diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml
index 6b897234b76..fac0305139c 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/3.2/tutorials/math/index.html
- https://docs.godotengine.org/en/3.2/tutorials/math/vector_math.html
- https://docs.godotengine.org/en/3.2/tutorials/math/vectors_advanced.html
+ https://docs.godotengine.org/en/3.3/tutorials/math/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/math/vector_math.html
+ https://docs.godotengine.org/en/3.3/tutorials/math/vectors_advanced.html
diff --git a/doc/classes/ARVRCamera.xml b/doc/classes/ARVRCamera.xml
index fecf1de837b..01aa21fcd2a 100644
--- a/doc/classes/ARVRCamera.xml
+++ b/doc/classes/ARVRCamera.xml
@@ -8,7 +8,7 @@
The position and orientation of this node is automatically updated by the ARVR 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 ARVR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the ARVRCamera can lag a few milliseconds behind what is used for rendering as a result.
- https://docs.godotengine.org/en/3.2/tutorials/vr/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/vr/index.html
diff --git a/doc/classes/ARVRController.xml b/doc/classes/ARVRController.xml
index 2ccf83c879e..990d253e4e0 100644
--- a/doc/classes/ARVRController.xml
+++ b/doc/classes/ARVRController.xml
@@ -9,7 +9,7 @@
The position of the controller node is automatically updated by the [ARVRServer]. This makes this node ideal to add child nodes to visualize the controller.
- https://docs.godotengine.org/en/3.2/tutorials/vr/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/vr/index.html
diff --git a/doc/classes/ARVRInterface.xml b/doc/classes/ARVRInterface.xml
index 3991d65462b..bd724f5fdd6 100644
--- a/doc/classes/ARVRInterface.xml
+++ b/doc/classes/ARVRInterface.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 [ARVRServer].
- https://docs.godotengine.org/en/3.2/tutorials/vr/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/vr/index.html
diff --git a/doc/classes/ARVROrigin.xml b/doc/classes/ARVROrigin.xml
index 3ba4f0cc3fd..1ce8dfa93c1 100644
--- a/doc/classes/ARVROrigin.xml
+++ b/doc/classes/ARVROrigin.xml
@@ -10,7 +10,7 @@
For example, if your character is driving a car, the ARVROrigin 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/3.2/tutorials/vr/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/vr/index.html
diff --git a/doc/classes/ARVRPositionalTracker.xml b/doc/classes/ARVRPositionalTracker.xml
index a1bbab7882d..73defd36e5c 100644
--- a/doc/classes/ARVRPositionalTracker.xml
+++ b/doc/classes/ARVRPositionalTracker.xml
@@ -9,7 +9,7 @@
The [ARVRController] and [ARVRAnchor] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them.
- https://docs.godotengine.org/en/3.2/tutorials/vr/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/vr/index.html
diff --git a/doc/classes/ARVRServer.xml b/doc/classes/ARVRServer.xml
index eb1a66f4a4f..f966f0f65f6 100644
--- a/doc/classes/ARVRServer.xml
+++ b/doc/classes/ARVRServer.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/3.2/tutorials/vr/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/vr/index.html
diff --git a/doc/classes/AnimatedSprite.xml b/doc/classes/AnimatedSprite.xml
index 33fc57a2f50..6385072939f 100644
--- a/doc/classes/AnimatedSprite.xml
+++ b/doc/classes/AnimatedSprite.xml
@@ -8,7 +8,7 @@
[b]Note:[/b] You can associate a set of normal maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] suffix. For example, having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/code] will make it so the [code]run[/code] animation uses the normal map.
- https://docs.godotengine.org/en/3.2/tutorials/2d/2d_sprite_animation.html
+ https://docs.godotengine.org/en/3.3/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 a227d83062b..f85906a7ccd 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/3.2/tutorials/2d/2d_sprite_animation.html
+ https://docs.godotengine.org/en/3.3/tutorials/2d/2d_sprite_animation.html
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml
index 3519ce13b86..626a1fa9d03 100644
--- a/doc/classes/Animation.xml
+++ b/doc/classes/Animation.xml
@@ -17,7 +17,7 @@
Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] or [AnimationTreePlayer] 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/3.2/tutorials/animation/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/animation/index.html
diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml
index f4ad1c1764c..7e44b012d46 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/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeAdd2.xml b/doc/classes/AnimationNodeAdd2.xml
index a15ff845468..a4f2c6cd6d1 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/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeAdd3.xml b/doc/classes/AnimationNodeAdd3.xml
index e6d4a72129d..b8764aabd93 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/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/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 d84cf2b6d16..8b17084c61d 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/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/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 d86f982b388..a33d313b0ba 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/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/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 21070a35d78..7ab5b911c4c 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/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeBlendSpace1D.xml b/doc/classes/AnimationNodeBlendSpace1D.xml
index 5d2203ab024..e14b80e44aa 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/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml
index 7315fb27fc5..eb41cecdf3a 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/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/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 3e7cd5056a2..262632dccc6 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/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml
index 01c1efd10f3..2bc939ed4ec 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/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/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 1752b98cf80..c6160b57865 100644
--- a/doc/classes/AnimationNodeOutput.xml
+++ b/doc/classes/AnimationNodeOutput.xml
@@ -6,7 +6,7 @@
- https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/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 7e138918570..04b2e720b03 100644
--- a/doc/classes/AnimationNodeStateMachine.xml
+++ b/doc/classes/AnimationNodeStateMachine.xml
@@ -12,7 +12,7 @@
[/codeblock]
- https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml
index 591921f93ad..c0fb03c400e 100644
--- a/doc/classes/AnimationNodeStateMachinePlayback.xml
+++ b/doc/classes/AnimationNodeStateMachinePlayback.xml
@@ -12,7 +12,7 @@
[/codeblock]
- https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml
index e86ffdda242..162f93fdb91 100644
--- a/doc/classes/AnimationNodeStateMachineTransition.xml
+++ b/doc/classes/AnimationNodeStateMachineTransition.xml
@@ -5,13 +5,13 @@
- https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/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/3.2/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=https://docs.godotengine.org/en/3.3/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]:
[codeblock]
$animation_tree["parameters/conditions/idle"] = is_on_floor and (linear_velocity.x == 0)
[/codeblock]
diff --git a/doc/classes/AnimationNodeTimeScale.xml b/doc/classes/AnimationNodeTimeScale.xml
index d52b88fda33..c7d619c15c4 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/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/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 7f4f0a2ad91..f9afb2bcb0c 100644
--- a/doc/classes/AnimationNodeTimeSeek.xml
+++ b/doc/classes/AnimationNodeTimeSeek.xml
@@ -7,7 +7,7 @@
This node can be used to cause a seek command to happen to any sub-children of the graph. After setting the time, this value returns to -1.
- https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml
index aabeb6f5115..9004dd6b96d 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/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/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 fd7c0c871d2..6cb9baf3b52 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/3.2/tutorials/animation/index.html
- https://docs.godotengine.org/en/3.2/tutorials/2d/2d_sprite_animation.html
+ https://docs.godotengine.org/en/3.3/tutorials/animation/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/2d/2d_sprite_animation.html
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index 1afaede2ba6..0112c54de68 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -7,7 +7,7 @@
Note: 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/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/AnimationTreePlayer.xml b/doc/classes/AnimationTreePlayer.xml
index 24f74fac530..d48e887a792 100644
--- a/doc/classes/AnimationTreePlayer.xml
+++ b/doc/classes/AnimationTreePlayer.xml
@@ -9,7 +9,7 @@
See [AnimationTree] for a more full-featured replacement of this node.
