From b1153f88291619ecd463ac48da9e4af33caf3d66 Mon Sep 17 00:00:00 2001 From: Haoyu Qiu Date: Fri, 10 Dec 2021 18:29:38 +0800 Subject: [PATCH] Fix broken links in Class Reference --- doc/classes/ArrayMesh.xml | 2 +- doc/classes/CharFXTransform.xml | 2 +- doc/classes/Control.xml | 6 +++--- doc/classes/Dictionary.xml | 2 +- doc/classes/Directory.xml | 2 +- doc/classes/EditorScenePostImport.xml | 2 +- doc/classes/File.xml | 2 +- doc/classes/Image.xml | 2 +- doc/classes/ImageTexture.xml | 2 +- doc/classes/JNISingleton.xml | 2 +- doc/classes/JavaScript.xml | 2 +- doc/classes/MultiMesh.xml | 4 ++-- doc/classes/MultiMeshInstance.xml | 4 ++-- doc/classes/Mutex.xml | 2 +- doc/classes/Node.xml | 2 +- doc/classes/OS.xml | 2 +- doc/classes/Object.xml | 4 ++-- doc/classes/Particles.xml | 2 +- doc/classes/ProjectSettings.xml | 4 ++-- doc/classes/Reference.xml | 2 +- doc/classes/Resource.xml | 4 ++-- doc/classes/RichTextEffect.xml | 2 +- doc/classes/RichTextLabel.xml | 2 +- doc/classes/SceneTree.xml | 4 ++-- doc/classes/Script.xml | 2 +- doc/classes/Semaphore.xml | 2 +- doc/classes/Shader.xml | 4 ++-- doc/classes/ShaderMaterial.xml | 2 +- doc/classes/String.xml | 2 +- doc/classes/Theme.xml | 2 +- doc/classes/Thread.xml | 4 ++-- doc/classes/Viewport.xml | 2 +- doc/classes/VisualServer.xml | 2 +- doc/classes/VisualShaderNode.xml | 2 +- doc/classes/VisualShaderNodeInput.xml | 2 +- 35 files changed, 45 insertions(+), 45 deletions(-) diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index 9255c96900e..e90a3009065 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. - $DOCS_URL/tutorials/content/procedural_geometry/arraymesh.html + $DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.html diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index d8b59742ba7..655dff38942 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]. - $DOCS_URL/tutorials/gui/bbcode_in_richtextlabel.html + $DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 4d598b1291d..32a0a2ac1a6 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -14,9 +14,9 @@ [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. - $DOCS_URL/tutorials/gui/index.html + $DOCS_URL/tutorials/ui/index.html $DOCS_URL/tutorials/2d/custom_drawing_in_2d.html - $DOCS_URL/tutorials/gui/control_node_gallery.html + $DOCS_URL/tutorials/ui/control_node_gallery.html https://github.com/godotengine/godot-demo-projects/tree/master/gui @@ -790,7 +790,7 @@ The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value. - [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. + [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using [code]yield(get_tree(), "idle_frame")[/code] then set its [member rect_scale] property. diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index dad53201fc4..6742bd2723b 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. - $DOCS_URL/getting_started/scripting/gdscript/gdscript_basics.html#dictionary + $DOCS_URL/tutorials/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/Directory.xml b/doc/classes/Directory.xml index 8d1aea21fa3..87fdda8a53b 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -25,7 +25,7 @@ [/codeblock] - $DOCS_URL/getting_started/step_by_step/filesystem.html + $DOCS_URL/tutorials/scripting/filesystem.html diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml index 745378b8d22..2d04a1afdcd 100644 --- a/doc/classes/EditorScenePostImport.xml +++ b/doc/classes/EditorScenePostImport.xml @@ -26,7 +26,7 @@ [/codeblock] - $DOCS_URL/getting_started/workflow/assets/importing_scenes.html#custom-script + $DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#custom-script diff --git a/doc/classes/File.xml b/doc/classes/File.xml index 2d3c335ade1..2d2a9d57865 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -25,7 +25,7 @@ [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. - $DOCS_URL/getting_started/step_by_step/filesystem.html + $DOCS_URL/tutorials/scripting/filesystem.html https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 7d6827845d3..4c800bd515a 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. - $DOCS_URL/getting_started/workflow/assets/importing_images.html + $DOCS_URL/tutorials/assets_pipeline/importing_images.html diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml index 3b0e08bc779..0c07d5fa00c 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. - $DOCS_URL/getting_started/workflow/assets/importing_images.html + $DOCS_URL/tutorials/assets_pipeline/importing_images.html diff --git a/doc/classes/JNISingleton.xml b/doc/classes/JNISingleton.xml index a6faa5ae473..07b84be202b 100644 --- a/doc/classes/JNISingleton.xml +++ b/doc/classes/JNISingleton.xml @@ -7,7 +7,7 @@ The JNISingleton is implemented only in the Android export. It's used to call methods and connect signals from an Android plugin written in Java or Kotlin. Methods and signals can be called and connected to the JNISingleton as if it is a Node. See [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more information. - $DOCS_URL/tutorials/plugins/android/android_plugin.html + $DOCS_URL/tutorials/platform/android/android_plugin.html diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml index 0d74be689c1..bc3f8145900 100644 --- a/doc/classes/JavaScript.xml +++ b/doc/classes/JavaScript.xml @@ -8,7 +8,7 @@ [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=$DOCS_URL/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. - $DOCS_URL/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script + $DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-script diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 5d51c970495..875d5c777ec 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. - $DOCS_URL/tutorials/3d/vertex_animation/animating_thousands_of_fish.html - $DOCS_URL/tutorials/optimization/using_multimesh.html + $DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html + $DOCS_URL/tutorials/performance/using_multimesh.html diff --git a/doc/classes/MultiMeshInstance.xml b/doc/classes/MultiMeshInstance.xml index d2a11c48226..c3db48d3dbd 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). - $DOCS_URL/tutorials/3d/vertex_animation/animating_thousands_of_fish.html + $DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html $DOCS_URL/tutorials/3d/using_multi_mesh_instance.html - $DOCS_URL/tutorials/optimization/using_multimesh.html + $DOCS_URL/tutorials/performance/using_multimesh.html diff --git a/doc/classes/Mutex.xml b/doc/classes/Mutex.xml index 8986a029c6f..ed156cd6355 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. - $DOCS_URL/tutorials/threads/using_multiple_threads.html + $DOCS_URL/tutorials/performance/threads/using_multiple_threads.html diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 0e95790f9d2..437113cc3ff 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. - $DOCS_URL/getting_started/step_by_step/scenes_and_nodes.html + $DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html https://github.com/godotengine/godot-demo-projects/ diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 107402314ee..80266b6c14b 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -611,7 +611,7 @@ - Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details. + Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more details. [b]Note:[/b] Tag names are case-sensitive. diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 69e2a9f7588..4b9559815fb 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]. - $DOCS_URL/getting_started/workflow/best_practices/node_alternatives.html - $DOCS_URL/getting_started/scripting/gdscript/gdscript_exports.html#advanced-exports + $DOCS_URL/tutorials/best_practices/node_alternatives.html + $DOCS_URL/tutorials/scripting/gdscript/gdscript_exports.html#advanced-exports diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml index 6a23f9b0940..14431bb1d49 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. - $DOCS_URL/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html + $DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 7c1f0ebdb53..5fb72b6c5af 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -6,8 +6,8 @@ Contains global variables accessible from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options. When naming a Project Settings property, use the full path to the setting including the category. For example, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog. - [b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=$DOCS_URL/getting_started/workflow/export/feature_tags.html]feature tags[/url]. - [b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=$DOCS_URL/getting_started/workflow/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations. + [b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url]. + [b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations. https://godotengine.org/asset-library/asset/675 diff --git a/doc/classes/Reference.xml b/doc/classes/Reference.xml index cda535e6b20..a21c28b1bc0 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. - $DOCS_URL/getting_started/workflow/best_practices/node_alternatives.html + $DOCS_URL/tutorials/best_practices/node_alternatives.html diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index 6c442334288..271a9c8d488 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. - $DOCS_URL/getting_started/step_by_step/resources.html - $DOCS_URL/getting_started/workflow/best_practices/node_alternatives.html + $DOCS_URL/tutorials/scripting/resources.html + $DOCS_URL/tutorials/best_practices/node_alternatives.html diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml index 02db6398ec4..1150ef984bc 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. - $DOCS_URL/tutorials/gui/bbcode_in_richtextlabel.html + $DOCS_URL/tutorials/ui/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 2950c0f7b8c..5640e260593 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -12,7 +12,7 @@ [b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most emoji) are [i]not[/i] supported on Windows. They will display as unknown characters instead. This will be resolved in Godot 4.0. - $DOCS_URL/tutorials/gui/bbcode_in_richtextlabel.html + $DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html https://godotengine.org/asset-library/asset/132 https://godotengine.org/asset-library/asset/677 diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index aa3486f0065..9e84e9484f0 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. - $DOCS_URL/getting_started/step_by_step/scene_tree.html - $DOCS_URL/tutorials/viewports/multiple_resolutions.html + $DOCS_URL/tutorials/scripting/scene_tree.html + $DOCS_URL/tutorials/rendering/multiple_resolutions.html diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index 8a27c332a50..3b941f0b6f4 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. - $DOCS_URL/getting_started/step_by_step/scripting.html + $DOCS_URL/tutorials/scripting/index.html diff --git a/doc/classes/Semaphore.xml b/doc/classes/Semaphore.xml index f535d24afd6..979eb7a125a 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]. - $DOCS_URL/tutorials/threads/using_multiple_threads.html + $DOCS_URL/tutorials/performance/threads/using_multiple_threads.html diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 900c07957f2..06db4990e5a 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. - $DOCS_URL/tutorials/shading/index.html - $DOCS_URL/tutorials/shading/your_first_shader/what_are_shaders.html + $DOCS_URL/tutorials/shaders/index.html + $DOCS_URL/tutorials/shaders/introduction_to_shaders.html diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index 6758ad5fa67..1e4675a5a9a 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]. - $DOCS_URL/tutorials/shading/index.html + $DOCS_URL/tutorials/shaders/index.html diff --git a/doc/classes/String.xml b/doc/classes/String.xml index 6616ea5193e..2541ed9790a 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. - $DOCS_URL/getting_started/scripting/gdscript/gdscript_format_string.html + $DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml index 1cad05da028..7a7d7631c46 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. - $DOCS_URL/tutorials/gui/gui_skinning.html + $DOCS_URL/tutorials/ui/gui_skinning.html diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml index 72a6405eca7..bd577477916 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. - $DOCS_URL/tutorials/threads/using_multiple_threads.html - $DOCS_URL/tutorials/threads/thread_safe_apis.html + $DOCS_URL/tutorials/performance/threads/using_multiple_threads.html + $DOCS_URL/tutorials/performance/threads/thread_safe_apis.html https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index ffc3cbaca18..d83bc43c57e 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -13,7 +13,7 @@ $DOCS_URL/tutorials/2d/2d_transforms.html - $DOCS_URL/tutorials/viewports/index.html + $DOCS_URL/tutorials/rendering/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 4d80d316888..9d220af8195 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. - $DOCS_URL/tutorials/optimization/using_servers.html + $DOCS_URL/tutorials/performance/using_servers.html diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml index 6507c5d139b..5a505e9e3d9 100644 --- a/doc/classes/VisualShaderNode.xml +++ b/doc/classes/VisualShaderNode.xml @@ -7,7 +7,7 @@ Visual shader graphs consist of various nodes. Each node in the graph is a separate object and they are represented as a rectangular boxes with title and a set of properties. Each node has also connection ports that allow to connect it to another nodes and control the flow of the shader. - $DOCS_URL/tutorials/shading/visual_shaders.html + $DOCS_URL/tutorials/shaders/visual_shaders.html diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml index ef627a96197..1f3caabb2b8 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). - $DOCS_URL/tutorials/shading/shading_reference/index.html + $DOCS_URL/tutorials/shaders/shader_reference/index.html