Fix more broken links.

This commit is contained in:
Lukas Tenbrink
2025-08-28 15:51:21 +02:00
parent b9bc4255b7
commit 65db864b15
14 changed files with 50 additions and 51 deletions

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@@ -5,11 +5,11 @@ Contributing to the class reference
.. highlight:: shell
The :ref:`Class reference <doc_class_reference>` is a set of articles describing
the public API of the engine. This includes descriptions for various classes,
methods, properties, and global objects, available for scripting. The class reference
is available online, from the documentation sidebar, and in the Godot editor, from
the help menu.
The `Class reference <https://docs.godotengine.org/en/stable/classes/index.html>`__
is a set of articles describing the public API of the engine. This includes descriptions
for various classes, methods, properties, and global objects, available for scripting.
The class reference is available online, from the documentation sidebar, and in the Godot
editor, from the help menu.
.. seealso::
@@ -90,7 +90,7 @@ and `Godot Contributors Chat <https://chat.godotengine.org/>`_.
based on reviews.
It also doesn't allow you to test your changes in the engine or with validation
scripts as described in :ref:`doc_class_reference_editing_xml`.
scripts as described in the `class reference documentation <https://docs.godotengine.org/en/latest/engine_details/class_reference/index.html>`__.
Updating class reference when working on the engine
@@ -99,7 +99,7 @@ Updating class reference when working on the engine
When you create a new class or modify an existing engine's API, you need to re-generate
the XML files in ``doc/classes/``.
To do so, you first need to compile Godot. See the :ref:`doc_introduction_to_the_buildsystem`
To do so, you first need to compile Godot. See the `Introduction to the buildsystem <https://docs.godotengine.org/en/latest/engine_details/development/compiling/introduction_to_the_buildsystem.html>`__
page to learn how. Then, execute the compiled Godot binary from the Godot root directory
with the ``--doctool`` option. For example, if you're on 64-bit Linux, the command might be:

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@@ -194,10 +194,10 @@ use a resolution of 1280×720.
.. note::
Godot's :ref:`Movie Maker mode <doc_creating_movies>` can be used to record
the output of a running project, including its audio. This doesn't require
installing any third-party software and avoids any frame drops (even when
recording on a slow device), but it's less flexible.
Godot's `Movie Maker mode <https://docs.godotengine.org/en/stable/tutorials/animation/creating_movies.html>`__
can be used to record the output of a running project, including its audio.
This doesn't require installing any third-party software and avoids any frame
drops (even when recording on a slow device), but it's less flexible.
Compressing the captured video
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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@@ -507,7 +507,7 @@ with a space on either side of the symbol.
Make sure to mention shortcuts that differ on macOS compared to other platforms.
You can find a list of all shortcuts, including what they are on macOS, on
:ref:`this page <doc_default_key_mapping>`.
`this documentation page <https://docs.godotengine.org/en/stable/tutorials/editor/default_key_mapping.html>`__.
Try to integrate the shortcut into sentences the best you can. Here are some
examples with the ``:kbd:`` tag left as-is for better visibility:
@@ -639,9 +639,9 @@ in the link itself, or include the section and subsection separately from the
link. Since long links are not split into multiple lines when the page is
rendered, prefer splitting the setting name and the section when the link is long.
- Set the :ref:`Application > Run > Max FPS<class_ProjectSettings_property_application/run/max_fps>` setting to ``60``.
- In the project settings under **Application > Run**, set :ref:`Max FPS<class_ProjectSettings_property_application/run/max_fps>` to ``60``.
- In **Project Settings > Application > Run**, set :ref:`Max FPS<class_ProjectSettings_property_application/run/max_fps>` to ``60``.
- Set the `Application > Run > Max FPS setting to ``60``.
- In the project settings under **Application > Run**, set Max FPS to ``60``.
- In **Project Settings > Application > Run**, set Max FPS to ``60``.
Code blocks and adominitions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -859,7 +859,7 @@ Adding a sprite and setting some properties
In the :ui:`Scene` dock, click :button:`2D Scene` to create a new scene.
Add a new :ref:`Sprite2D <class_Sprite2D>` to the scene by right-clicking on the
Add a new `Sprite2D <https://docs.godotengine.org/en/latest/classes/class_sprite2d.html>`__ to the scene by right-clicking on the
root node and choosing :button:`Add Child Node...`. In the :ui:`Create New Node`
window, search for "Sprite2D", select it, and then click :button:`Create`.
@@ -878,8 +878,7 @@ Setting project settings
^^^^^^^^^^^^^^^^^^^^^^^^
Go to :menu:`Project > Project Settings`, then select the
:ref:`Max FPS <class_ProjectSettings_property_application/run/max_fps>`
setting under :ui:`Application > Run`. Don't forget to click the
Max FPS setting under :ui:`Application > Run`. Don't forget to click the
:button:`Advanced Settings` toggle. Then, in :ui:`Filter Settings`, search for
"physics". Under :ui:`Physics > 3D > Solver`, set
:inspector:`Solver Iterations` to ``16``.
@@ -913,5 +912,5 @@ Use this section to see how the custom roles look, particularly within admonitio
.. All the inline roles which are used in the docs. External links don't work in a substitution.
.. |styleroles| replace:: Built-in styles: ``code``, **bold**, and *italics*.
Built-in roles: :kbd:`kbd`, :ref:`ref <doc_about_intro>`, :ref:`ref <class_node>`.
Built-in roles: :kbd:`kbd`, `ref <https://docs.godotengine.org/en/stable/about/introduction.html>`__, `ref <https://docs.godotengine.org/en/stable/classes/class_node.html>`__.
Custom roles: :button:`button`, :menu:`menu > submenu`, :inspector:`inspector`, :ui:`ui`.

