[Bf-docboard-svn] bf-manual: [9820] trunk/blender_docs/manual: Fixing of long lines to satisfy 'make check_syntax'
Nikhil Shringarpurey
noreply at blender.org
Wed Dec 21 22:41:05 CET 2022
Revision: 9820
https://developer.blender.org/rBM9820
Author: Nikhil.Net
Date: 2022-12-21 22:41:04 +0100 (Wed, 21 Dec 2022)
Log Message:
-----------
Fixing of long lines to satisfy 'make check_syntax'
Modified Paths:
--------------
trunk/blender_docs/manual/advanced/blender_directory_layout.rst
trunk/blender_docs/manual/editors/3dview/toolbar/add_cube.rst
trunk/blender_docs/manual/editors/3dview/toolbar/add_cylinder.rst
trunk/blender_docs/manual/editors/3dview/toolbar/add_uvsphere.rst
trunk/blender_docs/manual/modeling/curves/primitives.rst
trunk/blender_docs/manual/modeling/geometry_nodes/geometry/sample_index.rst
trunk/blender_docs/manual/modeling/geometry_nodes/input/collection_info.rst
trunk/blender_docs/manual/modeling/geometry_nodes/input/image_info.rst
trunk/blender_docs/manual/modeling/meshes/uv/editing.rst
trunk/blender_docs/manual/render/shader_nodes/input/attribute.rst
trunk/blender_docs/manual/sculpt_paint/sculpting/editing/mask.rst
Modified: trunk/blender_docs/manual/advanced/blender_directory_layout.rst
===================================================================
--- trunk/blender_docs/manual/advanced/blender_directory_layout.rst 2022-12-21 21:21:10 UTC (rev 9819)
+++ trunk/blender_docs/manual/advanced/blender_directory_layout.rst 2022-12-21 21:41:04 UTC (rev 9820)
@@ -88,7 +88,7 @@
For installations from the Window's Store, the ``USER`` and ``SYSTEM``
directories are inside a special folder resembling:
``%USERPROFILE%\AppData\Local\Packages\BlenderFoundation.Blender<HASH>\LocalCache\Roaming\Blender Foundation\Blender``
- where "HASH" is a string specific to each instillation.
+ where "HASH" is a string specific to each installation.
Path Layout
Modified: trunk/blender_docs/manual/editors/3dview/toolbar/add_cube.rst
===================================================================
--- trunk/blender_docs/manual/editors/3dview/toolbar/add_cube.rst 2022-12-21 21:21:10 UTC (rev 9819)
+++ trunk/blender_docs/manual/editors/3dview/toolbar/add_cube.rst 2022-12-21 21:41:04 UTC (rev 9820)
@@ -39,7 +39,8 @@
Depth
The initial depth (from the screen into the scene) used when placing the object.
- :Surface: Start placing on the surface under the mouse cursor. If there is no surface, this does the same as *Cursor Plane*.
+ :Surface: Start placing on the surface under the mouse cursor. If there is no surface, this does the
+ same as *Cursor Plane*.
:Cursor Plane: Start placing on a plane that goes through the :doc:`3D Cursor </editors/3dview/3d_cursor>`
and is aligned according to the *Orientation* and *Plane Axis*.
:Cursor View: Start placing on a plane that goes through the 3D Cursor and is aligned to the view.
Modified: trunk/blender_docs/manual/editors/3dview/toolbar/add_cylinder.rst
===================================================================
--- trunk/blender_docs/manual/editors/3dview/toolbar/add_cylinder.rst 2022-12-21 21:21:10 UTC (rev 9819)
+++ trunk/blender_docs/manual/editors/3dview/toolbar/add_cylinder.rst 2022-12-21 21:41:04 UTC (rev 9820)
@@ -39,7 +39,8 @@
Depth
The initial depth (from the screen into the scene) used when placing the object.
- :Surface: Start placing on the surface under the mouse cursor. If there is no surface, this does the same as *Cursor Plane*.
