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Merge pull request #55783 from timothyqiu/broken-doc-link
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[3.x] Fix broken links in Class Reference
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akien-mga authored Dec 10, 2021
2 parents e82091d + b1153f8 commit c6a9a38
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Showing 35 changed files with 45 additions and 45 deletions.
2 changes: 1 addition & 1 deletion doc/classes/ArrayMesh.xml
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[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
</description>
<tutorials>
<link>$DOCS_URL/tutorials/content/procedural_geometry/arraymesh.html</link>
<link>$DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.html</link>
</tutorials>
<methods>
<method name="add_blend_shape">
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2 changes: 1 addition & 1 deletion doc/classes/CharFXTransform.xml
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By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect].
</description>
<tutorials>
<link>$DOCS_URL/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link>$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html</link>
<link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
</tutorials>
<methods>
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6 changes: 3 additions & 3 deletions doc/classes/Control.xml
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[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 [method get_color], [method get_constant], [method get_font], [method get_icon], [method get_stylebox], and the [code]add_*_override[/code] methods provided by this class.
</description>
<tutorials>
<link title="GUI tutorial index">$DOCS_URL/tutorials/gui/index.html</link>
<link title="GUI tutorial index">$DOCS_URL/tutorials/ui/index.html</link>
<link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="Control node gallery">$DOCS_URL/tutorials/gui/control_node_gallery.html</link>
<link title="Control node gallery">$DOCS_URL/tutorials/ui/control_node_gallery.html</link>
<link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link>
</tutorials>
<methods>
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</member>
<member name="rect_scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2( 1, 1 )">
The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value.
[b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/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=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
[b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using [code]yield(get_tree(), "idle_frame")[/code] then set its [member rect_scale] property.
</member>
<member name="rect_size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2( 0, 0 )">
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2 changes: 1 addition & 1 deletion doc/classes/Dictionary.xml
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[b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized.
</description>
<tutorials>
<link title="GDScript basics: Dictionary">$DOCS_URL/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link>
<link title="GDScript basics: Dictionary">$DOCS_URL/tutorials/scripting/gdscript/gdscript_basics.html#dictionary</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials>
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2 changes: 1 addition & 1 deletion doc/classes/Directory.xml
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[/codeblock]
</description>
<tutorials>
<link>$DOCS_URL/getting_started/step_by_step/filesystem.html</link>
<link>$DOCS_URL/tutorials/scripting/filesystem.html</link>
</tutorials>
<methods>
<method name="change_dir">
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2 changes: 1 addition & 1 deletion doc/classes/EditorScenePostImport.xml
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[/codeblock]
</description>
<tutorials>
<link>$DOCS_URL/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
<link>$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#custom-script</link>
</tutorials>
<methods>
<method name="get_source_file" qualifiers="const">
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2 changes: 1 addition & 1 deletion doc/classes/File.xml
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[b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals.
</description>
<tutorials>
<link title="File system">$DOCS_URL/getting_started/step_by_step/filesystem.html</link>
<link title="File system">$DOCS_URL/tutorials/scripting/filesystem.html</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<methods>
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2 changes: 1 addition & 1 deletion doc/classes/Image.xml
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[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import.
</description>
<tutorials>
<link title="Importing images">$DOCS_URL/getting_started/workflow/assets/importing_images.html</link>
<link title="Importing images">$DOCS_URL/tutorials/assets_pipeline/importing_images.html</link>
</tutorials>
<methods>
<method name="blend_rect">
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2 changes: 1 addition & 1 deletion doc/classes/ImageTexture.xml
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[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations.
</description>
<tutorials>
<link title="Importing images">$DOCS_URL/getting_started/workflow/assets/importing_images.html</link>
<link title="Importing images">$DOCS_URL/tutorials/assets_pipeline/importing_images.html</link>
</tutorials>
<methods>
<method name="create">
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2 changes: 1 addition & 1 deletion doc/classes/JNISingleton.xml
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The JNISingleton is implemented only in the Android export. It's used to call methods and connect signals from an Android plugin written in Java or Kotlin. Methods and signals can be called and connected to the JNISingleton as if it is a Node. See [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more information.
