Skip to content

Commit 2df068f

Browse files
authored
Add some button roles (#11257)
* Add some `button` roles
1 parent 3c0401e commit 2df068f

File tree

6 files changed

+8
-8
lines changed

6 files changed

+8
-8
lines changed

tutorials/2d/2d_meshes.rst

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -49,6 +49,6 @@ The default values are good enough for many cases, but you can change growth and
4949

5050
.. image:: img/mesh2d4.png
5151

52-
Finally, push the ``Convert 2D Mesh`` button and your Sprite2D will be replaced:
52+
Finally, push the :button:`Convert 2D Mesh` button and your Sprite2D will be replaced:
5353

5454
.. image:: img/mesh2d5.png

tutorials/3d/particles/collision.rst

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -143,7 +143,7 @@ performance overhead is larger compared to height fields, so they're best suited
143143

144144
To create an SDF collision node, add a new child node to your scene and select ``GPUParticlesCollisionSDF3D``
145145
from the list of available nodes. SDF collision nodes have to be baked in order to have any effect on particles
146-
in the level. To do that, click the ``Bake SDF`` button in the viewport toolbar
146+
in the level. To do that, click the :button:`Bake SDF` button in the viewport toolbar
147147
while the SDF collision node is selected and choose a directory to store the baked data. Since SDF collision needs
148148
to be baked in the editor, it's static and cannot change at runtime.
149149

tutorials/animation/2d_skeletons.rst

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -144,7 +144,7 @@ Keep going and build the whole skeleton:
144144
You will notice that all bones raise a warning about a missing rest pose. A rest
145145
pose is the default pose for a skeleton, you can come back to it anytime you want
146146
(which is very handy for animating). To set one click on the *skeleton* node in
147-
the scene tree, then click on the ``Skeleton2D`` button in the toolbar, and select
147+
the scene tree, then click on the :button:`Skeleton2D` button in the toolbar, and select
148148
``Overwrite Rest Pose`` from the dropdown menu.
149149

150150
.. image:: img/skel2d14.webp

tutorials/plugins/editor/making_plugins.rst

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -32,7 +32,7 @@ placing them where they need to be.
3232

3333
In the main toolbar, click the ``Project`` dropdown. Then click
3434
``Project Settings...``. Go to the ``Plugins`` tab and then click
35-
on the ``Create New Plugin`` button in the top-right.
35+
on the :button:`Create New Plugin` button in the top-right.
3636

3737
You will see the dialog appear, like so:
3838

tutorials/xr/basic_xr_locomotion.rst

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -13,7 +13,7 @@ Because XR supports roomscale tracking you can't simply add your XR setup to a :
1313
You will run into trouble when the user moves around their physical space and is no longer standing in the center of their room.
1414
Godot XR Tools embeds the needed logic into a helper node called ``PlayerBody``.
1515

16-
Select your :ref:`XROrigin3D <class_xrorigin3d>` node and click on the ``instantiate Child Scene`` button to add a child scene.
16+
Select your :ref:`XROrigin3D <class_xrorigin3d>` node and click on the :button:`Instantiate Child Scene` button to add a child scene.
1717
Select ``addons/godot-xr-tools/player/player_body.tscn`` and add this node.
1818

1919
Adding a floor

tutorials/xr/xr_action_map.rst

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -122,7 +122,7 @@ a single action set and to not over-engineer things.
122122

123123
For our walkthrough in this document we will thus create a single action set
124124
called ``my_first_action_set``.
125-
We do this by pressing the ``Add action set`` button:
125+
We do this by pressing the :button:`Add action set` button:
126126

127127
.. image:: img/xr_my_first_action_set.webp
128128

@@ -516,7 +516,7 @@ through the modifier button on the right side of the interaction profile editor.
516516

517517
.. image:: img/openxr_ip_binding_modifier.webp
518518

519-
You can add a new modifier by pressing the ``Add binding modifier`` button.
519+
You can add a new modifier by pressing the :button:`Add binding modifier` button.
520520

521521
.. warning::
522522
As Godot doesn't know which controllers and runtimes support a modifier,
@@ -583,7 +583,7 @@ the binding modifier button next to action attached to an input:
583583

584584
.. image:: img/openxr_action_binding_modifier.webp
585585

586-
You can add a new modifier by pressing the ``Add binding modifier`` button.
586+
You can add a new modifier by pressing the :button:`Add binding modifier` button.
587587

588588
.. warning::
589589
As Godot doesn't know which inputs on each runtime support a modifier,

0 commit comments

Comments
 (0)