From 6c1bd4d227a85d690bb0e3a717aba67e77dbdfcc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Mon, 15 Nov 2021 10:43:07 +0100 Subject: Replace Godot docs URL with `$DOCS_URL` in XML class reference --- doc/classes/AABB.xml | 6 +++--- doc/classes/AnimatedSprite2D.xml | 2 +- doc/classes/AnimatedSprite3D.xml | 2 +- doc/classes/Animation.xml | 2 +- doc/classes/AnimationNode.xml | 2 +- doc/classes/AnimationNodeAdd2.xml | 2 +- doc/classes/AnimationNodeAdd3.xml | 2 +- doc/classes/AnimationNodeAnimation.xml | 2 +- doc/classes/AnimationNodeBlend2.xml | 2 +- doc/classes/AnimationNodeBlend3.xml | 2 +- doc/classes/AnimationNodeBlendSpace1D.xml | 2 +- doc/classes/AnimationNodeBlendSpace2D.xml | 2 +- doc/classes/AnimationNodeBlendTree.xml | 2 +- doc/classes/AnimationNodeOneShot.xml | 2 +- doc/classes/AnimationNodeOutput.xml | 2 +- doc/classes/AnimationNodeStateMachine.xml | 2 +- doc/classes/AnimationNodeStateMachinePlayback.xml | 2 +- doc/classes/AnimationNodeStateMachineTransition.xml | 4 ++-- doc/classes/AnimationNodeTimeScale.xml | 2 +- doc/classes/AnimationNodeTimeSeek.xml | 2 +- doc/classes/AnimationNodeTransition.xml | 2 +- doc/classes/AnimationPlayer.xml | 4 ++-- doc/classes/AnimationTree.xml | 2 +- doc/classes/Area2D.xml | 2 +- doc/classes/ArrayMesh.xml | 2 +- doc/classes/AudioEffectDistortion.xml | 2 +- doc/classes/AudioEffectFilter.xml | 2 +- doc/classes/AudioEffectHighShelfFilter.xml | 2 +- doc/classes/AudioEffectLowShelfFilter.xml | 2 +- doc/classes/AudioEffectRecord.xml | 2 +- doc/classes/AudioServer.xml | 2 +- doc/classes/AudioStream.xml | 2 +- doc/classes/AudioStreamPlayer.xml | 2 +- doc/classes/AudioStreamPlayer2D.xml | 2 +- doc/classes/AudioStreamPlayer3D.xml | 2 +- doc/classes/BaseMaterial3D.xml | 2 +- doc/classes/Basis.xml | 6 +++--- doc/classes/CPUParticles2D.xml | 2 +- doc/classes/CanvasItem.xml | 4 ++-- doc/classes/CanvasLayer.xml | 4 ++-- doc/classes/CharFXTransform.xml | 2 +- doc/classes/CharacterBody2D.xml | 4 ++-- doc/classes/CharacterBody3D.xml | 2 +- doc/classes/CollisionObject2D.xml | 4 ++-- doc/classes/CollisionObject3D.xml | 4 ++-- doc/classes/CollisionShape2D.xml | 2 +- doc/classes/CollisionShape3D.xml | 2 +- doc/classes/Control.xml | 8 ++++---- doc/classes/Dictionary.xml | 2 +- doc/classes/DirectionalLight3D.xml | 2 +- doc/classes/Directory.xml | 2 +- doc/classes/DisplayServer.xml | 2 +- doc/classes/EditorImportPlugin.xml | 2 +- doc/classes/EditorInspectorPlugin.xml | 2 +- doc/classes/EditorNode3DGizmoPlugin.xml | 2 +- doc/classes/EditorPlugin.xml | 2 +- doc/classes/EditorScenePostImport.xml | 2 +- doc/classes/Engine.xml | 2 +- doc/classes/Environment.xml | 4 ++-- doc/classes/File.xml | 4 ++-- doc/classes/GPUParticles2D.xml | 2 +- doc/classes/GPUParticles3D.xml | 2 +- doc/classes/HTTPClient.xml | 4 ++-- doc/classes/HTTPRequest.xml | 4 ++-- doc/classes/Image.xml | 4 ++-- doc/classes/ImageTexture.xml | 2 +- doc/classes/Input.xml | 2 +- doc/classes/InputEvent.xml | 4 ++-- doc/classes/InputEventAction.xml | 2 +- doc/classes/InputEventJoypadButton.xml | 2 +- doc/classes/InputEventJoypadMotion.xml | 2 +- doc/classes/InputEventKey.xml | 2 +- doc/classes/InputEventMouse.xml | 2 +- doc/classes/InputEventMouseButton.xml | 2 +- doc/classes/InputEventMouseMotion.xml | 2 +- doc/classes/InputEventScreenDrag.xml | 2 +- doc/classes/InputEventScreenTouch.xml | 2 +- doc/classes/InputEventWithModifiers.xml | 2 +- doc/classes/InputMap.xml | 2 +- doc/classes/JNISingleton.xml | 2 +- doc/classes/JavaScript.xml | 4 ++-- doc/classes/Light2D.xml | 2 +- doc/classes/Light3D.xml | 2 +- doc/classes/LightOccluder2D.xml | 2 +- doc/classes/MeshInstance2D.xml | 2 +- doc/classes/MultiMesh.xml | 4 ++-- doc/classes/MultiMeshInstance3D.xml | 6 +++--- doc/classes/MultiplayerPeer.xml | 2 +- doc/classes/Mutex.xml | 2 +- doc/classes/Node.xml | 2 +- doc/classes/Node2D.xml | 2 +- doc/classes/Node3D.xml | 2 +- doc/classes/OS.xml | 8 ++++---- doc/classes/Object.xml | 6 +++--- doc/classes/OmniLight3D.xml | 2 +- doc/classes/PhysicsBody2D.xml | 2 +- doc/classes/PhysicsBody3D.xml | 2 +- doc/classes/PhysicsDirectBodyState2D.xml | 4 ++-- doc/classes/PhysicsDirectBodyState3D.xml | 4 ++-- doc/classes/PhysicsDirectSpaceState2D.xml | 4 ++-- doc/classes/PhysicsDirectSpaceState3D.xml | 4 ++-- doc/classes/PhysicsPointQueryParameters2D.xml | 2 +- doc/classes/PhysicsPointQueryParameters3D.xml | 2 +- doc/classes/PhysicsRayQueryParameters2D.xml | 2 +- doc/classes/PhysicsRayQueryParameters3D.xml | 2 +- doc/classes/PhysicsShapeQueryParameters2D.xml | 2 +- doc/classes/PhysicsShapeQueryParameters3D.xml | 2 +- doc/classes/Plane.xml | 2 +- doc/classes/ProjectSettings.xml | 10 +++++----- doc/classes/Quaternion.xml | 2 +- doc/classes/RandomNumberGenerator.xml | 2 +- doc/classes/RayCast2D.xml | 4 ++-- doc/classes/RayCast3D.xml | 4 ++-- doc/classes/Rect2.xml | 6 +++--- doc/classes/Rect2i.xml | 4 ++-- doc/classes/RefCounted.xml | 2 +- doc/classes/ReflectionProbe.xml | 2 +- doc/classes/RenderingServer.xml | 2 +- doc/classes/Resource.xml | 4 ++-- doc/classes/ResourceImporter.xml | 2 +- doc/classes/RichTextEffect.xml | 2 +- doc/classes/RichTextLabel.xml | 2 +- doc/classes/RigidDynamicBody3D.xml | 2 +- doc/classes/RootMotionView.xml | 2 +- doc/classes/SceneTree.xml | 4 ++-- doc/classes/Script.xml | 2 +- doc/classes/Semaphore.xml | 2 +- doc/classes/Shader.xml | 2 +- doc/classes/ShaderMaterial.xml | 2 +- doc/classes/Shape2D.xml | 2 +- doc/classes/Shape3D.xml | 2 +- doc/classes/Skeleton2D.xml | 2 +- doc/classes/SoftDynamicBody3D.xml | 6 +++--- doc/classes/SpotLight3D.xml | 2 +- doc/classes/SpringArm3D.xml | 2 +- doc/classes/StandardMaterial3D.xml | 2 +- doc/classes/StreamPeerSSL.xml | 2 +- doc/classes/String.xml | 2 +- doc/classes/SubViewport.xml | 4 ++-- doc/classes/Theme.xml | 2 +- doc/classes/Thread.xml | 4 ++-- doc/classes/TileMap.xml | 2 +- doc/classes/TileSet.xml | 2 +- doc/classes/Transform2D.xml | 4 ++-- doc/classes/Transform3D.xml | 6 +++--- doc/classes/Translation.xml | 4 ++-- doc/classes/TranslationServer.xml | 4 ++-- doc/classes/Variant.xml | 2 +- doc/classes/Vector2.xml | 6 +++--- doc/classes/Vector2i.xml | 4 ++-- doc/classes/Vector3.xml | 6 +++--- doc/classes/Vector3i.xml | 4 ++-- doc/classes/Viewport.xml | 4 ++-- doc/classes/VisualShaderNode.xml | 2 +- doc/classes/VisualShaderNodeCustom.xml | 2 +- doc/classes/VisualShaderNodeInput.xml | 2 +- doc/classes/VoxelGI.xml | 2 +- doc/classes/Window.xml | 2 +- doc/classes/World2D.xml | 2 +- doc/classes/World3D.xml | 2 +- doc/classes/WorldEnvironment.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 +- 167 files changed, 227 insertions(+), 227 deletions(-) (limited to 'doc') diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 15d146fba1..8f0b16c09d 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -9,9 +9,9 @@ [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/vector_math.html - https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/vector_math.html + $DOCS_URL/tutorials/math/vectors_advanced.html diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml index b468e1d109..789c6bd960 100644 --- a/doc/classes/AnimatedSprite2D.xml +++ b/doc/classes/AnimatedSprite2D.xml @@ -8,7 +8,7 @@ [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. - https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html + $DOCS_URL/tutorials/2d/2d_sprite_animation.html https://godotengine.org/asset-library/asset/515 diff --git a/doc/classes/AnimatedSprite3D.xml b/doc/classes/AnimatedSprite3D.xml index 59d7553ef4..38a87c1b2b 100644 --- a/doc/classes/AnimatedSprite3D.xml +++ b/doc/classes/AnimatedSprite3D.xml @@ -7,7 +7,7 @@ Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel. - https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html + $DOCS_URL/tutorials/2d/2d_sprite_animation.html diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index dca943dec6..ac04149c81 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 + $DOCS_URL/tutorials/animation/index.html diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index 6bc44ea0a0..c9d8ae9936 100644 --- a/doc/classes/AnimationNode.xml +++ b/doc/classes/AnimationNode.xml @@ -8,7 +8,7 @@ Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeAdd2.xml b/doc/classes/AnimationNodeAdd2.xml index 20ee33209b..472f98a5b3 100644 --- a/doc/classes/AnimationNodeAdd2.xml +++ b/doc/classes/AnimationNodeAdd2.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on an amount value in the [code][0.0, 1.0][/code] range. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeAdd3.xml b/doc/classes/AnimationNodeAdd3.xml index 26738499bb..9ba4023b79 100644 --- a/doc/classes/AnimationNodeAdd3.xml +++ b/doc/classes/AnimationNodeAdd3.xml @@ -11,7 +11,7 @@ - A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeAnimation.xml b/doc/classes/AnimationNodeAnimation.xml index 076e675007..3df92ad3d3 100644 --- a/doc/classes/AnimationNodeAnimation.xml +++ b/doc/classes/AnimationNodeAnimation.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Only features one output set using the [member animation] property. Use it as an input for [AnimationNode] that blend animations together. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeBlend2.xml b/doc/classes/AnimationNodeBlend2.xml index 1f7a4c91c8..3b869bc299 100644 --- a/doc/classes/AnimationNodeBlend2.xml +++ b/doc/classes/AnimationNodeBlend2.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on an amount value in the [code][0.0, 1.0][/code] range. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeBlend3.xml b/doc/classes/AnimationNodeBlend3.xml index ed827e2535..ae8fce51f2 100644 --- a/doc/classes/AnimationNodeBlend3.xml +++ b/doc/classes/AnimationNodeBlend3.xml @@ -11,7 +11,7 @@ - A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeBlendSpace1D.xml b/doc/classes/AnimationNodeBlendSpace1D.xml index 6e55a79fd2..831542b64c 100644 --- a/doc/classes/AnimationNodeBlendSpace1D.xml +++ b/doc/classes/AnimationNodeBlendSpace1D.xml @@ -10,7 +10,7 @@ You can set the extents of the axis using the [member min_space] and [member max_space]. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml index 8d51f9aecc..77d1d872e5 100644 --- a/doc/classes/AnimationNodeBlendSpace2D.xml +++ b/doc/classes/AnimationNodeBlendSpace2D.xml @@ -9,7 +9,7 @@ You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeBlendTree.xml b/doc/classes/AnimationNodeBlendTree.xml index da532dc059..a9f1f7acaa 100644 --- a/doc/classes/AnimationNodeBlendTree.xml +++ b/doc/classes/AnimationNodeBlendTree.xml @@ -7,7 +7,7 @@ This node may contain a sub-tree of any other blend type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml index 2ecc0ae07b..116b54e39e 100644 --- a/doc/classes/AnimationNodeOneShot.xml +++ b/doc/classes/AnimationNodeOneShot.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeOutput.xml b/doc/classes/AnimationNodeOutput.xml index 34c96d13ea..6241a0fa49 100644 --- a/doc/classes/AnimationNodeOutput.xml +++ b/doc/classes/AnimationNodeOutput.xml @@ -6,7 +6,7 @@ - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeStateMachine.xml b/doc/classes/AnimationNodeStateMachine.xml index 17ef565b3a..5adea7308d 100644 --- a/doc/classes/AnimationNodeStateMachine.xml +++ b/doc/classes/AnimationNodeStateMachine.xml @@ -18,7 +18,7 @@ [/codeblocks] - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml index 15c6c96302..b299f8654a 100644 --- a/doc/classes/AnimationNodeStateMachinePlayback.xml +++ b/doc/classes/AnimationNodeStateMachinePlayback.xml @@ -18,7 +18,7 @@ [/codeblocks] - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index 763bba6e93..948e3506a9 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -5,11 +5,11 @@ - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html - Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]: + Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]: [codeblocks] [gdscript] $animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0)) diff --git a/doc/classes/AnimationNodeTimeScale.xml b/doc/classes/AnimationNodeTimeScale.xml index 5b40b39bca..33e0127a52 100644 --- a/doc/classes/AnimationNodeTimeScale.xml +++ b/doc/classes/AnimationNodeTimeScale.xml @@ -7,7 +7,7 @@ Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 diff --git a/doc/classes/AnimationNodeTimeSeek.xml b/doc/classes/AnimationNodeTimeSeek.xml index d927c663c8..868319272e 100644 --- a/doc/classes/AnimationNodeTimeSeek.xml +++ b/doc/classes/AnimationNodeTimeSeek.xml @@ -27,6 +27,6 @@ [/codeblocks] - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml index b297832ac0..48961f51a5 100644 --- a/doc/classes/AnimationNodeTransition.xml +++ b/doc/classes/AnimationNodeTransition.xml @@ -7,7 +7,7 @@ Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 2fd923df85..9f68edbc92 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -9,8 +9,8 @@ Updating the target properties of animations occurs at process time. - https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html - https://docs.godotengine.org/en/latest/tutorials/animation/index.html + $DOCS_URL/tutorials/2d/2d_sprite_animation.html + $DOCS_URL/tutorials/animation/index.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index 40dcd950d7..48c5398074 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -8,7 +8,7 @@ [b]Note:[/b] When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index 8abdaac45f..0f7e6799be 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -7,7 +7,7 @@ 2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus. - https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html + $DOCS_URL/tutorials/physics/using_area_2d.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/121 https://godotengine.org/asset-library/asset/120 diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index 7b77462322..c986947dfb 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/3d/procedural_geometry/arraymesh.html + $DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.html diff --git a/doc/classes/AudioEffectDistortion.xml b/doc/classes/AudioEffectDistortion.xml index 600ca93028..ed1cb789e0 100644 --- a/doc/classes/AudioEffectDistortion.xml +++ b/doc/classes/AudioEffectDistortion.xml @@ -9,7 +9,7 @@ By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html + $DOCS_URL/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioEffectFilter.xml b/doc/classes/AudioEffectFilter.xml index 5b43646077..4fb1c0e7c9 100644 --- a/doc/classes/AudioEffectFilter.xml +++ b/doc/classes/AudioEffectFilter.xml @@ -7,7 +7,7 @@ Allows frequencies other than the [member cutoff_hz] to pass. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html + $DOCS_URL/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioEffectHighShelfFilter.xml b/doc/classes/AudioEffectHighShelfFilter.xml index c572824448..28498f6d8e 100644 --- a/doc/classes/AudioEffectHighShelfFilter.xml +++ b/doc/classes/AudioEffectHighShelfFilter.xml @@ -6,6 +6,6 @@ - https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html + $DOCS_URL/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioEffectLowShelfFilter.xml b/doc/classes/AudioEffectLowShelfFilter.xml index e78dbf9732..4c839dc257 100644 --- a/doc/classes/AudioEffectLowShelfFilter.xml +++ b/doc/classes/AudioEffectLowShelfFilter.xml @@ -6,6 +6,6 @@ - https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html + $DOCS_URL/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml index b32206726d..0b6c5287cf 100644 --- a/doc/classes/AudioEffectRecord.xml +++ b/doc/classes/AudioEffectRecord.xml @@ -7,7 +7,7 @@ Allows the user to record sound from a microphone. It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample. - https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html + $DOCS_URL/tutorials/audio/recording_with_microphone.html https://godotengine.org/asset-library/asset/527 diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml index 66fa57cb52..b868cce077 100644 --- a/doc/classes/AudioServer.xml +++ b/doc/classes/AudioServer.xml @@ -7,7 +7,7 @@ [AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html + $DOCS_URL/tutorials/audio/audio_buses.html https://godotengine.org/asset-library/asset/525 https://godotengine.org/asset-library/asset/527 https://godotengine.org/asset-library/asset/528 diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml index cff7199c4a..722ff802e7 100644 --- a/doc/classes/AudioStream.xml +++ b/doc/classes/AudioStream.xml @@ -7,7 +7,7 @@ Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html + $DOCS_URL/tutorials/audio/audio_streams.html https://godotengine.org/asset-library/asset/526 https://godotengine.org/asset-library/asset/527 https://godotengine.org/asset-library/asset/528 diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml index b692ae858e..d20aaff1e8 100644 --- a/doc/classes/AudioStreamPlayer.xml +++ b/doc/classes/AudioStreamPlayer.xml @@ -8,7 +8,7 @@ To play audio positionally, use [AudioStreamPlayer2D] or [AudioStreamPlayer3D] instead of [AudioStreamPlayer]. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html + $DOCS_URL/tutorials/audio/audio_streams.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/525 https://godotengine.org/asset-library/asset/526 diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml index 9c76eefbf9..0ad161a6fe 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -9,7 +9,7 @@ [b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). - https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html + $DOCS_URL/tutorials/audio/audio_streams.html diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index e8a78d5a4c..ce8a6693db 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -10,7 +10,7 @@ [b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member unit_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). - https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html + $DOCS_URL/tutorials/audio/audio_streams.html diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 818ab50030..f0f49f89d5 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/standard_material_3d.html + $DOCS_URL/tutorials/3d/standard_material_3d.html diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 8ef9cd2e7c..389e115e85 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -10,9 +10,9 @@ 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/matrices_and_transforms.html - https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/matrices_and_transforms.html + $DOCS_URL/tutorials/3d/using_transforms.html https://godotengine.org/asset-library/asset/584 https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml index 9226140c1a..0505d8ad36 100644 --- a/doc/classes/CPUParticles2D.xml +++ b/doc/classes/CPUParticles2D.xml @@ -8,7 +8,7 @@ See also [GPUParticles2D], which provides the same functionality with hardware acceleration, but may not run on older devices. - https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html + $DOCS_URL/tutorials/2d/particle_systems_2d.html diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 7be18c1d5c..98437ef296 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -12,8 +12,8 @@ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad]. - https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html + $DOCS_URL/tutorials/2d/2d_transforms.html + $DOCS_URL/tutorials/2d/custom_drawing_in_2d.html https://godotengine.org/asset-library/asset/528 diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml index 2f99f94893..9ee5ce0dcb 100644 --- a/doc/classes/CanvasLayer.xml +++ b/doc/classes/CanvasLayer.xml @@ -7,8 +7,8 @@ Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below). - https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html + $DOCS_URL/tutorials/2d/2d_transforms.html + $DOCS_URL/tutorials/2d/canvas_layers.html https://godotengine.org/asset-library/asset/515 diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index b11d9c341a..d467c8a51d 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/ui/bbcode_in_richtextlabel.html + $DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index e14c2dc110..0f573dcd66 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -9,8 +9,8 @@ [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody2D]), which allows them to be moved by code and push other bodies on their path. - https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html - https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html + $DOCS_URL/tutorials/physics/kinematic_character_2d.html + $DOCS_URL/tutorials/physics/using_kinematic_body_2d.html https://godotengine.org/asset-library/asset/113 https://godotengine.org/asset-library/asset/120 diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 24b26fb16e..c70ce8acf9 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -9,7 +9,7 @@ [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody3D]), which allows them to be moved by code and push other bodies on their path. - https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html + $DOCS_URL/tutorials/physics/kinematic_character_2d.html https://godotengine.org/asset-library/asset/126 https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml index ba1ee3909d..63492bf9a0 100644 --- a/doc/classes/CollisionObject2D.xml +++ b/doc/classes/CollisionObject2D.xml @@ -198,11 +198,11 @@ The physics layers this CollisionObject2D is in. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. 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. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml index 19bcdcbb27..33305471b8 100644 --- a/doc/classes/CollisionObject3D.xml +++ b/doc/classes/CollisionObject3D.xml @@ -170,11 +170,11 @@ The physics layers this CollisionObject3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. 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. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml index 5159b2b15b..c86bf18f24 100644 --- a/doc/classes/CollisionShape2D.xml +++ b/doc/classes/CollisionShape2D.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/121 https://godotengine.org/asset-library/asset/113 diff --git a/doc/classes/CollisionShape3D.xml b/doc/classes/CollisionShape3D.xml index 84e362c38b..0f96d7c191 100644 --- a/doc/classes/CollisionShape3D.xml +++ b/doc/classes/CollisionShape3D.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.html https://godotengine.org/asset-library/asset/126 https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 63e3eb7a5f..f6bb812070 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -16,9 +16,9 @@ [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/2d/custom_drawing_in_2d.html - https://docs.godotengine.org/en/latest/tutorials/ui/control_node_gallery.html + $DOCS_URL/tutorials/ui/index.html + $DOCS_URL/tutorials/2d/custom_drawing_in_2d.html + $DOCS_URL/tutorials/ui/control_node_gallery.html https://github.com/godotengine/godot-demo-projects/tree/master/gui @@ -1043,7 +1043,7 @@ The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value. - [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. + [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member rect_scale] property. diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index d661da5dd0..7218e3bcb0 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/tutorials/scripting/gdscript/gdscript_basics.html#dictionary + $DOCS_URL/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/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml index 44d982cbcc..661dbef07c 100644 --- a/doc/classes/DirectionalLight3D.xml +++ b/doc/classes/DirectionalLight3D.xml @@ -7,7 +7,7 @@ A directional light is a type of [Light3D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction. - https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index 93f04ff2a2..cd4b8fde1e 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -54,7 +54,7 @@ [/codeblocks] - https://docs.godotengine.org/en/latest/tutorials/scripting/filesystem.html + $DOCS_URL/tutorials/scripting/filesystem.html diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index 92d6a220d2..1ca69057b4 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -901,7 +901,7 @@ Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. + Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index 28f4c65384..1f98781bbd 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -111,7 +111,7 @@ To use [EditorImportPlugin], register it using the [method EditorPlugin.add_import_plugin] method first. - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html + $DOCS_URL/tutorials/plugins/editor/import_plugins.html diff --git a/doc/classes/EditorInspectorPlugin.xml b/doc/classes/EditorInspectorPlugin.xml index bc5df47d57..08f17cc5b2 100644 --- a/doc/classes/EditorInspectorPlugin.xml +++ b/doc/classes/EditorInspectorPlugin.xml @@ -13,7 +13,7 @@ To use [EditorInspectorPlugin], register it using the [method EditorPlugin.add_inspector_plugin] method first. - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/inspector_plugins.html + $DOCS_URL/tutorials/plugins/editor/inspector_plugins.html diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml index 08423c4577..3bcd9e7764 100644 --- a/doc/classes/EditorNode3DGizmoPlugin.xml +++ b/doc/classes/EditorNode3DGizmoPlugin.xml @@ -8,7 +8,7 @@ To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin.add_spatial_gizmo_plugin] method first. - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html + $DOCS_URL/tutorials/plugins/editor/spatial_gizmos.html diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 