- https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
diff --git a/doc/classes/Area.xml b/doc/classes/Area.xml
index e372b4117c6..13b562b82b0 100644
--- a/doc/classes/Area.xml
+++ b/doc/classes/Area.xml
@@ -99,10 +99,10 @@
If [code]true[/code], the area's audio bus overrides the default audio bus.
- The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index 15b058e4165..c4054d48f83 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).
- https://docs.godotengine.org/en/3.2/tutorials/physics/using_area_2d.html
+ https://docs.godotengine.org/en/3.3/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
@@ -101,10 +101,10 @@
If [code]true[/code], the area's audio bus overrides the default audio bus.
- The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index 308a0b0e4ad..49777deb2ad 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -26,7 +26,7 @@
[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/3.2/tutorials/content/procedural_geometry/arraymesh.html
+ https://docs.godotengine.org/en/3.3/tutorials/content/procedural_geometry/arraymesh.html
diff --git a/doc/classes/AudioEffectDistortion.xml b/doc/classes/AudioEffectDistortion.xml
index 41b06acfcbf..717d1cade28 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/3.2/tutorials/audio/audio_buses.html
+ https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html
diff --git a/doc/classes/AudioEffectFilter.xml b/doc/classes/AudioEffectFilter.xml
index 2b11e0a2dd8..79f1629b219 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/3.2/tutorials/audio/audio_buses.html
+ https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html
diff --git a/doc/classes/AudioEffectHighShelfFilter.xml b/doc/classes/AudioEffectHighShelfFilter.xml
index 1ddbe15c49f..b73f79ea684 100644
--- a/doc/classes/AudioEffectHighShelfFilter.xml
+++ b/doc/classes/AudioEffectHighShelfFilter.xml
@@ -6,7 +6,7 @@
- https://docs.godotengine.org/en/3.2/tutorials/audio/audio_buses.html
+ https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html
diff --git a/doc/classes/AudioEffectLowShelfFilter.xml b/doc/classes/AudioEffectLowShelfFilter.xml
index 05901f95d83..2f7da5f0047 100644
--- a/doc/classes/AudioEffectLowShelfFilter.xml
+++ b/doc/classes/AudioEffectLowShelfFilter.xml
@@ -6,7 +6,7 @@
- https://docs.godotengine.org/en/3.2/tutorials/audio/audio_buses.html
+ https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html
diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml
index ab2f3e814ae..0eedda0c98f 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/3.2/tutorials/audio/recording_with_microphone.html
+ https://docs.godotengine.org/en/3.3/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 0865f0a64fd..31a32ee1ef4 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/3.2/tutorials/audio/audio_buses.html
+ https://docs.godotengine.org/en/3.3/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 0399f9bc465..8845cfcaa5d 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/3.2/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/3.3/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 1331c26a071..e68607b6277 100644
--- a/doc/classes/AudioStreamPlayer.xml
+++ b/doc/classes/AudioStreamPlayer.xml
@@ -7,7 +7,7 @@
Plays an audio stream non-positionally.
- https://docs.godotengine.org/en/3.2/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/3.3/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 d1ae5a19c83..023d65036b1 100644
--- a/doc/classes/AudioStreamPlayer2D.xml
+++ b/doc/classes/AudioStreamPlayer2D.xml
@@ -7,7 +7,7 @@
Plays audio that dampens with distance from screen center.
- https://docs.godotengine.org/en/3.2/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/3.3/tutorials/audio/audio_streams.html
diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml
index be397eee348..6af3f0d4526 100644
--- a/doc/classes/AudioStreamPlayer3D.xml
+++ b/doc/classes/AudioStreamPlayer3D.xml
@@ -8,7 +8,7 @@
By default, audio is heard from the camera position. This can be changed by adding a [Listener] node to the scene and enabling it by calling [method Listener.make_current] on it.
- https://docs.godotengine.org/en/3.2/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/3.3/tutorials/audio/audio_streams.html
diff --git a/doc/classes/BakedLightmap.xml b/doc/classes/BakedLightmap.xml
index 96181763cac..d7db0a95e8b 100644
--- a/doc/classes/BakedLightmap.xml
+++ b/doc/classes/BakedLightmap.xml
@@ -7,7 +7,7 @@
Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work fine on low-end PCs and mobile devices as they consume almost no resources in run-time.
- https://docs.godotengine.org/en/3.2/tutorials/3d/baked_lightmaps.html
+ https://docs.godotengine.org/en/3.3/tutorials/3d/baked_lightmaps.html
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index 0d403d846f6..e8bf7d40115 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/3.2/tutorials/math/index.html
- https://docs.godotengine.org/en/3.2/tutorials/math/matrices_and_transforms.html
- https://docs.godotengine.org/en/3.2/tutorials/3d/using_transforms.html
+ https://docs.godotengine.org/en/3.3/tutorials/math/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/math/matrices_and_transforms.html
+ https://docs.godotengine.org/en/3.3/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 e1766cb4364..26c22df006f 100644
--- a/doc/classes/CPUParticles2D.xml
+++ b/doc/classes/CPUParticles2D.xml
@@ -9,7 +9,7 @@
[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-fly and doesn't need to be configured by the user.
- https://docs.godotengine.org/en/3.2/tutorials/2d/particle_systems_2d.html
+ https://docs.godotengine.org/en/3.3/tutorials/2d/particle_systems_2d.html
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index 9c088e41c28..79da1f67afd 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 @GDScript.deg2rad].
- https://docs.godotengine.org/en/3.2/tutorials/2d/2d_transforms.html
- https://docs.godotengine.org/en/3.2/tutorials/2d/custom_drawing_in_2d.html
+ https://docs.godotengine.org/en/3.3/tutorials/2d/2d_transforms.html
+ https://docs.godotengine.org/en/3.3/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 a51b1845725..5c75222a128 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/3.2/tutorials/2d/2d_transforms.html
- https://docs.godotengine.org/en/3.2/tutorials/2d/canvas_layers.html
+ https://docs.godotengine.org/en/3.3/tutorials/2d/2d_transforms.html
+ https://docs.godotengine.org/en/3.3/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 4cc3965624a..e1bc7e8ce4a 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/3.2/tutorials/gui/bbcode_in_richtextlabel.html
+ https://docs.godotengine.org/en/3.3/tutorials/gui/bbcode_in_richtextlabel.html
https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project
diff --git a/doc/classes/ClippedCamera.xml b/doc/classes/ClippedCamera.xml
index 62ef8229ba0..2a703a8422d 100644
--- a/doc/classes/ClippedCamera.xml
+++ b/doc/classes/ClippedCamera.xml
@@ -90,7 +90,7 @@
If [code]true[/code], the camera stops on contact with [PhysicsBody]s.
- The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The camera's collision margin. The camera can't get closer than this distance to a colliding object.
diff --git a/doc/classes/CollisionShape.xml b/doc/classes/CollisionShape.xml
index 0904334a9fa..e89bba6bf7c 100644
--- a/doc/classes/CollisionShape.xml
+++ b/doc/classes/CollisionShape.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 [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject.shape_owner_get_shape] to get the actual shape.