+ :Surface: Start placing on the surface under the mouse cursor. If there is no surface, this does the
+ same as *Cursor Plane*.
:Cursor Plane: Start placing on a plane that goes through the :doc:`3D Cursor </editors/3dview/3d_cursor>`
and is aligned according to the *Orientation* and *Plane Axis*.
:Cursor View: Start placing on a plane that goes through the 3D Cursor and is aligned to the view.
Modified: trunk/blender_docs/manual/editors/3dview/toolbar/add_uvsphere.rst
===================================================================
--- trunk/blender_docs/manual/editors/3dview/toolbar/add_uvsphere.rst 2022-12-21 21:21:10 UTC (rev 9819)
+++ trunk/blender_docs/manual/editors/3dview/toolbar/add_uvsphere.rst 2022-12-21 21:41:04 UTC (rev 9820)
@@ -39,7 +39,8 @@
Depth
The initial depth (from the screen into the scene) used when placing the object.
- :Surface: Start placing on the surface under the mouse cursor. If there is no surface, this does the same as *Cursor Plane*.
+ :Surface: Start placing on the surface under the mouse cursor. If there is no surface, this does the
+ same as *Cursor Plane*.
:Cursor Plane: Start placing on a plane that goes through the :doc:`3D Cursor </editors/3dview/3d_cursor>`
and is aligned according to the *Orientation* and *Plane Axis*.
:Cursor View: Start placing on a plane that goes through the 3D Cursor and is aligned to the view.
Modified: trunk/blender_docs/manual/modeling/curves/primitives.rst
===================================================================
--- trunk/blender_docs/manual/modeling/curves/primitives.rst 2022-12-21 21:21:10 UTC (rev 9819)
+++ trunk/blender_docs/manual/modeling/curves/primitives.rst 2022-12-21 21:41:04 UTC (rev 9820)
@@ -103,7 +103,8 @@
When adding a new Curves object via the `Add Menu` the active object is automatically set as the surface.
To set a new surface press :kbd:`Ctrl-P` and select *Object (Attach Curves to Surface)*
- in the *Set Parent To* pop-up menu. This option can be seen as part of the Curves settings in the Properties Editor.
+ in the *Set Parent To* pop-up menu. This option can be seen as part of the Curves settings in the Properties
+ Editor.
.. figure:: /images/sculpt-paint_sculpting_curves-surface.png
Modified: trunk/blender_docs/manual/modeling/geometry_nodes/geometry/sample_index.rst
===================================================================
--- trunk/blender_docs/manual/modeling/geometry_nodes/geometry/sample_index.rst 2022-12-21 21:21:10 UTC (rev 9819)
+++ trunk/blender_docs/manual/modeling/geometry_nodes/geometry/sample_index.rst 2022-12-21 21:41:04 UTC (rev 9820)
@@ -23,7 +23,8 @@
Different components can have same attribute domain (Points).
This node simply uses first component that not empty for such domain,
checked in the order of: Mesh, Point Cloud, Curve.
- The :doc:`/modeling/geometry_nodes/geometry/separate_components` can be used to sample directly from a specific component.
+ The :doc:`/modeling/geometry_nodes/geometry/separate_components` can be used to sample directly from a
+ specific component.
Inputs
Modified: trunk/blender_docs/manual/modeling/geometry_nodes/input/collection_info.rst
===================================================================
--- trunk/blender_docs/manual/modeling/geometry_nodes/input/collection_info.rst 2022-12-21 21:21:10 UTC (rev 9819)
+++ trunk/blender_docs/manual/modeling/geometry_nodes/input/collection_info.rst 2022-12-21 21:41:04 UTC (rev 9820)
@@ -40,7 +40,8 @@
==========
Transform Space
- The transformation of the output instances. The instances are transformed, but not the geometry of the collection in them.
+ The transformation of the output instances. The instances are transformed, but not the geometry of the
+ collection in them.
:Original:
Output the instances relative to the collection offset.
