diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml
index ae80abc5d2f..cbc04ca672a 100644
--- a/doc/classes/AABB.xml
+++ b/doc/classes/AABB.xml
@@ -7,7 +7,7 @@
AABB consists of a position, a size, and several utility functions. It is typically used for fast overlap tests.
- https://docs.godotengine.org/en/latest/tutorials/math/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/index.html
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml
index 68f0a630ef3..0a2925e6d5d 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] 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/latest/tutorials/animation/index.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/index.html
diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml
index 3d6ebd59346..8204b456d97 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/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeAdd2.xml b/doc/classes/AnimationNodeAdd2.xml
index 48983a624e4..63127ade9a7 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/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeAdd3.xml b/doc/classes/AnimationNodeAdd3.xml
index 1bfebc91fca..94a6ae42216 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/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeAnimation.xml b/doc/classes/AnimationNodeAnimation.xml
index ab44148c155..d8ac5413fd7 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/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeBlend2.xml b/doc/classes/AnimationNodeBlend2.xml
index 2b56167225c..e2cd12e6858 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/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeBlend3.xml b/doc/classes/AnimationNodeBlend3.xml
index 5a306a225d0..7c81b376632 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/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeBlendSpace1D.xml b/doc/classes/AnimationNodeBlendSpace1D.xml
index 6e82f0afb7d..263b59910b6 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/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml
index f8680ba8ece..460c11cc5e1 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/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeBlendTree.xml b/doc/classes/AnimationNodeBlendTree.xml
index 4a34d75ff92..8f87ce453f7 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/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml
index 4ba0b82df64..d5793e58390 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/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeOutput.xml b/doc/classes/AnimationNodeOutput.xml
index 38b05eb6506..7640f4dcfa0 100644
--- a/doc/classes/AnimationNodeOutput.xml
+++ b/doc/classes/AnimationNodeOutput.xml
@@ -6,7 +6,7 @@
- https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeStateMachine.xml b/doc/classes/AnimationNodeStateMachine.xml
index 3b351a3345b..9ea83d2c5ec 100644
--- a/doc/classes/AnimationNodeStateMachine.xml
+++ b/doc/classes/AnimationNodeStateMachine.xml
@@ -12,7 +12,7 @@
[/codeblock]
- https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml
index f4b89a50865..fec68d5b74a 100644
--- a/doc/classes/AnimationNodeStateMachinePlayback.xml
+++ b/doc/classes/AnimationNodeStateMachinePlayback.xml
@@ -12,7 +12,7 @@
[/codeblock]
- https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml
index f0b7cc40992..fe0154acadf 100644
--- a/doc/classes/AnimationNodeStateMachineTransition.xml
+++ b/doc/classes/AnimationNodeStateMachineTransition.xml
@@ -5,7 +5,7 @@
- https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeTimeScale.xml b/doc/classes/AnimationNodeTimeScale.xml
index 5c2e6cb6920..334fdb0b955 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/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeTimeSeek.xml b/doc/classes/AnimationNodeTimeSeek.xml
index 0fef106da55..eb5335c7928 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/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml
index 11250c5b177..8338f0d39ab 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/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml
index aaa48a3117a..8396cdb6cfd 100644
--- a/doc/classes/AnimationPlayer.xml
+++ b/doc/classes/AnimationPlayer.xml
@@ -9,9 +9,9 @@
Updating the target properties of animations occurs at process time.
