From 862994a8ef15ee97a05f195d70269693092baeb0 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Wed, 6 Oct 2021 13:48:48 +0200 Subject: doc: Update links to latest documentation after content reorganization --- doc/classes/AABB.xml | 2 +- doc/classes/Animation.xml | 2 +- doc/classes/AnimationPlayer.xml | 2 +- doc/classes/ArrayMesh.xml | 2 +- doc/classes/BaseMaterial3D.xml | 2 +- doc/classes/Basis.xml | 2 +- doc/classes/CharFXTransform.xml | 2 +- doc/classes/Control.xml | 2 +- doc/classes/Dictionary.xml | 2 +- doc/classes/Directory.xml | 2 +- doc/classes/EditorPlugin.xml | 2 +- doc/classes/EditorScenePostImport.xml | 2 +- doc/classes/File.xml | 2 +- doc/classes/GPUParticles3D.xml | 2 +- doc/classes/Image.xml | 2 +- doc/classes/Input.xml | 2 +- doc/classes/JavaScript.xml | 2 +- doc/classes/MultiMesh.xml | 4 +-- doc/classes/MultiMeshInstance3D.xml | 4 +-- doc/classes/Mutex.xml | 2 +- doc/classes/Node.xml | 2 +- doc/classes/Object.xml | 2 +- doc/classes/Plane.xml | 2 +- doc/classes/Rect2.xml | 2 +- doc/classes/Rect2i.xml | 2 +- doc/classes/RefCounted.xml | 2 +- doc/classes/RenderingServer.xml | 2 +- doc/classes/Resource.xml | 4 +-- doc/classes/RichTextEffect.xml | 2 +- doc/classes/RichTextLabel.xml | 2 +- doc/classes/SceneTree.xml | 4 +-- doc/classes/Script.xml | 2 +- doc/classes/Semaphore.xml | 2 +- doc/classes/Shader.xml | 3 +- doc/classes/ShaderMaterial.xml | 2 +- doc/classes/StandardMaterial3D.xml | 1 + doc/classes/String.xml | 2 +- doc/classes/SubViewport.xml | 2 +- doc/classes/Theme.xml | 2 +- doc/classes/Thread.xml | 4 +-- doc/classes/Transform2D.xml | 2 +- doc/classes/Transform3D.xml | 2 +- doc/classes/Vector2.xml | 2 +- doc/classes/Vector2i.xml | 2 +- doc/classes/Vector3.xml | 2 +- doc/classes/Vector3i.xml | 2 +- doc/classes/Viewport.xml | 2 +- doc/classes/VisualScriptCustomNodes.xml | 37 ---------------------- doc/classes/VisualShaderNode.xml | 2 +- doc/classes/VisualShaderNodeInput.xml | 2 +- doc/classes/VoxelGI.xml | 2 +- doc/classes/XRCamera3D.xml | 2 +- doc/classes/XRController3D.xml | 2 +- doc/classes/XRInterface.xml | 2 +- doc/classes/XROrigin3D.xml | 2 +- doc/classes/XRPositionalTracker.xml | 2 +- doc/classes/XRServer.xml | 2 +- modules/gdnative/doc_classes/GDNativeLibrary.xml | 4 +-- modules/gdscript/doc_classes/GDScript.xml | 2 +- modules/mono/doc_classes/CSharpScript.xml | 2 +- modules/visual_script/config.py | 1 + modules/visual_script/doc_classes/VisualScript.xml | 2 +- .../doc_classes/VisualScriptCustomNodes.xml | 37 ++++++++++++++++++++++ 63 files changed, 104 insertions(+), 103 deletions(-) delete mode 100644 doc/classes/VisualScriptCustomNodes.xml create mode 100644 modules/visual_script/doc_classes/VisualScriptCustomNodes.xml diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 5d18f69409..1be6d5a440 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -9,7 +9,7 @@ [b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/latest/tutorials/math/index.html https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index 38e02745d4..d2ecbdde26 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -28,7 +28,7 @@ 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. - https://docs.godotengine.org/en/latest/tutorials/animation/index.html + https://docs.godotengine.org/en/latest/tutorials/animation/index.html diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 3d3a5c26f6..2fd923df85 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -10,7 +10,7 @@ https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html - https://docs.godotengine.org/en/latest/tutorials/animation/index.html + https://docs.godotengine.org/en/latest/tutorials/animation/index.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index 49ce2588c5..7b77462322 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -47,7 +47,7 @@ [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. - https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html + https://docs.godotengine.org/en/latest/tutorials/3d/procedural_geometry/arraymesh.html diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 8e45425e68..818ab50030 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. - https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html + https://docs.godotengine.org/en/latest/tutorials/3d/standard_material_3d.html diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 63df5c40b2..7f0d4cbbe3 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -10,7 +10,7 @@ For more information, read the "Matrices and transforms" documentation article. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/latest/tutorials/math/index.html https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html https://godotengine.org/asset-library/asset/584 diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index b00031edf6..2d8e7817c1 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]. - https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html + https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 6ec754d3f9..7c8239977f 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -16,7 +16,7 @@ [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. - https://docs.godotengine.org/en/latest/tutorials/ui/index.html + https://docs.godotengine.org/en/latest/tutorials/ui/index.html https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html https://docs.godotengine.org/en/latest/tutorials/ui/control_node_gallery.html https://github.com/godotengine/godot-demo-projects/tree/master/gui diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index adc1eab393..bab1a261ab 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -177,7 +177,7 @@ [b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized. - https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary + https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_basics.html#dictionary https://godotengine.org/asset-library/asset/676 https://godotengine.org/asset-library/asset/677 diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index c8fda27989..93f04ff2a2 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -54,7 +54,7 @@ [/codeblocks] - https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html + https://docs.godotengine.org/en/latest/tutorials/scripting/filesystem.html diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index b8436be76a..43e65f1aa0 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. - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html + https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml index 241531c35f..8a731a6d1d 100644 --- a/doc/classes/EditorScenePostImport.xml +++ b/doc/classes/EditorScenePostImport.xml @@ -52,7 +52,7 @@ [/codeblocks] - https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script + https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_scenes.html#custom-script diff --git a/doc/classes/File.xml b/doc/classes/File.xml index cf08029c72..811aeb8aab 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -45,7 +45,7 @@ [b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals. - https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html + https://docs.godotengine.org/en/latest/tutorials/scripting/filesystem.html https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml index 3f7b20f274..0bed561de3 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. - https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html + https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 5d79e22c49..492bddca1f 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -9,7 +9,7 @@ [b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import. - https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html + https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_images.html diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index ebbcd2b894..675126f85e 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. - https://docs.godotengine.org/en/latest/tutorials/inputs/index.html + https://docs.godotengine.org/en/latest/tutorials/inputs/index.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml index 5865ad734e..2bb2666df4 100644 --- a/doc/classes/JavaScript.xml +++ b/doc/classes/JavaScript.xml @@ -8,7 +8,7 @@ [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/latest/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. - https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script + https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html#calling-javascript-from-script diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 7b4a53a810..7890bbcc33 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. - https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html - https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html + https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/animating_thousands_of_fish.html + https://docs.godotengine.org/en/latest/tutorials/performance/using_multimesh.html diff --git a/doc/classes/MultiMeshInstance3D.xml b/doc/classes/MultiMeshInstance3D.xml index 7bf05d2d34..158579e952 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). - https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html + https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/animating_thousands_of_fish.html https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html - https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html + https://docs.godotengine.org/en/latest/tutorials/performance/using_multimesh.html diff --git a/doc/classes/Mutex.xml b/doc/classes/Mutex.xml index eb9bec1104..a840cb2ec7 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. - https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html + https://docs.godotengine.org/en/latest/tutorials/performance/using_multiple_threads.html diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index b4edcf49f4..11c42fbd4a 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 [ENetMultiplayerPeer]), 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. - https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html + https://docs.godotengine.org/en/latest/getting_started/step_by_step/nodes_and_scenes.htmltml https://github.com/godotengine/godot-demo-projects/ diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index ed045f8390..5a84364b92 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -29,7 +29,7 @@ [b]Note:[/b] Unlike references to a [RefCounted], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [RefCounted] for data classes instead of [Object]. - https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html + https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index bc9b3cafb5..78e1e81752 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. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/latest/tutorials/math/index.html diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index e585224818..a6bb81b589 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -9,7 +9,7 @@ The 3D counterpart to [Rect2] is [AABB]. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/latest/tutorials/math/index.html https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index 2f6f4de66d..0ba013cade 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -8,7 +8,7 @@ It uses integer coordinates. If you need floating-point coordinates, use [Rect2] instead. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/latest/tutorials/math/index.html https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html diff --git a/doc/classes/RefCounted.xml b/doc/classes/RefCounted.xml index 5f18ccc14d..d965d2ea10 100644 --- a/doc/classes/RefCounted.xml +++ b/doc/classes/RefCounted.xml @@ -10,7 +10,7 @@ [b]Note:[/b] In C#, references will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free references that are no longer in use. This means that unused references will linger on for a while before being removed. - https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html + https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index c2d37b8651..c79ed2a8b8 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. - https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html + https://docs.godotengine.org/en/latest/tutorials/performance/using_servers.html diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index 45b68f342c..327183893b 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -8,8 +8,8 @@ [b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed. - https://docs.godotengine.org/en/latest/getting_started/step_by_step/resources.html - https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html + https://docs.godotengine.org/en/latest/tutorials/scripting/resources.html + https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml index cf4b4f4a48..62323722f7 100644 --- a/doc/classes/RichTextEffect.xml +++ b/doc/classes/RichTextEffect.xml @@ -19,7 +19,7 @@ [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. - https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html + https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 50db1dc122..a2e1c3d2c2 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -11,7 +11,7 @@ [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. - https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html + https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html https://godotengine.org/asset-library/asset/132 https://godotengine.org/asset-library/asset/677 diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 8d7427611a..68f2d9a8d8 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. - https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html - https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html + https://docs.godotengine.org/en/latest/tutorials/scripting/scene_tree.html + https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index b7a4f448b0..7c59e87848 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. - https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html + https://docs.godotengine.org/en/latest/tutorials/scripting/index.html diff --git a/doc/classes/Semaphore.xml b/doc/classes/Semaphore.xml index 2f3fa021d4..9ff9cc0c87 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]. - https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html + https://docs.godotengine.org/en/latest/tutorials/performance/using_multiple_threads.html diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index bc5457b8ce..14c5ba9247 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -7,8 +7,7 @@ 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. - https://docs.godotengine.org/en/latest/tutorials/shading/index.html - https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html + https://docs.godotengine.org/en/latest/tutorials/shaders/index.html diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index bc0c7757ac..d5fc3fd210 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. - https://docs.godotengine.org/en/latest/tutorials/shading/index.html + https://docs.godotengine.org/en/latest/tutorials/shaders/index.html diff --git a/doc/classes/StandardMaterial3D.xml b/doc/classes/StandardMaterial3D.xml index 8a36a734f1..43ba95e345 100644 --- a/doc/classes/StandardMaterial3D.xml +++ b/doc/classes/StandardMaterial3D.xml @@ -5,5 +5,6 @@ + https://docs.godotengine.org/en/latest/tutorials/3d/standard_material_3d.html diff --git a/doc/classes/String.xml b/doc/classes/String.xml index 0991788483..10ce03c4b2 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. - https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html + https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_format_string.html diff --git a/doc/classes/SubViewport.xml b/doc/classes/SubViewport.xml index 28866699f6..c2a76b587f 100644 --- a/doc/classes/SubViewport.xml +++ b/doc/classes/SubViewport.xml @@ -6,8 +6,8 @@ + https://docs.godotengine.org/en/latest/tutorials/rendering/viewports.html https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/latest/tutorials/viewports/index.html https://godotengine.org/asset-library/asset/127 https://godotengine.org/asset-library/asset/128 https://godotengine.org/asset-library/asset/129 diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml index 61768950cb..52a419ce0f 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. - https://docs.godotengine.org/en/latest/tutorials/gui/gui_skinning.html + https://docs.godotengine.org/en/latest/tutorials/ui/gui_skinning.html diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml index ae5c0761b1..d5069dd8f3 100644 --- a/doc/classes/Thread.xml +++ b/doc/classes/Thread.xml @@ -8,8 +8,8 @@ [b]Note:[/b] Breakpoints won't break on code if it's running in a thread. This is a current limitation of the GDScript debugger. - https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html - https://docs.godotengine.org/en/latest/tutorials/threads/thread_safe_apis.html + https://docs.godotengine.org/en/latest/tutorials/performance/using_multiple_threads.html + https://docs.godotengine.org/en/latest/tutorials/performance/thread_safe_apis.html https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index 4fd788467d..d64752a00f 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. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/latest/tutorials/math/index.html https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html https://godotengine.org/asset-library/asset/584 https://godotengine.org/asset-library/asset/583 diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index 337e7d2693..63a7746328 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -8,7 +8,7 @@ For more information, read the "Matrices and transforms" documentation article. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/latest/tutorials/math/index.html https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html https://godotengine.org/asset-library/asset/584 diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index b61d5bea0e..4035fb0ad2 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]. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/latest/tutorials/math/index.html https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index 2e69d6efdf..52fd8c6780 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]. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/latest/tutorials/math/index.html https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 9f2ea7b2a0..267a0d2e9e 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]. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/latest/tutorials/math/index.html https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index bc3712ba3e..2a7ee1ffb8 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]. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/latest/tutorials/math/index.html https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 06a7177bfc..cdb9e7632b 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. + https://docs.godotengine.org/en/latest/tutorials/rendering/viewports.html https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/latest/tutorials/viewports/index.html https://godotengine.org/asset-library/asset/127 https://godotengine.org/asset-library/asset/128 https://godotengine.org/asset-library/asset/129 diff --git a/doc/classes/VisualScriptCustomNodes.xml b/doc/classes/VisualScriptCustomNodes.xml deleted file mode 100644 index 1681da7653..0000000000 --- a/doc/classes/VisualScriptCustomNodes.xml +++ /dev/null @@ -1,37 +0,0 @@ - - - - Manages custom nodes for the Visual Script editor. - - - This singleton can be used to manage (i.e., add or remove) custom nodes for the Visual Script editor. - - - - - - - - - - - Add a custom Visual Script node to the editor. It'll be placed under "Custom Nodes" with the [code]category[/code] as the parameter. - - - - - - - - Remove a custom Visual Script node from the editor. Custom nodes already placed on scripts won't be removed. - - - - - - - Emitted when a custom Visual Script node is added or removed. - - - - diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml index 2cff70b4f1..b752e94490 100644 --- a/doc/classes/VisualShaderNode.xml +++ b/doc/classes/VisualShaderNode.xml @@ -7,7 +7,7 @@ Visual shader graphs consist of various nodes. Each node in the graph is a separate object and they are represented as a rectangular boxes with title and a set of properties. Each node has also connection ports that allow to connect it to another nodes and control the flow of the shader. - https://docs.godotengine.org/en/latest/tutorials/shading/visual_shaders.html + https://docs.godotengine.org/en/latest/tutorials/shaders/visual_shaders.html diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml index 68f64ad98e..46d7dd6322 