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30 changes: 22 additions & 8 deletions .github/workflows/publish.yml
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Expand Up @@ -38,12 +38,26 @@ jobs:
mv UPBGE_Manual.zip html
cd ..
- name: Publish documentation
uses: SamKirkland/[email protected]
# aspnix old server
# - name: Publish documentation
# uses: SamKirkland/[email protected]
# with:
# server: lx01.aspnix.com
# protocol: ftps
# username: ${{ secrets.FTP_USER }}
# password: ${{ secrets.FTP_PASSWORD }}
# local-dir: "./build/html/"
# server-dir: "./manual/"

# Test
- name: Pushes to another repository
uses: cpina/github-action-push-to-another-repository@main
env:
API_TOKEN_GITHUB: ${{ secrets.API_TOKEN_GITHUB }}
with:
server: lx01.aspnix.com
protocol: ftps
username: ${{ secrets.FTP_USER }}
password: ${{ secrets.FTP_PASSWORD }}
local-dir: "./build/html/"
server-dir: "./manual/"
source-directory: './build/html/'
destination-github-username: 'UPBGE'
destination-repository-name: 'UPBGE-Docs-build'
user-email: [email protected]
target-branch: master

44 changes: 24 additions & 20 deletions README.md
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@@ -1,24 +1,25 @@
# UPBGE Manual

## [View the latest build of this documentation](https://upbge.org/manual/)
## [View the latest build of this documentation](https://upbge.org/docs/latest/manual/index.html)

Welcome to the official repository of UPBGE's Manual and Python API. UPBGE's source code repository can be found [here](https://github.com/UPBGE/blender).
Welcome to the official repository of UPBGE's Manual and Python API, the UPBGE source-code repository can be found [here](https://github.com/UPBGE/blender).

You can contribute by opening an issue asking for a topic to be included in the documentation, by opening a pull request with the desired changes or if you want to contribute a lot things by asking for commit rights.
You can contribute by opening an issue asking for a topic to be included in the documentation and/or opening a pull-request with the desired changes.
If you'd rather contribute several things directly ask for commit rights.

Once a change is committed a build is automatically generated and the new changes pushed to [https://upbge.org/manual](https://upbge.org/manual/) directly.
Once a change is committed, a build is automatically generated and the new changes pushed to the [upbge-docs](https://upbge.org/docs/latest/manual) repository directly.

## Requirements to build the documentation locally
To build this documentation, it's required:
## Local Build Requirements
To build this documentation you'll need:
- [Python 3](https://www.python.org/)
- [Sphinx](https://pypi.org/project/Sphinx/)
- [Read The Docs Theme for Sphinx](https://pypi.org/project/sphinx_rtd_theme/)

Once every dependency is instaled, simply open the console on the top level directory and run the command:
Once all dependencies are installed, simply open the console at the top-level directory and run the command:

`make html`

The documentation will be built in the directory **build**.
The documentation will than be built into the [build](https://github.com/upbge/upbge-docs-build) directory.

## License

Expand All @@ -30,30 +31,33 @@ Except where otherwise noted, the content of the UPBGE Manual is available under
or any later version. Excluded from the CC-BY-SA are also the used logos, trademarks,
icons, source code and Python scripts.

This UPBGE manual contains exclusive information from UPBGE Documentation Team but it is also based on others manuals and articles whose authors are exposed below:
This UPBGE manual contains exclusive information from UPBGE Documentation Team, but it's also based on others manuals and articles whose authors are exposed below:

- The [Blender Manual](https://docs.blender.org/manual/en/dev/) by the [Blender Documentation Team](https://developer.blender.org/project/profile/53/) which is licensed under a [CC-BY-SA v4.0](https://creativecommons.org/licenses/by-sa/4.0/).

- The ["Game Development with Blender" book](https://github.com/mikepan/GameEngineBook) by the [Mike Pan, Dalai Felinto and Other Authors](https://github.com/mikepan/GameEngineBook#credits) which is licensed under a [CC-BY-SA v4.0](https://creativecommons.org/licenses/by-sa/4.0/).
- The ["Game Development with Blender" book](https://github.com/mikepan/GameEngineBook) by [Mike Pan, Dalai Felinto and Other Authors](https://github.com/mikepan/GameEngineBook#credits) which is licensed under a [CC-BY-SA v4.0](https://creativecommons.org/licenses/by-sa/4.0/).

- The [UPBGE Manual](https://upbge.org/manual/index.html) by the [UPBGE Documentation Team](https://github.com/UPBGE/UPBGE-Docs##upbge-documentation-team) which is licensed under a [CC-BY-SA v4.0](https://creativecommons.org/licenses/by-sa/4.0/).

It means that when contributing to the manual you do not hold exclusive copyright to your
text. You are, of course, acknowledged and appreciated for your contribution. However, others
can change and improve your text in order to keep the manual consistent and up to date.
This means that when someone contributes to the manual, they don't hold exclusive copyright to their
text. They are of course, acknowledged and appreciated for their contribution. However, others' can change and improve any or all text in order to keep the manual consistent and up to date.