- https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/3.3/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/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml
index 05129ddd788..3ed90a4b438 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/3.2/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/3.3/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/ConfigFile.xml b/doc/classes/ConfigFile.xml
index a5c837e353f..4d4114906c1 100644
--- a/doc/classes/ConfigFile.xml
+++ b/doc/classes/ConfigFile.xml
@@ -31,6 +31,12 @@
+
+
+
+
+
+
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index af6bbb6dc50..c3d74358514 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -14,8 +14,8 @@
[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.
- https://docs.godotengine.org/en/3.2/tutorials/gui/index.html
- https://docs.godotengine.org/en/3.2/tutorials/2d/custom_drawing_in_2d.html
+ https://docs.godotengine.org/en/3.3/tutorials/gui/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/2d/custom_drawing_in_2d.html
https://docs.godotengine.org/en/latest/tutorials/ui/control_node_gallery.html
https://github.com/godotengine/godot-demo-projects/tree/master/gui
@@ -872,6 +872,10 @@
theme.set_color("font_color", "TooltipLabel", Color(0, 1, 1))
[/codeblock]
+
+ Enables whether input should propagate when you close the control as modal.
+ If [code]false[/code], stops event handling at the viewport input event handling. The viewport first hides the modal and after marks the input as handled.
+
Distance between the node's bottom edge and its parent control, based on [member anchor_bottom].
Margins are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Margins update automatically when you move or resize the node.
@@ -895,10 +899,6 @@
Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does.
-
- Enables whether input should propagate when you close the control as modal.
- If [code]false[/code], stops event handling at the viewport input event handling. The viewport first hides the modal and after marks the input as handled.
-
Enables whether rendering of [CanvasItem] based children should be clipped to this control's rectangle. If [code]true[/code], parts of a child which would be visibly outside of this control's rectangle will not be rendered.
@@ -919,7 +919,7 @@
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/3.2/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=https://docs.godotengine.org/en/3.3/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 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.
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml
index dba2c9c12d0..a2bb3cc0a91 100644
--- a/doc/classes/Dictionary.xml
+++ b/doc/classes/Dictionary.xml
@@ -84,7 +84,7 @@
[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/3.2/getting_started/scripting/gdscript/gdscript_basics.html#dictionary
+ https://docs.godotengine.org/en/3.3/getting_started/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/DirectionalLight.xml b/doc/classes/DirectionalLight.xml
index 09ef8d67ce4..d4f7f548488 100644
--- a/doc/classes/DirectionalLight.xml
+++ b/doc/classes/DirectionalLight.xml
@@ -7,7 +7,7 @@
A directional light is a type of [Light] 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 DirectionalLight transform (origin) is ignored. Only the basis is used to determine light direction.
- https://docs.godotengine.org/en/3.2/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/3.3/tutorials/3d/lights_and_shadows.html
diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml
index 0df1c389c42..5ac59ff2452 100644
--- a/doc/classes/Directory.xml
+++ b/doc/classes/Directory.xml
@@ -24,7 +24,7 @@
[/codeblock]
- https://docs.godotengine.org/en/3.2/getting_started/step_by_step/filesystem.html
+ https://docs.godotengine.org/en/3.3/getting_started/step_by_step/filesystem.html
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index b8c1fb7291b..51a81ac2b2a 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -48,7 +48,7 @@
[/codeblock]
- https://docs.godotengine.org/en/3.2/tutorials/plugins/editor/import_plugins.html
+ https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/import_plugins.html
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 9fc6e23a4d6..5aca7d49715 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/3.2/tutorials/plugins/editor/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/index.html
diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml
index c759b27625d..f58b03d9a41 100644
--- a/doc/classes/EditorScenePostImport.xml
+++ b/doc/classes/EditorScenePostImport.xml
@@ -26,7 +26,7 @@
[/codeblock]
- https://docs.godotengine.org/en/3.2/getting_started/workflow/assets/importing_scenes.html#custom-script
+ https://docs.godotengine.org/en/3.3/getting_started/workflow/assets/importing_scenes.html#custom-script
diff --git a/doc/classes/EditorSpatialGizmoPlugin.xml b/doc/classes/EditorSpatialGizmoPlugin.xml
index 5763db625d5..cd43fec4a9b 100644
--- a/doc/classes/EditorSpatialGizmoPlugin.xml
+++ b/doc/classes/EditorSpatialGizmoPlugin.xml
@@ -7,7 +7,7 @@
EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the documentation for more info.
- https://docs.godotengine.org/en/3.2/tutorials/plugins/editor/spatial_gizmos.html
+ https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/spatial_gizmos.html
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 1d7f821afc6..ea1db1cab1d 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -12,8 +12,8 @@
These effects will only apply when the [Viewport]'s intended usage is "3D" or "3D Without Effects". This can be configured for the root Viewport with [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation], or for specific Viewports via the [member Viewport.usage] property.
- https://docs.godotengine.org/en/3.2/tutorials/3d/environment_and_post_processing.html
- https://docs.godotengine.org/en/3.2/tutorials/3d/high_dynamic_range.html
+ https://docs.godotengine.org/en/3.3/tutorials/3d/environment_and_post_processing.html
+ https://docs.godotengine.org/en/3.3/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 e1bd596a34c..d98765ea10b 100644
--- a/doc/classes/File.xml
+++ b/doc/classes/File.xml
@@ -20,12 +20,12 @@
file.close()
return content
[/codeblock]
- In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/3.2/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=https://docs.godotengine.org/en/3.3/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/3.2/getting_started/step_by_step/filesystem.html
+ https://docs.godotengine.org/en/3.3/getting_started/step_by_step/filesystem.html
https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml
index 2f46e1f78ac..9023b159ebb 100644
--- a/doc/classes/GIProbe.xml
+++ b/doc/classes/GIProbe.xml
@@ -9,7 +9,7 @@
[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].
- https://docs.godotengine.org/en/3.2/tutorials/3d/gi_probes.html
+ https://docs.godotengine.org/en/3.3/tutorials/3d/gi_probes.html
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml
index e9bdc56178e..66bc155c29f 100644
--- a/doc/classes/HTTPClient.xml
+++ b/doc/classes/HTTPClient.xml
@@ -12,8 +12,8 @@
[b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error.
- https://docs.godotengine.org/en/3.2/tutorials/networking/http_client_class.html
- https://docs.godotengine.org/en/3.2/tutorials/networking/ssl_certificates.html
+ https://docs.godotengine.org/en/3.3/tutorials/networking/http_client_class.html
+ https://docs.godotengine.org/en/3.3/tutorials/networking/ssl_certificates.html
diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml
index 269fe0bf659..280350d7bdb 100644
--- a/doc/classes/HTTPRequest.xml
+++ b/doc/classes/HTTPRequest.xml
@@ -68,8 +68,8 @@
[b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error.