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). - https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html + https://docs.godotengine.org/en/latest/tutorials/shaders/shader_reference/index.html diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml index eceb651d5e..f6470782ee 100644 --- a/doc/classes/VoxelGI.xml +++ b/doc/classes/VoxelGI.xml @@ -9,7 +9,7 @@ [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. - https://docs.godotengine.org/en/latest/tutorials/3d/voxel_gi.html + https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/XRCamera3D.xml b/doc/classes/XRCamera3D.xml index 682a797b5e..31f05ca06c 100644 --- a/doc/classes/XRCamera3D.xml +++ b/doc/classes/XRCamera3D.xml @@ -8,6 +8,6 @@ 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. - https://docs.godotengine.org/en/latest/tutorials/vr/index.html + https://docs.godotengine.org/en/latest/tutorials/vr/index.html diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml index 1a05a7b651..35edf5c2b2 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. - https://docs.godotengine.org/en/latest/tutorials/vr/index.html + https://docs.godotengine.org/en/latest/tutorials/vr/index.html diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml index 2a740ab1e8..ffc2bc138d 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]. - https://docs.godotengine.org/en/latest/tutorials/vr/index.html + https://docs.godotengine.org/en/latest/tutorials/vr/index.html diff --git a/doc/classes/XROrigin3D.xml b/doc/classes/XROrigin3D.xml index cdf319093c..0d8acfeb1b 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. - https://docs.godotengine.org/en/latest/tutorials/vr/index.html + https://docs.godotengine.org/en/latest/tutorials/vr/index.html diff --git a/doc/classes/XRPositionalTracker.xml b/doc/classes/XRPositionalTracker.xml index 8cc7c872b6..d231bfde74 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. - https://docs.godotengine.org/en/latest/tutorials/vr/index.html + https://docs.godotengine.org/en/latest/tutorials/vr/index.html diff --git a/doc/classes/XRServer.xml b/doc/classes/XRServer.xml index 85170804cc..0929094fd1 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. - https://docs.godotengine.org/en/latest/tutorials/vr/index.html + https://docs.godotengine.org/en/latest/tutorials/vr/index.html diff --git a/modules/gdnative/doc_classes/GDNativeLibrary.xml b/modules/gdnative/doc_classes/GDNativeLibrary.xml index 3654870b09..6b3bd714b9 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. - https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-example.html - https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-cpp-example.html + https://docs.godotengine.org/en/latest/tutorials/scripting/gdnative/gdnative_c_example.html + https://docs.godotengine.org/en/latest/tutorials/scripting/gdnative/gdnative_cpp_example.html diff --git a/modules/gdscript/doc_classes/GDScript.xml b/modules/gdscript/doc_classes/GDScript.xml index d45202bd40..0a448ed88c 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. - https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/index.html + https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/index.html diff --git a/modules/mono/doc_classes/CSharpScript.xml b/modules/mono/doc_classes/CSharpScript.xml index 45a6f991bf..abd860a55f 100644 --- a/modules/mono/doc_classes/CSharpScript.xml +++ b/modules/mono/doc_classes/CSharpScript.xml @@ -8,7 +8,7 @@ See also [GodotSharp]. - https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html + https://docs.godotengine.org/en/latest/tutorials/scripting/c_sharp/index.html diff --git a/modules/visual_script/config.py b/modules/visual_script/config.py index b15479797c..e8990c43c8 100644 --- a/modules/visual_script/config.py +++ b/modules/visual_script/config.py @@ -17,6 +17,7 @@ def get_doc_classes(): "VisualScriptConstant", "VisualScriptConstructor", "VisualScriptCustomNode", + "VisualScriptCustomNodes", "VisualScriptDeconstruct", "VisualScriptEditor", "VisualScriptEmitSignal", diff --git a/modules/visual_script/doc_classes/VisualScript.xml b/modules/visual_script/doc_classes/VisualScript.xml index 372d46bc10..be6bf00e50 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. - https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html + https://docs.godotengine.org/en/latest/tutorials/scripting/visual_script/index.html diff --git a/modules/visual_script/doc_classes/VisualScriptCustomNodes.xml b/modules/visual_script/doc_classes/VisualScriptCustomNodes.xml new file mode 100644 index 0000000000..1681da7653 --- /dev/null +++ b/modules/visual_script/doc_classes/VisualScriptCustomNodes.xml @@ -0,0 +1,37 @@ + + + + Manages custom nodes for the Visual Script editor. + + + This singleton can be used to manage (i.e., add or remove) custom nodes for the Visual Script editor. + + + + + + + + + + + Add a custom Visual Script node to the editor. It'll be placed under "Custom Nodes" with the [code]category[/code] as the parameter. + + + + + + + + Remove a custom Visual Script node from the editor. Custom nodes already placed on scripts won't be removed. + + + + + + + Emitted when a custom Visual Script node is added or removed. + + + + -- cgit v1.2.3