diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 730c395f105..b9061e0b874 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. - http://docs.godotengine.org/en/3.0/tutorials/math/index.html + http://docs.godotengine.org/en/3.0/tutorials/math/index.html diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index 236cf06ca0c..c6b868c0589 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -8,7 +8,7 @@ Animations are just data containers, and must be added to odes such as an [AnimationPlayer] or [AnimationTreePlayer] to be played back. - http://docs.godotengine.org/en/3.0/tutorials/animation/index.html + http://docs.godotengine.org/en/3.0/tutorials/animation/index.html diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 673bbbea59b..e1b3c7a9c98 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -7,8 +7,8 @@ An animation player is used for general purpose playback of [Animation] resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels. - http://docs.godotengine.org/en/3.0/getting_started/step_by_step/animations.html - http://docs.godotengine.org/en/3.0/tutorials/animation/index.html + http://docs.godotengine.org/en/3.0/getting_started/step_by_step/animations.html + http://docs.godotengine.org/en/3.0/tutorials/animation/index.html diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml index 7b3ba632cc3..51df1e99ddb 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. - http://docs.godotengine.org/en/3.0/tutorials/audio/audio_buses.html + http://docs.godotengine.org/en/3.0/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml index d332277248c..15bbb1625c5 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 music playback, or other types of streamed sounds that don't fit or require more flexibility than a [Sample]. - http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html + http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml index 7d9fcf3e01f..00d03d2b202 100644 --- a/doc/classes/AudioStreamPlayer.xml +++ b/doc/classes/AudioStreamPlayer.xml @@ -7,8 +7,8 @@ Plays background audio. - http://docs.godotengine.org/en/latest/learning/features/audio/index.html - http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html + http://docs.godotengine.org/en/latest/learning/features/audio/index.html + http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml index 81beab245d4..03b0a3aa810 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -7,8 +7,8 @@ Plays audio that dampens with distance from screen center. - http://docs.godotengine.org/en/latest/learning/features/audio/index.html - http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html + http://docs.godotengine.org/en/latest/learning/features/audio/index.html + http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index 311efb74954..2746938c1d9 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -7,8 +7,8 @@ Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. - http://docs.godotengine.org/en/latest/learning/features/audio/index.html - http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html + http://docs.godotengine.org/en/latest/learning/features/audio/index.html + http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html diff --git a/doc/classes/BakedLightmap.xml b/doc/classes/BakedLightmap.xml index 45c60302a63..77895249e5f 100644 --- a/doc/classes/BakedLightmap.xml +++ b/doc/classes/BakedLightmap.xml @@ -5,7 +5,7 @@ - http://docs.godotengine.org/en/3.0/tutorials/3d/baked_lightmaps.html + http://docs.godotengine.org/en/3.0/tutorials/3d/baked_lightmaps.html diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index b9dc763820b..fe8debe1a93 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -8,8 +8,8 @@ For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S). - http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html - http://docs.godotengine.org/en/latest/tutorials/math/rotations.html + http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html + http://docs.godotengine.org/en/latest/tutorials/math/rotations.html diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index c8622be4ad3..a04e38af5cf 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -11,8 +11,8 @@ Ultimately, a transform notification can be requested, which will notify the node that its global position changed in case the parent tree changed. - http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html - http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html + http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html + http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml index 3e4d1b29f7a..d4412e15c93 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 [code]CanvasLayer[/code] 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 [code]CanvasLayer[/code] 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). - http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html - http://docs.godotengine.org/en/3.0/tutorials/2d/canvas_layers.html + http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html + http://docs.godotengine.org/en/3.0/tutorials/2d/canvas_layers.html diff --git a/doc/classes/CollisionShape.xml b/doc/classes/CollisionShape.xml index 95fa1175c30..682c9340df3 100644 --- a/doc/classes/CollisionShape.xml +++ b/doc/classes/CollisionShape.