Fix docs links in 3.x after docs reorg

This commit is contained in:
Max Hilbrunner 2022-01-05 11:54:52 +01:00
parent 1e2ef49b77
commit 717801c9cb
5 changed files with 6 additions and 6 deletions

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@ -295,7 +295,7 @@
<br /> <br />
<button class="btn" onclick="clearPersistence()" style="margin-bottom: 1.5rem">Clear persistent data</button> <button class="btn" onclick="clearPersistence()" style="margin-bottom: 1.5rem">Clear persistent data</button>
<br /> <br />
<a href="https://docs.godotengine.org/en/3.4/getting_started/editor/using_the_web_editor.html">Web editor documentation</a> <a href="https://docs.godotengine.org/en/3.4/tutorials/editor/using_the_web_editor.html">Web editor documentation</a>
</div> </div>
</div> </div>
<div id="tab-editor" style="display: none;"> <div id="tab-editor" style="display: none;">

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@ -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. 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.
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html</link> <link>$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html</link>
<link>$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html</link> <link>$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_current_dependencies" qualifiers="const"> <method name="get_current_dependencies" qualifiers="const">

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@ -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. [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.
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/getting_started/scripting/gdscript/index.html</link> <link>$DOCS_URL/tutorials/scripting/gdscript/index.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_as_byte_code" qualifiers="const"> <method name="get_as_byte_code" qualifiers="const">

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@ -8,7 +8,7 @@
See also [GodotSharp]. See also [GodotSharp].
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/getting_started/scripting/c_sharp/index.html</link> <link>$DOCS_URL/tutorials/scripting/c_sharp/index.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="new" qualifiers="vararg"> <method name="new" qualifiers="vararg">

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@ -9,7 +9,7 @@
You are most likely to use this class via the Visual Script editor or when writing plugins for it. You are most likely to use this class via the Visual Script editor or when writing plugins for it.
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/getting_started/scripting/visual_script/index.html</link> <link>$DOCS_URL/tutorials/scripting/visual_script/index.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_custom_signal"> <method name="add_custom_signal">