</description>
<tutorials>
<link title="Creating Android plugins">$DOCS_URL/tutorials/plugins/android/android_plugin.html</link>
<link title="Creating Android plugins">$DOCS_URL/tutorials/platform/android/android_plugin.html</link>
</tutorials>
<methods>
</methods>
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2 changes: 1 addition & 1 deletion doc/classes/JavaScript.xml
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[b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=$DOCS_URL/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information.
</description>
<tutorials>
<link>$DOCS_URL/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link>
<link>$DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-script</link>
</tutorials>
<methods>
<method name="create_callback">
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4 changes: 2 additions & 2 deletions doc/classes/MultiMesh.xml
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Since instances may have any behavior, the AABB used for visibility must be provided by the user.
</description>
<tutorials>
<link>$DOCS_URL/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link>$DOCS_URL/tutorials/optimization/using_multimesh.html</link>
<link>$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link>
<link>$DOCS_URL/tutorials/performance/using_multimesh.html</link>
</tutorials>
<methods>
<method name="get_aabb" qualifiers="const">
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4 changes: 2 additions & 2 deletions doc/classes/MultiMeshInstance.xml
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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).
</description>
<tutorials>
<link>$DOCS_URL/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link>$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link>
<link>$DOCS_URL/tutorials/3d/using_multi_mesh_instance.html</link>
<link>$DOCS_URL/tutorials/optimization/using_multimesh.html</link>
<link>$DOCS_URL/tutorials/performance/using_multimesh.html</link>
</tutorials>
<methods>
</methods>
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2 changes: 1 addition & 1 deletion doc/classes/Mutex.xml
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A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks.
</description>
<tutorials>
<link>$DOCS_URL/tutorials/threads/using_multiple_threads.html</link>
<link>$DOCS_URL/tutorials/performance/threads/using_multiple_threads.html</link>
</tutorials>
<methods>
<method name="lock">
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2 changes: 1 addition & 1 deletion doc/classes/Node.xml
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[b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.
</description>
<tutorials>
<link title="Scenes and nodes">$DOCS_URL/getting_started/step_by_step/scenes_and_nodes.html</link>
<link title="Nodes and Scenes">$DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html</link>
<link title="All Demos">https://github.com/godotengine/godot-demo-projects/</link>
</tutorials>
<methods>
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2 changes: 1 addition & 1 deletion doc/classes/OS.xml
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<return type="bool" />
<argument index="0" name="tag_name" type="String" />
<description>
Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details.
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=$DOCS_URL/tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more details.
[b]Note:[/b] Tag names are case-sensitive.
</description>
</method>
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4 changes: 2 additions & 2 deletions doc/classes/Object.xml
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[b]Note:[/b] Due to a bug, you can't create a "plain" Object using [code]Object.new()[/code]. Instead, use [code]ClassDB.instance("Object")[/code]. This bug only applies to Object itself, not any of its descendents like [Reference].
</description>
<tutorials>
<link title="When and how to avoid using nodes for everything">$DOCS_URL/getting_started/workflow/best_practices/node_alternatives.html</link>
<link title="Advanced exports using _get_property_list()">$DOCS_URL/getting_started/scripting/gdscript/gdscript_exports.html#advanced-exports</link>
<link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>
<link title="Advanced exports using _get_property_list()">$DOCS_URL/tutorials/scripting/gdscript/gdscript_exports.html#advanced-exports</link>
</tutorials>
<methods>
<method name="_get" qualifiers="virtual">
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2 changes: 1 addition & 1 deletion doc/classes/Particles.xml
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[b]Note:[/b] After working on a Particles node, remember to update its [member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choose [b]Generate Visibility AABB[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle.
</description>
<tutorials>
<link title="Controlling thousands of fish with Particles">$DOCS_URL/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
<link title="Controlling thousands of fish with Particles">$DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
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4 changes: 2 additions & 2 deletions doc/classes/ProjectSettings.xml
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<description>
Contains global variables accessible from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options.
When naming a Project Settings property, use the full path to the setting including the category. For example, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog.
