func-godot / func_godot_docs

Documentation for the FuncGodot plugin.
MIT License
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Document additional editor features in tips and tricks #10

Closed sinewavey closed 6 months ago

sinewavey commented 6 months ago

With the creation of the runtime example project I think it's worth briefly mentioning this process.

This PR is still a "draft". Before I write the TrenchBroom section - or perhaps someone more familiar with TB can help me here - I'd also like some general feedback on wording, what else we could show or remove.

Here is a live version of this branch

RisingThumb commented 6 months ago

This PR is still a "draft". Before I write the TrenchBroom section - or perhaps someone more familiar with TB can help me here - I'd also like some general feedback on wording, what else we could show or remove. I'm happy to add this seperately after this is merged, but feel free to address it yourself if you'd like

For Trenchbroom, the process is similar on the Godot side with commandline args. What needs to be done is to go to Run->Launch Engine. You will get a page looking like this image

You can then Configure engines to add an exe option image After configuring it, you go back to the Launch Engine options, and add the CLI parameters you'd want. Trenchbroom has some variables to help get the right path to the .map file . https://trenchbroom.github.io/manual/latest/#launching_game_engines.

Could you add a link to your github pages of the docs?

RisingThumb commented 6 months ago

Looking at the live version, I've got a handful of comments: For the screenshot with code, I'd prefer an actual code block instead. The final image produces a horizontal scrollbar on a screen of ~1920x1080. We should do something in CSS to stop large images from producing horizontal scrollbars.

sinewavey commented 6 months ago

Funny, I debated mentally to use a code block vs a screenshot, and with the other docs using a screenshot, I went with that.

The final image can be easily cropped or excluded, to be honest.

Will update in a bit

RisingThumb commented 6 months ago

Funny, I debated mentally to use a code block vs a screenshot, and with the other docs using a screenshot, I went with that.

Yeah, the worldspawn docs use <pre> tags for it. I think the only instance of screenshotted code is in the ForgeGameData page(though there might be other instances too) though that's not code intended to be used by others, but what the addon is doing behind the scenes