- https://docs.godotengine.org/en/3.2/tutorials/networking/http_request_class.html
- https://docs.godotengine.org/en/3.2/tutorials/networking/ssl_certificates.html
+ https://docs.godotengine.org/en/3.3/tutorials/networking/http_request_class.html
+ https://docs.godotengine.org/en/3.3/tutorials/networking/ssl_certificates.html
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index 16b6fc97801..358ea37037f 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/3.2/getting_started/workflow/assets/importing_images.html
+ https://docs.godotengine.org/en/3.3/getting_started/workflow/assets/importing_images.html
@@ -332,7 +332,7 @@
- Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/3.2/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=https://docs.godotengine.org/en/3.3/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 1ee3f2bd009..c18ebc59f05 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/3.2/getting_started/workflow/assets/importing_images.html
+ https://docs.godotengine.org/en/3.3/getting_started/workflow/assets/importing_images.html
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index db525981a26..49144c7e6de 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/3.2/tutorials/inputs/index.html
+ https://docs.godotengine.org/en/3.3/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 e4a61459af4..6e3f8718e8e 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/3.2/tutorials/inputs/inputevent.html
- https://docs.godotengine.org/en/3.2/tutorials/2d/2d_transforms.html
+ https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/3.3/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 7c3b1b74286..ecc5b27dd2b 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/3.2/tutorials/inputs/inputevent.html#actions
+ https://docs.godotengine.org/en/3.3/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 a9750b1e0c7..142a9e9c789 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/3.2/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml
index 8d3923f835e..4bb8223a433 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/3.2/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml
index 95b28f87aa7..386b74572ff 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/3.2/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml
index 0c0240b2307..b3d19f82435 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/3.2/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml
index 5a4628b641f..6d0a4776e36 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/3.2/tutorials/inputs/mouse_and_input_coordinates.html
+ https://docs.godotengine.org/en/3.3/tutorials/inputs/mouse_and_input_coordinates.html
diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml
index f78dfd6c5bb..257f2443d4a 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/3.2/tutorials/inputs/mouse_and_input_coordinates.html
+ https://docs.godotengine.org/en/3.3/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 a62807a073a..6c7f484ab65 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/3.2/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml
index 9ad8fe88c7a..d9cbdf12ecb 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/3.2/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml
index e4c26549b80..5fa0b2e6be5 100644
--- a/doc/classes/InputEventWithModifiers.xml
+++ b/doc/classes/InputEventWithModifiers.xml
@@ -7,7 +7,7 @@
Contains keys events information with modifiers support like [code]Shift[/code] or [code]Alt[/code]. See [method Node._input].
- https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml
index b44dc603386..5df64c9ae6d 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/3.2/tutorials/inputs/inputevent.html#inputmap
+ https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html#inputmap
diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml
index 83afa941469..c0149986dea 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/3.2/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=https://docs.godotengine.org/en/3.3/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information.
- https://docs.godotengine.org/en/3.2/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script
+ https://docs.godotengine.org/en/3.3/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml
index 539cae5d5af..d340d9194c6 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -9,7 +9,7 @@
[b]Kinematic characters:[/b] KinematicBody also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics.
- https://docs.godotengine.org/en/3.2/tutorials/physics/kinematic_character_2d.html
+ https://docs.godotengine.org/en/3.3/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/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index 09ebd14fb84..6d98617943b 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -9,8 +9,8 @@
[b]Kinematic characters:[/b] KinematicBody2D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics.
- https://docs.godotengine.org/en/3.2/tutorials/physics/kinematic_character_2d.html
- https://docs.godotengine.org/en/3.2/tutorials/physics/using_kinematic_body_2d.html
+ https://docs.godotengine.org/en/3.3/tutorials/physics/kinematic_character_2d.html
+ https://docs.godotengine.org/en/3.3/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/Light.xml b/doc/classes/Light.xml
index 77eff92737d..70b2a0d10ad 100644
--- a/doc/classes/Light.xml
+++ b/doc/classes/Light.xml
@@ -7,7 +7,7 @@
Light is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting.
- https://docs.godotengine.org/en/3.2/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/3.3/tutorials/3d/lights_and_shadows.html
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml
index 8c52ee724e6..6859e196b81 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/3.2/tutorials/2d/2d_lights_and_shadows.html
+ https://docs.godotengine.org/en/3.3/tutorials/2d/2d_lights_and_shadows.html
diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml
index 4bf5a2b380c..81a1723e9a6 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/3.2/tutorials/2d/2d_lights_and_shadows.html
+ https://docs.godotengine.org/en/3.3/tutorials/2d/2d_lights_and_shadows.html
diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml
index 597eca910ab..7d91264e1a0 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 [Sprite] via a tool in the editor toolbar. Select "Sprite" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
- https://docs.godotengine.org/en/3.2/tutorials/2d/2d_meshes.html
+ https://docs.godotengine.org/en/3.3/tutorials/2d/2d_meshes.html
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index 7056d8a5db8..fb55fd9595d 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/3.2/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
- https://docs.godotengine.org/en/3.2/tutorials/optimization/using_multimesh.html
+ https://docs.godotengine.org/en/3.3/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
+ https://docs.godotengine.org/en/3.3/tutorials/optimization/using_multimesh.html
diff --git a/doc/classes/MultiMeshInstance.xml b/doc/classes/MultiMeshInstance.xml
index 4d1c9088db4..ea5fb21653a 100644
--- a/doc/classes/MultiMeshInstance.xml
+++ b/doc/classes/MultiMeshInstance.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/3.2/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
- https://docs.godotengine.org/en/3.2/tutorials/3d/using_multi_mesh_instance.html
- https://docs.godotengine.org/en/3.2/tutorials/optimization/using_multimesh.html
+ https://docs.godotengine.org/en/3.3/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
+ https://docs.godotengine.org/en/3.3/tutorials/3d/using_multi_mesh_instance.html
+ https://docs.godotengine.org/en/3.3/tutorials/optimization/using_multimesh.html
diff --git a/doc/classes/Mutex.xml b/doc/classes/Mutex.xml
index f791674bc97..46ea15bb1db 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/3.2/tutorials/threads/using_multiple_threads.html
+ https://docs.godotengine.org/en/3.3/tutorials/threads/using_multiple_threads.html
diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml
index fe940b9439f..270549401e3 100644
--- a/doc/classes/NetworkedMultiplayerPeer.xml
+++ b/doc/classes/NetworkedMultiplayerPeer.xml
@@ -8,7 +8,7 @@
[b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
- https://docs.godotengine.org/en/3.2/tutorials/networking/high_level_multiplayer.html
+ https://docs.godotengine.org/en/3.3/tutorials/networking/high_level_multiplayer.html
https://godotengine.org/asset-library/asset/537
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index d7356d1712c..7265dae42c2 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 [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.
- https://docs.godotengine.org/en/3.2/getting_started/step_by_step/scenes_and_nodes.html
+ https://docs.godotengine.org/en/3.3/getting_started/step_by_step/scenes_and_nodes.html
https://github.com/godotengine/godot-demo-projects/
diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml
index d8ac8c700da..7b86e89dbfa 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/3.2/tutorials/2d/custom_drawing_in_2d.html
+ https://docs.godotengine.org/en/3.3/tutorials/2d/custom_drawing_in_2d.html
https://github.com/godotengine/godot-demo-projects/tree/master/2d
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index 8fb1d0dd950..8db8db90148 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -658,7 +658,7 @@
- Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on 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/3.2/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 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/3.3/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 0e2e395c93a..6fc117014d8 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -21,8 +21,8 @@
[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].
