diff options
author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2020-08-31 15:32:19 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-08-31 15:32:19 +0200 |
commit | 0b4a325ddc2614f1c17a7873bf13f8bbdc3d3a95 (patch) | |
tree | 5cc6adf4fc52404b2d97ec3577481949018044f3 | |
parent | 37443bf04d212b19d339e6197ab45fb0c4724fac (diff) | |
parent | c4903a603b819c6389f3a3a8a542be03a3a46aec (diff) |
Merge pull request #41048 from Calinou/doc-add-link-titles
Add link titles for all links in the class reference
140 files changed, 164 insertions, 164 deletions
diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index ae80abc5d2..cbc04ca672 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -7,7 +7,7 @@ AABB consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="AABB"> diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index 68f0a630ef..0a2925e6d5 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -17,7 +17,7 @@ Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> + <link title="Animation tutorial index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> </tutorials> <methods> <method name="add_track"> diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index 3d6ebd5934..8204b456d9 100644 --- a/doc/classes/AnimationNode.xml +++ b/doc/classes/AnimationNode.xml @@ -8,7 +8,7 @@ Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_input"> diff --git a/doc/classes/AnimationNodeAdd2.xml b/doc/classes/AnimationNodeAdd2.xml index 48983a624e..63127ade9a 100644 --- a/doc/classes/AnimationNodeAdd2.xml +++ b/doc/classes/AnimationNodeAdd2.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on an amount value in the [code][0.0, 1.0][/code] range. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeAdd3.xml b/doc/classes/AnimationNodeAdd3.xml index 1bfebc91fc..94a6ae4221 100644 --- a/doc/classes/AnimationNodeAdd3.xml +++ b/doc/classes/AnimationNodeAdd3.xml @@ -11,7 +11,7 @@ - A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeAnimation.xml b/doc/classes/AnimationNodeAnimation.xml index ab44148c15..d8ac5413fd 100644 --- a/doc/classes/AnimationNodeAnimation.xml +++ b/doc/classes/AnimationNodeAnimation.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Only features one output set using the [member animation] property. Use it as an input for [AnimationNode] that blend animations together. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeBlend2.xml b/doc/classes/AnimationNodeBlend2.xml index 2b56167225..e2cd12e685 100644 --- a/doc/classes/AnimationNodeBlend2.xml +++ b/doc/classes/AnimationNodeBlend2.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on an amount value in the [code][0.0, 1.0][/code] range. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeBlend3.xml b/doc/classes/AnimationNodeBlend3.xml index 5a306a225d..7c81b37663 100644 --- a/doc/classes/AnimationNodeBlend3.xml +++ b/doc/classes/AnimationNodeBlend3.xml @@ -11,7 +11,7 @@ - A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeBlendSpace1D.xml b/doc/classes/AnimationNodeBlendSpace1D.xml index 6e82f0afb7..263b59910b 100644 --- a/doc/classes/AnimationNodeBlendSpace1D.xml +++ b/doc/classes/AnimationNodeBlendSpace1D.xml @@ -10,7 +10,7 @@ You can set the extents of the axis using the [member min_space] and [member max_space]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_blend_point"> diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml index f8680ba8ec..460c11cc5e 100644 --- a/doc/classes/AnimationNodeBlendSpace2D.xml +++ b/doc/classes/AnimationNodeBlendSpace2D.xml @@ -9,7 +9,7 @@ You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_blend_point"> diff --git a/doc/classes/AnimationNodeBlendTree.xml b/doc/classes/AnimationNodeBlendTree.xml index 4a34d75ff9..8f87ce453f 100644 --- a/doc/classes/AnimationNodeBlendTree.xml +++ b/doc/classes/AnimationNodeBlendTree.xml @@ -7,7 +7,7 @@ This node may contain a sub-tree of any other blend type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_node"> diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml index 4ba0b82df6..d5793e5839 100644 --- a/doc/classes/AnimationNodeOneShot.xml +++ b/doc/classes/AnimationNodeOneShot.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="get_mix_mode" qualifiers="const"> diff --git a/doc/classes/AnimationNodeOutput.xml b/doc/classes/AnimationNodeOutput.xml index 38b05eb650..7640f4dcfa 100644 --- a/doc/classes/AnimationNodeOutput.xml +++ b/doc/classes/AnimationNodeOutput.xml @@ -6,7 +6,7 @@ <description> </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeStateMachine.xml b/doc/classes/AnimationNodeStateMachine.xml index 3b351a3345..9ea83d2c5e 100644 --- a/doc/classes/AnimationNodeStateMachine.xml +++ b/doc/classes/AnimationNodeStateMachine.xml @@ -12,7 +12,7 @@ [/codeblock] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_node"> diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml index f4b89a5086..fec68d5b74 100644 --- a/doc/classes/AnimationNodeStateMachinePlayback.xml +++ b/doc/classes/AnimationNodeStateMachinePlayback.xml @@ -12,7 +12,7 @@ [/codeblock] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="get_current_node" qualifiers="const"> diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index f0b7cc4099..fe0154acad 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -5,7 +5,7 @@ <description> </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeTimeScale.xml b/doc/classes/AnimationNodeTimeScale.xml index 5c2e6cb692..334fdb0b95 100644 --- a/doc/classes/AnimationNodeTimeScale.xml +++ b/doc/classes/AnimationNodeTimeScale.xml @@ -7,7 +7,7 @@ Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeTimeSeek.xml b/doc/classes/AnimationNodeTimeSeek.xml index 0fef106da5..eb5335c792 100644 --- a/doc/classes/AnimationNodeTimeSeek.xml +++ b/doc/classes/AnimationNodeTimeSeek.xml @@ -7,7 +7,7 @@ This node can be used to cause a seek command to happen to any sub-children of the graph. After setting the time, this value returns to -1. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml index 11250c5b17..8338f0d39a 100644 --- a/doc/classes/AnimationNodeTransition.xml +++ b/doc/classes/AnimationNodeTransition.xml @@ -7,7 +7,7 @@ Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="get_input_caption" qualifiers="const"> diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index aaa48a3117..8396cdb6cf 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -9,9 +9,9 @@ Updating the target properties of animations occurs at process time. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html</link> + <link title="Animations">https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html</link> <link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> + <link title="Animation tutorial index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> </tutorials> <methods> <method name="add_animation"> diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index dd04f4ce3f..cc8e83f509 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -7,8 +7,8 @@ Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> - <link>https://github.com/godotengine/tps-demo</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="Third-person shooter demo code repository">https://github.com/godotengine/tps-demo</link> </tutorials> <methods> <method name="advance"> diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index 4190cbe6b9..8b251a184f 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -7,7 +7,7 @@ 2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping). </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html</link> + <link title="Using Area2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html</link> </tutorials> <methods> <method name="get_collision_layer_bit" qualifiers="const"> diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index b45716544a..4ec39ecc2f 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -26,7 +26,7 @@ [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link> + <link title="Procedural geometry using the ArrayMesh">https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link> </tutorials> <methods> <method name="add_blend_shape"> diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml index a217342d98..6617d16290 100644 --- a/doc/classes/AudioEffectRecord.xml +++ b/doc/classes/AudioEffectRecord.xml @@ -7,7 +7,7 @@ Allows the user to record sound from a microphone. It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html</link> + <link title="Recording with microphone">https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html</link> </tutorials> <methods> <method name="get_recording" qualifiers="const"> diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml index 49c6f5bb34..d5fd5d8f00 100644 --- a/doc/classes/AudioServer.xml +++ b/doc/classes/AudioServer.xml @@ -7,7 +7,7 @@ [AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> + <link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> </tutorials> <methods> <method name="add_bus"> diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml index d5c8e42515..58768dc008 100644 --- a/doc/classes/AudioStream.xml +++ b/doc/classes/AudioStream.xml @@ -7,7 +7,7 @@ Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> </tutorials> <methods> <method name="get_length" qualifiers="const"> diff --git a/doc/classes/AudioStreamGenerator.xml b/doc/classes/AudioStreamGenerator.xml index e93da411cd..51254f9305 100644 --- a/doc/classes/AudioStreamGenerator.xml +++ b/doc/classes/AudioStreamGenerator.xml @@ -5,7 +5,7 @@ <description> </description> <tutorials> - <link>https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link> + <link title="Audio generator demo project">https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AudioStreamGeneratorPlayback.xml b/doc/classes/AudioStreamGeneratorPlayback.xml index e3e17b8a93..cd8e8735b6 100644 --- a/doc/classes/AudioStreamGeneratorPlayback.xml +++ b/doc/classes/AudioStreamGeneratorPlayback.xml @@ -5,7 +5,7 @@ <description> </description> <tutorials> - <link>https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link> + <link title="Audio generator demo project">https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link> </tutorials> <methods> <method name="can_push_buffer" qualifiers="const"> diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml index dbc3d3e21b..86048ca8c1 100644 --- a/doc/classes/AudioStreamPlayer.xml +++ b/doc/classes/AudioStreamPlayer.xml @@ -7,7 +7,7 @@ Plays an audio stream non-positionally. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> </tutorials> <methods> <method name="get_playback_position"> diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml index 844e2316ba..d8b9385736 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -7,7 +7,7 @@ Plays audio that dampens with distance from screen center. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> </tutorials> <methods> <method name="get_playback_position"> diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index 98100370b6..aadbc865bb 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -8,7 +8,7 @@ By default, audio is heard from the camera position. This can be changed by adding a [Listener3D] node to the scene and enabling it by calling [method Listener3D.make_current] on it. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> </tutorials> <methods> <method name="get_playback_position"> diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 1da4e23437..0cb0b7e57e 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -7,7 +7,7 @@ This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link> + <link title="Spatial material">https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link> </tutorials> <methods> <method name="get_feature" qualifiers="const"> diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 47433d7adc..c614a281ae 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -10,8 +10,8 @@ For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> + <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> + <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> </tutorials> <methods> <method name="Basis"> diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml index df3ef71a2a..7244da56ca 100644 --- a/doc/classes/CPUParticles2D.xml +++ b/doc/classes/CPUParticles2D.xml @@ -8,7 +8,7 @@ See also [GPUParticles2D], which provides the same functionality with hardware acceleration, but may not run on older devices. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link> + <link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link> </tutorials> <methods> <method name="convert_from_particles"> diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 899988022f..0eecada4fe 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -12,8 +12,8 @@ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> + <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> </tutorials> <methods> <method name="_draw" qualifiers="virtual"> diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml index 8202a29d44..89cd28b617 100644 --- a/doc/classes/CanvasLayer.xml +++ b/doc/classes/CanvasLayer.xml @@ -7,8 +7,8 @@ Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below). </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html</link> + <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="Canvas layers">https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html</link> </tutorials> <methods> <method name="get_canvas" qualifiers="const"> diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index c16e448498..a988035c36 100644 --- a/doc/classes/CharFXTransform.xml +++ b/doc/classes/CharFXTransform.xml @@ -7,8 +7,8 @@ By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> - <link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> + <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> </tutorials> <methods> </methods> diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml index d2676e55d0..b4fcf9cd88 100644 --- a/doc/classes/CollisionShape2D.xml +++ b/doc/classes/CollisionShape2D.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/CollisionShape3D.xml b/doc/classes/CollisionShape3D.xml index 76515a65a7..05851e445e 100644 --- a/doc/classes/CollisionShape3D.xml +++ b/doc/classes/CollisionShape3D.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="make_convex_from_brothers"> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 594e641b4f..c8e37d7d7b 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -16,8 +16,8 @@ [b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/gui/index.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> + <link title="GUI tutorial index">https://docs.godotengine.org/en/latest/tutorials/gui/index.html</link> + <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> </tutorials> <methods> <method name="_clips_input" qualifiers="virtual"> diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index 5413fa33c6..7123deb206 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -73,7 +73,7 @@ [/codeblock] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link> + <link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link> </tutorials> <methods> <method name="clear"> diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml index fc7ce94a2b..afd85a9cb7 100644 --- a/doc/classes/DirectionalLight3D.xml +++ b/doc/classes/DirectionalLight3D.xml @@ -7,7 +7,7 @@ A directional light is a type of [Light3D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="Lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index a86dbfedde..bcdadcd970 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -24,7 +24,7 @@ [/codeblock] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link> + <link title="File system">https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link> </tutorials> <methods> <method name="change_dir"> diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index ea2dfae9a5..b290557336 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -49,7 +49,7 @@ [/codeblock] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html</link> + <link title="Import plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html</link> </tutorials> <methods> <method name="get_import_options" qualifiers="virtual"> diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml index b81281b5b6..8865939eb1 100644 --- a/doc/classes/EditorNode3DGizmoPlugin.xml +++ b/doc/classes/EditorNode3DGizmoPlugin.xml @@ -7,7 +7,7 @@ EditorNode3DGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the documentation for more info. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html</link> + <link title="Spatial gizmo plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html</link> </tutorials> <methods> <method name="add_material"> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 36076d8909..6a64a7aa55 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -7,7 +7,7 @@ Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link> + <link title="Editor plugins tutorial index">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link> </tutorials> <methods> <method name="add_autoload_singleton"> diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml index 56fc0e3d1a..cb1f5d2e77 100644 --- a/doc/classes/EditorScenePostImport.xml +++ b/doc/classes/EditorScenePostImport.xml @@ -26,7 +26,7 @@ [/codeblock] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link> + <link title="Importing 3D scenes: Custom script">https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link> </tutorials> <methods> <method name="get_source_file" qualifiers="const"> diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index d90b926647..caee6a0c07 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -11,8 +11,8 @@ - Adjustments </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html</link> + <link title="Environment and post-processing">https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link> + <link title="Light transport in game engines">https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html</link> </tutorials> <methods> <method name="is_glow_level_enabled" qualifiers="const"> diff --git a/doc/classes/File.xml b/doc/classes/File.xml index af6ba17d7b..1982406993 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -23,7 +23,7 @@ In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] documentation. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link> + <link title="File system">https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link> </tutorials> <methods> <method name="close"> diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml index 8885f360a3..9199468ab3 100644 --- a/doc/classes/GIProbe.xml +++ b/doc/classes/GIProbe.xml @@ -8,7 +8,7 @@ Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/gi_probes/quality]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link> + <link title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link> </tutorials> <methods> <method name="bake"> diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml index ee67b5052c..5bed28aaf7 100644 --- a/doc/classes/GPUParticles2D.xml +++ b/doc/classes/GPUParticles2D.xml @@ -8,7 +8,7 @@ Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link> + <link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link> </tutorials> <methods> <method name="capture_rect" qualifiers="const"> diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml index add8f28bf8..3e17963407 100644 --- a/doc/classes/GPUParticles3D.xml +++ b/doc/classes/GPUParticles3D.xml @@ -8,7 +8,7 @@ Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link> + <link title="Controlling thousands of fish with