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 [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method get_shape] to get the actual shape. - http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html + http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml index 3136f132bf6..3312fad99c7 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 get_shape] to get the actual shape. - http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html + http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 9413a8aa34b..52382337cfa 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -13,8 +13,8 @@ [Theme] resources change the Control's appearance. If you change the [Theme] on a [code]Control[/code] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_*_override[/code] methods, like [method add_font_override]. You can override the theme with the inspector. - http://docs.godotengine.org/en/3.0/tutorials/gui/index.html - http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html + http://docs.godotengine.org/en/3.0/tutorials/gui/index.html + http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html diff --git a/doc/classes/DirectionalLight.xml b/doc/classes/DirectionalLight.xml index 5e492b74dab..ef751828116 100644 --- a/doc/classes/DirectionalLight.xml +++ b/doc/classes/DirectionalLight.xml @@ -7,7 +7,7 @@ A DirectionalLight is a type of [Light] node that emits light constantly in one direction (the negative z axis of the node). It is used lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored, only the basis is used do determine light direction. - http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html + http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index 040ccf44625..d8ad208fa71 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -23,7 +23,7 @@ [/codeblock] - http://docs.godotengine.org/en/3.0/getting_started/step_by_step/filesystem.html + http://docs.godotengine.org/en/3.0/getting_started/step_by_step/filesystem.html diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 860d98ab623..b9945f3f732 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. - http://docs.godotengine.org/en/3.0/development/plugins/index.html + http://docs.godotengine.org/en/3.0/development/plugins/index.html diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 18adaa645c8..cd2584ed438 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -13,8 +13,8 @@ - Adjustments - http://docs.godotengine.org/en/3.0/tutorials/3d/environment_and_post_processing.html - http://docs.godotengine.org/en/3.0/tutorials/3d/high_dynamic_range.html + http://docs.godotengine.org/en/3.0/tutorials/3d/environment_and_post_processing.html + http://docs.godotengine.org/en/3.0/tutorials/3d/high_dynamic_range.html diff --git a/doc/classes/File.xml b/doc/classes/File.xml index 78aa1b1a612..20054ac9dce 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -22,7 +22,7 @@ [/codeblock] - http://docs.godotengine.org/en/3.0/getting_started/step_by_step/filesystem.html + http://docs.godotengine.org/en/3.0/getting_started/step_by_step/filesystem.html diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml index fde91d09ac2..77dea73564a 100644 --- a/doc/classes/GIProbe.xml +++ b/doc/classes/GIProbe.xml @@ -5,7 +5,7 @@ - http://docs.godotengine.org/en/3.0/tutorials/3d/gi_probes.html + http://docs.godotengine.org/en/3.0/tutorials/3d/gi_probes.html diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index 018b548ef1c..08e2f649a0d 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -10,8 +10,8 @@ For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616). - http://docs.godotengine.org/en/3.0/tutorials/networking/http_client_class.html - http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html + http://docs.godotengine.org/en/3.0/tutorials/networking/http_client_class.html + http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index ec9f86993fa..c5bb10a23ad 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -8,7 +8,7 @@ Can be used to make HTTP requests, i.e. download or upload files or web content via HTTP. - http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html + http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index f92f8da5dd3..a4346c1485c 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 Project Settings / Input Map