diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2023-02-21 21:16:31 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-02-21 21:16:31 +0100 |
commit | 3e94fb984bd6ceb741bdba651f46168f883479be (patch) | |
tree | 5cc93aa0577b35ceb1d3c07e5833713fdb3ddc7a /doc | |
parent | 1fc28fe31fe2b28d69e3a91c497b062dcc1fd9bf (diff) | |
parent | f4b2231cd08bfd817e823666377307e7d158bcbb (diff) |
Merge pull request #73699 from Piralein/classref-🧹
update outdated classref references and examples
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/Control.xml | 2 | ||||
-rw-r--r-- | doc/classes/EditorSettings.xml | 2 | ||||
-rw-r--r-- | doc/classes/VoxelGI.xml | 2 |
3 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 5693876194..f2ab6cb07e 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -801,7 +801,7 @@ Shows the given control at the mouse pointer. A good time to call this method is in [method _get_drag_data]. The control must not be in the scene tree. You should not free the control, and you should not keep a reference to the control beyond the duration of the drag. It will be deleted automatically after the drag has ended. [codeblocks] [gdscript] - export (Color, RGBA) var color = Color(1, 0, 0, 1) + @export var color = Color(1, 0, 0, 1) func _get_drag_data(position): # Use a control that is not in the tree diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 70ea69a336..29123dbc70 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -757,7 +757,7 @@ </member> <member name="text_editor/behavior/indent/type" type="int" setter="" getter=""> The indentation style to use (tabs or spaces). - [b]Note:[/b] The [url=$DOCS_URL/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation. + [b]Note:[/b] The [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation. </member> <member name="text_editor/behavior/navigation/drag_and_drop_selection" type="bool" setter="" getter=""> If [code]true[/code], allows drag-and-dropping text in the script editor to move text. Disable this if you find yourself accidentally drag-and-dropping text in the script editor. diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml index cc78426736..e453fbd855 100644 --- a/doc/classes/VoxelGI.xml +++ b/doc/classes/VoxelGI.xml @@ -11,7 +11,7 @@ [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then be hidden after baking the [VoxelGI] node. </description> <tutorials> - <link title="GI probes">$DOCS_URL/tutorials/3d/gi_probes.html</link> + <link title="VoxelGI">$DOCS_URL/tutorials/3d/using_voxel_gi.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> |