diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2020-01-29 02:48:10 +0100 |
---|---|---|
committer | Rémi Verschelde <rverschelde@gmail.com> | 2020-01-29 02:48:10 +0100 |
commit | 68eae6b6e993b1e7cafa4713ce30222641eb4ef9 (patch) | |
tree | 814989fd591e0f1af8f6ff21df38989fb5fac73c | |
parent | 6a5ffb8f6eb1ff36d3fa69659e48b7a6b77d1f2a (diff) |
Fix some URLs to use HTTPS when available
-rw-r--r-- | CHANGELOG.md | 14 | ||||
-rw-r--r-- | CONTRIBUTING.md | 4 | ||||
-rw-r--r-- | doc/classes/ArrayMesh.xml | 2 | ||||
-rw-r--r-- | doc/classes/CharFXTransform.xml | 2 | ||||
-rw-r--r-- | doc/classes/Light2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/LightOccluder2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/MeshInstance2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/MultiMesh.xml | 4 | ||||
-rw-r--r-- | doc/classes/MultiMeshInstance.xml | 6 | ||||
-rw-r--r-- | doc/classes/Particles.xml | 2 | ||||
-rw-r--r-- | doc/classes/RichTextEffect.xml | 2 | ||||
-rw-r--r-- | doc/classes/ShaderMaterial.xml | 2 | ||||
-rw-r--r-- | doc/classes/Skeleton2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/VisualServer.xml | 2 | ||||
-rw-r--r-- | doc/classes/VisualShaderNodeCustom.xml | 2 | ||||
-rw-r--r-- | platform/javascript/http_request.js | 3 | ||||
-rw-r--r-- | platform/javascript/id_handler.js | 5 |
17 files changed, 30 insertions, 28 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md index 6aac8e24b5..f30a817759 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -2,7 +2,7 @@ All notable changes to this project will be documented in this file. -The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/). +The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/). ## [3.2] - YYYY-MM-DD @@ -780,7 +780,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/). - unreachable code after a `return` statement, - … - Warnings can be disabled in the Project Settings or by writing special comments. -- [GDScript keyword `class_name` to register scripts as classes.](http://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting_continued.html#register-scripts-as-classes) +- [GDScript keyword `class_name` to register scripts as classes.](https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting_continued.html#register-scripts-as-classes) - Simple expression language independent from GDScript, used by inspector boxes that accept numeric values. - Can also be used in projects. - C# projects can now be exported for Windows, Linux, and macOS targets. @@ -1009,7 +1009,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/). - Rewritten audio engine from scratch. - Supports audio routing with arbitrary number of channels, including Area-based audio redirection ([video](https://youtu.be/K2XOBaJ5OQ0)). - More than a dozen of audio effects included. -- Rewritten 3D physics using [Bullet](http://bulletphysics.org/). +- Rewritten 3D physics using [Bullet](https://bulletphysics.org/). - UDP-based high-level networking API using [ENet](http://enet.bespin.org/). - IPv6 support for all of the engine's networking APIs. - Visual scripting. @@ -1027,7 +1027,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/). - Setters and getters for node properties. - Underscores in number literals are now allowed for improved readability (for example,`1_000_000`). - Improved performance (+20% to +40%, based on various benchmarks). -- [Feature tags](http://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html) in the Project Settings, for custom per-platform settings. +- [Feature tags](https://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html) in the Project Settings, for custom per-platform settings. - Full support for the [glTF 2.0](https://www.khronos.org/gltf/) 3D interchange format. - Freelook and fly navigation to the 3D editor. - Built-in editor logging (logging standard output to a file), disabled by default. @@ -1080,7 +1080,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/). - Exporting to Windows now changes the exported project's icon using `rcedit` (requires WINE if exporting from Linux or macOS). - Improved build system. - Support for compiling using Visual Studio 2017. - - [SCons](http://scons.org/) 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work). + - [SCons](https://scons.org/) 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work). - Link-time optimization can now be enabled by passing `use_lto=yes` to the SCons command line. - Produces faster and sometimes smaller binaries. - Currently only supported with GCC and MSVC. @@ -1095,11 +1095,11 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/). - Increased the default 3D editor camera's field of view (55 → 70). - Increased the default 3D Camera node's field of view (65 → 70). - Changed the default editor font (Droid Sans → [Noto Sans](https://www.google.com/get/noto/)). -- Changed the default script editor font (Source Code Pro → [Hack](http://sourcefoundry.org/hack/)) +- Changed the default script editor font (Source Code Pro → [Hack](https://sourcefoundry.org/hack/)) - Renamed `engine.cfg` to `project.godot`. - This allows users to open a project by double-clicking the file if Godot is associated to `.godot` files. - Some methods from the `OS` singleton were moved to the new `Engine` singleton. -- Switched from [GLEW](http://glew.sourceforge.net/) to [GLAD](http://glad.dav1d.de/) for OpenGL wrapping. +- Switched from [GLEW](http://glew.sourceforge.net/) to [GLAD](https://glad.dav1d.de/) for OpenGL wrapping. - Changed the SCons build flag for simple logs (`colored=yes` → `verbose=no`). - The HTML5 platform now uses WebGL 2.0 (instead of 1.0). - Redesigned the Godot logo to be more legible at small sizes. diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index c27bee2b5c..b1afaaccfd 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -80,7 +80,7 @@ In addition to the following tips, also take a look at the [Engine development