- https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html
+ https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html
https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html
- https://docs.godotengine.org/en/latest/tutorials/animation/index.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/index.html
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index dd04f4ce3fa..cc8e83f5095 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -7,8 +7,8 @@
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/latest/tutorials/animation/animation_tree.html
- https://github.com/godotengine/tps-demo
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
+ https://github.com/godotengine/tps-demo
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index 4190cbe6b9a..8b251a184fd 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/latest/tutorials/physics/using_area_2d.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index b45716544ac..4ec39ecc2fa 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/latest/tutorials/content/procedural_geometry/arraymesh.html
+ https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html
diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml
index a217342d983..6617d162906 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/latest/tutorials/audio/recording_with_microphone.html
+ https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html
diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml
index 49c6f5bb34b..d5fd5d8f007 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/latest/tutorials/audio/audio_buses.html
+ https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html
diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml
index d5c8e425156..58768dc0089 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/latest/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html
diff --git a/doc/classes/AudioStreamGenerator.xml b/doc/classes/AudioStreamGenerator.xml
index e93da411cd6..51254f9305a 100644
--- a/doc/classes/AudioStreamGenerator.xml
+++ b/doc/classes/AudioStreamGenerator.xml
@@ -5,7 +5,7 @@
- https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator
+ https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator
diff --git a/doc/classes/AudioStreamGeneratorPlayback.xml b/doc/classes/AudioStreamGeneratorPlayback.xml
index e3e17b8a935..cd8e8735b63 100644
--- a/doc/classes/AudioStreamGeneratorPlayback.xml
+++ b/doc/classes/AudioStreamGeneratorPlayback.xml
@@ -5,7 +5,7 @@
- https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator
+ https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator
diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml
index dbc3d3e21bf..86048ca8c14 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/latest/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html
diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml
index 844e2316ba5..d8b93857366 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/latest/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html
diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml
index 98100370b6a..aadbc865bb8 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 [Listener3D] node to the scene and enabling it by calling [method Listener3D.make_current] on it.
- https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 1da4e23437a..0cb0b7e57e7 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.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/latest/tutorials/3d/spatial_material.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index 47433d7adc2..c614a281ae2 100644
--- a/doc/classes/Basis.xml
+++ b/doc/classes/Basis.xml
@@ -10,8 +10,8 @@
For more information, read the "Matrices and transforms" documentation article.
- https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html
- https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html
+ https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html
diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml
index df3ef71a2ac..7244da56ca4 100644
--- a/doc/classes/CPUParticles2D.xml
+++ b/doc/classes/CPUParticles2D.xml
@@ -8,7 +8,7 @@
See also [GPUParticles2D], which provides the same functionality with hardware acceleration, but may not run on older devices.
- https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index 899988022fa..0eecada4fe0 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/latest/tutorials/2d/2d_transforms.html
- https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html
diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml
index 8202a29d443..89cd28b6178 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/latest/tutorials/2d/2d_transforms.html
- https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html
diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml
index c16e448498c..a988035c36c 100644
--- a/doc/classes/CharFXTransform.xml
+++ b/doc/classes/CharFXTransform.xml
@@ -7,8 +7,8 @@
By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect].
- https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html
- https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project
+ https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html
+ https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project
diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml
index d2676e55d04..b4fcf9cd886 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/latest/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/CollisionShape3D.xml b/doc/classes/CollisionShape3D.xml
index 76515a65a78..05851e445e9 100644
--- a/doc/classes/CollisionShape3D.xml
+++ b/doc/classes/CollisionShape3D.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 [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape.
- https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 594e641b4f9..c8e37d7d7b0 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -16,8 +16,8 @@
[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 the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class.
- https://docs.godotengine.org/en/latest/tutorials/gui/index.html
- https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html
+ https://docs.godotengine.org/en/latest/tutorials/gui/index.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml
index 5413fa33c67..7123deb206b 100644
--- a/doc/classes/Dictionary.xml
+++ b/doc/classes/Dictionary.xml
@@ -73,7 +73,7 @@
[/codeblock]
- https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary
+ https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary
diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml
index fc7ce94a2bc..afd85a9cb75 100644
--- a/doc/classes/DirectionalLight3D.xml
+++ b/doc/classes/DirectionalLight3D.xml
@@ -7,7 +7,7 @@
A directional light is a type of [Light3D] 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 DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction.
- https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml
index a86dbfeddeb..bcdadcd970f 100644
--- a/doc/classes/Directory.xml
+++ b/doc/classes/Directory.xml
@@ -24,7 +24,7 @@
[/codeblock]
- https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html
+ https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index ea2dfae9a58..b2905573360 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -49,7 +49,7 @@
[/codeblock]
- https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html
+ https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html
diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml
index b81281b5b62..8865939eb1d 100644
--- a/doc/classes/EditorNode3DGizmoPlugin.xml
+++ b/doc/classes/EditorNode3DGizmoPlugin.xml
@@ -7,7 +7,7 @@
EditorNode3DGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the documentation for more info.
