Fix docs links in 3.x after docs reorg
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5 changed files with 6 additions and 6 deletions
2
misc/dist/html/editor.html
vendored
2
misc/dist/html/editor.html
vendored
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@ -295,7 +295,7 @@
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<br />
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<br />
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<button class="btn" onclick="clearPersistence()" style="margin-bottom: 1.5rem">Clear persistent data</button>
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<button class="btn" onclick="clearPersistence()" style="margin-bottom: 1.5rem">Clear persistent data</button>
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<br />
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<br />
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<a href="https://docs.godotengine.org/en/3.4/getting_started/editor/using_the_web_editor.html">Web editor documentation</a>
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<a href="https://docs.godotengine.org/en/3.4/tutorials/editor/using_the_web_editor.html">Web editor documentation</a>
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</div>
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</div>
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</div>
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</div>
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<div id="tab-editor" style="display: none;">
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<div id="tab-editor" style="display: none;">
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@ -7,8 +7,8 @@
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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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html</link>
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<link>$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html</link>
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<link>$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html</link>
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<link>$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="get_current_dependencies" qualifiers="const">
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<method name="get_current_dependencies" qualifiers="const">
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@ -8,7 +8,7 @@
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[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.
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[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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/getting_started/scripting/gdscript/index.html</link>
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<link>$DOCS_URL/tutorials/scripting/gdscript/index.html</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="get_as_byte_code" qualifiers="const">
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<method name="get_as_byte_code" qualifiers="const">
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@ -8,7 +8,7 @@
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See also [GodotSharp].
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See also [GodotSharp].
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/getting_started/scripting/c_sharp/index.html</link>
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<link>$DOCS_URL/tutorials/scripting/c_sharp/index.html</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="new" qualifiers="vararg">
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<method name="new" qualifiers="vararg">
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@ -9,7 +9,7 @@
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You are most likely to use this class via the Visual Script editor or when writing plugins for it.
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You are most likely to use this class via the Visual Script editor or when writing plugins for it.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/getting_started/scripting/visual_script/index.html</link>
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<link>$DOCS_URL/tutorials/scripting/visual_script/index.html</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="add_custom_signal">
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<method name="add_custom_signal">
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