tab. Or be set with [InputMap]. - http://docs.godotengine.org/en/3.0/tutorials/inputs/index.html + http://docs.godotengine.org/en/3.0/tutorials/inputs/index.html diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml index cbed2285df9..993d62d1881 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]. - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html - http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html + http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html + http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html diff --git a/doc/classes/InputEventAction.xml b/doc/classes/InputEventAction.xml index e50c43c045a..16000231cb5 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 type of inputs. Actions can be created from the project settings menu [code]Project > Project Settings > Input Map[/code]. See [method Node._input]. - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html#actions + http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html#actions diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml index 9614b0805be..adaeae685e0 100644 --- a/doc/classes/InputEventJoypadButton.xml +++ b/doc/classes/InputEventJoypadButton.xml @@ -7,7 +7,7 @@ Input event type for gamepad buttons. For joysticks see [InputEventJoypadMotion]. - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html + http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml index b01f2a3fe17..f86aec4ce00 100644 --- a/doc/classes/InputEventJoypadMotion.xml +++ b/doc/classes/InputEventJoypadMotion.xml @@ -7,7 +7,7 @@ Stores information about joystick motions. One [code]InputEventJoypadMotion[/code] represents one axis at a time. - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html + http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index 410738c68ee..7503e531882 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. - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html + http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml index 96a0116c3c9..06de96890a6 100644 --- a/doc/classes/InputEventMouse.xml +++ b/doc/classes/InputEventMouse.xml @@ -7,7 +7,7 @@ Stores general mouse events information. - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html + http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml index 73190c72837..fd326f97d56 100644 --- a/doc/classes/InputEventMouseButton.xml +++ b/doc/classes/InputEventMouseButton.xml @@ -7,7 +7,7 @@ Contains mouse click information. See [method Node._input]. - http://docs.godotengine.org/en/3.0/tutorials/inputs/mouse_and_input_coordinates.html + http://docs.godotengine.org/en/3.0/tutorials/inputs/mouse_and_input_coordinates.html diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index 83aa28c693f..05e3e79d26c 100644 --- a/doc/classes/InputEventMouseMotion.xml +++ b/doc/classes/InputEventMouseMotion.xml @@ -7,7 +7,7 @@ Contains mouse motion information. Supports relative, absolute positions and speed. See [method Node._input]. - http://docs.godotengine.org/en/3.0/tutorials/inputs/mouse_and_input_coordinates.html + http://docs.godotengine.org/en/3.0/tutorials/inputs/mouse_and_input_coordinates.html diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml index a2ac8d587f4..f777d90ccba 100644 --- a/doc/classes/InputEventScreenDrag.xml +++ b/doc/classes/InputEventScreenDrag.xml @@ -8,7 +8,7 @@ Contains screen drag information. See [method Node._input]. - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html + http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml index 64b9550f9da..39cd0a96571 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. - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html + http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index 2d046cbfd27..9c1814feddc 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -7,7 +7,7 @@ Contains keys events information with modifiers support like [code]SHIFT[/code] or [code]ALT[/code]. See [method Node._input]. - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html + http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index 3399a3f0965..2f5fb49dba6 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 [code]Project > Project Settings > Input Map[/code] or in code with [method add_action] and [method action_add_event]. See [method Node._input]. - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html#inputmap + http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html#inputmap diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml index 1d40b990a9b..17588717c22 100644 --- a/doc/classes/JavaScript.xml +++ b/doc/classes/JavaScript.xml @@ -7,7 +7,7 @@ The JavaScript singleton is implemented only in HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. - http://docs.godotengine.org/en/3.0/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script + http://docs.godotengine.org/en/3.0/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml index 5553602db2a..ae33ed52055 100644 --- a/doc/classes/KinematicBody.xml +++ b/doc/classes/KinematicBody.xml @@ -9,7 +9,7 @@ Kinematic Characters: KinematicBody 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. - http://docs.godotengine.org/en/3.0/tutorials/physics/kinematic_character_2d.html + http://docs.godotengine.org/en/3.0/tutorials/physics/kinematic_character_2d.html diff --git a/doc/classes/Light.xml b/doc/classes/Light.xml index e05ed2d0b15..e9b36c2f9d8 100644 --- a/doc/classes/Light.xml +++ b/doc/classes/Light.xml @@ -7,7 +7,7 @@ Light is the abstract base class for light nodes, so it shouldn't be used directly (It can't be instanced). Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting. - http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html + http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml index 2780334384f..e878b3a746c 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. - http://docs.godotengine.org/en/3.0/tutorials/networking/high_level_multiplayer.html + http://docs.godotengine.org/en/3.0/tutorials/networking/high_level_multiplayer.html diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 0fe576a39d4..8bae4120536 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. - http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scenes_and_nodes.html + http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scenes_and_nodes.html diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index a61678041fb..13eabeca177 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -7,7 +7,7 @@ A 2D game object, with a position, rotation and scale. All 2D physics nodes and sprites inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control on the node's render order. - http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html + http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight.xml index 0ed133f52e3..ff2e77ffbed 100644 --- a/doc/classes/OmniLight.xml +++ b/doc/classes/OmniLight.xml @@ -7,7 +7,7 @@ An OmniDirectional light is a type of [Light] node that emits lights in all directions. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. - http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html + http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/Physics2DDirectSpaceState.xml b/doc/classes/Physics2DDirectSpaceState.xml index b55702dac4f..f0fee77a5a9 100644 --- a/doc/classes/Physics2DDirectSpaceState.xml +++ b/doc/classes/Physics2DDirectSpaceState.xml @@ -7,7 +7,7 @@ Direct access object to a space in the [Physics2DServer]. It's used mainly to do queries against objects and areas residing in a given space. - http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html + http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html diff --git a/doc/classes/PhysicsBody.xml b/doc/classes/PhysicsBody.xml index e252aaa048b..14053c6a351 100644 --- a/doc/classes/PhysicsBody.xml +++ b/doc/classes/PhysicsBody.xml @@ -7,7 +7,7 @@ PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it. - http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html + http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 42b1eac5e42..ccc704c7ec7 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. - http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html + http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html diff --git a/doc/classes/PhysicsDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState.xml index fabf153dacb..3f0e1a4f70b 100644 --- a/doc/classes/PhysicsDirectSpaceState.xml +++ b/doc/classes/PhysicsDirectSpaceState.xml @@ -7,7 +7,7 @@ Direct access object to a space in the [PhysicsServer]. It's used mainly to do queries against objects and areas residing in a given space. - http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html + http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index ca035ad383a..6f616401cbf 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. - http://docs.godotengine.org/en/3.0/tutorials/math/index.html + http://docs.godotengine.org/en/3.0/tutorials/math/index.html diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml index 589f7d00c61..f1a6ce5c0bd 100644 --- a/doc/classes/Quat.xml +++ b/doc/classes/Quat.xml @@ -10,8 +10,8 @@ Quaternions need to be (re)normalized. - http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions - http://docs.godotengine.org/en/latest/tutorials/math/rotations.html + http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions + http://docs.godotengine.org/en/latest/tutorials/math/rotations.html diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index 1961aee8b5f..c21106074b9 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -7,7 +7,7 @@ Rect2 consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. - http://docs.godotengine.org/en/3.0/tutorials/math/index.html + http://docs.godotengine.org/en/3.0/tutorials/math/index.html diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index 36a0c9cfdac..a9a897ebaf4 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -5,7 +5,7 @@ - http://docs.godotengine.org/en/3.0/tutorials/3d/reflection_probes.html + http://docs.godotengine.org/en/3.0/tutorials/3d/reflection_probes.html diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 4ec4bbee4fd..618f2f42b2e 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -8,7 +8,7 @@ Note that assignments to [member bbcode_text] clear the tag stack and reconstruct it from the property's contents. Any edits made to [member bbcode_text] will erase previous edits made from other manual sources such as [method append_bbcode] and the [code]push_*[/code] / [method pop] methods. - http://docs.godotengine.org/en/3.0/tutorials/gui/bbcode_in_richtextlabel.html + http://docs.godotengine.org/en/3.0/tutorials/gui/bbcode_in_richtextlabel.html diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index 3190aed5edf..4253560f67c 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -10,7 +10,7 @@ If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator]. - http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html + http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 7c8feae5b3c..f5a19ede0c9 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -7,8 +7,8 @@ As one of the most important classes, the [code]SceneTree[/code] manages the hierarchy of nodes in a scene as well as scenes themselves. Nodes can be added, retrieved and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded. You can also use the SceneTree to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. a "enemy" group. You can then iterate these groups or even call methods and set properties on all the group's members at once. - http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scene_tree.html - http://docs.godotengine.org/en/3.0/tutorials/viewports/multiple_resolutions.html + http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scene_tree.html + http://docs.godotengine.org/en/3.0/tutorials/viewports/multiple_resolutions.html diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index 97f6a60f019..09c60afc2f8 100644 --- a/doc/classes/Script.xml +++ b/doc/classes/Script.xml @@ -8,7 +8,7 @@ The 'new' 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. - http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scripting.html + http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scripting.html diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 7c07778a052..76049d89476 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -7,7 +7,7 @@ This class allows you to define a custom shader program that can be used for various materials to render objects. - http://docs.godotengine.org/en/3.0/tutorials/shading/index.html + http://docs.godotengine.org/en/3.0/tutorials/shading/index.html diff --git a/doc/classes/Shape.xml b/doc/classes/Shape.xml index 582e4f80c33..fcd01bc25ae 100644 --- a/doc/classes/Shape.xml +++ b/doc/classes/Shape.xml @@ -7,7 +7,7 @@ Base class for all 3D shape resources. All 3D shapes that inherit from this can be set into a [PhysicsBody] or [Area]. - http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html + http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index ad20bf607a3..6c13496fc4c 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. - http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html + http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html diff --git a/doc/classes/Spatial.xml b/doc/classes/Spatial.xml index 9ef60109de0..46f2bedfc28 100644 --- a/doc/classes/Spatial.xml +++ b/doc/classes/Spatial.xml @@ -9,7 +9,7 @@ Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the Spatial object is set as top level. Affine operations in this coordinate system correspond to direct affine operations on the Spatial's transform. The word local below refers to this coordinate system. The coordinate system that is attached to the Spatial object itself is referred to as object-local coordinate system. - http://docs.godotengine.org/en/3.0/tutorials/3d/introduction_to_3d.html + http://docs.godotengine.org/en/3.0/tutorials/3d/introduction_to_3d.html diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml index 5feaf70e9d2..b45f2a13d4a 100644 --- a/doc/classes/SpatialMaterial.xml +++ b/doc/classes/SpatialMaterial.xml @@ -5,7 +5,7 @@ - http://docs.godotengine.org/en/3.0/tutorials/3d/spatial_material.html + http://docs.godotengine.org/en/3.0/tutorials/3d/spatial_material.html diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight.xml