If you want to use the UPBGE manual in other sites or other formats, please attribute the
different authors and include hyperlinks (online) or URLs (in print) to the different
manuals as pointed above out.
manuals that are pointed out above.

## UPBGE Documentation Team:
## UPBGE Documentation Team
- Antônio Froz (uayten)
- Denis Nicolas (denicolas)
- Guilherme Teres Nunes (UnidayStudio)
- Joel Gomes da Silva (joelgomes1994)
- Jorge Bernal (lordloki)
- Leopold A-C (IzaZed)
- marechal-p (wkk)
- NaincyKumariKnoldus
- RPaladin
- ShaunKulesa
- Tristan Porteries (panzergame)
- Ulysse Martin (youle31)
- Jorge Bernal (lordloki)
- Xavier Cho (mysticfall)
- Guilherme Teres Nunes (UnidayStudio)
- Denis Nicolas (denicolas)
- marechal-p (wkk)
- Leopold A-C (IzaZed)
- You!
12 changes: 6 additions & 6 deletions drafts/physics/introduction.rst
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Expand Up @@ -30,7 +30,7 @@ which include the Gravity constant and some important engine performance tweaks.
Object Physics
==============

.. figure:: /images/game-engine_physics_introduction_tab-header.png
.. figure:: /images/game_engine-physics-introduction-tab_header.png

See :ref:`game-engine-physics-types` in this chapter.

Expand Down Expand Up @@ -73,7 +73,7 @@ Your options include:
Visualizing Physics
===================

.. figure:: /images/game-engine_physics_introduction_visualization.png
.. figure:: /images/game_engine-physics-introduction-visualization.png

Go to :menuselection:`Game --> Show Physics Visualization` to show lines representing various attributes
of the Bullet representation of your objects.
Expand Down Expand Up @@ -111,7 +111,7 @@ For all debug modes, API docs for ``bge.constraints``.
Show Framerate and Profile
--------------------------

.. figure:: /images/game-engine_physics_introduction_profile-stats.jpg
.. figure:: /images/game_engine-physics-introduction-profile_stats.jpg

A shot of `Manual-BGE-Physics-DancingSticks.blend
<https://wiki.blender.org/index.php/Media:Manual-BGE-Physics-DancingSticks.blend>`__
Expand Down Expand Up @@ -225,7 +225,7 @@ This means that the result is completely deterministic
new objects that are added to the physics simulation after it was recorded.
This may, or not, be desired according to the situation.

.. figure:: /images/game-engine_physics_introduction_record-animation.png
.. figure:: /images/game_engine-physics-introduction-record_animation.png

Menu to record Keyframes to the Dope Sheet.

Expand All @@ -241,15 +241,15 @@ Note that you can also use Game Logic Bricks and scripting. Everything will be r
Keyframe Clean-up
-----------------

.. figure:: /images/game-engine_physics_introduction_dope-sheet-full.png
.. figure:: /images/game_engine-physics-introduction_dope_sheet_full.png

Resulting recorded animation.

*Record Animation* keys redundant data (data that was did not change relative to the last frame).
Pressing :kbd:`O` while in the *Dope Sheet* will remove all superfluous keyframes.
Unwanted channels can also be removed.

.. figure:: /images/game-engine_physics_introduction_dope-sheet-cleaned.png
.. figure:: /images/game_engine-physics-introduction-dope_sheet_cleaned.png

Cleaned up recording.

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2 changes: 1 addition & 1 deletion source/index.rst
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Expand Up @@ -14,7 +14,7 @@ with detailed information.

`Visit the UPBGE's website <https://upbge.org/>`__ or `contribute to this manual <https://github.com/UPBGE/UPBGE-Docs>`__.

Also, if you want to read the whole manual offline `you can download from this link <https://upbge.org/manual/UPBGE_Manual.zip>`__.
Also, if you want to read the whole manual offline `you can download from this link <https://upbge.org/docs/latest/manual/UPBGE_Manual.zip>`__.

.. toctree::
:maxdepth: 2
Expand Down
3 changes: 2 additions & 1 deletion source/manual/about/whats_new.rst
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Expand Up @@ -7,7 +7,8 @@ What's New
++++++++++

This page lists major changes and additions to the manual. The
`UPBGE release notes <https://doc.upbge.org/releases.php>`__ are located on the website.
`UPBGE release notes <https://github.com/UPBGE/upbge/wiki/Release-notes>`__ are located on the website.

- `UPBGE Manual Creation <https://github.com/UPBGE/UPBGE-Docs/commit/8a5c95d970b6a95c83597b9fa036284b1ea85b8c>`__, 2018 Jul 9.
- `UPBGE big upgrade for version 0.3 and later, started <https://github.com/UPBGE/UPBGE-Docs/commit/4af8b48805e2a7aeb6e1ed3091c9d7465a353c76>`__, 2020 Jul 2.