8df6d721d4..7b0a300782 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 + $DOCS_URL/tutorials/plugins/editor/index.html diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml index 8a731a6d1d..d90af6ed9e 100644 --- a/doc/classes/EditorScenePostImport.xml +++ b/doc/classes/EditorScenePostImport.xml @@ -52,7 +52,7 @@ [/codeblocks] - https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_scenes.html#custom-script + $DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#custom-script diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index f05a216301..9756b26dee 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -157,7 +157,7 @@ else: simulate_physics() [/codeblock] - See [url=https://docs.godotengine.org/en/latest/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information. + See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information. [b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project. diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 273e4a5712..c3d1dc4ab6 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -11,8 +11,8 @@ - Adjustments - https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html - https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html + $DOCS_URL/tutorials/3d/environment_and_post_processing.html + $DOCS_URL/tutorials/3d/high_dynamic_range.html https://godotengine.org/asset-library/asset/123 https://godotengine.org/asset-library/asset/110 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/File.xml b/doc/classes/File.xml index 811aeb8aab..276c1f0223 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -40,12 +40,12 @@ } [/csharp] [/codeblocks] - In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] documentation. + In the example above, the file will be saved in the user data folder as specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] documentation. [b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [File] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package. [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/tutorials/scripting/filesystem.html + $DOCS_URL/tutorials/scripting/filesystem.html https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml index 72bd6a6411..72adc49742 100644 --- a/doc/classes/GPUParticles2D.xml +++ b/doc/classes/GPUParticles2D.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/2d/particle_systems_2d.html + $DOCS_URL/tutorials/2d/particle_systems_2d.html https://godotengine.org/asset-library/asset/515 diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml index 0bed561de3..771056cb93 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/performance/vertex_animation/controlling_thousands_of_fish.html + $DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index 9f33c400f4..a50983853d 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -15,8 +15,8 @@ [b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period. - https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html - https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html + $DOCS_URL/tutorials/networking/http_client_class.html + $DOCS_URL/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index 558e51aefe..aaaf863c69 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -153,8 +153,8 @@ [b]Gzipped response bodies[/b]: HTTPRequest will automatically handle decompression of response bodies. A [code]Accept-Encoding[/code] header will be automatically added to each of your requests, unless one is already specified. Any response with a [code]Content-Encoding: gzip[/code] header will automatically be decompressed and delivered to you as uncompressed bytes. - https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html - https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html + $DOCS_URL/tutorials/networking/http_request_class.html + $DOCS_URL/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 492bddca1f..d2b1b5c004 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/tutorials/assets_pipeline/importing_images.html + $DOCS_URL/tutorials/assets_pipeline/importing_images.html @@ -278,7 +278,7 @@ - Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations. + Loads an image from file [code]path[/code]. See [url=$DOCS_URL/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations. [b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the [code]user://[/code] directory, and may not work in exported projects. See also [ImageTexture] description for usage examples. diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml index af7178db95..3f96d357b6 100644 --- a/doc/classes/ImageTexture.xml +++ b/doc/classes/ImageTexture.xml @@ -28,7 +28,7 @@ [b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations. - https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_images.html + $DOCS_URL/tutorials/assets_pipeline/importing_images.html diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 684207e9bd..4ee319f554 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 + $DOCS_URL/tutorials/inputs/index.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml index 9dc8fbeffa..09fbe776bf 100644 --- a/doc/classes/InputEvent.xml +++ b/doc/classes/InputEvent.xml @@ -7,8 +7,8 @@ Base class of all sort of input event. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html - https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html + $DOCS_URL/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/2d/2d_transforms.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/InputEventAction.xml b/doc/classes/InputEventAction.xml index f09af1a34d..e9c280732a 100644 --- a/doc/classes/InputEventAction.xml +++ b/doc/classes/InputEventAction.xml @@ -7,7 +7,7 @@ Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b] menu. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions + $DOCS_URL/tutorials/inputs/inputevent.html#actions https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml index ff82913385..3e625c1003 100644 --- a/doc/classes/InputEventJoypadButton.xml +++ b/doc/classes/InputEventJoypadButton.xml @@ -7,7 +7,7 @@ Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml index 92161974ba..b3f9013553 100644 --- a/doc/classes/InputEventJoypadMotion.xml +++ b/doc/classes/InputEventJoypadMotion.xml @@ -7,7 +7,7 @@ Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index 0353c5f0e0..8044bf5b99 100644 --- a/doc/classes/InputEventKey.xml +++ b/doc/classes/InputEventKey.xml @@ -7,7 +7,7 @@ Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml index a248f1abd9..4878090996 100644 --- a/doc/classes/InputEventMouse.xml +++ b/doc/classes/InputEventMouse.xml @@ -7,7 +7,7 @@ Stores general mouse events information. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml index dcfe0d6c71..699217525e 100644 --- a/doc/classes/InputEventMouseButton.xml +++ b/doc/classes/InputEventMouseButton.xml @@ -7,7 +7,7 @@ Contains mouse click information. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html + $DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index 9a0156510e..bd1ae367c2 100644 --- a/doc/classes/InputEventMouseMotion.xml +++ b/doc/classes/InputEventMouseMotion.xml @@ -8,7 +8,7 @@ [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. - https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html + $DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml index f86b5f3b4d..19c26e3a98 100644 --- a/doc/classes/InputEventScreenDrag.xml +++ b/doc/classes/InputEventScreenDrag.xml @@ -7,7 +7,7 @@ Contains screen drag information. