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Improve display of rubric fake headers with heading-level option
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tetrapod00 committed Nov 2, 2024
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3 changes: 3 additions & 0 deletions contributing/development/compiling/index.rst
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Expand Up @@ -19,6 +19,7 @@ The articles below should help you navigate configuration options available, as
prerequisites required to compile Godot exactly the way you need.

.. rubric:: Basics of building Godot
:heading-level: 2

Let's start with basics, and learn how to get Godot's source code, and then which options
to use to compile it regardless of your target platform.
Expand All @@ -31,6 +32,7 @@ to use to compile it regardless of your target platform.
introduction_to_the_buildsystem

.. rubric:: Building for target platforms
:heading-level: 2

Below you can find instructions for compiling the engine for your specific target platform.
Note that Godot supports cross-compilation, which means you can compile it for a target platform
Expand All @@ -50,6 +52,7 @@ will try their best to cover all possible situations.
compiling_for_web

.. rubric:: Other compilation targets and options
:heading-level: 2

Some additional universal compilation options require further setup. Namely, while Godot
does have C#/.NET support as a part of its main codebase, it does not get compiled by
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2 changes: 2 additions & 0 deletions contributing/development/core_and_modules/index.rst
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Expand Up @@ -7,6 +7,7 @@ The following pages are meant to introduce the global organization of Godot Engi
source code, and give useful tips for extending and fixing the engine on the C++ side.

.. rubric:: Getting started with Godot's source code
:heading-level: 2

This section covers the basics that you will encounter in (almost) every source file.

Expand All @@ -25,6 +26,7 @@ This section covers the basics that you will encounter in (almost) every source
scripting_development

.. rubric:: Extending Godot by modifying its source code
:heading-level: 2

This section covers what you can do by modifying Godot's C++ source code.

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6 changes: 6 additions & 0 deletions tutorials/3d/particles/index.rst
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Expand Up @@ -9,6 +9,7 @@ This section of the tutorial covers (3D) GPU-accelerated particle systems. Most
discussed here apply to CPU particles as well.

.. rubric:: Introduction
:heading-level: 2

You can use particle systems to simulate complex physical effects like fire, sparks,
smoke, magical effects, and many more. They are very well suited for creating dynamic and organic
Expand All @@ -22,6 +23,7 @@ parameters and behaviors.
Every particle system you create in Godot consists of two main parts: particles and emitters.

.. rubric:: Particles
:heading-level: 3

A particle is the visible part of a particle system. It's what you see on the screen when a particle
system is active: The tiny specks of dust, the flames of a fire, the glowing orbs of a magical
Expand All @@ -31,13 +33,15 @@ color over the course of its lifetime. When you think of a fire, you can think o
embers flying away from it as individual particles.

.. rubric:: Emitters
:heading-level: 3

An emitter is what's creating the particles. Emitters are usually not visible, but they can have
a shape. That shape controls where and how particles are spawned, for example whether they should fill
a room like dust or shoot away from a single point like a fountain. Going back to the fire example,
an emitter would be the heat at the center of the fire that creates the embers and the flames.

.. rubric:: Node overview
:heading-level: 3

.. figure:: img/particle_nodes.webp
:alt: A list of nodes related to 3D particles
Expand Down Expand Up @@ -72,6 +76,7 @@ objects in it and uses that for large-scale particle collisions.


.. rubric:: Basic usage
:heading-level: 2

.. toctree::
:maxdepth: 1
Expand All @@ -82,6 +87,7 @@ objects in it and uses that for large-scale particle collisions.
process_material_properties

.. rubric:: Advanced topics
:heading-level: 2

.. toctree::
:maxdepth: 1
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1 change: 1 addition & 0 deletions tutorials/scripting/c_sharp/diagnostics/index.rst
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Expand Up @@ -9,6 +9,7 @@ Godot includes analyzers that inspect your C# source code to check for invalid
or unsupported code and let you know that something is wrong during build time.

.. rubric:: Rules
:heading-level: 2

.. toctree::
:maxdepth: 1
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1 change: 1 addition & 0 deletions tutorials/scripting/index.rst
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Expand Up @@ -11,6 +11,7 @@ sections. For instance, to learn about inputs, we recommend you to read
:ref:`Inputs <toc-learn-features-inputs>`.

.. rubric:: Programming languages
:heading-level: 2

The sections below each focus on a given programming language.

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