Modified: trunk/blender_docs/manual/modeling/geometry_nodes/input/image_info.rst
===================================================================
--- trunk/blender_docs/manual/modeling/geometry_nodes/input/image_info.rst 2022-12-21 21:21:10 UTC (rev 9819)
+++ trunk/blender_docs/manual/modeling/geometry_nodes/input/image_info.rst 2022-12-21 21:41:04 UTC (rev 9820)
@@ -12,7 +12,8 @@
The *Image Info* node gets information from image and animation.
-This can be useful to generate parameters in the geometry node for arbitrary images. Image information can be either general or frame-specific.
+This can be useful to generate parameters in the geometry node for arbitrary images. Image information can be either
+general or frame-specific.
Inputs
======
Modified: trunk/blender_docs/manual/modeling/meshes/uv/editing.rst
===================================================================
--- trunk/blender_docs/manual/modeling/meshes/uv/editing.rst 2022-12-21 21:21:10 UTC (rev 9819)
+++ trunk/blender_docs/manual/modeling/meshes/uv/editing.rst 2022-12-21 21:41:04 UTC (rev 9820)
@@ -290,7 +290,8 @@
The :doc:`UDIM </modeling/meshes/uv/workflows/udims>` grid to pack UV islands into.
:Closest UDIM: Pack islands to the UDIM closest to the center of the selection.
- :Active UDIM: Pack islands to active UDIM image tile or, if no image is available, the UDIM grid tile where the 2D cursor is located.
+ :Active UDIM: Pack islands to active UDIM image tile or, if no image is available, the UDIM grid tile where the 2D
+ cursor is located.
Rotate
Allow islands to be rotated as well as translated to maximize texture usage.
Margin Method
@@ -444,7 +445,8 @@
:Mode: Edit Mode
:Menu: :menuselection:`UV --> Copy UVs`
-For each selected UV island, the *Copy UVs* tool will copy it's topology and UV coordinates into a temporary clipboard for later use with the *Paste UVs* tool.
+For each selected UV island, the *Copy UVs* tool will copy it's topology and UV coordinates into a temporary clipboard
+for later use with the *Paste UVs* tool.
.. note::
@@ -461,13 +463,15 @@
:Mode: Edit Mode
:Menu: :menuselection:`UV --> Paste UVs`
-For each selected UV island, the *Paste UVs* tool will attempt to match the topology of an island stored in the internal clipboard.
-If a match is found, the UVs stored in the clipboard for the original island will be pasted onto the currently selected island.
+For each selected UV island, the *Paste UVs* tool will attempt to match the topology of an island stored in the
+internal clipboard. If a match is found, the UVs stored in the clipboard for the original island will be pasted
+onto the currently selected island.
-For example, if a triangle attached to a quad attached to a quad is in the clipboard, then a different triangle<=>quad<=>quad is selected,
-then the topologies match, and the UVs will be pasted over the current selection.
+For example, if a triangle attached to a quad attached to a quad is in the clipboard, then a different triangle
+<=> quad <=> quad is selected, then the topologies match, and the UVs will be pasted over the current selection.
-For best results, you may want to use the Rip tool, or :menuselection:`UV > Split > Selection`, prior to using *Paste UVs*.
+For best results, you may want to use the Rip tool, or :menuselection:`UV > Split > Selection`, prior to using
+*Paste UVs*.
.. _bpy.ops.uv.hide:
.. _bpy.ops.uv.reveal:
Modified: trunk/blender_docs/manual/render/shader_nodes/input/attribute.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/input/attribute.rst 2022-12-21 21:21:10 UTC (rev 9819)
+++ trunk/blender_docs/manual/render/shader_nodes/input/attribute.rst 2022-12-21 21:41:04 UTC (rev 9820)
@@ -96,5 +96,5 @@
.. warning::
- Currently, only *View Layer* attributes are supported in shaders used for the :doc:`World </render/lights/world>` or
@@ Diff output truncated at 10240 characters. @@
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