index 57a802d3256..1f81e9e5c2d 100644 --- a/doc/classes/SpotLight.xml +++ b/doc/classes/SpotLight.xml @@ -7,7 +7,7 @@ A SpotLight light is a type of [Light] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. TODO: Image of a spotlight. - http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html + http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml index d7350ac1d5e..3081abd5c49 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 SSL servers. - http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html + http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 5af29d96cde..656063771db 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. - http://docs.godotengine.org/en/3.0/tutorials/2d/using_tilemaps.html + http://docs.godotengine.org/en/3.0/tutorials/2d/using_tilemaps.html diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml index 4567f1681c0..0dd8038b368 100644 --- a/doc/classes/Transform.xml +++ b/doc/classes/Transform.xml @@ -7,8 +7,8 @@ Represents one or many transformations in 3D space such as translation, rotation, or scaling. It consists of a [Basis] "basis" and an [Vector3] "origin". It is similar to a 3x4 matrix. - http://docs.godotengine.org/en/3.0/tutorials/math/index.html - http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html + http://docs.godotengine.org/en/3.0/tutorials/math/index.html + http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 923be94db9c..26e2da09d66 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -7,7 +7,7 @@ 2-element structure that can be used to represent positions in 2d space or any other pair of numeric values. - http://docs.godotengine.org/en/3.0/tutorials/math/index.html + http://docs.godotengine.org/en/3.0/tutorials/math/index.html diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index edd0965b641..c754b27f1e0 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -7,7 +7,7 @@ Vector3 is one of the core classes of the engine, and includes several built-in helper functions to perform basic vector math operations. - http://docs.godotengine.org/en/3.0/tutorials/math/index.html + http://docs.godotengine.org/en/3.0/tutorials/math/index.html diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index be550d48ef7..af0712d3570 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. - http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html - http://docs.godotengine.org/en/3.0/tutorials/viewports/index.html + http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html + http://docs.godotengine.org/en/3.0/tutorials/viewports/index.html diff --git a/doc/classes/World.xml b/doc/classes/World.xml index 9fc0e139b5b..540848e40a6 100644 --- a/doc/classes/World.xml +++ b/doc/classes/World.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world. - http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html + http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml index 5f6a5b8ad41..780cdd181a9 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. - http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html + http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml index 422ca3a558e..e68ad2800e7 100644 --- a/doc/classes/WorldEnvironment.xml +++ b/doc/classes/WorldEnvironment.xml @@ -9,7 +9,7 @@ The [code]WorldEnvironment[/code] 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. - http://docs.godotengine.org/en/3.0/tutorials/3d/environment_and_post_processing.html + http://docs.godotengine.org/en/3.0/tutorials/3d/environment_and_post_processing.html diff --git a/doc/tools/makerst.py b/doc/tools/makerst.py index 289e967a93c..93ad823d424 100755 --- a/doc/tools/makerst.py +++ b/doc/tools/makerst.py @@ -4,11 +4,15 @@ import codecs import sys import os +import re import xml.etree.ElementTree as ET input_list = [] cur_file = "" +# http(s)://docs.godotengine.org///path/to/page.html(#fragment-tag) +godot_docs_pattern = re.compile('^http(?:s)?:\/\/docs\.godotengine\.org\/(?:[a-zA-Z0-9\.\-_]*)\/(?:[a-zA-Z0-9\.\-_]*)\/(.*)\.html(#.*)?$') + for arg in sys.argv[1:]: if arg.endswith(os.sep): arg = arg[:-1] @@ -588,6 +592,32 @@ def make_rst_class(node): f.write(make_heading('Description', '-')) f.write(rstize_text(descr.text.strip(), name) + "\n\n") + global godot_docs_pattern + tutorials = node.find('tutorials') + if tutorials != None and len(tutorials) > 0: + f.write(make_heading('Tutorials', '-')) + for t in tutorials: + link = t.text.strip() + match = godot_docs_pattern.search(link); + if match: + groups = match.groups() + if match.lastindex == 2: + # Doc reference with fragment identifier: emit direct link to section with reference to page, for example: + # `#calling-javascript-from-script in Exporting For Web` + f.write("- `" + groups[1] + " <../" + groups[0] + ".html" + groups[1] + ">`_ in :doc:`../" + groups[0] + "`\n") + # Commented out alternative: Instead just emit: + # `Subsection in Exporting For Web` + # f.write("- `Subsection <../" + groups[0] + ".html" + groups[1] + ">`_ in :doc:`../" + groups[0] + "`\n") + elif match.lastindex == 1: + # Doc reference, for example: + # `Math` + f.write("- :doc:`../" + groups[0] + "`\n") + else: + # External link, for example: + # `http://enet.bespin.org/usergroup0.html` + f.write("- `" + link + " <" + link + ">`_\n") + f.write("\n") + methods = node.find('methods') if methods != None and len(list(methods)) > 0: f.write(make_heading('Member Function Description', '-')) diff --git a/editor/doc/doc_data.cpp b/editor/doc/doc_data.cpp index bbd83f50995..3a32c3f40f1 100644 --- a/editor/doc/doc_data.cpp +++ b/editor/doc/doc_data.cpp @@ -817,9 +817,24 @@ Error DocData::_load(Ref parser) { if (parser->get_node_type() == XMLParser::NODE_TEXT) c.description = parser->get_node_data(); } else if (name == "tutorials") { - parser->read(); - if (parser->get_node_type() == XMLParser::NODE_TEXT) - c.tutorials = parser->get_node_data(); + while (parser->read() == OK) { + + if (parser->get_node_type() == XMLParser::NODE_ELEMENT) { + + String name = parser->get_node_name(); + + if (name == "link") { + + parser->read(); + if (parser->get_node_type() == XMLParser::NODE_TEXT) + c.tutorials.push_back(parser->get_node_data().strip_edges()); + } else { + ERR_EXPLAIN("Invalid tag in doc file: " + name); + ERR_FAIL_V(ERR_FILE_CORRUPT); + } + } else if (parser->get_node_type() == XMLParser::NODE_ELEMENT_END && parser->get_node_name() == "tutorials") + break; //end of + } } else if (name == "demos") { parser->read(); if (parser->get_node_type() == XMLParser::NODE_TEXT) @@ -994,7 +1009,9 @@ Error DocData::save_classes(const String &p_default_path, const Map"); _write_string(f, 1, ""); - _write_string(f, 2, c.tutorials.strip_edges().xml_escape()); + for (int i = 0; i < c.tutorials.size(); i++) { + _write_string(f, 2, "" + c.tutorials.get(i).xml_escape() + ""); + } _write_string(f, 1, ""); _write_string(f, 1, ""); _write_string(f, 2, c.demos.strip_edges().xml_escape()); diff --git a/editor/doc/doc_data.h b/editor/doc/doc_data.h index 0461133f9f1..c7b70b5fb95 100644 --- a/editor/doc/doc_data.h +++ b/editor/doc/doc_data.h @@ -85,7 +85,7 @@ public: String category; String brief_description; String description; - String tutorials; + Vector tutorials; String demos; Vector methods; Vector signals; diff --git a/editor/editor_help.cpp b/editor/editor_help.cpp index b49c2d26d04..65e50560bce 100644 --- a/editor/editor_help.cpp +++ b/editor/editor_help.cpp @@ -1280,11 +1280,10 @@ Error EditorHelp::_goto_desc(const String &p_class, int p_vscr) { class_desc->add_newline(); // class_desc->add_newline(); - Vector tutorials = cd.tutorials.split_spaces(); - if (tutorials.size() != 0) { + if (cd.tutorials.size() != 0) { - for (int i = 0; i < tutorials.size(); i++) { - String link = tutorials[i]; + for (int i = 0; i < cd.tutorials.size(); i++) { + String link = cd.tutorials[i]; String linktxt = link; int seppos = linktxt.find("//"); if (seppos != -1) { diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml index d5fd4bff09c..fab4b05da98 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 [method SceneTree.set_network_peer] after being initialized as either a client or server. Events can then be handled by connecting to [SceneTree] signals. - http://docs.godotengine.org/en/3.0/tutorials/networking/high_level_multiplayer.html - http://enet.bespin.org/usergroup0.html + http://docs.godotengine.org/en/3.0/tutorials/networking/high_level_multiplayer.html + http://enet.bespin.org/usergroup0.html diff --git a/modules/gdscript/doc_classes/GDScript.xml b/modules/gdscript/doc_classes/GDScript.xml index 40a435f4599..632970f8c01 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. - http://docs.godotengine.org/en/3.0/getting_started/scripting/gdscript/index.html + http://docs.godotengine.org/en/3.0/getting_started/scripting/gdscript/index.html diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml index bb652f3bdf7..d5f95636002 100644 --- a/modules/gridmap/doc_classes/GridMap.xml +++ b/modules/gridmap/doc_classes/GridMap.xml @@ -10,7 +10,7 @@ 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. - http://docs.godotengine.org/en/3.0/tutorials/3d/using_gridmaps.html + http://docs.godotengine.org/en/3.0/tutorials/3d/using_gridmaps.html diff --git a/modules/visual_script/doc_classes/VisualScript.xml b/modules/visual_script/doc_classes/VisualScript.xml index dab186fb574..28764aca402 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. - http://docs.godotengine.org/en/3.0/getting_started/scripting/visual_script/index.html + http://docs.godotengine.org/en/3.0/getting_started/scripting/visual_script/index.html