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authorclayjohn <claynjohn@gmail.com>2019-03-12 22:48:18 -0700
committerclayjohn <claynjohn@gmail.com>2019-03-12 22:48:18 -0700
commit67446ff7330614c2352b5530c6df15a262ca8392 (patch)
tree20b0523cd1c052399aefc0f45175948948c04786 /doc/classes
parentd41cd57595c4f68838b8dcf27e66cb77476577ed (diff)
linked tutorials in the classref
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/Light2D.xml1
-rw-r--r--doc/classes/LightOccluder2D.xml1
-rw-r--r--doc/classes/MeshInstance2D.xml1
-rw-r--r--doc/classes/MultiMesh.xml1
-rw-r--r--doc/classes/MultiMeshInstance.xml2
-rw-r--r--doc/classes/Particles.xml1
-rw-r--r--doc/classes/ShaderMaterial.xml1
-rw-r--r--doc/classes/Skeleton2D.xml1
8 files changed, 9 insertions, 0 deletions
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml
index 0d754f1d4e..3cb785e7b8 100644
--- a/doc/classes/Light2D.xml
+++ b/doc/classes/Light2D.xml
@@ -7,6 +7,7 @@
Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). Note that Light2D can be used as a mask.
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml
index 38b9054411..c7dfe9606b 100644
--- a/doc/classes/LightOccluder2D.xml
+++ b/doc/classes/LightOccluder2D.xml
@@ -7,6 +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>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml
index 7f0136bf77..c26665b6b5 100644
--- a/doc/classes/MeshInstance2D.xml
+++ b/doc/classes/MeshInstance2D.xml
@@ -5,6 +5,7 @@
<description>
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index 0cc9764e36..9bee8e2100 100644
--- a/doc/classes/MultiMesh.xml
+++ b/doc/classes/MultiMesh.xml
@@ -10,6 +10,7 @@
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>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/MultiMeshInstance.xml b/doc/classes/MultiMeshInstance.xml
index 5e021dfe9b..866ffffb5f 100644
--- a/doc/classes/MultiMeshInstance.xml
+++ b/doc/classes/MultiMeshInstance.xml
@@ -8,6 +8,8 @@
This is useful to optimize the rendering of a high amount of instances of a given mesh (for example tree 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>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml
index b6e31d3576..5d80f32bc2 100644
--- a/doc/classes/Particles.xml
+++ b/doc/classes/Particles.xml
@@ -8,6 +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>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml
index 7491d22479..9b15c6e8b4 100644
--- a/doc/classes/ShaderMaterial.xml
+++ b/doc/classes/ShaderMaterial.xml
@@ -7,6 +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>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml
index d40b8a2fc7..258525c396 100644
--- a/doc/classes/Skeleton2D.xml
+++ b/doc/classes/Skeleton2D.xml
@@ -5,6 +5,7 @@
<description>
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link>
</tutorials>
<demos>
</demos>