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Merge pull request #102 from kamilkrzyskow/upgrade-material-9.4
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Upgrade mkdocs-material 9.5.8
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auronen authored Feb 9, 2024
2 parents 5050d01 + 9c7a202 commit 4a48929
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10 changes: 5 additions & 5 deletions .github/workflows/dev.build.yml
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Expand Up @@ -14,20 +14,20 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Install Checkout
uses: actions/checkout@v3
uses: actions/checkout@v4
with:
# Number of commits to fetch. 0 indicates all history.
# Default: 1
# 0 is needed for the update time plugin to work properly
fetch-depth: 0
- name: Install Python
uses: actions/setup-python@v4
uses: actions/setup-python@v5
with:
python-version: 3.11
python-version: 3.12
cache: pip
- name: Process Python Cache
id: cache-requirements
uses: actions/cache@v3
uses: actions/cache@v4
with:
path: venv
key: requirements-${{ hashFiles('requirements*.txt') }}
Expand All @@ -43,7 +43,7 @@ jobs:
source venv/bin/activate
python -m unittest discover tests/ -v
- name: Process MkDocs Plugins & Hooks Cache
uses: actions/cache@v3
uses: actions/cache@v4
with:
path: .cache
key: mkdocs-${{ github.sha }}
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10 changes: 5 additions & 5 deletions .github/workflows/master.build.yml
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Expand Up @@ -13,20 +13,20 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Install Checkout
uses: actions/checkout@v3
uses: actions/checkout@v4
with:
# Number of commits to fetch. 0 indicates all history.
# Default: 1
# 0 is needed for the update time plugin to work properly
fetch-depth: 0
- name: Install Python
uses: actions/setup-python@v4
uses: actions/setup-python@v5
with:
python-version: 3.11
python-version: 3.12
cache: pip
- name: Process Python Cache
id: cache-requirements
uses: actions/cache@v3
uses: actions/cache@v4
with:
path: venv
key: requirements-${{ hashFiles('requirements*.txt') }}
Expand All @@ -42,7 +42,7 @@ jobs:
source venv/bin/activate
python -m unittest discover tests/ -v
- name: Process MkDocs Plugins & Hooks Cache
uses: actions/cache@v3
uses: actions/cache@v4
with:
path: .cache
key: mkdocs-${{ github.sha }}
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8 changes: 4 additions & 4 deletions .github/workflows/pull.request.yml
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Expand Up @@ -13,20 +13,20 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Install Checkout
uses: actions/checkout@v3
uses: actions/checkout@v4
with:
# Number of commits to fetch. 0 indicates all history.
# Default: 1
# 0 is needed for the update time plugin to work properly
fetch-depth: 1
- name: Install Python
uses: actions/setup-python@v4
uses: actions/setup-python@v5
with:
python-version: 3.11
python-version: 3.12
cache: pip
- name: Process Python Cache
id: cache-requirements
uses: actions/cache@v3
uses: actions/cache@v4
with:
path: venv
key: requirements-${{ hashFiles('requirements*.txt') }}
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1 change: 1 addition & 0 deletions docs/.pages
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@@ -1,6 +1,7 @@
nav:
- Home:
- ... | index*.md
- ... | preferences*.md
- zengin
- genome
- contribute
2 changes: 1 addition & 1 deletion docs/genome/tools/index.md
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Expand Up @@ -6,5 +6,5 @@ Piranha Bytes did not release a modkit for their Genome engine, but the modding
This page is under construction, for now, only handful of links are present.

## Gothic 3 SDK
Georgeto, inspired by NiceDE's Risen SDK, has created an SDK for Gothic 3. It can be used to manipulate the engine in the similar way Union is able to manipulate ZenGin.
Georgeto, inspired by NicoDE's Risen SDK, has created an SDK for Gothic 3. It can be used to manipulate the engine in the similar way Union is able to manipulate ZenGin.
[GitHub repository](https://github.com/georgeto/gothic3sdk)
92 changes: 92 additions & 0 deletions docs/preferences.md
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@@ -0,0 +1,92 @@
---
preferences_i18n:
en:
page-title: "Preferences"
page-description: "This page allows to set various preferences for reading the docs:"
color-title: "Color"
color-description: "You can change the feel of the site with a color change."
color-input-accent-title: "Select accent color"
color-input-hue-title: "Select hue color"
color-button-reset: "Reset colors"
custom-title: "Custom CSS"
custom-description: "You can add custom stylesheets."
custom-textarea-title: "Input CSS"
font-title: "Font"
font-description: "You can change the font to another preset."
font-selection-title: "Select font"
font-selection-default: "Default"
font-selection-opendyslexic: "OpenDyslexic"
heading-shadows-title: "Heading shadows"
heading-shadows-description: "You can enable additional shadows for the heading to make them appear more bold."
pl:
page-title: "Preferencje"
page-description: "Ta strona pozwala ustawić różne preferencje do czytania dokumentacji:"
color-title: "Kolor"
color-description: "Możesz zmienić nastrój strony poprzez zmianę koloru."
color-input-accent-title: "Wybierz kolor akcentujący"
color-input-hue-title: "Wybierz kolor odcienia"
color-button-reset: "Zresetuj kolory"
custom-title: "Własny CSS"
custom-description: "Możesz dodać niestandardowe arkusze stylów."
custom-textarea-title: "Wprowadź CSS"
font-title: "Czcionka"
font-description: "Możesz zmienić czcionkę na predefiniowany."
font-selection-title: "Wybierz czcionkę"
font-selection-default: "Domyślna"
font-selection-opendyslexic: "OpenDyslexic"
heading-shadows-title: "Cienie nagłówków"
heading-shadows-description: "Możesz włączyć dodatkowe cienie do nagłówków żeby wyglądały bardziej pogrubione."
---
# {{ page-title }}

{{ page-description }}

## {{ color-title }}

{{ color-description }}

<label for="preference-color-accent">{{ color-input-accent-title }}:</label>
<input
data-option="color"
data-extra="accent"
id="preference-color-accent"
name="preference-color-accent"
title="{{ color-input-accent-title }}"
type="color">

<label for="preference-color-hue">{{ color-input-hue-title }}:</label>
<input
data-option="color"
data-extra="hue"
id="preference-color-hue"
name="preference-color-hue"
title="{{ color-input-hue-title }}"
type="color">

[{{ color-button-reset }} :fontawesome-regular-circle-xmark:](#preference-color-reset){ #preference-color-reset .md-button data-extra="reset" data-option="color" title="{{ color-button-reset }}" }

## {{ font-title }}

{{ font-description }}

<label for="preference-font">{{ font-selection-title }}:</label>
<select data-option="font" id="preference-font" name="preference-font" title="{{ font-selection-title }}">
<option value="default">{{ font-selection-default }}</option>
<option value="opendyslexic">{{ font-selection-opendyslexic }}</option>
</select>

## {{ custom-title }}

{{ custom-description }} <label for="preference-custom">{{ custom-textarea-title }}:</label>
<p>
<textarea
class="md-input--stretch"
data-option="custom"
id="preference-custom"
name="preference-custom"
style="resize: none; height: 10em"
title="{{ custom-textarea-title }}">
</textarea>
</p>

<script src="/gmc/assets/javascripts/preferences.js"></script>
8 changes: 4 additions & 4 deletions docs/zengin/anims/events.md
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Expand Up @@ -62,7 +62,7 @@ General Syntax:
| [eventSFXGRND](#eventsfxgrnd) | create sound effect on the ground |
| [eventTag](#eventtag) | generic event, does action specified in parameters |
| Defined in engine but never used ? | |
| [eventPFXGRND](#eventpfxgrnd) | creats particle effect on the ground |
| [eventPFXGRND](#eventpfxgrnd) | create particle effect on the ground |
| [eventSetMesh](#eventsetmesh) | ? |
| [modelTag](#modeltag) | same as eventTag, but applies to morphmesh? |

