From b8c2968ace5add8e3114e60a7e29ed09c2c70842 Mon Sep 17 00:00:00 2001 From: Ferafiks Date: Mon, 20 Jul 2026 12:59:32 +0200 Subject: [PATCH 1/2] fix: Bad formatting in docs/ --- docs/asset-system/asset-class.md | 4 ++-- docs/asset-system/compiler.md | 4 ++-- docs/asset-system/registration.md | 2 +- docs/asset-system/runtime-type.md | 4 ++-- docs/build/SDK-GUIDE.md | 2 +- docs/quantum/asset-graph.md | 8 +++++--- 6 files changed, 13 insertions(+), 11 deletions(-) diff --git a/docs/asset-system/asset-class.md b/docs/asset-system/asset-class.md index 5a8d0f2324..5fc4c6d585 100644 --- a/docs/asset-system/asset-class.md +++ b/docs/asset-system/asset-class.md @@ -102,5 +102,5 @@ public sealed class %%AssetName%%Asset : Asset // or AssetWithSource } ``` -> [!NOTE] Game projects -> Replace `StrideConfig.PackageName` with a string literal matching your game's package name (e.g. `"MyGame"`). The rest of the pattern is identical. +> [!NOTE] +> **For game projects:** replace `StrideConfig.PackageName` with a string literal matching your game's package name (e.g. `"MyGame"`). The rest of the pattern is identical. diff --git a/docs/asset-system/compiler.md b/docs/asset-system/compiler.md index 0a5e0db7e9..8693fe0a10 100644 --- a/docs/asset-system/compiler.md +++ b/docs/asset-system/compiler.md @@ -126,5 +126,5 @@ Compiler classes live in the same assembly as the asset class. For engine assets The `Prepare` method and build command shown above form the complete starting template for a new compiler. Copy both blocks, replace `%%AssetName%%` with your asset's PascalCase name, and fill in the property mapping inside `DoCommandOverride`. -> [!NOTE] Game projects -> For game-project custom assets, the compiler class lives in the game project itself. Add `` to the game project's `.csproj` — this brings in the infrastructure that discovers and invokes the compiler; it does not change where the compiler class lives. +> [!NOTE] +> **For game project custom assets:** the compiler class lives in the game project itself. Add `` to the game project's `.csproj` — this brings in the infrastructure that discovers and invokes the compiler; it does not change where the compiler class lives. diff --git a/docs/asset-system/registration.md b/docs/asset-system/registration.md index ff02f2702b..46854d9196 100644 --- a/docs/asset-system/registration.md +++ b/docs/asset-system/registration.md @@ -88,7 +88,7 @@ sources/editor/Stride.Assets.Presentation/Templates/Assets/%%Group%%/%%AssetName The directory name under `Assets/` does not have to match the `Group` string exactly — the directory is just for organisation. The file is embedded automatically via the wildcard include already present in `Stride.Assets.Presentation.csproj` — no manual `.csproj` edit is needed for engine assets. -> [!NOTE] Game projects +> [!NOTE] > For game-project custom assets, place the `.sdtpl` file anywhere under the project's `Templates/` folder, then register it in the `.sdpkg` file: > > ```yaml diff --git a/docs/asset-system/runtime-type.md b/docs/asset-system/runtime-type.md index 9232e3724e..07b5949d2f 100644 --- a/docs/asset-system/runtime-type.md +++ b/docs/asset-system/runtime-type.md @@ -55,5 +55,5 @@ public class %%AssetName%% } ``` -> [!NOTE] Game projects -> Game-project runtime types follow the same pattern. The assembly containing them is discovered automatically because the compiler app scans all assemblies referenced by the game project. No explicit `AssemblyRegistry.Register` call is required. +> [!NOTE] +> **For game projects:** game-project runtime types follow the same pattern. The assembly containing them is discovered automatically because the compiler app scans all assemblies referenced by the game project. No explicit `AssemblyRegistry.Register` call is required. diff --git a/docs/build/SDK-GUIDE.md b/docs/build/SDK-GUIDE.md index a361441749..04f0a949e2 100644 --- a/docs/build/SDK-GUIDE.md +++ b/docs/build/SDK-GUIDE.md @@ -374,7 +374,7 @@ Stride.Build.Sdk/Sdk/Sdk.targets (top) | Windows | Direct3D11 | Direct3D11, Direct3D12,Vulkan | | Linux | Vulkan | Vulkan | | macOS | Vulkan | Vulkan | -| Android | VUlkan | Vulkan | +| Android | Vulkan | Vulkan | | iOS | Vulkan | Vulkan | **Graphics API defines** (added to `DefineConstants`): diff --git a/docs/quantum/asset-graph.md b/docs/quantum/asset-graph.md index ca0c21500d..09be2f374d 100644 --- a/docs/quantum/asset-graph.md +++ b/docs/quantum/asset-graph.md @@ -34,7 +34,9 @@ A property in a derived asset is in one of three states: When a composite node (an object with children) is reset, all descendant nodes are also reset recursively. -> [!NOTE] Just adding a new asset type +> [!NOTE] +> **Just adding a new asset type** +> > If your asset has no base/derived relationship