- https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html
+ https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 36076d89094..6a64a7aa556 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/latest/tutorials/plugins/editor/index.html
+ https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html
diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml
index 56fc0e3d1a2..cb1f5d2e772 100644
--- a/doc/classes/EditorScenePostImport.xml
+++ b/doc/classes/EditorScenePostImport.xml
@@ -26,7 +26,7 @@
[/codeblock]
- https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script
+ https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index d90b9266476..caee6a0c078 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -11,8 +11,8 @@
- Adjustments
- https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html
- https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html
diff --git a/doc/classes/File.xml b/doc/classes/File.xml
index af6ba17d7b4..1982406993d 100644
--- a/doc/classes/File.xml
+++ b/doc/classes/File.xml
@@ -23,7 +23,7 @@
In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] documentation.
- https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html
+ https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html
diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml
index 8885f360a37..9199468ab3d 100644
--- a/doc/classes/GIProbe.xml
+++ b/doc/classes/GIProbe.xml
@@ -8,7 +8,7 @@
Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/gi_probes/quality].
- https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html
diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml
index ee67b5052cb..5bed28aaf71 100644
--- a/doc/classes/GPUParticles2D.xml
+++ b/doc/classes/GPUParticles2D.xml
@@ -8,7 +8,7 @@
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
- https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html
diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml
index add8f28bf86..3e17963407b 100644
--- a/doc/classes/GPUParticles3D.xml
+++ b/doc/classes/GPUParticles3D.xml
@@ -8,7 +8,7 @@
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
- https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html
diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml
index 663638d1b63..9dc38b018aa 100644
--- a/doc/classes/HTTPClient.xml
+++ b/doc/classes/HTTPClient.xml
@@ -11,8 +11,8 @@
[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header.
- https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html
- https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html
+ https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html
+ https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html
diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml
index 338534fe494..4801af07d30 100644
--- a/doc/classes/HTTPRequest.xml
+++ b/doc/classes/HTTPRequest.xml
@@ -67,8 +67,8 @@
[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header.
- https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html
- https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html
+ https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html
+ https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index a3079a12a9d..b05ab5b4d6d 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/latest/tutorials/inputs/index.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/index.html
diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml
index 413e217b453..3663ee98ccc 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/latest/tutorials/inputs/inputevent.html
- https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html
diff --git a/doc/classes/InputEventAction.xml b/doc/classes/InputEventAction.xml
index 1c38ff8e8f7..e0d3e472193 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/latest/tutorials/inputs/inputevent.html#actions
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions
diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml
index 7876bace75e..6ab4942f856 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/latest/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml
index bfd961ce1f1..2d7787b5683 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/latest/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml
index 767e67c6153..fe91b9c13e4 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/latest/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml
index e3c9d688d21..31e82bbaedd 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/latest/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml
index b83588a8775..d7b64a9a2da 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/latest/tutorials/inputs/mouse_and_input_coordinates.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html
diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml
index c36089fe9b7..3e64fd63ab0 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/latest/tutorials/inputs/mouse_and_input_coordinates.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html
diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml
index a315e4ddfbb..d69f175be8d 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/latest/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml
index 16a3cf83535..f497f2feccc 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/latest/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml
index cc7de2ca327..667879a9226 100644
--- a/doc/classes/InputEventWithModifiers.xml
+++ b/doc/classes/InputEventWithModifiers.xml
@@ -7,7 +7,7 @@
Contains keys events information with modifiers support like [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input].
- https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml
index 03212538c92..062ac3869d7 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/latest/tutorials/inputs/inputevent.html#inputmap
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap
diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml
index 68f6c32a536..d2cb558385b 100644
--- a/doc/classes/JavaScript.xml
+++ b/doc/classes/JavaScript.xml
@@ -7,7 +7,7 @@
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.