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml index c731044c98..0694b2eabc 100644 --- a/doc/classes/InputEventScreenTouch.xml +++ b/doc/classes/InputEventScreenTouch.xml @@ -8,7 +8,7 @@ Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index 1b9212bf65..cd4a8aecd0 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -7,7 +7,7 @@ Contains keys events information with modifiers support like [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index 855d5b5d71..24f220e892 100644 --- a/doc/classes/InputMap.xml +++ b/doc/classes/InputMap.xml @@ -7,7 +7,7 @@ Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project > Project Settings > Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap + $DOCS_URL/tutorials/inputs/inputevent.html#inputmap diff --git a/doc/classes/JNISingleton.xml b/doc/classes/JNISingleton.xml index ce39e1f567..c887f72767 100644 --- a/doc/classes/JNISingleton.xml +++ b/doc/classes/JNISingleton.xml @@ -7,6 +7,6 @@ The JNISingleton is implemented only in the Android export. It's used to call methods and connect signals from an Android plugin written in Java or Kotlin. Methods and signals can be called and connected to the JNISingleton as if it is a Node. See [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more information. - https://docs.godotengine.org/en/latest/tutorials/platform/android/android_plugin.html#doc-android-plugin + $DOCS_URL/tutorials/platform/android/android_plugin.html#doc-android-plugin diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml index 2bb2666df4..aeaf8ac1f5 100644 --- a/doc/classes/JavaScript.xml +++ b/doc/classes/JavaScript.xml @@ -5,10 +5,10 @@ The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. - [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/latest/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. + [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=$DOCS_URL/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. - https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html#calling-javascript-from-script + $DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-script diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml index 918e8a5c8a..039425b15f 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. - https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html + $DOCS_URL/tutorials/2d/2d_lights_and_shadows.html diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index dbda22d618..009ad1f609 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -7,7 +7,7 @@ Light3D is the [i]abstract[/i] base class for light nodes. As it can't be instantiated, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting. - https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/lights_and_shadows.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml index ba795a29a1..d883128ac3 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. - https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html + $DOCS_URL/tutorials/2d/2d_lights_and_shadows.html diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml index c7b66c8ea3..6873edb3ae 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 [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D". - https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html + $DOCS_URL/tutorials/2d/2d_meshes.html diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 7890bbcc33..cf3b395b7b 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/performance/vertex_animation/animating_thousands_of_fish.html - https://docs.godotengine.org/en/latest/tutorials/performance/using_multimesh.html + $DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html + $DOCS_URL/tutorials/performance/using_multimesh.html diff --git a/doc/classes/MultiMeshInstance3D.xml b/doc/classes/MultiMeshInstance3D.xml index 158579e952..d78a045aca 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/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/performance/using_multimesh.html + $DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html + $DOCS_URL/tutorials/3d/using_multi_mesh_instance.html + $DOCS_URL/tutorials/performance/using_multimesh.html diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml index 67d3161aba..b7bd7bef36 100644 --- a/doc/classes/MultiplayerPeer.xml +++ b/doc/classes/MultiplayerPeer.xml @@ -9,7 +9,7 @@ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. - https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html + $DOCS_URL/tutorials/networking/high_level_multiplayer.html https://godotengine.org/asset-library/asset/537 diff --git a/doc/classes/Mutex.xml b/doc/classes/Mutex.xml index a840cb2ec7..90c81686b1 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/performance/using_multiple_threads.html + $DOCS_URL/tutorials/performance/using_multiple_threads.html diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 3745b394e0..423002d058 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/nodes_and_scenes.htmltml + $DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html https://github.com/godotengine/godot-demo-projects/ diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index ef5f9ee5c9..b8bf342680 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -7,7 +7,7 @@ A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order. - https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html + $DOCS_URL/tutorials/2d/custom_drawing_in_2d.html https://github.com/godotengine/godot-demo-projects/tree/master/2d diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml index 2ca664e2b5..1036c1fbcf 100644 --- a/doc/classes/Node3D.xml +++ b/doc/classes/Node3D.xml @@ -9,7 +9,7 @@ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad]. - https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html + $DOCS_URL/tutorials/3d/introduction_to_3d.html https://github.com/godotengine/godot-demo-projects/tree/master/3d diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index dcd41e46f0..d06a06a2ee 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -142,7 +142,7 @@ - Returns the [i]global[/i] cache data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. + Returns the [i]global[/i] cache data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. @@ -179,7 +179,7 @@ - Returns the [i]global[/i] user configuration directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. + Returns the [i]global[/i] user configuration directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. @@ -194,7 +194,7 @@ - Returns the [i]global[/i] user data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. + Returns the [i]global[/i] user data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. @@ -332,7 +332,7 @@ - Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=https://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details. + Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details. [b]Note:[/b] Tag names are case-sensitive. diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 5a84364b92..df9da7561e 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/tutorials/best_practices/node_alternatives.html + $DOCS_URL/tutorials/best_practices/node_alternatives.html @@ -567,7 +567,7 @@ Translates a message using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context. Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] unchanged. See [method set_message_translation]. - See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method. + See [url=$DOCS_URL/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method. @@ -581,7 +581,7 @@ Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] or [code]plural_message[/code] unchanged. See [method set_message_translation]. The number [code]n[/code] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language. [b]Note:[/b] Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply. In such cases, use [method tr]. - See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method. + See [url=$DOCS_URL/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method. diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml index e8d5977199..013ad0cc42 100644 --- a/doc/classes/OmniLight3D.xml +++ b/doc/classes/OmniLight3D.xml @@ -7,7 +7,7 @@ An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters. - https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 7775cfb2f9..08f9de53ca 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -7,7 +7,7 @@ PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.html diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 9cf587f2e0..3c52850eec 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -7,7 +7,7 @@ PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.html diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index 3fe9cd776c..c33bd930be 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -7,8 +7,8 @@ Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody2D._integrate_forces]. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/ray-casting.html diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index efa9eb9cd6..7aa46dec2f 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -7,8 +7,8 @@ Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody3D._integrate_forces]. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/ray-casting.html diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml index 107d276df2..fb82aaf36a 100644 --- a/doc/classes/PhysicsDirectSpaceState2D.xml +++ b/doc/classes/PhysicsDirectSpaceState2D.xml @@ -7,8 +7,8 @@ Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/ray-casting.html diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml index 349ce31ab4..177fca9ce3 100644 --- a/doc/classes/PhysicsDirectSpaceState3D.xml +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -7,8 +7,8 @@ Direct access object to a space in the [PhysicsServer3D]. It's used mainly to do queries against objects and areas residing in a given space. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/ray-casting.html diff --git a/doc/classes/PhysicsPointQueryParameters2D.xml b/doc/classes/PhysicsPointQueryParameters2D.xml index 6acd83b101..b4cb2145cf 100644 --- a/doc/classes/PhysicsPointQueryParameters2D.xml +++ b/doc/classes/PhysicsPointQueryParameters2D.xml @@ -19,7 +19,7 @@ If [code]true[/code], the query will take [PhysicsBody2D]s into account. - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsPointQueryParameters3D.xml b/doc/classes/PhysicsPointQueryParameters3D.xml index 488f56872d..51e8f8c5b4 100644 --- a/doc/classes/PhysicsPointQueryParameters3D.xml +++ b/doc/classes/PhysicsPointQueryParameters3D.xml @@ -16,7 +16,7 @@ If [code]true[/code], the query will take [PhysicsBody3D]s into account. - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. 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 the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsRayQueryParameters2D.xml b/doc/classes/PhysicsRayQueryParameters2D.xml index b71b48f223..7e317c18bf 100644 --- a/doc/classes/PhysicsRayQueryParameters2D.xml +++ b/doc/classes/PhysicsRayQueryParameters2D.xml @@ -16,7 +16,7 @@ If [code]true[/code], the query will take [PhysicsBody2D]s into account. - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsRayQueryParameters3D.xml b/doc/classes/PhysicsRayQueryParameters3D.xml index 3085ff3b35..c378325a3c 100644 --- a/doc/classes/PhysicsRayQueryParameters3D.xml +++ b/doc/classes/PhysicsRayQueryParameters3D.xml @@ -16,7 +16,7 @@ If [code]true[/code], the query will take [PhysicsBody3D]s into account. - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. 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 the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml index abd19f1326..455f0b67dc 100644 --- a/doc/classes/PhysicsShapeQueryParameters2D.xml +++ b/doc/classes/PhysicsShapeQueryParameters2D.xml @@ -16,7 +16,7 @@ If [code]true[/code], the query will take [PhysicsBody2D]s into account. - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml index 2dffd5347a..789ce0a6c3 100644 --- a/doc/classes/PhysicsShapeQueryParameters3D.xml +++ b/doc/classes/PhysicsShapeQueryParameters3D.xml @@ -16,7 +16,7 @@ If [code]true[/code], the query will take [PhysicsBody3D]s into account. - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. 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 the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index a20607d0a7..1f741a19d9 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 + $DOCS_URL/tutorials/math/index.html diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index abdd8138ad..cb26d8d445 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -6,8 +6,8 @@ Contains global variables accessible from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options. When naming a Project Settings property, use the full path to the setting including the category. For example, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog. - [b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url]. - [b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations. + [b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url]. + [b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations. https://godotengine.org/asset-library/asset/675 @@ -87,7 +87,7 @@ - Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path]. + Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path]. [b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project: [codeblock] var path = "" @@ -219,7 +219,7 @@ The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup. - [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information. + [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information. Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. See "Overriding" in the [ProjectSettings] class description at the top for more information. @@ -495,7 +495,7 @@ Sets the main window to full screen when the project starts. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. + Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5. diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml index 95b2316bf3..542b58f50b 100644 --- a/doc/classes/Quaternion.xml +++ b/doc/classes/Quaternion.xml @@ -9,7 +9,7 @@ Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors. - https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions + $DOCS_URL/tutorials/3d/using_transforms.html#interpolating-with-quaternions https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/RandomNumberGenerator.xml b/doc/classes/RandomNumberGenerator.xml index c011755df1..53d1554272 100644 --- a/doc/classes/RandomNumberGenerator.xml +++ b/doc/classes/RandomNumberGenerator.xml @@ -16,7 +16,7 @@ [b]Note:[/b] The default values of [member seed] and [member state] properties are pseudo-random, and changes when calling [method randomize]. The [code]0[/code] value documented here is a placeholder, and not the actual default seed. - https://docs.godotengine.org/en/latest/tutorials/math/random_number_generation.html + $DOCS_URL/tutorials/math/random_number_generation.html diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml index d7540ef206..fe2885378a 100644 --- a/doc/classes/RayCast2D.xml +++ b/doc/classes/RayCast2D.xml @@ -11,7 +11,7 @@ RayCast2D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/ray-casting.html @@ -110,7 +110,7 @@ If [code]true[/code], collision with [PhysicsBody2D]s will be reported. - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. If [code]true[/code], collisions will be reported. diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index f15643c93f..8abd3f84b1 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -11,7 +11,7 @@ RayCast3D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/ray-casting.html https://godotengine.org/asset-library/asset/676 @@ -112,7 +112,7 @@ If [code]true[/code], collision with [PhysicsBody3D]s will be reported. - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast3D] is colliding with something. diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index ad88551d9d..22cec9f75a 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -9,9 +9,9 @@ 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/vector_math.html - https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/vector_math.html + $DOCS_URL/tutorials/math/vectors_advanced.html diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index f5ea6a6c87..42f9e9f208 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -8,8 +8,8 @@ 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/vector_math.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/vector_math.html diff --git a/doc/classes/RefCounted.xml b/doc/classes/RefCounted.xml index de314fbcb7..378df6f155 100644 --- a/doc/classes/RefCounted.xml +++ b/doc/classes/RefCounted.xml @@ -10,7 +10,7 @@ [b]Note:[/b] In C#, reference-counted objects will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free reference-counted objects that are no longer in use. This means that unused ones will linger on for a while before being removed. - https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html + $DOCS_URL/tutorials/best_practices/node_alternatives.html diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index 7f2bd118d6..8bf8534334 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -8,7 +8,7 @@ The [ReflectionProbe] is used to create high-quality reflections at the cost of performance. It can be combined with [VoxelGI]s and Screen Space Reflections to achieve high quality reflections. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them. - https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html + $DOCS_URL/tutorials/3d/reflection_probes.html diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index ddb25788c8..7f4d5cf1cd 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/performance/using_servers.html + $DOCS_URL/tutorials/performance/using_servers.html diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index 327183893b..02d1c7e97d 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/tutorials/scripting/resources.html - https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html + $DOCS_URL/tutorials/scripting/resources.html + $DOCS_URL/tutorials/best_practices/node_alternatives.html diff --git a/doc/classes/ResourceImporter.xml b/doc/classes/ResourceImporter.xml index 9f551ad1d2..f20b55fbc8 100644 --- a/doc/classes/ResourceImporter.xml +++ b/doc/classes/ResourceImporter.xml @@ -7,7 +7,7 @@ This is the base class for the resource importers implemented in core. To implement your own resource importers using editor plugins, see [EditorImportPlugin]. - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html + $DOCS_URL/tutorials/plugins/editor/import_plugins.html diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml index 62323722f7..4329ccfdf5 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/ui/bbcode_in_richtextlabel.html + $DOCS_URL/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 3255c748b7..6bfaca8928 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/ui/bbcode_in_richtextlabel.html + $DOCS_URL/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/RigidDynamicBody3D.xml b/doc/classes/RigidDynamicBody3D.xml index ba9acdf4bf..c75055e0df 100644 --- a/doc/classes/RigidDynamicBody3D.xml +++ b/doc/classes/RigidDynamicBody3D.xml @@ -10,7 +10,7 @@ If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator]. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.html https://godotengine.org/asset-library/asset/524 https://godotengine.org/asset-library/asset/675 diff --git a/doc/classes/RootMotionView.xml b/doc/classes/RootMotionView.xml index 5db13de44f..203a48996f 100644 --- a/doc/classes/RootMotionView.xml +++ b/doc/classes/RootMotionView.xml @@ -8,7 +8,7 @@ [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of [code]extends RootMotionView[/code]. Additionally, it must not be a [code]@tool[/code] script. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#root-motion + $DOCS_URL/tutorials/animation/animation_tree.html#root-motion diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 6d0ec44b69..c1dca44896 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/tutorials/scripting/scene_tree.html - https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html + $DOCS_URL/tutorials/scripting/scene_tree.html + $DOCS_URL/tutorials/rendering/multiple_resolutions.html diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index 7c59e87848..ab88bdaa73 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/tutorials/scripting/index.html + $DOCS_URL/tutorials/scripting/index.html diff --git a/doc/classes/Semaphore.xml b/doc/classes/Semaphore.xml index 9ff9cc0c87..9e1d8012b7 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/performance/using_multiple_threads.html + $DOCS_URL/tutorials/performance/using_multiple_threads.html diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 751afb9b65..d81b4bc372 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -7,7 +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/shaders/index.html + $DOCS_URL/tutorials/shaders/index.html diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index d5fc3fd210..04f0fac104 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/shaders/index.html + $DOCS_URL/tutorials/shaders/index.html diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index 04f91d19da..9746519173 100644 --- a/doc/classes/Shape2D.xml +++ b/doc/classes/Shape2D.xml @@ -7,7 +7,7 @@ Base class for all 2D shapes. All 2D shape types inherit from this. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.html diff --git a/doc/classes/Shape3D.xml b/doc/classes/Shape3D.xml index 96f8833486..67af52768f 100644 --- a/doc/classes/Shape3D.xml +++ b/doc/classes/Shape3D.xml @@ -7,7 +7,7 @@ Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody3D] or [Area3D] objects. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.html diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index 7aa06985bf..20bec14795 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -8,7 +8,7 @@ To setup different types of inverse kinematics for the given Skeleton2D, a [SkeletonModificationStack2D] should be created. They can be applied by creating the desired number of modifications, which can be done by increasing [member SkeletonModificationStack2D.modification_count]. - https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html + $DOCS_URL/tutorials/animation/2d_skeletons.html diff --git a/doc/classes/SoftDynamicBody3D.xml b/doc/classes/SoftDynamicBody3D.xml index f999f77e78..fceebddf35 100644 --- a/doc/classes/SoftDynamicBody3D.xml +++ b/doc/classes/SoftDynamicBody3D.xml @@ -7,7 +7,7 @@ A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. - https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html + $DOCS_URL/tutorials/physics/soft_body.html @@ -92,11 +92,11 @@ The physics layers this SoftDynamicBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The physics layers this SoftDynamicBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. 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. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml index 8c10ec36a8..f9f9a62baa 100644 --- a/doc/classes/SpotLight3D.xml +++ b/doc/classes/SpotLight3D.xml @@ -7,7 +7,7 @@ A Spotlight is a type of [Light3D] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light3D]. - https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/lights_and_shadows.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/SpringArm3D.xml b/doc/classes/SpringArm3D.xml index 2cd8fa71cf..a54578cff4 100644 --- a/doc/classes/SpringArm3D.xml +++ b/doc/classes/SpringArm3D.xml @@ -41,7 +41,7 @@ - The layers against which the collision check shall be done. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The layers against which the collision check shall be done. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. When the collision check is made, a candidate length for the SpringArm3D is given. diff --git a/doc/classes/StandardMaterial3D.xml b/doc/classes/StandardMaterial3D.xml index 43ba95e345..1a8bf0e202 100644 --- a/doc/classes/StandardMaterial3D.xml +++ b/doc/classes/StandardMaterial3D.xml @@ -5,6 +5,6 @@ - https://docs.godotengine.org/en/latest/tutorials/3d/standard_material_3d.html + $DOCS_URL/tutorials/3d/standard_material_3d.html diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml index 50389f912d..5e6e07fe36 100644 --- a/doc/classes/StreamPeerSSL.xml +++ b/doc/classes/StreamPeerSSL.xml @@ -8,7 +8,7 @@ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. - https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html + $DOCS_URL/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/String.xml b/doc/classes/String.xml index a58bfd5c15..ce902c1216 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/tutorials/scripting/gdscript/gdscript_format_string.html + $DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html diff --git a/doc/classes/SubViewport.xml b/doc/classes/SubViewport.xml index c2a76b587f..f0b85cdad5 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 + $DOCS_URL/tutorials/rendering/viewports.html + $DOCS_URL/tutorials/2d/2d_transforms.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 52a419ce0f..d1a48fda55 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/ui/gui_skinning.html + $DOCS_URL/tutorials/ui/gui_skinning.html diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml index eb2df8a4f9..bd9a6c865a 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/performance/using_multiple_threads.html - https://docs.godotengine.org/en/latest/tutorials/performance/thread_safe_apis.html + $DOCS_URL/tutorials/performance/using_multiple_threads.html + $DOCS_URL/tutorials/performance/thread_safe_apis.html https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 22d61c7285..6e552e3649 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -7,7 +7,7 @@ Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles which are used to create grid-based maps. A TileMap may have several layers, layouting tiles on top of each other. - https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html + $DOCS_URL/tutorials/2d/using_tilemaps.html https://godotengine.org/asset-library/asset/120 https://godotengine.org/asset-library/asset/112 https://godotengine.org/asset-library/asset/111 diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml index 45d6f9ca6c..5d9065f823 100644 --- a/doc/classes/TileSet.xml +++ b/doc/classes/TileSet.xml @@ -13,7 +13,7 @@ See the functions to add new layers for more information. - https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html + $DOCS_URL/tutorials/2d/using_tilemaps.html https://godotengine.org/asset-library/asset/120 https://godotengine.org/asset-library/asset/112 https://godotengine.org/asset-library/asset/111 diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index ab7632e08e..92122beb9d 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -8,8 +8,8 @@ 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/matrices_and_transforms.