and you are not implementing archetypes or prefab composition, the override model is invisible to you. `IsInherited` will always be `false` and `HasBase` will always be `false`. You do not need to understand this layer to add a new asset type. ## `AssetPropertyGraph` @@ -89,8 +91,8 @@ public class YourAssetPropertyGraphDefinition : AssetPropertyGraphDefinition The `[AssetPropertyGraphDefinition(typeof(YourAsset))]` attribute is discovered automatically when the assembly is registered. No manual registration is needed beyond `AssetQuantumRegistry.RegisterAssembly()` in `Module.cs`. -> [!NOTE] Just adding a new asset type -> If all your asset's properties are plain data values (numbers, strings, lists of structs), you do not need an `AssetPropertyGraphDefinition`. Only provide one when your asset class has members that hold references to other content objects (Prefabs, Textures, Materials, etc.) that should remain as references rather than be embedded inline. +> [!NOTE] +> **When just adding a new asset type:** if all your asset's properties are plain data values (numbers, strings, lists of structs), you do not need an `AssetPropertyGraphDefinition`. Only provide one when your asset class has members that hold references to other content objects (Prefabs, Textures, Materials, etc.) that should remain as references rather than be embedded inline. ## `AssetQuantumRegistry` From 1d5310b99edf91e8bdffa506029a201d33760bb9 Mon Sep 17 00:00:00 2001 From: Ferafiks Date: Mon, 20 Jul 2026 13:05:41 +0200 Subject: [PATCH 2/2] Fixup --- docs/asset-system/compiler.md | 2 +- docs/asset-system/registration.md | 2 +- docs/quantum/asset-graph.md | 4 +--- 3 files changed, 3 insertions(+), 5 deletions(-) diff --git a/docs/asset-system/compiler.md b/docs/asset-system/compiler.md index 8693fe0a10..8cc9d77f7d 100644 --- a/docs/asset-system/compiler.md +++ b/docs/asset-system/compiler.md @@ -127,4 +127,4 @@ Compiler classes live in the same assembly as the asset class. For engine assets The `Prepare` method and build command shown above form the complete starting template for a new compiler. Copy both blocks, replace `%%AssetName%%` with your asset's PascalCase name, and fill in the property mapping inside `DoCommandOverride`. > [!NOTE] -> **For game project custom assets:** the compiler class lives in the game project itself. Add `` to the game project's `.csproj` — this brings in the infrastructure that discovers and invokes the compiler; it does not change where the compiler class lives. +> **For game-project custom assets:** the compiler class lives in the game project itself. Add `` to the game project's `.csproj` — this brings in the infrastructure that discovers and invokes the compiler; it does not change where the compiler class lives. diff --git a/docs/asset-system/registration.md b/docs/asset-system/registration.md index 46854d9196..809edaa473 100644 --- a/docs/asset-system/registration.md +++ b/docs/asset-system/registration.md @@ -89,7 +89,7 @@ sources/editor/Stride.Assets.Presentation/Templates/Assets/%%Group%%/%%AssetName The directory name under `Assets/` does not have to match the `Group` string exactly — the directory is just for organisation. The file is embedded automatically via the wildcard include already present in `Stride.Assets.Presentation.csproj` — no manual `.csproj` edit is needed for engine assets. > [!NOTE] -> For game-project custom assets, place the `.sdtpl` file anywhere under the project's `Templates/` folder, then register it in the `.sdpkg` file: +> **For game-project custom assets:** place the `.sdtpl` file anywhere under the project's `Templates/` folder, then register it in the `.sdpkg` file: > > ```yaml > TemplateFolders: diff --git a/docs/quantum/asset-graph.md b/docs/quantum/asset-graph.md index 09be2f374d..a30a29ae57 100644 --- a/docs/quantum/asset-graph.md +++ b/docs/quantum/asset-graph.md @@ -35,9 +35,7 @@ A property in a derived asset is in one of three states: When a composite node (an object with children) is reset, all descendant nodes are also reset recursively. > [!NOTE] -> **Just adding a new asset type** -> -> If your asset has no base/derived relationship and you are not implementing archetypes or prefab composition, the override model is invisible to you. `IsInherited` will always be `false` and `HasBase` will always be `false`. You do not need to understand this layer to add a new asset type. +> **When just adding a new asset type:** if your asset has no base/derived relationship and you are not implementing archetypes or prefab composition, the override model is invisible to you. `IsInherited` will always be `false` and `HasBase` will always be `false`. You do not need to understand this layer to add a new asset type. ## `AssetPropertyGraph`