From f4b2231cd08bfd817e823666377307e7d158bcbb Mon Sep 17 00:00:00 2001
From: Hana <48352564+Piralein@users.noreply.github.com>
Date: Tue, 21 Feb 2023 19:15:07 +0100
Subject: [PATCH] update outdated references and examples
---
doc/classes/Control.xml | 2 +-
doc/classes/EditorSettings.xml | 2 +-
doc/classes/VoxelGI.xml | 2 +-
3 files changed, 3 insertions(+), 3 deletions(-)
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 56938761941..f2ab6cb07eb 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -801,7 +801,7 @@
Shows the given control at the mouse pointer. A good time to call this method is in [method _get_drag_data]. The control must not be in the scene tree. You should not free the control, and you should not keep a reference to the control beyond the duration of the drag. It will be deleted automatically after the drag has ended.
[codeblocks]
[gdscript]
- export (Color, RGBA) var color = Color(1, 0, 0, 1)
+ @export var color = Color(1, 0, 0, 1)
func _get_drag_data(position):
# Use a control that is not in the tree
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index 70ea69a3363..29123dbc706 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -757,7 +757,7 @@
The indentation style to use (tabs or spaces).
- [b]Note:[/b] The [url=$DOCS_URL/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation.
+ [b]Note:[/b] The [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation.
If [code]true[/code], allows drag-and-dropping text in the script editor to move text. Disable this if you find yourself accidentally drag-and-dropping text in the script editor.
diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml
index cc784267360..e453fbd855d 100644
--- a/doc/classes/VoxelGI.xml
+++ b/doc/classes/VoxelGI.xml
@@ -11,7 +11,7 @@
[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then be hidden after baking the [VoxelGI] node.
- $DOCS_URL/tutorials/3d/gi_probes.html
+ $DOCS_URL/tutorials/3d/using_voxel_gi.html
https://godotengine.org/asset-library/asset/678