitNot | is ;
is = call [ "is" ( IDENTIFIER | BUILTINTYPE ) ] ;
call
= (attribute [ "(" [ argList ] ")" ])
| "." IDENTIFIER "(" [ argList ] ")"
call
= (attribute [ "(" [ argList ] ")" ])
| "." IDENTIFIER "(" [ argList ] ")"
| "$" ( STRING | IDENTIFIER { '/' IDENTIFIER } );
attribute = subscription { "." IDENTIFIER } ;
subscription = primary [ "[" expression "]" ] ;
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5 changes: 2 additions & 3 deletions getting_started/first_3d_game/03.player_movement_code.rst
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Expand Up @@ -40,10 +40,10 @@ character.
// The downward acceleration when in the air, in meters per second squared.
[Export]
public int FallAcceleration = 75;

private Vector3 _velocity = Vector3.Zero;
}


These are common properties for a moving body. The ``velocity`` is a 3D vector
combining a speed with a direction. Here, we define it as a property because
Expand Down Expand Up @@ -317,7 +317,6 @@ Here is the complete ``Player.gd`` code for reference.
_velocity = MoveAndSlide(_velocity, Vector3.Up);
}
}


Testing our player's movement
-----------------------------
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4 changes: 2 additions & 2 deletions getting_started/first_3d_game/04.mob_scene.rst
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Expand Up @@ -118,7 +118,7 @@ the ``velocity``.
public class Mob : KinematicBody
{
// Don't forget to rebuild the project so the editor knows about the new export variable.

// Minimum speed of the mob in meters per second
[Export]
public int MinSpeed = 10;
Expand Down Expand Up @@ -183,7 +183,7 @@ We start by creating a 3D vector pointing forward, multiply it by our

.. tabs::
.. code-tab:: gdscript GDScript

func initialize(start_position, player_position):
# ...

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2 changes: 1 addition & 1 deletion getting_started/first_3d_game/05.spawning_mobs.rst
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Expand Up @@ -174,7 +174,7 @@ always spawn following the same sequence.
public class Main : Node
{
// Don't forget to rebuild the project so the editor knows about the new export variable.

#pragma warning disable 649
// We assign this in the editor, so we don't need the warning about not being assigned.
[Export]
Expand Down
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