Add shortlink for issues, update links

Also moved search above local table of contents in sidebar, which can
get very long.
develop
PeridexisErrant 2015-11-07 11:35:44 +11:00
parent 3506921447
commit a1110b36e8
5 changed files with 30 additions and 28 deletions

@ -106,7 +106,8 @@ extlinks = {
'Bay12 forums thread '),
'dffd': ('http://dffd.bay12games.com/file.php?id=%s', 'DFFD file '),
'bug': ('http://www.bay12games.com/dwarves/mantisbt/view.php?id=%s',
'Bug ')
'Bug '),
'issue': ('https://github.com/DFHack/dfhack/issues/%s', 'Issue '),
}
# Add any paths that contain templates here, relative to this directory.
@ -235,9 +236,9 @@ html_last_updated_fmt = '%Y-%m-%d'
html_sidebars = {
'**': [
'about.html',
'localtoc.html',
'relations.html',
'searchbox.html',
'localtoc.html',
]
}

@ -32,8 +32,7 @@ decent skill in `memory research <contributing-memory-research>`.
* See `this commit <https://github.com/DFHack/dfhack/commit/8a9e3d1a728>`_,
when the 0.34.11 patches were discarded, for example patches.
* `Issue #546 <https://github.com/DFHack/dfhack/issues/546>`_ is about the
future of the binpatches, and may be useful reading.
* :issue:`546` is about the future of the binpatches, and may be useful reading.
If you want to write a patch, the armory patches discussed here and documented
below would probably be the best place to start.
@ -56,7 +55,7 @@ the version appropriate for the currently loaded executable.
This is the preferred method; it's easier to debug, does not cause persistent
problems, and leaves file checksums alone. As with many other commands, users
can simply add it to ``dfhack.init`` to reapply the patch every time DF is run.
can simply add it to `dfhack.init` to reapply the patch every time DF is run.
Patching on disk
@ -152,8 +151,8 @@ these rules is intended by Toady; the rest are invented by this plugin.
gui/assign-rack
---------------
Bind to a key (the example config uses P), and activate when viewing a weapon
rack in the ``q`` mode.
Bind to a key (the example config uses :kbd:`P`), and activate when viewing a weapon
rack in the :kbd:`q` mode.
.. image:: images/assign-rack.png
@ -166,9 +165,7 @@ work again. The existing issues are:
* Even if assigned by the script, **the game will unassign the racks again
without a binary patch**. This patch is called ``weaponrack-unassign``,
and has not been updated since 0.34.11. See `the bug report`_ for more info.
.. _`the bug report`: http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445
and has not been updated since 0.34.11. See :bug:`1445` for more info.
* Haulers still take equipment stored in the armory away to the stockpiles,
unless `fix-armory` is used.

@ -135,7 +135,7 @@ following environment variable::
brew install cmake
brew install gcc45
Using `MacPorts <http://www.macports.org/>`_::
Using `MacPorts <https://www.macports.org>`_::
sudo port install gcc45 +universal cmake +universal git-core +universal
@ -149,7 +149,8 @@ following environment variable::
If this is the first time you've run cpan, you will need to go through the setup
process. Just stick with the defaults for everything and you'll be fine.
If you are running Snow Leopard or later, open a separate Terminal window and run::
If you are running Snow Leopard (ie 10.6 or earlier), good luck!
You'll need to open a separate Terminal window and run::
sudo ln -s /usr/include/libxml2/libxml /usr/include/libxml
@ -214,7 +215,7 @@ Build
There are several different batch files in the ``build`` folder along
with a script that's used for picking the DF path.
First, run set_df_path.vbs and point the dialog that pops up at your
First, run ``set_df_path.vbs`` and point the dialog that pops up at your
DF folder that you want to use for development.
Next, run one of the scripts with ``generate`` prefix. These create the MSVC solution file(s):

@ -11,7 +11,6 @@ Several things should be kept in mind when contributing code to DFHack.
Code Format
-----------
* Four space indents for C++. Never use tabs for indentation in any language.
* LF (Unix style) line terminators
* Avoid trailing whitespace
@ -25,14 +24,18 @@ Code Format
How to get new code into DFHack
-------------------------------
* Submit pull requests to the ``develop`` branch, not the master branch. The master branch always points at the most recent release.
* Use new branches for each feature/fix so that your changes can be merged independently (i.e. not the master or develop branch of your fork).
* Submit pull requests to the ``develop`` branch, not the ``master`` branch.
(The ``master`` branch always points at the most recent release)
* Use a new branch for each feature or bugfix so that your changes can be merged independently
(i.e. not the master or develop branch of your fork).
* If possible, compile on multiple platforms when changing anything that compiles
* Update ``NEWS`` and ``docs/Authors.rst`` when applicable
* It must pass CI - run ``python travis/all.py`` to check this.
* Update ``NEWS.rst`` and ``docs/Authors.rst`` when applicable.
* Create a GitHub pull request once finished
* Work done against GitHub issues tagged "bug" get priority
* Submit ideas and bug reports as issues on GitHub. Posts in the forum thread can easily get missed or forgotten.
* Submit ideas and bug reports as :issue:`issues on GitHub <>`.
Posts in the forum thread can easily get missed or forgotten.
* Work on :issue:`reported problems <?q=is:open+-label:idea>`
will take priority over ideas or suggestions.
.. _contributing-memory-research:
@ -62,7 +65,8 @@ All the plugins can be found in the 'plugins' folder. There's no in-depth docume
on how to write one yet, but it should be easy enough to copy one and just follow the pattern.
``plugins/skeleton/skeleton.cpp`` is provided for this purpose.
Other than through plugins, it is possible to use DFHack via remote access interface, or by writing Lua scripts.
Other than through plugins, it is possible to use DFHack via remote access interface,
or by writing scripts in Lua or Ruby. There are plenty of examples in the scripts folder.
The most important parts of DFHack are the Core, Console, Modules and Plugins.
@ -164,10 +168,10 @@ text. Use double-backticks to put commands in monospaced font, like this::
You can use ``cleanowned scattered x`` to dump tattered or abandoned items.
If the command takes more than three arguments, format the list as a table
called Options. The table *only* lists arguments, not full commands.
called Usage. The table *only* lists arguments, not full commands.
Input values are specified in angle brackets. Example::
Options:
Usage:
:arg1: A simple argument.
:arg2 <input>: Does something based on the input value.

@ -217,6 +217,8 @@ periodically when enabled with the built-in enable/disable commands:
The default is 1200 ticks, or 1 day.
Ticks are only counted when the game is unpaused.
.. _fixveins:
fixveins
========
Removes invalid references to mineral inclusions and restores missing ones.
@ -1890,8 +1892,7 @@ Usage:
``infiniteSky enable/disable``
Enables/disables monitoring of constructions. If you build anything in the second to highest z-level, it will allocate one more sky level. This is so you can continue to build stairs upward.
`Sometimes <https://github.com/DFHack/dfhack/issues/254>`_
new z-levels disappear and cause cave-ins.
:issue:`Sometimes <254>` new z-levels disappear and cause cave-ins.
Saving and loading after creating new z-levels should fix the problem.
.. _liquids:
@ -1901,9 +1902,7 @@ liquids
Allows adding magma, water and obsidian to the game. It replaces the normal
dfhack command line and can't be used from a hotkey. Settings will be remembered
as long as dfhack runs. Intended for use in combination with the command
``liquids-here`` (which can be bound to a hotkey).
See also `this issue. <https://github.com/DFHack/dfhack/issues/80>`_
``liquids-here`` (which can be bound to a hotkey). See also :issue:`80`.
.. note::