- https://docs.godotengine.org/en/3.2/getting_started/workflow/best_practices/node_alternatives.html
- https://docs.godotengine.org/en/3.2/getting_started/scripting/gdscript/gdscript_exports.html#advanced-exports
+ https://docs.godotengine.org/en/3.3/getting_started/workflow/best_practices/node_alternatives.html
+ https://docs.godotengine.org/en/3.3/getting_started/scripting/gdscript/gdscript_exports.html#advanced-exports
diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight.xml
index 6d043c18047..f098413c41c 100644
--- a/doc/classes/OmniLight.xml
+++ b/doc/classes/OmniLight.xml
@@ -8,7 +8,7 @@
[b]Note:[/b] By default, only 32 OmniLights may affect a single mesh [i]resource[/i] at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase [member ProjectSettings.rendering/limits/rendering/max_lights_per_object] at the cost of shader compilation times.
- https://docs.godotengine.org/en/3.2/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/3.3/tutorials/3d/lights_and_shadows.html
diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml
index 2c6301befbd..0bbecd15b92 100644
--- a/doc/classes/Particles.xml
+++ b/doc/classes/Particles.xml
@@ -10,7 +10,7 @@
[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.
- https://docs.godotengine.org/en/3.2/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html
+ https://docs.godotengine.org/en/3.3/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/Particles2D.xml b/doc/classes/Particles2D.xml
index 77e08f517c2..cda3ef01144 100644
--- a/doc/classes/Particles2D.xml
+++ b/doc/classes/Particles2D.xml
@@ -11,7 +11,7 @@
[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the texture region defined in [AtlasTexture]s.
- https://docs.godotengine.org/en/3.2/tutorials/2d/particle_systems_2d.html
+ https://docs.godotengine.org/en/3.3/tutorials/2d/particle_systems_2d.html
https://godotengine.org/asset-library/asset/515
diff --git a/doc/classes/Physics2DDirectBodyState.xml b/doc/classes/Physics2DDirectBodyState.xml
index dbd9b1ecc7c..09cb90e460e 100644
--- a/doc/classes/Physics2DDirectBodyState.xml
+++ b/doc/classes/Physics2DDirectBodyState.xml
@@ -7,7 +7,7 @@
Provides direct access to a physics body in the [Physics2DServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
- https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/3.3/tutorials/physics/ray-casting.html
diff --git a/doc/classes/Physics2DDirectSpaceState.xml b/doc/classes/Physics2DDirectSpaceState.xml
index ae6b454e0ce..2c0ea3efaf4 100644
--- a/doc/classes/Physics2DDirectSpaceState.xml
+++ b/doc/classes/Physics2DDirectSpaceState.xml
@@ -7,7 +7,7 @@
Direct access object to a space in the [Physics2DServer]. It's used mainly to do queries against objects and areas residing in a given space.
- https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/3.3/tutorials/physics/ray-casting.html
diff --git a/doc/classes/Physics2DShapeQueryParameters.xml b/doc/classes/Physics2DShapeQueryParameters.xml
index e571c44eb92..44990632190 100644
--- a/doc/classes/Physics2DShapeQueryParameters.xml
+++ b/doc/classes/Physics2DShapeQueryParameters.xml
@@ -27,7 +27,7 @@
If [code]true[/code], the query will take [PhysicsBody2D]s into account.
- The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.3/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/PhysicsBody.xml b/doc/classes/PhysicsBody.xml
index a0911847729..2b9bdd81b9c 100644
--- a/doc/classes/PhysicsBody.xml
+++ b/doc/classes/PhysicsBody.xml
@@ -7,7 +7,7 @@
PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it.
- https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html
@@ -80,10 +80,10 @@
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property.
- A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/3.3/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/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index cec9078df98..f86fa853d06 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/3.2/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html
@@ -80,10 +80,10 @@
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property.
- A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/3.3/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/PhysicsDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState.xml
index 2f480972b9f..a27f4acf09f 100644
--- a/doc/classes/PhysicsDirectSpaceState.xml
+++ b/doc/classes/PhysicsDirectSpaceState.xml
@@ -7,7 +7,7 @@
Direct access object to a space in the [PhysicsServer]. It's used mainly to do queries against objects and areas residing in a given space.
- https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/3.3/tutorials/physics/ray-casting.html
diff --git a/doc/classes/PhysicsShapeQueryParameters.xml b/doc/classes/PhysicsShapeQueryParameters.xml
index 57802afc528..634383235cf 100644
--- a/doc/classes/PhysicsShapeQueryParameters.xml
+++ b/doc/classes/PhysicsShapeQueryParameters.xml
@@ -27,7 +27,7 @@
If [code]true[/code], the query will take [PhysicsBody]s into account.
- The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.3/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 d91dbc9bd75..71047ae55b1 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/3.2/tutorials/math/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/math/index.html
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index dac4c529928..703ec8ffe42 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -76,7 +76,7 @@
- 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=https://docs.godotengine.org/en/3.3/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 = ""
@@ -231,7 +231,7 @@
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/3.2/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=https://docs.godotengine.org/en/3.3/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].
@@ -484,7 +484,7 @@
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=https://docs.godotengine.org/en/3.3/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/Quat.xml b/doc/classes/Quat.xml
index 1933067e930..05f38310dfb 100644
--- a/doc/classes/Quat.xml
+++ b/doc/classes/Quat.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/3.2/tutorials/3d/using_transforms.html#interpolating-with-quaternions
+ https://docs.godotengine.org/en/3.3/tutorials/3d/using_transforms.html#interpolating-with-quaternions
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/RayCast.xml b/doc/classes/RayCast.xml
index c5be5865ae0..e122ac038d1 100644
--- a/doc/classes/RayCast.xml
+++ b/doc/classes/RayCast.xml
@@ -11,7 +11,7 @@
RayCast 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/3.2/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/3.3/tutorials/physics/ray-casting.html
https://godotengine.org/asset-library/asset/676
@@ -137,7 +137,7 @@
If [code]true[/code], collision with [PhysicsBody]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/3.2/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=https://docs.godotengine.org/en/3.3/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/RayCast2D.xml b/doc/classes/RayCast2D.xml
index f9b8b88ad92..968b318524d 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/3.2/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/3.3/tutorials/physics/ray-casting.html
@@ -133,7 +133,7 @@
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/3.2/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=https://docs.godotengine.org/en/3.3/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/Rect2.xml b/doc/classes/Rect2.xml
index 4718de47e44..d12612ea2b2 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/3.2/tutorials/math/index.html
- https://docs.godotengine.org/en/3.2/tutorials/math/vector_math.html
- https://docs.godotengine.org/en/3.2/tutorials/math/vectors_advanced.html
+ https://docs.godotengine.org/en/3.3/tutorials/math/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/math/vector_math.html
+ https://docs.godotengine.org/en/3.3/tutorials/math/vectors_advanced.html
diff --git a/doc/classes/Reference.xml b/doc/classes/Reference.xml
index 08d0ce3450d..f94b63fdb92 100644
--- a/doc/classes/Reference.xml
+++ b/doc/classes/Reference.xml
@@ -10,7 +10,7 @@
[b]Note:[/b] In C#, references will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free references that are no longer in use. This means that unused references will linger on for a while before being removed.
