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Review findings

Open Cerno-b opened this issue 1 year ago • 4 comments

Your Godot version: 4.2

Issue description:

These are some minor findings that I don't think warrant separate issues.

  • Under Creating a new script, there is a text block explaining how the inspector uses Title Case but the properties are snake_case. It could be explained that this can be toggled via the wrench icon, which also allows to display the properties as translated when Godot is run localized

  • The Moving forward heading should probably be indented one level back, so it is in line with the other headings, e.g. Turning around

  • Sometimes the manual uses the "we" form, but rarely, it uses "I" instead. This should be unified to "we" everywhere:

You now want to move the cylinder along the ground plane, looking at the camera preview in the bottom viewport. I recommend using grid snap to do so.

You now want to move the cylinder along the ground plane, looking at the camera preview in the bottom viewport. We recommend using grid snap to do so.

  • In Score and replay, it is mentioned that after adding a Control, Godot will automatically move to the 2D view, which only seems to happen if you are in 3D mode, but not in Script mode. Since the previous manual section ended in Script mode it's likely that the user will not encounter the switch. I would suggest to remove mention of the switch or change it to "Go to the 2D screen if Godot doesn't take you there automatically. There you can edit your User Interface (UI)."

  • In Animating the mobs, it is mentioned that the user can copy and paste animations. I did not find that feature in Godot. Either I missed it, then it should probably be explained in a clearer way in the manual, or it does not exist. I was able to copy/paste individual tracks, but that required a different workflow than mentioned in the manual.

I can fix these, but I would like someone to review the findings and verify that I did not misunderstand something at some point.

Cerno-b avatar Nov 11 '23 13:11 Cerno-b

It could be explained that this can be toggled via the wrench icon, which also allows to display the properties as translated when Godot is run localized

Ooh, nice! I didn't know about this. I don't think localisation has anything to do with it though. I don't have that option available, but I can still switch between 'Raw' and 'Capitalised'. Definitely worth mentioning I think.

image

The Moving forward heading should probably be indented one level back, so it is in line with the other headings, e.g. Turning around

Not sure... The first paragraph under 'Turning Around' says: "It's time to make our node move and rotate." (emphesis mine) So it could be considered a legitimate sub-section. But I agree it's not really obvious. I could happily see this section moved up one level as you suggest.

Sometimes the manual uses the "we" form, but rarely, it uses "I" instead. This should be unified to "we" everywhere:

Agreed. Consistency FTW. It might also be good to mention this in the Writing Guidelines: https://docs.godotengine.org/en/latest/contributing/documentation/docs_writing_guidelines.html

In Score and replay, it is mentioned that after adding a Control, Godot will automatically move to the 2D view, which did not happen for me.

It did for me. When in 3D mode, with a Node3D root node, when I added a Control node, it switched me to 2D mode:

Peek 2024-01-23 14-31

In Animating the mobs, it is mentioned that the user can copy and paste animations. I did not find that feature in Godot.

Me neither. Looks like this changed with the implementation of Animation Libraries: https://github.com/godotengine/godot/pull/59980/files#diff-427927ec9a403a940b90693804541bef353f9fb0ccbe6e61c7439bdbf1bb3531L1630-R1499 I believe the copy/paste feature is now found under Animation > Manage Animations...:

image

Are you still up for fixing these @Cerno-b?

ghost avatar Jan 23 '24 10:01 ghost

I just found an existing issue for the Animation Copy/Paste issue: https://github.com/godotengine/godot-docs/issues/7257

ghost avatar Jan 23 '24 10:01 ghost

@BWPanda

Ooh, nice! I didn't know about this. I don't think localisation has anything to do with it though. I don't have that option available, but I can still switch between 'Raw' and 'Capitalised'. Definitely worth mentioning I think.

I could imagine that this only becomes available if you switch Godot to any other language than EN.

Are you still up for fixing these @Cerno-b?

Generally yes. I'm a bit busy with translation, but I would consider it if there is general consensus that this should be changed (thanks for reviewing these findings btw.)

Cerno-b avatar Jan 23 '24 16:01 Cerno-b

@BWPanda

It did for me. When in 3D mode, with a Node3D root node, when I added a Control node, it switched me to 2D mode:

This only happens if you are in 3D mode, but not if you are in Script mode. Since the last instruction in the manual before the text is a code change, it's highly likely that the user is still in Script mode when they add the Control node. I think it should be clarified in the manual, and I'll update my original finding accordingly.

Cerno-b avatar Jan 23 '24 16:01 Cerno-b