[b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=$DOCS_URL/getting_started/workflow/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=$DOCS_URL/getting_started/workflow/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations.
[b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=$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=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations.
</description>
<tutorials>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
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2 changes: 1 addition & 1 deletion doc/classes/Reference.xml
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[b]Note:[/b] In C#, references will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free references that are no longer in use. This means that unused references will linger on for a while before being removed.
</description>
<tutorials>
<link title="When and how to avoid using nodes for everything">$DOCS_URL/getting_started/workflow/best_practices/node_alternatives.html</link>
<link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>
</tutorials>
<methods>
<method name="init_ref">
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4 changes: 2 additions & 2 deletions doc/classes/Resource.xml
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[b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed.
</description>
<tutorials>
<link title="Resources">$DOCS_URL/getting_started/step_by_step/resources.html</link>
<link title="When and how to avoid using nodes for everything">$DOCS_URL/getting_started/workflow/best_practices/node_alternatives.html</link>
<link title="Resources">$DOCS_URL/tutorials/scripting/resources.html</link>
<link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>
</tutorials>
<methods>
<method name="_setup_local_to_scene" qualifiers="virtual">
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2 changes: 1 addition & 1 deletion doc/classes/RichTextEffect.xml
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[b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively.
</description>
<tutorials>
<link>$DOCS_URL/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link>$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html</link>
<link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
</tutorials>
<methods>
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2 changes: 1 addition & 1 deletion doc/classes/RichTextLabel.xml
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[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most emoji) are [i]not[/i] supported on Windows. They will display as unknown characters instead. This will be resolved in Godot 4.0.
</description>
<tutorials>
<link title="BBCode in RichTextLabel">$DOCS_URL/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link title="BBCode in RichTextLabel">$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html</link>
<link title="GUI Rich Text/BBcode Demo">https://godotengine.org/asset-library/asset/132</link>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials>
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4 changes: 2 additions & 2 deletions doc/classes/SceneTree.xml
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[SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop.
</description>
<tutorials>
<link>$DOCS_URL/getting_started/step_by_step/scene_tree.html</link>
<link>$DOCS_URL/tutorials/viewports/multiple_resolutions.html</link>
<link>$DOCS_URL/tutorials/scripting/scene_tree.html</link>
<link>$DOCS_URL/tutorials/rendering/multiple_resolutions.html</link>
</tutorials>
<methods>
<method name="call_group" qualifiers="vararg">
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2 changes: 1 addition & 1 deletion doc/classes/Script.xml
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The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
</description>
<tutorials>
<link>$DOCS_URL/getting_started/step_by_step/scripting.html</link>
<link>$DOCS_URL/tutorials/scripting/index.html</link>
</tutorials>
<methods>
<method name="can_instance" qualifiers="const">
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2 changes: 1 addition & 1 deletion doc/classes/Semaphore.xml
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A synchronization semaphore which can be used to synchronize multiple [Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. For a binary version, see [Mutex].
</description>
<tutorials>
<link>$DOCS_URL/tutorials/threads/using_multiple_threads.html</link>
<link>$DOCS_URL/tutorials/performance/threads/using_multiple_threads.html</link>
</tutorials>
<methods>
<method name="post">
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4 changes: 2 additions & 2 deletions doc/classes/Shader.xml
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This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
</description>
<tutorials>
<link>$DOCS_URL/tutorials/shading/index.html</link>
<link>$DOCS_URL/tutorials/shading/your_first_shader/what_are_shaders.html</link>
<link>$DOCS_URL/tutorials/shaders/index.html</link>
<link>$DOCS_URL/tutorials/shaders/introduction_to_shaders.html</link>
</tutorials>
<methods>
<method name="get_default_texture_param" qualifiers="const">
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2 changes: 1 addition & 1 deletion doc/classes/ShaderMaterial.xml
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[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe].
</description>
<tutorials>
<link>$DOCS_URL/tutorials/shading/index.html</link>
<link>$DOCS_URL/tutorials/shaders/index.html</link>
</tutorials>
<methods>
<method name="get_shader_param" qualifiers="const">
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