Change quotes in AsciiDoc to left/right Unicode versions

GitHub’s AsciiDoc parser barfs on the standard AsciiDoc syntax to
represent such characters with only ASCII…  Well, everybody should
support UTF‐8 these days.  Let’s just use these directly.
This commit is contained in:
Mike Swanson 2016-09-03 15:34:11 -07:00
parent 47546f6d0c
commit e081ac986f
4 changed files with 28 additions and 28 deletions

View file

@ -8,7 +8,7 @@ system.
Freedoom is built using 'deutex', which is a command-line tool for
automated building of Doom WAD files. However, multiple different WAD
files are built from the Freedoom material. Therefore, the Freedoom
build system is more complicated than a ``normal'' deutex build would
build system is more complicated than a “normal” deutex build would
otherwise be.
A top-level +Makefile+ controls the build system and executes the
@ -204,7 +204,7 @@ It reads level names from the dehacked lumps.
Found in +lumps/cph/misc-lumps+, this script builds the +PLAYPAL+
lump which contains the 256-color palettes used for special
effects (injured "red" flash, the green "radiation suit" effect,
effects (injured “red” flash, the green “radiation suit” effect,
etc.)
=== +colormap.py+
@ -214,7 +214,7 @@ lump that is used for the diminished lighting within the game.
This script is also reused to generate additional colormaps that
can be used for special effects. It has a number of command line
options that allow it to do various different colorizing and
"fog" effects.
“fog” effects.
=== +mkgenmidi+
@ -259,7 +259,7 @@ deutex is an old tool and has various quirks that must be worked
around. Some of them are listed here.
* The default background color for sprites is magenta. The
``standard'' background color of cyan is used instead by providing
“standard” background color of cyan is used instead by providing
the +-rgb 0 255 255+ command line parameter.
* By default, deutex attempts to convert sound effects to 11,025Hz
@ -274,6 +274,6 @@ around. Some of them are listed here.
* deutex requires an existing IWAD file in order to build WAD files,
and includes the contents of the +TEXTURE1+ lump from the IWAD in
any +TEXTURE1+ lumps it generates. To work around this, a ``dummy''
any +TEXTURE1+ lumps it generates. To work around this, a “dummy”
IWAD file containing an empty +TEXTURE1+ lump is contained inside
the +dummy+ directory.