- https://docs.godotengine.org/en/3.2/getting_started/workflow/best_practices/node_alternatives.html
+ https://docs.godotengine.org/en/3.3/getting_started/workflow/best_practices/node_alternatives.html
diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml
index 04a012ec3ce..8c390ec3a78 100644
--- a/doc/classes/ReflectionProbe.xml
+++ b/doc/classes/ReflectionProbe.xml
@@ -9,7 +9,7 @@
Note: By default Godot will only render 16 reflection probes. If you need more, increase the number of atlas subdivisions. This setting can be found in [member ProjectSettings.rendering/quality/reflections/atlas_subdiv].
- https://docs.godotengine.org/en/3.2/tutorials/3d/reflection_probes.html
+ https://docs.godotengine.org/en/3.3/tutorials/3d/reflection_probes.html
diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml
index 11c9d4c905f..73fdbf287b6 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/3.2/getting_started/step_by_step/resources.html
- https://docs.godotengine.org/en/3.2/getting_started/workflow/best_practices/node_alternatives.html
+ https://docs.godotengine.org/en/3.3/getting_started/step_by_step/resources.html
+ https://docs.godotengine.org/en/3.3/getting_started/workflow/best_practices/node_alternatives.html
diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml
index e781be365bb..d97562e8179 100644
--- a/doc/classes/RichTextEffect.xml
+++ b/doc/classes/RichTextEffect.xml
@@ -13,7 +13,7 @@
[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/3.2/tutorials/gui/bbcode_in_richtextlabel.html
+ https://docs.godotengine.org/en/3.3/tutorials/gui/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 83ccdb65b07..297933fe719 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -10,7 +10,7 @@
[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/3.2/tutorials/gui/bbcode_in_richtextlabel.html
+ https://docs.godotengine.org/en/3.3/tutorials/gui/bbcode_in_richtextlabel.html
https://godotengine.org/asset-library/asset/132
https://godotengine.org/asset-library/asset/677
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml
index 2f538497841..bc51cbd50d3 100644
--- a/doc/classes/RigidBody.xml
+++ b/doc/classes/RigidBody.xml
@@ -11,7 +11,7 @@
With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape] centers.
- https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html
https://godotengine.org/asset-library/asset/524
https://godotengine.org/asset-library/asset/675
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 7108579d544..4e4fcddeb5b 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/3.2/getting_started/step_by_step/scene_tree.html
- https://docs.godotengine.org/en/3.2/tutorials/viewports/multiple_resolutions.html
+ https://docs.godotengine.org/en/3.3/getting_started/step_by_step/scene_tree.html
+ https://docs.godotengine.org/en/3.3/tutorials/viewports/multiple_resolutions.html
diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml
index 5ac16aec476..79060afc8d5 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/3.2/getting_started/step_by_step/scripting.html
+ https://docs.godotengine.org/en/3.3/getting_started/step_by_step/scripting.html
diff --git a/doc/classes/Semaphore.xml b/doc/classes/Semaphore.xml
index 11e6d6e32b2..e438f34f714 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/3.2/tutorials/threads/using_multiple_threads.html
+ https://docs.godotengine.org/en/3.3/tutorials/threads/using_multiple_threads.html
diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml
index 6c7c33fb3df..b136e08d0ca 100644
--- a/doc/classes/Shader.xml
+++ b/doc/classes/Shader.xml
@@ -7,8 +7,8 @@
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/3.2/tutorials/shading/index.html
- https://docs.godotengine.org/en/3.2/tutorials/shading/your_first_shader/what_are_shaders.html
+ https://docs.godotengine.org/en/3.3/tutorials/shading/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/shading/your_first_shader/what_are_shaders.html
diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml
index cecc5cd0624..0bfd775c2c1 100644
--- a/doc/classes/ShaderMaterial.xml
+++ b/doc/classes/ShaderMaterial.xml
@@ -8,7 +8,7 @@
[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].
- https://docs.godotengine.org/en/3.2/tutorials/shading/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/shading/index.html
diff --git a/doc/classes/Shape.xml b/doc/classes/Shape.xml
index 1d24f2a70a3..a728df1eb82 100644
--- a/doc/classes/Shape.xml
+++ b/doc/classes/Shape.xml
@@ -7,7 +7,7 @@
Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody] or [Area] objects.
- https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml
index 2d894fff8cd..53480131e0f 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/3.2/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml
index f250549ce09..b78c88157fa 100644
--- a/doc/classes/Skeleton2D.xml
+++ b/doc/classes/Skeleton2D.xml
@@ -7,7 +7,7 @@
Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones.
- https://docs.godotengine.org/en/3.2/tutorials/animation/2d_skeletons.html
+ https://docs.godotengine.org/en/3.3/tutorials/animation/2d_skeletons.html
diff --git a/doc/classes/SoftBody.xml b/doc/classes/SoftBody.xml
index 3abab535f9c..f09e6bd1552 100644
--- a/doc/classes/SoftBody.xml
+++ b/doc/classes/SoftBody.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/3.2/tutorials/physics/soft_body.html
+ https://docs.godotengine.org/en/3.3/tutorials/physics/soft_body.html
@@ -82,10 +82,10 @@
The physics layers this SoftBody is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
- A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The physics layers this SoftBody scans for collisions. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layers this SoftBody scans for collisions. See [url=https://docs.godotengine.org/en/3.3/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/Spatial.xml b/doc/classes/Spatial.xml
index 292e26696f2..0d6e23ac433 100644
--- a/doc/classes/Spatial.xml
+++ b/doc/classes/Spatial.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 @GDScript.deg2rad].
- https://docs.godotengine.org/en/3.2/tutorials/3d/introduction_to_3d.html
+ https://docs.godotengine.org/en/3.3/tutorials/3d/introduction_to_3d.html
https://github.com/godotengine/godot-demo-projects/tree/master/3d
diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml
index 4412975db67..8b80e883e02 100644
--- a/doc/classes/SpatialMaterial.xml
+++ b/doc/classes/SpatialMaterial.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/3.2/tutorials/3d/spatial_material.html
+ https://docs.godotengine.org/en/3.3/tutorials/3d/spatial_material.html
diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight.xml
index 7ec2c228700..4b5211d419b 100644
--- a/doc/classes/SpotLight.xml
+++ b/doc/classes/SpotLight.xml
@@ -8,7 +8,7 @@
[b]Note:[/b] By default, only 32 SpotLights may affect a single mesh [i]resource[/i] at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase [member ProjectSettings.rendering/limits/rendering/max_lights_per_object] at the cost of shader compilation times.
- https://docs.godotengine.org/en/3.2/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/3.3/tutorials/3d/lights_and_shadows.html
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/SpringArm.xml b/doc/classes/SpringArm.xml
index 5841446ba66..574bcf31987 100644
--- a/doc/classes/SpringArm.xml
+++ b/doc/classes/SpringArm.xml
@@ -47,7 +47,7 @@
- The layers against which the collision check shall be done. See [url=https://docs.godotengine.org/en/3.2/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=https://docs.godotengine.org/en/3.3/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 SpringArm is given.
diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml
index 1160bd2d606..c62c526d78c 100644
--- a/doc/classes/StreamPeerSSL.xml
+++ b/doc/classes/StreamPeerSSL.xml
@@ -7,7 +7,7 @@
SSL stream peer. This object can be used to connect to an SSL server or accept a single SSL client connection.