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/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 8c4965abb4..13df85c786 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -8,9 +8,9 @@ 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/matrices_and_transforms.html - https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/matrices_and_transforms.html + $DOCS_URL/tutorials/3d/using_transforms.html https://godotengine.org/asset-library/asset/584 https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/583 diff --git a/doc/classes/Translation.xml b/doc/classes/Translation.xml index 2a0695d42e..defebf7ab4 100644 --- a/doc/classes/Translation.xml +++ b/doc/classes/Translation.xml @@ -7,8 +7,8 @@ Translations are resources that can be loaded and unloaded on demand. They map a string to another string. - https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html - https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html + $DOCS_URL/tutorials/i18n/internationalizing_games.html + $DOCS_URL/tutorials/i18n/locales.html diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml index 8a6fa3571a..519e1cb041 100644 --- a/doc/classes/TranslationServer.xml +++ b/doc/classes/TranslationServer.xml @@ -7,8 +7,8 @@ Server that manages all translations. Translations can be set to it and removed from it. - https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html - https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html + $DOCS_URL/tutorials/i18n/internationalizing_games.html + $DOCS_URL/tutorials/i18n/locales.html diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index 88644e2f8a..b8649a2836 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -72,6 +72,6 @@ Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired. - https://docs.godotengine.org/en/latest/development/cpp/variant_class.html + $DOCS_URL/development/cpp/variant_class.html diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 02770472fa..52f8f327f0 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -9,9 +9,9 @@ [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/vector_math.html - https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/vector_math.html + $DOCS_URL/tutorials/math/vectors_advanced.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab https://godotengine.org/asset-library/asset/584 https://github.com/godotengine/godot-demo-projects/tree/master/2d diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index 71882e5b0c..7179b6196e 100644 --- a/doc/classes/Vector2i.xml +++ b/doc/classes/Vector2i.xml @@ -9,8 +9,8 @@ [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/vector_math.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/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 a94cc0086f..309fe08aa2 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -9,9 +9,9 @@ [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/vector_math.html - https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/vector_math.html + $DOCS_URL/tutorials/math/vectors_advanced.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab https://godotengine.org/asset-library/asset/584 https://github.com/godotengine/godot-demo-projects/tree/master/3d diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index 5cd458a2be..0500ab9a00 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -9,8 +9,8 @@ [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/vector_math.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/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 e79cf0d233..8e75b474ed 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 + $DOCS_URL/tutorials/rendering/viewports.html + $DOCS_URL/tutorials/2d/2d_transforms.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/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml index b752e94490..cebe7f215f 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/shaders/visual_shaders.html + $DOCS_URL/tutorials/shaders/visual_shaders.html diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml index 58f345b8f9..995f2796dd 100644 --- a/doc/classes/VisualShaderNodeCustom.xml +++ b/doc/classes/VisualShaderNodeCustom.xml @@ -13,7 +13,7 @@ [/codeblock] - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html + $DOCS_URL/tutorials/plugins/editor/visual_shader_plugins.html diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml index 46d7dd6322..a7b501c6a0 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/latest/tutorials/shaders/shader_reference/index.html + $DOCS_URL/tutorials/shaders/shader_reference/index.html diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml index 5858199d5d..2c3605aa1c 100644 --- a/doc/classes/VoxelGI.xml +++ b/doc/classes/VoxelGI.xml @@ -10,7 +10,7 @@ [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_BAKED]. These temporary nodes can then be hidden after baking the [VoxelGI] node. - https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html + $DOCS_URL/tutorials/3d/gi_probes.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml index 0653c8b453..f36b926bef 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -384,7 +384,7 @@ Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. + Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. The window's ability to be resized. diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml index a6a4701dd4..47ab4b3612 100644 --- a/doc/classes/World2D.xml +++ b/doc/classes/World2D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/ray-casting.html diff --git a/doc/classes/World3D.xml b/doc/classes/World3D.xml index 136ca2c598..fd2f96985c 100644 --- a/doc/classes/World3D.xml +++ b/doc/classes/World3D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Node3D nodes register their resources into the current world. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/ray-casting.html diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml index bd25a74c5b..793479e074 100644 --- a/doc/classes/WorldEnvironment.xml +++ b/doc/classes/WorldEnvironment.xml @@ -9,7 +9,7 @@ The [WorldEnvironment] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene. - https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html + $DOCS_URL/tutorials/3d/environment_and_post_processing.html https://godotengine.org/asset-library/asset/123 https://godotengine.org/asset-library/asset/110 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/XRCamera3D.xml b/doc/classes/XRCamera3D.xml index 31f05ca06c..ca81f5b169 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 + $DOCS_URL/tutorials/vr/index.html diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml index eb91196e00..0e2785f246 100644 --- a/doc/classes/XRController3D.xml +++ b/doc/classes/XRController3D.xml @@ -10,7 +10,7 @@ As many XR runtimes now use a configurable action map all inputs are named. - https://docs.godotengine.org/en/latest/tutorials/vr/index.html + $DOCS_URL/tutorials/vr/index.html diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml index 7ae70f97a2..3b03447ed1 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 + $DOCS_URL/tutorials/vr/index.html diff --git a/doc/classes/XROrigin3D.xml b/doc/classes/XROrigin3D.xml index 0d8acfeb1b..fc15102976 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 + $DOCS_URL/tutorials/vr/index.html diff --git a/doc/classes/XRPositionalTracker.xml b/doc/classes/XRPositionalTracker.xml index bd6a518835..439bcfc382 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 GDExtension-based interfaces can interact with them. - https://docs.godotengine.org/en/latest/tutorials/vr/index.html + $DOCS_URL/tutorials/vr/index.html diff --git a/doc/classes/XRServer.xml b/doc/classes/XRServer.xml index 87164ebb52..3a7fdea8d0 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 + $DOCS_URL/tutorials/vr/index.html -- cgit v1.2.3