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authorRémi Verschelde <rverschelde@gmail.com>2021-11-15 10:43:07 +0100
committerRémi Verschelde <rverschelde@gmail.com>2021-11-15 13:02:21 +0100
commit6c1bd4d227a85d690bb0e3a717aba67e77dbdfcc (patch)
tree71150ee37150eab7c9b3947341afbc7077018bab /modules
parent5341e6010e80b1c625d9c0a7ebc87b0f1178db23 (diff)
Replace Godot docs URL with `$DOCS_URL` in XML class reference
Diffstat (limited to 'modules')
-rw-r--r--modules/csg/doc_classes/CSGShape3D.xml4
-rw-r--r--modules/enet/doc_classes/ENetMultiplayerPeer.xml2
-rw-r--r--modules/gdnative/doc_classes/GDNativeLibrary.xml4
-rw-r--r--modules/gdscript/doc_classes/@GDScript.xml2
-rw-r--r--modules/gdscript/doc_classes/GDScript.xml2
-rw-r--r--modules/gridmap/doc_classes/GridMap.xml4
-rw-r--r--modules/mono/doc_classes/CSharpScript.xml2
-rw-r--r--modules/visual_script/doc_classes/VisualScript.xml2
8 files changed, 11 insertions, 11 deletions
diff --git a/modules/csg/doc_classes/CSGShape3D.xml b/modules/csg/doc_classes/CSGShape3D.xml
index 446269f3f0..f5031064d6 100644
--- a/modules/csg/doc_classes/CSGShape3D.xml
+++ b/modules/csg/doc_classes/CSGShape3D.xml
@@ -59,10 +59,10 @@
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
- A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The physics layers this CSG shape scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layers this CSG shape scans for collisions. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="operation" type="int" setter="set_operation" getter="get_operation" enum="CSGShape3D.Operation" default="0">
The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent.
diff --git a/modules/enet/doc_classes/ENetMultiplayerPeer.xml b/modules/enet/doc_classes/ENetMultiplayerPeer.xml
index 22136c3944..d2456d3360 100644
--- a/modules/enet/doc_classes/ENetMultiplayerPeer.xml
+++ b/modules/enet/doc_classes/ENetMultiplayerPeer.xml
@@ -8,7 +8,7 @@
[b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to make your server accessible on the public Internet, you only need to forward the server port in UDP. You can use the [UPNP] class to try to forward the server port automatically when starting the server.
</description>
<tutorials>
- <link title="High-level multiplayer">https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link>
+ <link title="High-level multiplayer">$DOCS_URL/tutorials/networking/high_level_multiplayer.html</link>
<link title="API documentation on the ENet website">http://enet.bespin.org/usergroup0.html</link>
</tutorials>
<methods>
diff --git a/modules/gdnative/doc_classes/GDNativeLibrary.xml b/modules/gdnative/doc_classes/GDNativeLibrary.xml
index 6b3bd714b9..21df640ebc 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 title="GDNative C example">https://docs.godotengine.org/en/latest/tutorials/scripting/gdnative/gdnative_c_example.html</link>
- <link title="GDNative C++ example">https://docs.godotengine.org/en/latest/tutorials/scripting/gdnative/gdnative_cpp_example.html</link>
+ <link title="GDNative C example">$DOCS_URL/tutorials/scripting/gdnative/gdnative_c_example.html</link>
+ <link title="GDNative C++ example">$DOCS_URL/tutorials/scripting/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 5b476cda01..9c8adb4cf1 100644
--- a/modules/gdscript/doc_classes/@GDScript.xml
+++ b/modules/gdscript/doc_classes/@GDScript.xml
@@ -7,7 +7,7 @@
List of core built-in GDScript functions. Math functions and other utilities. Everything else is provided by objects. (Keywords: builtin, built in, global functions.)
</description>
<tutorials>
- <link title="Random number generation">https://docs.godotengine.org/en/latest/tutorials/math/random_number_generation.html</link>
+ <link title="Random number generation">$DOCS_URL/tutorials/math/random_number_generation.html</link>
</tutorials>
<methods>
<method name="Color8">
diff --git a/modules/gdscript/doc_classes/GDScript.xml b/modules/gdscript/doc_classes/GDScript.xml
index 0a448ed88c..5acb29e748 100644
--- a/modules/gdscript/doc_classes/GDScript.xml
+++ b/modules/gdscript/doc_classes/GDScript.xml
@@ -8,7 +8,7 @@
[method new] creates a new instance of the script. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
</description>
<tutorials>
- <link title="GDScript documentation index">https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/index.html</link>
+ <link title="GDScript documentation index">$DOCS_URL/tutorials/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 c1dbe63628..73315350ff 100644
--- a/modules/gridmap/doc_classes/GridMap.xml
+++ b/modules/gridmap/doc_classes/GridMap.xml
@@ -11,7 +11,7 @@
[b]Note:[/b] GridMap doesn't extend [VisualInstance3D] and therefore can't be hidden or cull masked based on [member VisualInstance3D.layers]. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question.
</description>
<tutorials>
- <link title="Using gridmaps">https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html</link>
+ <link title="Using gridmaps">$DOCS_URL/tutorials/3d/using_gridmaps.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
</tutorials>
@@ -173,7 +173,7 @@
GridMaps act as static bodies, meaning they aren't affected by gravity or other forces. They only affect other physics bodies that collide with them.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The physics layers this GridMap detects collisions in. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="mesh_library" type="MeshLibrary" setter="set_mesh_library" getter="get_mesh_library">
The assigned [MeshLibrary].
diff --git a/modules/mono/doc_classes/CSharpScript.xml b/modules/mono/doc_classes/CSharpScript.xml
index 2bca8bc24e..14c62b4bb0 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 title="C# documentation index">https://docs.godotengine.org/en/latest/tutorials/scripting/c_sharp/index.html</link>
+ <link title="C# documentation index">$DOCS_URL/tutorials/scripting/c_sharp/index.html</link>
</tutorials>
<methods>
<method name="new" qualifiers="vararg">
diff --git a/modules/visual_script/doc_classes/VisualScript.xml b/modules/visual_script/doc_classes/VisualScript.xml
index be6bf00e50..a452974014 100644
--- a/modules/visual_script/doc_classes/VisualScript.xml
+++ b/modules/visual_script/doc_classes/VisualScript.xml
@@ -9,7 +9,7 @@
You are most likely to use this class via the Visual Script editor or when writing plugins for it.
</description>
<tutorials>
- <link title="VisualScript documentation index">https://docs.godotengine.org/en/latest/tutorials/scripting/visual_script/index.html</link>
+ <link title="VisualScript documentation index">$DOCS_URL/tutorials/scripting/visual_script/index.html</link>
</tutorials>
<methods>
<method name="add_custom_signal">