- https://docs.godotengine.org/en/3.2/tutorials/networking/ssl_certificates.html
+ https://docs.godotengine.org/en/3.3/tutorials/networking/ssl_certificates.html
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index fc7b5a8e095..fb8649d066a 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/3.2/getting_started/scripting/gdscript/gdscript_format_string.html
+ https://docs.godotengine.org/en/3.3/getting_started/scripting/gdscript/gdscript_format_string.html
diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml
index 251701595fc..89b0395b8e1 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/3.2/tutorials/gui/gui_skinning.html
+ https://docs.godotengine.org/en/3.3/tutorials/gui/gui_skinning.html
diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml
index 182dfcc03ac..4b2b08a3b24 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/3.2/tutorials/threads/using_multiple_threads.html
- https://docs.godotengine.org/en/3.2/tutorials/threads/thread_safe_apis.html
+ https://docs.godotengine.org/en/3.3/tutorials/threads/using_multiple_threads.html
+ https://docs.godotengine.org/en/3.3/tutorials/threads/thread_safe_apis.html
https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 3b9db00a187..74a084aa2e3 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -8,7 +8,7 @@
When doing physics queries against the tilemap, the cell coordinates are encoded as [code]metadata[/code] for each detected collision shape returned by methods such as [method Physics2DDirectSpaceState.intersect_shape], [method Physics2DDirectBodyState.get_contact_collider_shape_metadata], etc.
- https://docs.godotengine.org/en/3.2/tutorials/2d/using_tilemaps.html
+ https://docs.godotengine.org/en/3.3/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
@@ -304,10 +304,10 @@
Friction value for static body collisions (see [code]collision_use_kinematic[/code]).
- The collision layer(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The collision layer(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The collision mask(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The collision mask(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body.
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index 7017a0e28b3..fe89f47164b 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -8,7 +8,7 @@
Tiles are referenced by a unique integer ID.
- https://docs.godotengine.org/en/3.2/tutorials/2d/using_tilemaps.html
+ https://docs.godotengine.org/en/3.3/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/Transform.xml b/doc/classes/Transform.xml
index 699f223299f..834ab705b84 100644
--- a/doc/classes/Transform.xml
+++ b/doc/classes/Transform.xml
@@ -8,9 +8,9 @@
For more information, read the "Matrices and transforms" documentation article.
- https://docs.godotengine.org/en/3.2/tutorials/math/index.html
- https://docs.godotengine.org/en/3.2/tutorials/math/matrices_and_transforms.html
- https://docs.godotengine.org/en/3.2/tutorials/3d/using_transforms.html
+ https://docs.godotengine.org/en/3.3/tutorials/math/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/math/matrices_and_transforms.html
+ https://docs.godotengine.org/en/3.3/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/Transform2D.xml b/doc/classes/Transform2D.xml
index c6a08ebdea1..5151fe64e1b 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/3.2/tutorials/math/index.html
- https://docs.godotengine.org/en/3.2/tutorials/math/matrices_and_transforms.html
+ https://docs.godotengine.org/en/3.3/tutorials/math/index.html
+ https://docs.godotengine.org/en/3.3/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/Translation.xml b/doc/classes/Translation.xml
index a2cb2862a3b..cdf899430f3 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/3.2/tutorials/i18n/internationalizing_games.html
- https://docs.godotengine.org/en/3.2/tutorials/i18n/locales.html
+ https://docs.godotengine.org/en/3.3/tutorials/i18n/internationalizing_games.html
+ https://docs.godotengine.org/en/3.3/tutorials/i18n/locales.html
diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml
index 47331903b47..ed26a4eb976 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/3.2/tutorials/i18n/internationalizing_games.html
- https://docs.godotengine.org/en/3.2/tutorials/i18n/locales.html
+ https://docs.godotengine.org/en/3.3/tutorials/i18n/internationalizing_games.html
+ https://docs.godotengine.org/en/3.3/tutorials/i18n/locales.html
diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml
index 84a025833fa..ac53bd8ded5 100644
--- a/doc/classes/Variant.xml
+++ b/doc/classes/Variant.xml
@@ -50,7 +50,7 @@
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/3.2/development/cpp/variant_class.html
+ https://docs.godotengine.org/en/3.3/development/cpp/variant_class.html
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 0dc6a6dc995..2776461a584 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -8,9 +8,9 @@
[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/3.2/tutorials/math/index.html
- https://docs.godotengine.org/en/3.2/tutorials/math/vector_math.html
- https://docs.godotengine.org/en/3.2/tutorials/math/vectors_advanced.html
+ https://docs.godotengine.org/en/3.3/tutorials/math/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/math/vector_math.html
+ https://docs.godotengine.org/en/3.3/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/Vector3.xml b/doc/classes/Vector3.xml
index af69f46c062..e79095572c3 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -8,9 +8,9 @@
[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/3.2/tutorials/math/index.html
- https://docs.godotengine.org/en/3.2/tutorials/math/vector_math.html
- https://docs.godotengine.org/en/3.2/tutorials/math/vectors_advanced.html
+ https://docs.godotengine.org/en/3.3/tutorials/math/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/math/vector_math.html
+ https://docs.godotengine.org/en/3.3/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/Viewport.xml b/doc/classes/Viewport.xml
index b089f037920..82670a21e7a 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/3.2/tutorials/2d/2d_transforms.html
- https://docs.godotengine.org/en/3.2/tutorials/viewports/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/2d/2d_transforms.html
+ https://docs.godotengine.org/en/3.3/tutorials/viewports/index.html
https://godotengine.org/asset-library/asset/127
https://godotengine.org/asset-library/asset/128
https://godotengine.org/asset-library/asset/129
diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml
index b950109b8c6..b43b993c89d 100644
--- a/doc/classes/VisualServer.xml
+++ b/doc/classes/VisualServer.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/3.2/tutorials/optimization/using_servers.html
+ https://docs.godotengine.org/en/3.3/tutorials/optimization/using_servers.html
diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml
index d7fa22e137a..0878d411d70 100644
--- a/doc/classes/VisualShaderNode.xml
+++ b/doc/classes/VisualShaderNode.xml
@@ -6,7 +6,7 @@
- https://docs.godotengine.org/en/3.2/tutorials/shading/visual_shaders.html
+ https://docs.godotengine.org/en/3.3/tutorials/shading/visual_shaders.html
diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml
index 74354324574..d1eecad1eaa 100644
--- a/doc/classes/VisualShaderNodeCustom.xml
+++ b/doc/classes/VisualShaderNodeCustom.xml
@@ -13,7 +13,7 @@
[/codeblock]
- https://docs.godotengine.org/en/3.2/tutorials/plugins/editor/visual_shader_plugins.html
+ https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/visual_shader_plugins.html
diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml
index 96498f6fb8d..fc405b1d78a 100644
--- a/doc/classes/VisualShaderNodeInput.xml
+++ b/doc/classes/VisualShaderNodeInput.xml
@@ -6,7 +6,7 @@
Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link).
- https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html
+ https://docs.godotengine.org/en/3.3/tutorials/shading/shading_reference/index.html
diff --git a/doc/classes/World.xml b/doc/classes/World.xml
index 88b830471af..e6b87598d3e 100644
--- a/doc/classes/World.xml
+++ b/doc/classes/World.xml
@@ -7,7 +7,7 @@
Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world.