Expand Down Expand Up @@ -260,7 +260,7 @@ Depending on the material of the texture, the character is standing on, the game
| default | _Stone | ✔️ | ✔️ |


NPC running on grass texture, with material set to EARTH in world editor, will play sound `Run_Earth` by using `*eventSFXGrnd (12 "Run")` in run animation. `_Earh` suffix is determined and added by the engine.
NPC running on grass texture, with material set to EARTH in world editor, will play sound `Run_Earth` by using `*eventSFXGrnd (12 "Run")` in run animation. `_Earth` suffix is determined and added by the engine.


## eventTag
Expand Down Expand Up @@ -335,7 +335,7 @@ Syntax:
Insert the interaction item into the specified slot.

- during mob interaction, inserted item instance is of instance taken from **UseWithItem** mob property.
- during item interation (i.e. drink potion) item that started the **SceneName** will be inserted.
- during item interaction (i.e. drink potion) item that started the **SceneName** will be inserted.

In the example below: `(1)` inserts `ItMiSwordrawhot` that is defined in spacer into `ZS_LEFTHAND`, then `(2)` spawns `ItMw_1H_Mace_L_04` (hammer) into `ZS_RIGHTHAND` for anvil interaction.

Expand Down Expand Up @@ -833,7 +833,7 @@ ani ("s_1hAttack" 1 "s_1hAttack" 0.0 0.1 M. "Hum_1hAttackComboT3_M05.asc
}
```

| Frames | Aniamtion | Description |
| Frames | Animation | Description |
|---------------|-----------------------------------------------------------|-----------------------------------------------------------------------------------------------|
| 1 | animation start | |
| 1..4 | swing of the sword | |
Expand Down
2 changes: 1 addition & 1 deletion docs/zengin/scripts/classes/c_item.md
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Expand Up @@ -41,7 +41,7 @@ Class definition as it is defined in [`Scripts/Content/_intern/Classes.d`](https

// Benötigte Attribute zum Benutzen des Items
var int cond_atr[3]; // Array of NPC attributes needed to equip the item
var int cond_value[3]; // Array of values corresponding to the cond_atr arry
var int cond_value[3]; // Array of values corresponding to the cond_atr array

// Attributes to be changed on equip
var int change_atr[3]; // Array of attributes that will be changed on equip
Expand Down
4 changes: 2 additions & 2 deletions docs/zengin/scripts/extenders/ikarus/floats.md
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@@ -1,5 +1,5 @@
# Floats
This part of ikarus implements support for 32 bit IEEE 754 floats in Daedalus. The script was originally created to edit `zFLOAT` and `zREAL` variables, but can also be used to arthmetic operations on real float values (not to be confused with Daedalus floats).
This part of ikarus implements support for 32 bit IEEE 754 floats in Daedalus. The script was originally created to edit `zFLOAT` and `zREAL` variables, but can also be used to arithmetic operations on real float values (not to be confused with Daedalus floats).

## Initialization
The best way to initialize all Ikarus functions is to call `MEM_InitAll()` in the `Init_Global()` initialization function.
Expand All @@ -15,7 +15,7 @@ MEM_InitAll();

## Functions
!!! Danger
Ikarus floats are saved as int but it doesn't mean that you can use arthmetic operators on them. All operations on floats must be done with functions listed below.
Ikarus floats are saved as int but it doesn't mean that you can use arithmetic operators on them. All operations on floats must be done with functions listed below.

### `mkf`
(make float) Converts the input integer x to a float value.
Expand Down
4 changes: 2 additions & 2 deletions docs/zengin/scripts/extenders/ikarus/functions/asm.md
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Expand Up @@ -56,7 +56,7 @@ func int ASMINT_Pop()
```
**Return value**

The function returns a data poped form the internal stack.
The function returns a data popped form the internal stack.

## Functions (Core)

Expand Down Expand Up @@ -195,7 +195,7 @@ func void ASM_RunOnce()
## Example
The following function sets the NPC passed as slf as the player, as if you had pressed **O** in Marvin mode with this NPC in focus. This is so short because there is already a function for this exact purpose, it's just not normally accessible from the scripts. It is therefore sufficient to write assembly code that pushes the parameter of the function (the `this` pointer) into the appropriate register and then calls the function.
```dae
func void SetAsPlayer(var C_NPC slf) { /* Adresse der Funktion */
func void SetAsPlayer(var C_NPC slf) { /* Address of the function */
const int oCNpc__SetAsPlayer = 7612064; //0x7426A0 (Gothic2.exe)

var int slfPtr;
Expand Down
8 changes: 4 additions & 4 deletions docs/zengin/scripts/extenders/ikarus/functions/call.md
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@@ -1,7 +1,7 @@
# CALL Package
This part of Ikarus makes possible to call engine functions directly from scripts.

In order to be able to invoke an engine function, you must know some of its roperties. This includes the number and types of parameters, the type of return value, address of function and calling convention.
In order to be able to invoke an engine function, you must know some of its properties. This includes the number and types of parameters, the type of return value, address of function and calling convention.

Knowledge about engine functions can be obtained using tools like IDA, which can analyze and convert GothicMod.exe / Gothic2.exe into a more human-readable format.

Expand Down Expand Up @@ -242,7 +242,7 @@ As soon as the function call has taken place, i.e. after step 2, the return valu
!!! Note
Some return values are not stored in the EAX. In that case the call of the special function `RetValIs` is required to get the return value.

Folowing funcitons are provided: [`CALL_RetValIsFloat`](#call_retvalisfloat), [`CALL_RetValIszString`](#call_retvaliszstring), [`CALL_RetValIsStruct`](#call_retvalisstruct).
Following functions are provided: [`CALL_RetValIsFloat`](#call_retvalisfloat), [`CALL_RetValIszString`](#call_retvaliszstring), [`CALL_RetValIsStruct`](#call_retvalisstruct).

### `CALL_PutRetValTo`
Simply places the return value to the given address (mostly the address of a daedalus integer). Must be called before [The Call](#the-call) function.
Expand Down Expand Up @@ -324,7 +324,7 @@ func string CALL_RetValAszString()
`CALL_RetValAszStringPtr` and `CALL_RetValAszString` are quite different and should not be confused. Using `CALL_RetValAszString` frees up memory that may still be needed. In a reverse with `CALL_RetValAszStringPtr` memory that is no longer needed is not freed and can cause memory leak.

### `CALL_RetValAszStringPtr`
Retrievs a `zString` pointer and converts it to the daedalus string. (don't frees the memory)
Retrieves a `zString` pointer and converts it to the daedalus string. (don't frees the memory)
```dae
func string CALL_RetValAszStringPtr()
```
Expand All @@ -334,7 +334,7 @@ The function returns a daedalus string form a `zString` returned by the previous


### `CALL_RetValAszString`
Retrievs a `zString` pointer and converts it to the daedalus string. (frees the memory)
Retrieves a `zString` pointer and converts it to the daedalus string. (frees the memory)
```dae
func string CALL_RetValAszString()
```
Expand Down
2 changes: 1 addition & 1 deletion docs/zengin/scripts/extenders/ikarus/functions/debug.md
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Expand Up @@ -113,7 +113,7 @@ func void MEM_AssertFail(var string assertFailText)
The assertion failure message.

### `MEM_Debug`
Freely conigurable debug chanell. See how to setup it in the [Constants](../constants.md#mem_debug) article.
Freely configurable debug channel. See how to setup it in the [Constants](../constants.md#mem_debug) article.
```dae
func void MEM_Debug(var string message)
```
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ Zwraca zawartość linii poleceń przekazaną do Gothica.
```dae
func string MEM_GetCommandLine()
```
**Return value**
**Zwracana wartość**

Funkcja zwraca zawartość linii poleceń przekazaną do Gothica. Może to wyglądać na przykład tak:

Expand Down Expand Up @@ -192,7 +192,7 @@ func void MEM_SetKeys(var string name, var int primary, var int secondary)
- `#!dae var int primary`
Podstawowy klawisz do przypisania, można go pobrać z pliku [Ikarus_Const_G1](https://github.com/Lehona/Ikarus/blob/master/Ikarus_Const_G1.d) / [Ikarus_Const_G2](https://github.com/Lehona/Ikarus/blob/master/Ikarus_Const_G2.d).
- `#!dae var int secondary`
Zapasowy klawisz do przypisania, można go pobrać z pliku[Ikarus_Const_G1](https://github.com/Lehona/Ikarus/blob/master/Ikarus_Const_G1.d) / [Ikarus_Const_G2](https://github.com/Lehona/Ikarus/blob/master/Ikarus_Const_G2.d).
Zapasowy klawisz do przypisania, można go pobrać z pliku [Ikarus_Const_G1](https://github.com/Lehona/Ikarus/blob/master/Ikarus_Const_G1.d) / [Ikarus_Const_G2](https://github.com/Lehona/Ikarus/blob/master/Ikarus_Const_G2.d).

### `MEM_SetKey`
Ustawia podstawowy klawisz klawiatury dla klawisza logicznego.
Expand Down
12 changes: 6 additions & 6 deletions docs/zengin/scripts/extenders/ikarus/functions/jumps_loops.md
Original file line number Diff line number Diff line change
Expand Up @@ -131,20 +131,20 @@ func void MEM_InitLabels()

## Label and Goto

Besides the normal [Jupms](#jumps) Ikarus implements `MEM_Label` and `MEM_Goto` functions. They work similar to the stack manipulation with `var int label` but the interface is much more user-friendly and defineing new variables is not needed.
Besides the normal [jumps](#jumps) Ikarus implements `MEM_Label` and `MEM_Goto` functions. They work similar to the stack manipulation with `var int label` but the interface is much more user-friendly and defining new variables is not needed.

### `MEM_Label`
Function taht works like a `label = MEM_StackPos.position;`. You could jump to it with [`MEM_Goto`](#mem_goto).
Function that works like a `label = MEM_StackPos.position;`. You could jump to it with [`MEM_Goto`](#mem_goto).
```dae
func void MEM_Label(var int lbl)
```
**Parameters**

- `#!dae var int lbl`
Number of the label, used for nested loop or multible loops within one functon
Number of the label, used for nested loop or multiple loops within one function

### `MEM_Goto`
Function taht works like a `MEM_StackPos.position = label;`. Executes a jump to a [`MEM_Label`](#mem_label) with specified number.
Function that works like a `MEM_StackPos.position = label;`. Executes a jump to a [`MEM_Label`](#mem_label) with specified number.
```dae
func void MEM_Goto(var int lbl)
```
Expand All @@ -154,7 +154,7 @@ func void MEM_Goto(var int lbl)
Number of the label, the function will jump to

### Usage
Usage of Label and Goto is probably self-explanatory, since it is same as in the regular Ikarus Jump. But before using it reading the [Notes and warnings](#notes-and-warnings) of the Jumps is recomended.
Usage of Label and Goto is probably self-explanatory, since it is same as in the regular Ikarus Jump. But before using it reading the [Notes and warnings](#notes-and-warnings) of the Jumps is recommended.

**Label-Goto loop flowchart**
```mermaid
Expand Down Expand Up @@ -259,7 +259,7 @@ func void LabelGoto_test() {

## While loop

Ikarus also implements a while loop. Its syntax isn't as good as the loop from [zParserExtedner](../../zparserextender/syntax_extensions/while.md), due to the daedalus limitations, but it works as a normal while loop that can be found in many programming languages.
Ikarus also implements a while loop. Its syntax isn't as good as the loop from [zParserExtender](../../zparserextender/syntax_extensions/while.md), due to the daedalus limitations, but it works as a normal while loop that can be found in many programming languages.

### Syntax
The Ikarus while loop consist of three things:
Expand Down
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