Doc tweawks: GH markdown renderer doesn't look great with blockquote bullets

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Steve Streeting 2020-04-23 16:19:20 +01:00
parent 0cd1b113e0
commit ba03deb00b

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@ -8,15 +8,15 @@ having to remember everything.
We use a particular content workflow that SVN is set up to support: We use a particular content workflow that SVN is set up to support:
1. All content creation files in `$REPO/MediaSrc` (subfolders by type) 1. All content creation files in `$REPO/MediaSrc` (subfolders by type)
> * These are typically in formats e.g. Maya that UE4 doesn't read directly, so outside `Content` * These are typically in formats e.g. Maya that UE4 doesn't read directly, so outside `Content`
> * These files are *tracked* in SVN * These files are *tracked* in SVN
1. When exporting, output (`FBX`, `PNG`, `WAV` etc) goes in `$REPO/Content` (and subfolders) 1. When exporting, output (`FBX`, `PNG`, `WAV` etc) goes in `$REPO/Content` (and subfolders)
> * These files are *ignored* in SVN because they are derived data * These files are *ignored* in SVN because they are derived data
> * UE4 imports them to a `.uasset` which contains all their contents anyway * UE4 imports them to a `.uasset` which contains all their contents anyway
1. All `.uasset` post-imported content in `$REPO/Content` is *tracked* in SVN (binary) 1. All `.uasset` post-imported content in `$REPO/Content` is *tracked* in SVN (binary)
1. Binary content is marked as needing *locking* so UE4 will prompt you to check it out 1. Binary content is marked as needing *locking* so UE4 will prompt you to check it out
> * This is to avoid accidental parallel changes to the (many) binary files UE4 uses * This is to avoid accidental parallel changes to the (many) binary files UE4 uses
> * This is our overriding reason for using Subversion and not Git * This is our overriding reason for using Subversion and not Git
Together the scripts below configure everything so I don't have to remember. Together the scripts below configure everything so I don't have to remember.