- https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/3.3/tutorials/physics/ray-casting.html
diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml
index 010f655f310..4c1ce117a34 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/3.2/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/3.3/tutorials/physics/ray-casting.html
diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml
index 7cce02d7d15..c3bc6ea8039 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/3.2/tutorials/3d/environment_and_post_processing.html
+ https://docs.godotengine.org/en/3.3/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/editor/plugins/shader_editor_plugin.cpp b/editor/plugins/shader_editor_plugin.cpp
index b42ef8a6cf0..ae81b58e91c 100644
--- a/editor/plugins/shader_editor_plugin.cpp
+++ b/editor/plugins/shader_editor_plugin.cpp
@@ -341,7 +341,7 @@ void ShaderEditor::_menu_option(int p_option) {
shader_editor->remove_all_bookmarks();
} break;
case HELP_DOCS: {
- OS::get_singleton()->shell_open("https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html");
+ OS::get_singleton()->shell_open("https://docs.godotengine.org/en/3.3/tutorials/shading/shading_reference/index.html");
} break;
}
if (p_option != SEARCH_FIND && p_option != SEARCH_REPLACE && p_option != SEARCH_GOTO_LINE) {
diff --git a/misc/dist/html/editor.html b/misc/dist/html/editor.html
index 99ac2379cef..a5f72d8656c 100644
--- a/misc/dist/html/editor.html
+++ b/misc/dist/html/editor.html
@@ -230,7 +230,7 @@
diff --git a/modules/csg/doc_classes/CSGShape.xml b/modules/csg/doc_classes/CSGShape.xml
index 930e1d24f9e..53e9910200d 100644
--- a/modules/csg/doc_classes/CSGShape.xml
+++ b/modules/csg/doc_classes/CSGShape.xml
@@ -71,10 +71,10 @@
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
- A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The physics layers this CSG shape scans for collisions. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layers this CSG shape scans for collisions. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent.
diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
index 1cf71793994..68d44d2bce3 100644
--- a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+++ b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
@@ -9,7 +9,7 @@
[b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to make your server accessible on the public Internet, you only need to forward the server port in UDP. You can use the [UPNP] class to try to forward the server port automatically when starting the server.
- https://docs.godotengine.org/en/3.2/tutorials/networking/high_level_multiplayer.html
+ https://docs.godotengine.org/en/3.3/tutorials/networking/high_level_multiplayer.html
http://enet.bespin.org/usergroup0.html
diff --git a/modules/gdnative/doc_classes/GDNativeLibrary.xml b/modules/gdnative/doc_classes/GDNativeLibrary.xml
index a48cc1fef07..53d24ef0e6c 100644
--- a/modules/gdnative/doc_classes/GDNativeLibrary.xml
+++ b/modules/gdnative/doc_classes/GDNativeLibrary.xml
@@ -7,8 +7,8 @@
A GDNative library can implement [NativeScript]s, global functions to call with the [GDNative] class, or low-level engine extensions through interfaces such as [ARVRInterfaceGDNative]. The library must be compiled for each platform and architecture that the project will run on.
- https://docs.godotengine.org/en/3.2/tutorials/plugins/gdnative/gdnative-c-example.html
- https://docs.godotengine.org/en/3.2/tutorials/plugins/gdnative/gdnative-cpp-example.html
+ https://docs.godotengine.org/en/3.3/tutorials/plugins/gdnative/gdnative-c-example.html
+ https://docs.godotengine.org/en/3.3/tutorials/plugins/gdnative/gdnative-cpp-example.html
diff --git a/modules/gdscript/doc_classes/GDScript.xml b/modules/gdscript/doc_classes/GDScript.xml
index 5bdff2e3243..3c538ea4e88 100644
--- a/modules/gdscript/doc_classes/GDScript.xml
+++ b/modules/gdscript/doc_classes/GDScript.xml
@@ -8,7 +8,7 @@
[method new] creates a new instance of the script. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
- https://docs.godotengine.org/en/3.2/getting_started/scripting/gdscript/index.html
+ https://docs.godotengine.org/en/3.3/getting_started/scripting/gdscript/index.html
diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml
index 4c12e9ccda3..10dbb3e9d4d 100644
--- a/modules/gridmap/doc_classes/GridMap.xml
+++ b/modules/gridmap/doc_classes/GridMap.xml
@@ -11,7 +11,7 @@
[b]Note:[/b] GridMap doesn't extend [VisualInstance] and therefore can't be hidden or cull masked based on [member VisualInstance.layers]. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question.
- https://docs.godotengine.org/en/3.2/tutorials/3d/using_gridmaps.html
+ https://docs.godotengine.org/en/3.3/tutorials/3d/using_gridmaps.html
https://godotengine.org/asset-library/asset/125
https://godotengine.org/asset-library/asset/126
@@ -225,7 +225,7 @@
GridMaps act as static bodies, meaning they aren't affected by gravity or other forces. They only affect other physics bodies that collide with them.
- The physics layers this GridMap detects collisions in. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layers this GridMap detects collisions in. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The assigned [MeshLibrary].
diff --git a/modules/mono/doc_classes/CSharpScript.xml b/modules/mono/doc_classes/CSharpScript.xml
index 6464c63a519..56a3c60839e 100644
--- a/modules/mono/doc_classes/CSharpScript.xml
+++ b/modules/mono/doc_classes/CSharpScript.xml
@@ -8,7 +8,7 @@
See also [GodotSharp].
- https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html
+ https://docs.godotengine.org/en/3.3/getting_started/scripting/c_sharp/index.html
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
index de568709054..8d3a2d055d0 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
@@ -20,7 +20,7 @@ namespace Godot
/// orthogonal to each other, but are not necessarily normalized (due to scaling).
///
/// For more information, read this documentation article:
- /// https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html
+ /// https://docs.godotengine.org/en/3.3/tutorials/math/matrices_and_transforms.html
///
[Serializable]
[StructLayout(LayoutKind.Sequential)]
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs
index e202a7f8ff4..c3637b2de70 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs
@@ -15,7 +15,7 @@ namespace Godot
/// for the origin (last column).
///
/// For more information, read this documentation article:
- /// https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html
+ /// https://docs.godotengine.org/en/3.3/tutorials/math/matrices_and_transforms.html
///
[Serializable]
[StructLayout(LayoutKind.Sequential)]
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
index 4704c1c6042..47fcd7652a2 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
@@ -14,7 +14,7 @@ namespace Godot
/// It consists of a three values: x, y, and the origin.
///
/// For more information, read this documentation article:
- /// https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html
+ /// https://docs.godotengine.org/en/3.3/tutorials/math/matrices_and_transforms.html
///
[Serializable]
[StructLayout(LayoutKind.Sequential)]
diff --git a/modules/visual_script/doc_classes/VisualScript.xml b/modules/visual_script/doc_classes/VisualScript.xml
index 0fb7270a422..f0e1f77e7cd 100644
--- a/modules/visual_script/doc_classes/VisualScript.xml
+++ b/modules/visual_script/doc_classes/VisualScript.xml
@@ -9,7 +9,7 @@
You are most likely to use this class via the Visual Script editor or when writing plugins for it.
- https://docs.godotengine.org/en/3.2/getting_started/scripting/visual_script/index.html
+ https://docs.godotengine.org/en/3.3/getting_started/scripting/visual_script/index.html