guide](https://docs.godotengine.org/en/latest/development/cpp/) for an introduction to developing on Godot. -The [Contributing docs](http://docs.godotengine.org/en/latest/community/contributing/index.html) +The [Contributing docs](https://docs.godotengine.org/en/latest/community/contributing/index.html) also have important information on the PR workflow and the code style we use. #### Be nice to the git history @@ -102,7 +102,7 @@ Internet). This git style guide has some good practices to have in mind: [Git Style Guide](https://github.com/agis-/git-style-guide) -See our [PR workflow](http://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html) +See our [PR workflow](https://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html) documentation for tips on using Git, amending commits and rebasing branches. #### Format your commit logs with readability in mind diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index acd00d7ee4..20f8b2ab60 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -24,7 +24,7 @@ The [MeshInstance] is ready to be added to the [SceneTree] to be shown. </description> <tutorials> - <link>http://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link> + <link>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/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index cc29ea40b7..0bc86716b0 100644 --- a/doc/classes/CharFXTransform.xml +++ b/doc/classes/CharFXTransform.xml @@ -7,7 +7,7 @@ By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect]. </description> <tutorials> - <link>http://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <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> </tutorials> <methods> diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml index d761444f09..b3282650e7 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>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> + <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml index b4c58db563..29fed7e7f9 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>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> + <link>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 d3d7ce6b34..74d8516cbc 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 [Sprite] via a tool in the editor toolbar. Select "Sprite" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D". </description> <tutorials> - <link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link> + <link>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 963234e451..74e94d4983 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>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> - <link>http://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> + <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> </tutorials> <methods> <method name="get_aabb" qualifiers="const"> diff --git a/doc/classes/MultiMeshInstance.xml b/doc/classes/MultiMeshInstance.xml index e6ebdaa12f..feeb5c4a8c 100644 --- a/doc/classes/MultiMeshInstance.xml +++ b/doc/classes/MultiMeshInstance.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>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> - <link>http://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link> - <link>http://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> + <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> </tutorials> <methods> </methods> diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml index 866dfd63df..e51edd1135 100644 --- a/doc/classes/Particles.xml +++ b/doc/classes/Particles.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>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link> + <link>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/RichTextEffect.xml b/doc/classes/RichTextEffect.xml index e6388a5c85..f16fff16b8 100644 --- a/doc/classes/RichTextEffect.xml +++ b/doc/classes/RichTextEffect.xml @@ -13,7 +13,7 @@ [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>http://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <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> </tutorials> <methods> diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index f7a93275b1..1b135b0329 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>http://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> + <link>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/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index 6bc870f70e..a76b3b5d12 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -6,7 +6,7 @@ <description> </description> <tutorials> - <link>http://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link> + <link>https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link> </tutorials> <methods> <method name="get_bone"> diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml index 75cf83edc7..3258e8cec4 100644 --- a/doc/classes/VisualServer.xml +++ b/doc/classes/VisualServer.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>http://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link> + <link>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/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml index ee751a894b..1bbc112770 100644 --- a/doc/classes/VisualShaderNodeCustom.xml +++ b/doc/classes/VisualShaderNodeCustom.xml @@ -13,7 +13,7 @@ [/codeblock] </description> <tutorials> - <link>http://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html</link> + <link>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/platform/javascript/http_request.js b/platform/javascript/http_request.js index c112039d0b..f621689f9d 100644 --- a/platform/javascript/http_request.js +++ b/platform/javascript/http_request.js @@ -3,9 +3,10 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/platform/javascript/id_handler.js b/platform/javascript/id_handler.js index 36ef5aa8ef..3851123ed1 100644 --- a/platform/javascript/id_handler.js +++ b/platform/javascript/id_handler.js @@ -3,9 +3,10 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ |