From 12ae7a4c02c186e9f136a7d4a8ea9f6f4805f718 Mon Sep 17 00:00:00 2001 From: Michael Alexsander Silva Dias Date: Tue, 23 Jul 2019 21:06:12 -0300 Subject: [PATCH] Update some dead links in the codebase --- core/map.h | 2 +- core/math/camera_matrix.cpp | 4 ++-- core/set.h | 2 +- modules/bullet/rigid_body_bullet.h | 2 +- servers/audio/effects/audio_effect_pitch_shift.cpp | 2 +- servers/physics_2d/broad_phase_2d_hash_grid.cpp | 2 +- 6 files changed, 7 insertions(+), 7 deletions(-) diff --git a/core/map.h b/core/map.h index a701ba36f73..c8197639f20 100644 --- a/core/map.h +++ b/core/map.h @@ -38,7 +38,7 @@ */ // based on the very nice implementation of rb-trees by: -// http://web.mit.edu/~emin/www/source_code/red_black_tree/index.html +// https://web.archive.org/web/20120507164830/http://web.mit.edu/~emin/www/source_code/red_black_tree/index.html template , class A = DefaultAllocator> class Map { diff --git a/core/math/camera_matrix.cpp b/core/math/camera_matrix.cpp index 8b3b6c82f3a..30c0cab9093 100644 --- a/core/math/camera_matrix.cpp +++ b/core/math/camera_matrix.cpp @@ -302,8 +302,8 @@ Vector CameraMatrix::get_projection_planes(const Transform &p_transform) /** Fast Plane Extraction from combined modelview/projection matrices. * References: - * http://www.markmorley.com/opengl/frustumculling.html - * http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf + * https://web.archive.org/web/20011221205252/http://www.markmorley.com/opengl/frustumculling.html + * https://web.archive.org/web/20061020020112/http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf */ Vector planes; diff --git a/core/set.h b/core/set.h index 81250068af8..b2c717880d7 100644 --- a/core/set.h +++ b/core/set.h @@ -39,7 +39,7 @@ */ // based on the very nice implementation of rb-trees by: -// http://web.mit.edu/~emin/www/source_code/red_black_tree/index.html +// https://web.archive.org/web/20120507164830/http://web.mit.edu/~emin/www/source_code/red_black_tree/index.html template , class A = DefaultAllocator> class Set { diff --git a/modules/bullet/rigid_body_bullet.h b/modules/bullet/rigid_body_bullet.h index 2c9bdb8b0bb..f63148092ff 100644 --- a/modules/bullet/rigid_body_bullet.h +++ b/modules/bullet/rigid_body_bullet.h @@ -305,7 +305,7 @@ public: void reload_axis_lock(); /// Doc: - /// http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Anti_tunneling_by_Motion_Clamping + /// https://web.archive.org/web/20180404091446/http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Anti_tunneling_by_Motion_Clamping void set_continuous_collision_detection(bool p_enable); bool is_continuous_collision_detection_enabled() const; diff --git a/servers/audio/effects/audio_effect_pitch_shift.cpp b/servers/audio/effects/audio_effect_pitch_shift.cpp index c250f2e2bdb..ec3182685fe 100644 --- a/servers/audio/effects/audio_effect_pitch_shift.cpp +++ b/servers/audio/effects/audio_effect_pitch_shift.cpp @@ -70,7 +70,7 @@ * documentation for any purpose is hereby granted without fee, provided that * the above copyright notice and this license appear in all source copies. * THIS SOFTWARE IS PROVIDED "AS IS" WITHOUT EXPRESS OR IMPLIED WARRANTY OF -* ANY KIND. See http://www.dspguru.com/wol.htm for more information. +* ANY KIND. See https://dspguru.com/wide-open-license/ for more information. * *****************************************************************************/ diff --git a/servers/physics_2d/broad_phase_2d_hash_grid.cpp b/servers/physics_2d/broad_phase_2d_hash_grid.cpp index 1bbb50c9748..6dd19c2868a 100644 --- a/servers/physics_2d/broad_phase_2d_hash_grid.cpp +++ b/servers/physics_2d/broad_phase_2d_hash_grid.cpp @@ -673,7 +673,7 @@ public IEnumerable GetCellsOnRay(Ray ray, int maxDepth) // "A Fast Voxel Traversal Algorithm for Ray Tracing" // John Amanatides, Andrew Woo // http://www.cse.yorku.ca/~amana/research/grid.pdf - // http://www.devmaster.net/articles/raytracing_series/A%20faster%20voxel%20traversal%20algorithm%20for%20ray%20tracing.pdf + // https://web.archive.org/web/20100616193049/http://www.devmaster.net/articles/raytracing_series/A%20faster%20voxel%20traversal%20algorithm%20for%20ray%20tracing.pdf // NOTES: // * This code assumes that the ray's position and direction are in 'cell coordinates', which means