- https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script
+ https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index 455fdad771d..5a1b4630d02 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -10,7 +10,7 @@
https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html
- https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html
diff --git a/doc/classes/KinematicBody3D.xml b/doc/classes/KinematicBody3D.xml
index 01cce907f9e..5d9c7fd8969 100644
--- a/doc/classes/KinematicBody3D.xml
+++ b/doc/classes/KinematicBody3D.xml
@@ -9,7 +9,7 @@
[b]Kinematic characters:[/b] KinematicBody3D 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 that don't require advanced physics.
- https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml
index 2862190d4d8..c5f0c2df8c8 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/latest/tutorials/2d/2d_lights_and_shadows.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index d4d574627f8..c022e56a39b 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -7,7 +7,7 @@
Light3D 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. Light3D contains the common variables and parameters used for lighting.
- https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml
index a02f7a0f751..9f128e59421 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/latest/tutorials/2d/2d_lights_and_shadows.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html
diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml
index 689f8d83e15..59b312f69a5 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 [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
- https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index 0f56ab4b954..8a6c560cdd3 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/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
- https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
+ https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html
diff --git a/doc/classes/MultiMeshInstance3D.xml b/doc/classes/MultiMeshInstance3D.xml
index cab17c952e1..7d8035ba773 100644
--- a/doc/classes/MultiMeshInstance3D.xml
+++ b/doc/classes/MultiMeshInstance3D.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/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
- https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html
- https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html
+ https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html
diff --git a/doc/classes/Mutex.xml b/doc/classes/Mutex.xml
index 2de1f718677..f5f6308401d 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/latest/tutorials/threads/using_multiple_threads.html
+ https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html
diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml
index ff97ea926d3..7e2a9af59fd 100644
--- a/doc/classes/NetworkedMultiplayerPeer.xml
+++ b/doc/classes/NetworkedMultiplayerPeer.xml
@@ -7,7 +7,7 @@
Manages the connection to network peers. Assigns unique IDs to each client connected to the server.
- https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html
+ https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index d31e336ea3f..eeb8dc072c4 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/latest/getting_started/step_by_step/scenes_and_nodes.html
+ https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html
diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml
index d29c5562168..987a18f3678 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/latest/tutorials/2d/custom_drawing_in_2d.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index 02b319fb5a3..1ef875f6068 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.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/latest/tutorials/3d/introduction_to_3d.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html
diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml
index 000d67e6917..dfcb19a2871 100644
--- a/doc/classes/OmniLight3D.xml
+++ b/doc/classes/OmniLight3D.xml
@@ -7,7 +7,7 @@
An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
- https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index 6afbd1ee8e4..4c84f9c0403 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/latest/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml
index 2301a07a5cd..7dd2e5826a3 100644
--- a/doc/classes/PhysicsBody3D.xml
+++ b/doc/classes/PhysicsBody3D.xml
@@ -7,7 +7,7 @@
PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it.
- https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index 30519e11be7..dfc0ab909a4 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -7,7 +7,7 @@
Provides direct access to a physics body in the [PhysicsServer2D], 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/latest/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml
index d85d7794dd8..676e33601a3 100644
--- a/doc/classes/PhysicsDirectSpaceState2D.xml
+++ b/doc/classes/PhysicsDirectSpaceState2D.xml
@@ -7,7 +7,7 @@
Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space.
- https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml
index ea094dcd90a..789e8cc7319 100644
--- a/doc/classes/PhysicsDirectSpaceState3D.xml
+++ b/doc/classes/PhysicsDirectSpaceState3D.xml
@@ -7,7 +7,7 @@
Direct access object to a space in the [PhysicsServer3D]. It's used mainly to do queries against objects and areas residing in a given space.
- https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml
index ce0680523ce..d420e6ccdc7 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/latest/tutorials/math/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/index.html
diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml
index 730edb00d94..2218852daed 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/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions
+ https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions
diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml
index 6a11630c0e6..44c427831f0 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/latest/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml
index e7ee1d284f8..7dadd580061 100644
--- a/doc/classes/RayCast3D.xml
+++ b/doc/classes/RayCast3D.xml
@@ -11,7 +11,7 @@
RayCast3D 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/latest/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml
index 8599aad95eb..fe05f14fa16 100644
--- a/doc/classes/Rect2.xml
+++ b/doc/classes/Rect2.xml
@@ -8,7 +8,7 @@
It uses floating point coordinates.