Particles">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link> </tutorials> <methods> <method name="capture_aabb" qualifiers="const"> diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index 663638d1b6..9dc38b018a 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -11,8 +11,8 @@ [b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> + <link title="HTTP client class">https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link> + <link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> </tutorials> <methods> <method name="close"> diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index 338534fe49..4801af07d3 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -67,8 +67,8 @@ [b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> + <link title="Making HTTP requests">https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link> + <link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> </tutorials> <methods> <method name="cancel_request"> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index a3079a12a9..b05ab5b4d6 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -7,7 +7,7 @@ A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or with the [InputMap] class. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link> + <link title="Inputs tutorial index">https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link> </tutorials> <methods> <method name="action_press"> diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml index 413e217b45..3663ee98cc 100644 --- a/doc/classes/InputEvent.xml +++ b/doc/classes/InputEvent.xml @@ -7,8 +7,8 @@ Base class of all sort of input event. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> </tutorials> <methods> <method name="accumulate"> diff --git a/doc/classes/InputEventAction.xml b/doc/classes/InputEventAction.xml index 1c38ff8e8f..e0d3e47219 100644 --- a/doc/classes/InputEventAction.xml +++ b/doc/classes/InputEventAction.xml @@ -7,7 +7,7 @@ Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b] menu. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link> + <link title="InputEvent: Actions">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml index 7876bace75..6ab4942f85 100644 --- a/doc/classes/InputEventJoypadButton.xml +++ b/doc/classes/InputEventJoypadButton.xml @@ -7,7 +7,7 @@ Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml index bfd961ce1f..2d7787b568 100644 --- a/doc/classes/InputEventJoypadMotion.xml +++ b/doc/classes/InputEventJoypadMotion.xml @@ -7,7 +7,7 @@ Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index 767e67c615..fe91b9c13e 100644 --- a/doc/classes/InputEventKey.xml +++ b/doc/classes/InputEventKey.xml @@ -7,7 +7,7 @@ Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> <method name="get_keycode_with_modifiers" qualifiers="const"> diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml index e3c9d688d2..31e82bbaed 100644 --- a/doc/classes/InputEventMouse.xml +++ b/doc/classes/InputEventMouse.xml @@ -7,7 +7,7 @@ Stores general mouse events information. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml index b83588a877..d7b64a9a2d 100644 --- a/doc/classes/InputEventMouseButton.xml +++ b/doc/classes/InputEventMouseButton.xml @@ -7,7 +7,7 @@ Contains mouse click information. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> + <link title="Mouse and input coordinates">https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index c36089fe9b..3e64fd63ab 100644 --- a/doc/classes/InputEventMouseMotion.xml +++ b/doc/classes/InputEventMouseMotion.xml @@ -8,7 +8,7 @@ [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> + <link title="Mouse and input coordinates">https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml index a315e4ddfb..d69f175be8 100644 --- a/doc/classes/InputEventScreenDrag.xml +++ b/doc/classes/InputEventScreenDrag.xml @@ -7,7 +7,7 @@ Contains screen drag information. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml index 16a3cf8353..f497f2fecc 100644 --- a/doc/classes/InputEventScreenTouch.xml +++ b/doc/classes/InputEventScreenTouch.xml @@ -8,7 +8,7 @@ Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index cc7de2ca32..667879a922 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -7,7 +7,7 @@ Contains keys events information with modifiers support like [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index 03212538c9..062ac3869d 100644 --- a/doc/classes/InputMap.xml +++ b/doc/classes/InputMap.xml @@ -7,7 +7,7 @@ Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project > Project Settings > Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap</link> + <link title="InputEvent: InputMap">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap</link> </tutorials> <methods> <method name="action_add_event"> diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml index 68f6c32a53..d2cb558385 100644 --- a/doc/classes/JavaScript.xml +++ b/doc/classes/JavaScript.xml @@ -7,7 +7,7 @@ The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link> + <link title="Exporting for the Web: Calling JavaScript from script">https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link> </tutorials> <methods> <method name="eval"> diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index 455fdad771..5a1b4630d0 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -10,7 +10,7 @@ </description> <tutorials> <link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html</link> + <link title="Using KinematicBody2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html</link> </tutorials> <methods> <method name="get_floor_normal" qualifiers="const"> diff --git a/doc/classes/KinematicBody3D.xml b/doc/classes/KinematicBody3D.xml index 01cce907f9..5d9c7fd896 100644 --- a/doc/classes/KinematicBody3D.xml +++ b/doc/classes/KinematicBody3D.xml @@ -9,7 +9,7 @@ [b]Kinematic characters:[/b] KinematicBody3D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> + <link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> </tutorials> <methods> <method name="get_axis_lock" qualifiers="const"> diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml index 2862190d4d..c5f0c2df8c 100644 --- a/doc/classes/Light2D.xml +++ b/doc/classes/Light2D.xml @@ -8,7 +8,7 @@ [b]Note:[/b] Light2D can also be used as a mask. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> + <link title="2D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index d4d574627f..c022e56a39 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -7,7 +7,7 @@ Light3D is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> </tutorials> <methods> <method name="get_param" qualifiers="const"> diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml index a02f7a0f75..9f128e5942 100644 --- a/doc/classes/LightOccluder2D.xml +++ b/doc/classes/LightOccluder2D.xml @@ -7,7 +7,7 @@ Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> + <link title="2D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml index 689f8d83e1..59b312f69a 100644 --- a/doc/classes/MeshInstance2D.xml +++ b/doc/classes/MeshInstance2D.xml @@ -7,7 +7,7 @@ Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D". </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link> + <link title="2D meshes">https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 0f56ab4b95..8a6c560cdd 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -10,8 +10,8 @@ Since instances may have any behavior, the AABB used for visibility must be provided by the user. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> + <link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> + <link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> </tutorials> <methods> <method name="get_aabb" qualifiers="const"> diff --git a/doc/classes/MultiMeshInstance3D.xml b/doc/classes/MultiMeshInstance3D.xml index cab17c952e..7d8035ba77 100644 --- a/doc/classes/MultiMeshInstance3D.xml +++ b/doc/classes/MultiMeshInstance3D.xml @@ -8,9 +8,9 @@ This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands). </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> + <link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> + <link title="Using MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link> + <link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/Mutex.xml b/doc/classes/Mutex.xml index 2de1f71867..f5f6308401 100644 --- a/doc/classes/Mutex.xml +++ b/doc/classes/Mutex.xml @@ -7,7 +7,7 @@ A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> + <link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> </tutorials> <methods> <method name="lock"> diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml index ff97ea926d..7e2a9af59f 100644 --- a/doc/classes/NetworkedMultiplayerPeer.xml +++ b/doc/classes/NetworkedMultiplayerPeer.xml @@ -7,7 +7,7 @@ Manages the connection to network peers. Assigns unique IDs to each client connected to the server. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link> + <link title="High-level multiplayer">https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link> </tutorials> <methods> <method name="get_connection_status" qualifiers="const"> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index d31e336ea3..eeb8dc072c 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -17,7 +17,7 @@ [b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link> + <link title="Scenes and nodes">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link> </tutorials> <methods> <method name="_enter_tree" qualifiers="virtual"> diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index d29c556216..987a18f367 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -7,7 +7,7 @@ A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> + <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> </tutorials> <methods> <method name="apply_scale"> diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml index 02b319fb5a..1ef875f606 100644 --- a/doc/classes/Node3D.xml +++ b/doc/classes/Node3D.xml @@ -9,7 +9,7 @@ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link> + <link title="Introduction to 3D">https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link> </tutorials> <methods> <method name="force_update_transform"> diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml index 000d67e691..dfcb19a287 100644 --- a/doc/classes/OmniLight3D.xml +++ b/doc/classes/OmniLight3D.xml @@ -7,7 +7,7 @@ An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 6afbd1ee8e..4c84f9c040 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -7,7 +7,7 @@ PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 2301a07a5c..7dd2e5826a 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -7,7 +7,7 @@ PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index 30519e11be..dfc0ab909a 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -7,7 +7,7 @@ Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="add_central_force"> diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml index d85d7794dd..676e33601a 100644 --- a/doc/classes/PhysicsDirectSpaceState2D.xml +++ b/doc/classes/PhysicsDirectSpaceState2D.xml @@ -7,7 +7,7 @@ Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-Casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="cast_motion"> diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml index ea094dcd90..789e8cc731 100644 --- a/doc/classes/PhysicsDirectSpaceState3D.xml +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -7,7 +7,7 @@ Direct access object to a space in the [PhysicsServer3D]. It's used mainly to do queries against objects and areas residing in a given space. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="cast_motion"> diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index ce0680523c..d420e6ccdc 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -7,7 +7,7 @@ Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="Plane"> diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml index 730edb00d9..2218852dae 100644 --- a/doc/classes/Quat.xml +++ b/doc/classes/Quat.xml @@ -9,7 +9,7 @@ Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link> + <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link> </tutorials> <methods> <method name="Quat"> diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml index 6a11630c0e..44c427831f 100644 --- a/doc/classes/RayCast2D.xml +++ b/doc/classes/RayCast2D.xml @@ -11,7 +11,7 @@ RayCast2D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="add_exception"> diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index e7ee1d284f..7dadd58006 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -11,7 +11,7 @@ RayCast3D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="add_exception"> diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index 8599aad95e..fe05f14fa1 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -8,7 +8,7 @@ It uses floating point coordinates. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="Rect2"> diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index 7362580c02..2fdfe7c24b 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -8,7 +8,7 @@ It uses integer coordinates. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="Rect2i"> diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index 07d7b646a1..5458b496da 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -8,7 +8,7 @@ The [ReflectionProbe] is used to create high-quality reflections at the cost of performance. It can be combined with [GIProbe]s and Screen Space Reflections to achieve high quality reflections. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html</link> + <link title="Reflection probes">https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 24a52d30f7..9c8c964967 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -15,7 +15,7 @@ In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link> + <link title="Optimization using Servers">https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link> </tutorials> <methods> <method name="black_bars_set_images"> diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml index 34431c5153..726b26fbc7 100644 --- a/doc/classes/RichTextEffect.xml +++ b/doc/classes/RichTextEffect.xml @@ -13,8 +13,8 @@ [b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> - <link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> + <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> </tutorials> <methods> <method name="_process_custom_fx" qualifiers="virtual"> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index a1c4fcc53c..dc3c7c7dc0 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -9,7 +9,7 @@ [b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> </tutorials> <methods> <method name="add_image"> diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index d53d6b001c..1f6f3ad371 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -11,7 +11,7 @@ With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape3D] centers. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="_integrate_forces" qualifiers="virtual"> diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 00ca5c6e9f..4ea457047f 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -9,8 +9,8 @@ [SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html</link> + <link title="SceneTree">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html</link> + <link title="Multiple resolutions">https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html</link> </tutorials> <methods> <method name="call_group" qualifiers="vararg"> diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index 0d94453e52..56272760bd 100644 --- a/doc/classes/Script.xml +++ b/doc/classes/Script.xml @@ -8,7 +8,7 @@ The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html</link> + <link title="Scripting">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html</link> </tutorials> <methods> <method name="can_instance" qualifiers="const"> diff --git a/doc/classes/Semaphore.xml b/doc/classes/Semaphore.xml index c9745acfcd..f311e1c72f 100644 --- a/doc/classes/Semaphore.xml +++ b/doc/classes/Semaphore.xml @@ -7,7 +7,7 @@ A synchronization semaphore which can be used to synchronize multiple [Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. For a binary version, see [Mutex]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> + <link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> </tutorials> <methods> <method name="post"> diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 109c500a63..a717eba438 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -7,8 +7,8 @@ This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html</link> + <link title="Shading tutorial index">https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> + <link title="What are shaders?">https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html</link> </tutorials> <methods> <method name="get_default_texture_param" qualifiers="const"> diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index 7e0e1ce831..b1748703ff 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -7,7 +7,7 @@ A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> + <link title="Shading tutorial index">https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> </tutorials> <methods> <method name="get_shader_param" qualifiers="const"> diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index 5f41d05816..65a37314f6 100644 --- a/doc/classes/Shape2D.xml +++ b/doc/classes/Shape2D.xml @@ -7,7 +7,7 @@ Base class for all 2D shapes. All 2D shape types inherit from this. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="collide"> diff --git a/doc/classes/Shape3D.xml b/doc/classes/Shape3D.xml index 1af6550dc5..2d8bb5d051 100644 --- a/doc/classes/Shape3D.xml +++ b/doc/classes/Shape3D.xml @@ -7,7 +7,7 @@ Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody3D] or [Area3D] objects. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index e1b7d60763..0ddbac9ba4 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -7,7 +7,7 @@ Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link> + <link title="2D skeletons">https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link> </tutorials> <methods> <method name="get_bone"> diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml index 24d6609900..149f597c4c 100644 --- a/doc/classes/SoftBody3D.xml +++ b/doc/classes/SoftBody3D.xml @@ -7,7 +7,7 @@ A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html</link> + <link title="SoftBody">https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml index 423633e583..fc849baa8d 100644 --- a/doc/classes/SpotLight3D.xml +++ b/doc/classes/SpotLight3D.xml @@ -7,7 +7,7 @@ A Spotlight is a type of [Light3D] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light3D]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml index 69e8f67a5e..6a06c0b3f4 100644 --- a/doc/classes/StreamPeerSSL.xml +++ b/doc/classes/StreamPeerSSL.xml @@ -7,7 +7,7 @@ SSL stream peer. This object can be used to connect to an SSL server or accept a single SSL client connection. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> + <link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> </tutorials> <methods> <method name="accept_stream"> diff --git a/doc/classes/String.xml b/doc/classes/String.xml index ded64761d0..e134ae03e0 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -7,7 +7,7 @@ This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference-counted and use a copy-on-write approach, so passing them around is cheap in resources. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html</link> + <link title="GDScript format strings">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html</link> </tutorials> <methods> <method name="String"> diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml index 70a4eda867..2824159f0e 100644 --- a/doc/classes/Theme.xml +++ b/doc/classes/Theme.xml @@ -8,7 +8,7 @@ Theme resources can alternatively be loaded by writing them in a [code].theme[/code] file, see the documentation for more information. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/gui/gui_skinning.html</link> + <link title="GUI skinning">https://docs.godotengine.org/en/latest/tutorials/gui/gui_skinning.html</link> </tutorials> <methods> <method name="clear"> diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 8777841e80..82eb305203 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -7,7 +7,7 @@ Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link> + <link title="Using Tilemaps">https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link> </tutorials> <methods> <method name="clear"> diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml index 26c190bfa9..09dfe56f8f 100644 --- a/doc/classes/Transform.xml +++ b/doc/classes/Transform.xml @@ -8,9 +8,9 @@ For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> + <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> </tutorials> <methods> <method name="Transform"> diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index f630df7afe..5da88892fe 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -8,7 +8,7 @@ For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> + <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> </tutorials> <methods> <method name="Transform2D"> diff --git a/doc/classes/Translation.xml b/doc/classes/Translation.xml index 1989a63362..d286c6cf0c 100644 --- a/doc/classes/Translation.xml +++ b/doc/classes/Translation.xml @@ -7,8 +7,8 @@ Translations are resources that can be loaded and unloaded on demand. They map a string to another string. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link> + <link title="Internationalizing games">https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link> + <link title="Locales">https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link> </tutorials> <methods> <method name="add_message"> diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml index 3369663af6..664cb3e2e3 100644 --- a/doc/classes/TranslationServer.xml +++ b/doc/classes/TranslationServer.xml @@ -7,8 +7,8 @@ Server that manages all translations. Translations can be set to it and removed from it. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link> + <link title="Internationalizing games">https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link> + <link title="Locales">https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link> </tutorials> <methods> <method name="add_translation"> diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index 042c8d8e67..cd76689ffe 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -50,7 +50,7 @@ Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/development/cpp/variant_class.html</link> + <link title="Variant class">https://docs.godotengine.org/en/latest/development/cpp/variant_class.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 11716f511b..52d719b6f7 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -9,7 +9,7 @@ [b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="Vector2"> diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index d03db712fc..3ad926210b 100644 --- a/doc/classes/Vector2i.xml +++ b/doc/classes/Vector2i.xml @@ -9,7 +9,7 @@ [b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i will always evaluate to [code]true[/code]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="Vector2i"> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 776dfd929e..608b976f6f 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -9,7 +9,7 @@ [b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="Vector3"> diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index 94551e1c2f..bd7c354241 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -9,7 +9,7 @@ [b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="Vector3i"> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 3294ab4cc7..e42c4021ab 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -12,8 +12,8 @@ Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link> + <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="Viewports tutorial index">https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link> </tutorials> <methods> <method name="find_world_2d" qualifiers="const"> diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml index 28d13a7d32..6327ab534f 100644 --- a/doc/classes/VisualShaderNode.xml +++ b/doc/classes/VisualShaderNode.xml @@ -6,7 +6,7 @@ <description> </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/shading/visual_shaders.html</link> + <link title="VisualShaders">https://docs.godotengine.org/en/latest/tutorials/shading/visual_shaders.html</link> </tutorials> <methods> <method name="get_default_input_values" qualifiers="const"> diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml index 5bd8ec38ed..3be9b803e9 100644 --- a/doc/classes/VisualShaderNodeCustom.xml +++ b/doc/classes/VisualShaderNodeCustom.xml @@ -13,7 +13,7 @@ [/codeblock] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html</link> + <link title="Visual Shader plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html</link> </tutorials> <methods> <method name="_get_category" qualifiers="virtual"> diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml index 9261d0088d..8e819b011c 100644 --- a/doc/classes/VisualShaderNodeInput.xml +++ b/doc/classes/VisualShaderNodeInput.xml @@ -7,7 +7,7 @@ Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link). </description> <tutorials> - <link>https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html</link> + <link title="Shading reference index">https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html</link> </tutorials> <methods> <method name="get_input_real_name" qualifiers="const"> diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml index e66f21a0e7..b0bfd7f418 100644 --- a/doc/classes/World2D.xml +++ b/doc/classes/World2D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/World3D.xml b/doc/classes/World3D.xml index 6d3b94794e..d804485d4e 100644 --- a/doc/classes/World3D.xml +++ b/doc/classes/World3D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Node3D nodes register their resources into the current world. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml index 92b75621c2..f9f0241365 100644 --- a/doc/classes/WorldEnvironment.xml +++ b/doc/classes/WorldEnvironment.xml @@ -9,7 +9,7 @@ The [WorldEnvironment] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link> + <link title="Environment and post-processing">https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/XRCamera3D.xml b/doc/classes/XRCamera3D.xml index 4d86e24daa..b2682f7a90 100644 --- a/doc/classes/XRCamera3D.xml +++ b/doc/classes/XRCamera3D.xml @@ -8,7 +8,7 @@ The position and orientation of this node is automatically updated by the XR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the XR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the XRCamera3D can lag a few milliseconds behind what is used for rendering as a result. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml index 8e80eb9a32..c0f64d9e27 100644 --- a/doc/classes/XRController3D.xml +++ b/doc/classes/XRController3D.xml @@ -9,7 +9,7 @@ The position of the controller node is automatically updated by the [XRServer]. This makes this node ideal to add child nodes to visualize the controller. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> <method name="get_controller_name" qualifiers="const"> diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml index 1985010223..034cb51be3 100644 --- a/doc/classes/XRInterface.xml +++ b/doc/classes/XRInterface.xml @@ -8,7 +8,7 @@ Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [XRServer]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> <method name="get_camera_feed_id"> diff --git a/doc/classes/XROrigin3D.xml b/doc/classes/XROrigin3D.xml index 57cf673d30..3e075e99b9 100644 --- a/doc/classes/XROrigin3D.xml +++ b/doc/classes/XROrigin3D.xml @@ -10,7 +10,7 @@ For example, if your character is driving a car, the XROrigin3D node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/XRPositionalTracker.xml b/doc/classes/XRPositionalTracker.xml index 2f7cc21703..0b57c9478f 100644 --- a/doc/classes/XRPositionalTracker.xml +++ b/doc/classes/XRPositionalTracker.xml @@ -9,7 +9,7 @@ The [XRController3D] and [XRAnchor3D] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> <method name="get_hand" qualifiers="const"> diff --git a/doc/classes/XRServer.xml b/doc/classes/XRServer.xml index 5e6002aee3..75a05bef17 100644 --- a/doc/classes/XRServer.xml +++ b/doc/classes/XRServer.xml @@ -7,7 +7,7 @@ The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> <method name="center_on_hmd"> diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml index c908af7479..f46ef2d812 100644 --- a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml +++ b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml @@ -7,8 +7,8 @@ A PacketPeer implementation that should be passed to [member SceneTree.network_peer] after being initialized as either a client or server. Events can then be handled by connecting to [SceneTree] signals. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link> - <link>http://enet.bespin.org/usergroup0.html</link> + <link title="High-level multiplayer">https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link> + <link title="API documentation on the ENet website">http://enet.bespin.org/usergroup0.html</link> </tutorials> <methods> <method name="close_connection"> diff --git a/modules/gdnative/doc_classes/GDNativeLibrary.xml b/modules/gdnative/doc_classes/GDNativeLibrary.xml index 1aab864102..05cda05f9f 100644 --- a/modules/gdnative/doc_classes/GDNativeLibrary.xml +++ b/modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -7,8 +7,8 @@ A GDNative library can implement [NativeScript]s, global functions to call with the [GDNative] class, or low-level engine extensions through interfaces such as [XRInterfaceGDNative]. The library must be compiled for each platform and architecture that the project will run on. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-example.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-cpp-example.html</link> + <link title="GDNative C example">https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-example.html</link> + <link title="GDNative C++ example">https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-cpp-example.html</link> </tutorials> <methods> <method name="get_current_dependencies" qualifiers="const"> diff --git a/modules/gdscript/doc_classes/GDScript.xml b/modules/gdscript/doc_classes/GDScript.xml index 62ccb93901..631a102130 100644 --- a/modules/gdscript/doc_classes/GDScript.xml +++ b/modules/gdscript/doc_classes/GDScript.xml @@ -8,7 +8,7 @@ [method new] creates a new instance of the script. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/index.html</link> + <link title="GDScript tutorial index">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/index.html</link> </tutorials> <methods> <method name="get_as_byte_code" qualifiers="const"> diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml index 79220da7c2..b8403687c6 100644 --- a/modules/gridmap/doc_classes/GridMap.xml +++ b/modules/gridmap/doc_classes/GridMap.xml @@ -10,7 +10,7 @@ Internally, a GridMap is split into a sparse collection of octants for efficient rendering and physics processing. Every octant has the same dimensions and can contain several cells. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html</link> + <link title="Using gridmaps">https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html</link> </tutorials> <methods> <method name="clear"> diff --git a/modules/mono/doc_classes/CSharpScript.xml b/modules/mono/doc_classes/CSharpScript.xml index e1e9d1381f..45a6f991bf 100644 --- a/modules/mono/doc_classes/CSharpScript.xml +++ b/modules/mono/doc_classes/CSharpScript.xml @@ -8,7 +8,7 @@ See also [GodotSharp]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html</link> + <link title="C# tutorial index">https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html</link> </tutorials> <methods> <method name="new" qualifiers="vararg"> diff --git a/modules/visual_script/doc_classes/VisualScript.xml b/modules/visual_script/doc_classes/VisualScript.xml index db1ef2adc6..088d84d2ec 100644 --- a/modules/visual_script/doc_classes/VisualScript.xml +++ b/modules/visual_script/doc_classes/VisualScript.xml @@ -9,7 +9,7 @@ You are most likely to use this class via the Visual Script editor or when writing plugins for it. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html</link> + <link title="VisualScript tutorial index">https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html</link> </tutorials> <methods> <method name="add_custom_signal"> |