5 changes: 4 additions & 1 deletion source/manual/editors/properties/physics.rst
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@@ -1,3 +1,4 @@
.. _game-engine-physics:

********
Physics
Expand All @@ -7,6 +8,8 @@ Physics

Physics tab.

.. _game-engine-physics-type:

Physics
=======

Expand Down Expand Up @@ -139,4 +142,4 @@ Compound
Create Obstacle
===============

Todo
Todo
1 change: 1 addition & 0 deletions source/manual/editors/properties/physics_dynamic.rst
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@@ -1,3 +1,4 @@
.. _game-engine-physics-dynamic:

***************
Dynamic Physics
Expand Down
3 changes: 2 additions & 1 deletion source/manual/editors/properties/physics_rigid_body.rst
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@@ -1,3 +1,4 @@
.. _game-engine-physics-rigid-body:

******************
Rigid Body Physics
Expand Down Expand Up @@ -175,4 +176,4 @@ Force Field

Align to Normal
Align dynamic game objects along the surface normal when inside the physics
distance area.
distance area.
1 change: 1 addition & 0 deletions source/manual/editors/properties/physics_soft_body.rst
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@@ -1,3 +1,4 @@
.. _game-engine-physics-soft-body:

*****************
Soft Body Physics
Expand Down
2 changes: 1 addition & 1 deletion source/manual/introduction/briefing.rst
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Expand Up @@ -130,5 +130,5 @@ Development
UPBGE is maintained by a group of developers in their spare time and its community. You
can contribute to UPBGE if you code in C++ or Python: just `open a pull request <https://github.com/UPBGE/upbge/pulls>`__,
submit your changes and wait for the reviewers. Also, even if you don't code, you can
contribute by submiting bug reports, feature requests and participating discussions
contribute by submitting bug reports, feature requests and participating discussions
`on issues <https://github.com/UPBGE/upbge/issues>`__.
6 changes: 3 additions & 3 deletions source/manual/logic/sensors/index.rst
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@@ -1,9 +1,9 @@
.. _sensors-index:
.. _bpy.types.Sensor:

###########
Sensors
###########
#######
Sensors
#######

.. toctree::

Expand Down
35 changes: 35 additions & 0 deletions source/manual/logic_nodes/basic/events/custom/catch.rst
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@@ -0,0 +1,35 @@

+++++++++++++++
Receive
+++++++++++++++

.. figure:: /images/Logic_Nodes/receive_node.png
:align: right
:width: 215
:alt: Receive Node.

The *Receive* node reacts to events thrown via the :doc:`./throw` node or the *uplogic* module.
An Event can store some data, which can be extracted using this node.

.. note::

If multiple events have the same ID (subject), older events get overwritten.


Inputs
======

Subject
The ID of the Event.

Outputs
=======

Received
*True* if an event has been found, else *False*

Content
Content of this event, can be anything.

Messenger
Messenger of this event, expected to be a `KX_GameObject`
9 changes: 9 additions & 0 deletions source/manual/logic_nodes/basic/events/custom/index.rst
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@@ -0,0 +1,9 @@
++++++
Custom
++++++

.. toctree::
:maxdepth: 1

catch.rst
throw.rst
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@@ -0,0 +1 @@

47 changes: 47 additions & 0 deletions source/manual/logic_nodes/basic/events/custom/throw.rst
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+++++++++++++++
Send
+++++++++++++++

.. figure:: /images/Logic_Nodes/send_node.png
:align: right
:width: 215
:alt: Send Node.

The *Send* node creates an event that can be reacted to using the :doc:`./catch` node or
the *uplogic* module. An Event can store *Content* and a *Messenger* can be assigned.

.. note::

Events are only created for the next frame. After that, they get erased.

If multiple events have the same ID (subject), older events get overwritten.


Inputs
======

Condition
If *True*, the event is created.

Subject
The ID of the Event.

Content
Content of this event. Can be anything.

Messenger
Messenger attached to this event, expected to be *KX_GameObject*


Properties
==========

Advanced
Allows access to the *Content* and *Messenger* sockets.


Outputs
=======

Done
*True* if the node performed successfully, else *False*
18 changes: 18 additions & 0 deletions source/manual/logic_nodes/basic/events/index.rst
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@@ -0,0 +1,18 @@
++++++
Events
++++++

.. toctree::
:maxdepth: 2

custom/index.rst

.. toctree::
:maxdepth: 1

on_init.rst
on_next_tick.rst
on_update.rst
on_value_changed.rst
on_value_changed_to.rst
once.rst
18 changes: 18 additions & 0 deletions source/manual/logic_nodes/basic/events/on_init.rst
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@@ -0,0 +1,18 @@

+++++++++++++++
On Init
+++++++++++++++

.. figure:: /images/Logic_Nodes/on_init_node.png
:align: right
:width: 215
:alt: On Init Node.

The *On Init* node can be used to set up a scene. It activates only on the first frame.


Outputs
=======

Done
*True* if the node performed successfully, else *False*
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