- https://docs.godotengine.org/en/latest/tutorials/math/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/index.html
diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml
index 7362580c024..2fdfe7c24bf 100644
--- a/doc/classes/Rect2i.xml
+++ b/doc/classes/Rect2i.xml
@@ -8,7 +8,7 @@
It uses integer coordinates.
- https://docs.godotengine.org/en/latest/tutorials/math/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/index.html
diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml
index 07d7b646a11..5458b496dad 100644
--- a/doc/classes/ReflectionProbe.xml
+++ b/doc/classes/ReflectionProbe.xml
@@ -8,7 +8,7 @@
The [ReflectionProbe] is used to create high-quality reflections at the cost of performance. It can be combined with [GIProbe]s and Screen Space Reflections to achieve high quality reflections. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them.
- https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 24a52d30f7f..9c8c9649676 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.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/latest/tutorials/optimization/using_servers.html
+ https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html
diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml
index 34431c51537..726b26fbc7b 100644
--- a/doc/classes/RichTextEffect.xml
+++ b/doc/classes/RichTextEffect.xml
@@ -13,8 +13,8 @@
[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/latest/tutorials/gui/bbcode_in_richtextlabel.html
- https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project
+ https://docs.godotengine.org/en/latest/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 a1c4fcc53cd..dc3c7c7dc0e 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -9,7 +9,7 @@
[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/latest/tutorials/gui/bbcode_in_richtextlabel.html
+ https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index d53d6b001c4..1f6f3ad3710 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.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 [CollisionShape3D] centers.
- https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 00ca5c6e9f1..4ea457047f9 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/latest/getting_started/step_by_step/scene_tree.html
- https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html
+ https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html
diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml
index 0d94453e522..56272760bdd 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/latest/getting_started/step_by_step/scripting.html
+ https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html
diff --git a/doc/classes/Semaphore.xml b/doc/classes/Semaphore.xml
index c9745acfcd7..f311e1c72f4 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/latest/tutorials/threads/using_multiple_threads.html
+ https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html
diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml
index 109c500a636..a717eba438b 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/latest/tutorials/shading/index.html
- https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html
+ https://docs.godotengine.org/en/latest/tutorials/shading/index.html
+ https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html
diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml
index 7e0e1ce8316..b1748703ffc 100644
--- a/doc/classes/ShaderMaterial.xml
+++ b/doc/classes/ShaderMaterial.xml
@@ -7,7 +7,7 @@
A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader.
- https://docs.godotengine.org/en/latest/tutorials/shading/index.html
+ https://docs.godotengine.org/en/latest/tutorials/shading/index.html
diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml
index 5f41d058162..65a37314f6b 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/latest/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/Shape3D.xml b/doc/classes/Shape3D.xml
index 1af6550dc5c..2d8bb5d0510 100644
--- a/doc/classes/Shape3D.xml
+++ b/doc/classes/Shape3D.xml
@@ -7,7 +7,7 @@
Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody3D] or [Area3D] objects.
- https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml
index e1b7d607639..0ddbac9ba48 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/latest/tutorials/animation/2d_skeletons.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html
diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml
index 24d66099002..149f597c4c6 100644
--- a/doc/classes/SoftBody3D.xml
+++ b/doc/classes/SoftBody3D.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/latest/tutorials/physics/soft_body.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html
diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml
index 423633e5834..fc849baa8dd 100644
--- a/doc/classes/SpotLight3D.xml
+++ b/doc/classes/SpotLight3D.xml
@@ -7,7 +7,7 @@
A Spotlight is a type of [Light3D] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light3D].
- https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml
index 69e8f67a5ed..6a06c0b3f47 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/latest/tutorials/networking/ssl_certificates.html
+ https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index ded64761d01..e134ae03e0b 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/latest/getting_started/scripting/gdscript/gdscript_format_string.html
+ https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html
diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml
index 70a4eda867e..2824159f0e9 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/latest/tutorials/gui/gui_skinning.html
+ https://docs.godotengine.org/en/latest/tutorials/gui/gui_skinning.html
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 8777841e80d..82eb3052037 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -7,7 +7,7 @@
Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps.
- https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html
diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml
index 26c190bfa92..09dfe56f8f8 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/latest/tutorials/math/index.html
- https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html
- https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html
+ https://docs.godotengine.org/en/latest/tutorials/math/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html
diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml
index f630df7afee..5da88892fe5 100644
--- a/doc/classes/Transform2D.xml
+++ b/doc/classes/Transform2D.xml
@@ -8,7 +8,7 @@
For more information, read the "Matrices and transforms" documentation article.
- https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html
+ https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html
diff --git a/doc/classes/Translation.xml b/doc/classes/Translation.xml
index 1989a63362a..d286c6cf0cd 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/latest/tutorials/i18n/internationalizing_games.html
- https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html
+ https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html
+ https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html
diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml
index 3369663af66..664cb3e2e3d 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/latest/tutorials/i18n/internationalizing_games.html
- https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html
+ https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html
+ https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html
diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml
index 042c8d8e67c..cd76689ffef 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/latest/development/cpp/variant_class.html
+ https://docs.godotengine.org/en/latest/development/cpp/variant_class.html
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 11716f511b1..52d719b6f74 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -9,7 +9,7 @@
[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/latest/tutorials/math/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/index.html
diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml
index d03db712fc9..3ad926210b0 100644
--- a/doc/classes/Vector2i.xml
+++ b/doc/classes/Vector2i.xml
@@ -9,7 +9,7 @@
[b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i will always evaluate to [code]true[/code].
- https://docs.godotengine.org/en/latest/tutorials/math/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/index.html
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index 776dfd929e3..608b976f6f5 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -9,7 +9,7 @@
[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/latest/tutorials/math/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/index.html
diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml
index 94551e1c2f0..bd7c3542411 100644
--- a/doc/classes/Vector3i.xml
+++ b/doc/classes/Vector3i.xml
@@ -9,7 +9,7 @@
[b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code].
- https://docs.godotengine.org/en/latest/tutorials/math/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/index.html
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 3294ab4cc7f..e42c4021ab1 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/latest/tutorials/2d/2d_transforms.html
- https://docs.godotengine.org/en/latest/tutorials/viewports/index.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html
+ https://docs.godotengine.org/en/latest/tutorials/viewports/index.html
diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml
index 28d13a7d32e..6327ab534fd 100644
--- a/doc/classes/VisualShaderNode.xml
+++ b/doc/classes/VisualShaderNode.xml
@@ -6,7 +6,7 @@
- https://docs.godotengine.org/en/latest/tutorials/shading/visual_shaders.html
+ https://docs.godotengine.org/en/latest/tutorials/shading/visual_shaders.html
diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml
index 5bd8ec38edb..3be9b803e9c 100644
--- a/doc/classes/VisualShaderNodeCustom.xml
+++ b/doc/classes/VisualShaderNodeCustom.xml
@@ -13,7 +13,7 @@
[/codeblock]
- https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html
+ https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html
diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml
index 9261d0088de..8e819b011ce 100644
--- a/doc/classes/VisualShaderNodeInput.xml
+++ b/doc/classes/VisualShaderNodeInput.xml
@@ -7,7 +7,7 @@
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/stable/tutorials/shading/shading_reference/index.html
diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml
index e66f21a0e73..b0bfd7f418f 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/latest/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
diff --git a/doc/classes/World3D.xml b/doc/classes/World3D.xml
index 6d3b94794e5..d804485d4e7 100644
--- a/doc/classes/World3D.xml
+++ b/doc/classes/World3D.xml
@@ -7,7 +7,7 @@
Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Node3D nodes register their resources into the current world.
- https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml
index 92b75621c2b..f9f02413653 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/latest/tutorials/3d/environment_and_post_processing.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html
diff --git a/doc/classes/XRCamera3D.xml b/doc/classes/XRCamera3D.xml
index 4d86e24daa2..b2682f7a909 100644
--- a/doc/classes/XRCamera3D.xml
+++ b/doc/classes/XRCamera3D.xml
@@ -8,7 +8,7 @@
The position and orientation of this node is automatically updated by the XR 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 XR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the XRCamera3D can lag a few milliseconds behind what is used for rendering as a result.
- https://docs.godotengine.org/en/latest/tutorials/vr/index.html
+ https://docs.godotengine.org/en/latest/tutorials/vr/index.html
diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml
index 8e80eb9a329..c0f64d9e278 100644
--- a/doc/classes/XRController3D.xml
+++ b/doc/classes/XRController3D.xml
@@ -9,7 +9,7 @@
The position of the controller node is automatically updated by the [XRServer]. This makes this node ideal to add child nodes to visualize the controller.
- https://docs.godotengine.org/en/latest/tutorials/vr/index.html
+ https://docs.godotengine.org/en/latest/tutorials/vr/index.html
diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml
index 1985010223c..034cb51be34 100644
--- a/doc/classes/XRInterface.xml
+++ b/doc/classes/XRInterface.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 [XRServer].
- https://docs.godotengine.org/en/latest/tutorials/vr/index.html
+ https://docs.godotengine.org/en/latest/tutorials/vr/index.html
diff --git a/doc/classes/XROrigin3D.xml b/doc/classes/XROrigin3D.xml
index 57cf673d306..3e075e99b99 100644
--- a/doc/classes/XROrigin3D.xml
+++ b/doc/classes/XROrigin3D.xml
@@ -10,7 +10,7 @@
For example, if your character is driving a car, the XROrigin3D 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/latest/tutorials/vr/index.html
+ https://docs.godotengine.org/en/latest/tutorials/vr/index.html
diff --git a/doc/classes/XRPositionalTracker.xml b/doc/classes/XRPositionalTracker.xml
index 2f7cc217036..0b57c9478f6 100644
--- a/doc/classes/XRPositionalTracker.xml
+++ b/doc/classes/XRPositionalTracker.xml
@@ -9,7 +9,7 @@
The [XRController3D] and [XRAnchor3D] 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/latest/tutorials/vr/index.html
+ https://docs.godotengine.org/en/latest/tutorials/vr/index.html
diff --git a/doc/classes/XRServer.xml b/doc/classes/XRServer.xml
index 5e6002aee35..75a05bef170 100644
--- a/doc/classes/XRServer.xml
+++ b/doc/classes/XRServer.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/latest/tutorials/vr/index.html
+ https://docs.godotengine.org/en/latest/tutorials/vr/index.html
diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
index c908af74791..f46ef2d812f 100644
--- a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+++ b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
@@ -7,8 +7,8 @@
A PacketPeer implementation that should be passed to [member SceneTree.network_peer] after being initialized as either a client or server. Events can then be handled by connecting to [SceneTree] signals.
- https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html
- http://enet.bespin.org/usergroup0.html
+ https://docs.godotengine.org/en/latest/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 1aab8641028..05cda05f9fe 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 [XRInterfaceGDNative]. The library must be compiled for each platform and architecture that the project will run on.
- https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-example.html
- https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-cpp-example.html
+ https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-example.html
+ https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-cpp-example.html
diff --git a/modules/gdscript/doc_classes/GDScript.xml b/modules/gdscript/doc_classes/GDScript.xml
index 62ccb939013..631a102130a 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/latest/getting_started/scripting/gdscript/index.html
+ https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/index.html
diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml
index 79220da7c2c..b8403687c63 100644
--- a/modules/gridmap/doc_classes/GridMap.xml
+++ b/modules/gridmap/doc_classes/GridMap.xml
@@ -10,7 +10,7 @@
Internally, a GridMap is split into a sparse collection of octants for efficient rendering and physics processing. Every octant has the same dimensions and can contain several cells.
- https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html
diff --git a/modules/mono/doc_classes/CSharpScript.xml b/modules/mono/doc_classes/CSharpScript.xml
index e1e9d1381fe..45a6f991bf5 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/latest/getting_started/scripting/c_sharp/index.html
diff --git a/modules/visual_script/doc_classes/VisualScript.xml b/modules/visual_script/doc_classes/VisualScript.xml
index db1ef2adc61..088d84d2ec7 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/latest/getting_started/scripting/visual_script/index.html
+ https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html