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@@ -26,7 +26,7 @@ request triggers a rebuild of the online documentation upon merging.
.. warning:: The class reference's source files are in the `Godot engine
repository <https://github.com/godotengine/godot>`_. We generate
the :ref:`Class Reference <doc_class_reference>` section of this documentation
the :ref:`Class reference <doc_updating_the_class_reference>`
from them. If you want to update the description of a class, its
methods, or properties, read
:ref:`doc_updating_the_class_reference`.

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@@ -5,17 +5,18 @@ We always need help to improve the documentation, be it the class reference or
the manual. Below, you can find our content and writing guidelines and
concrete guides to make changes to the documentation.
Be sure to also check the :ref:`workflow guidelines <doc_contributing_workflow>`,
Be sure to also check the :ref:`workflow guidelines <doc_contributing_to_the_documentation>`,
especially if you're new to using Git or GitHub.
There are two separate resources referred to as "documentation" in Godot:
- **The class reference.** This is the documentation for the complete Godot API
as exposed to GDScript and the other scripting languages. It can be consulted
offline, directly in Godot's code editor, or online at Godot :ref:`Class Reference
<doc_class_reference>`. To contribute to the class reference, you have to edit the
XML file corresponding to the class and make a pull request.
See :ref:`doc_updating_the_class_reference` and :ref:`doc_class_reference_primer`
offline, directly in Godot's code editor, or online at Godot `Class Reference
<https://docs.godotengine.org/en/stable/classes/index.html>`__.
To contribute to the class reference, you have to edit the XML file
corresponding to the class and make a pull request.
See :ref:`doc_updating_the_class_reference` and `Class reference primer <https://docs.godotengine.org/en/latest/engine_details/class_reference/index.html>`__
for more details.
- **The tutorials and engine documentation and its translations.**

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@@ -170,15 +170,15 @@ translating.
same source string location while comparing with the online version of that
page in English. An example of source string location could be
``getting_started/step_by_step/nodes_and_scenes.rst`` for the
page :ref:`doc_nodes_and_scenes`.
page `Nodes and scenes <https://docs.godotengine.org/en/stable/getting_started/step_by_step/nodes_and_scenes.html>`__.
- The class reference's translation template is generated from the source XML
files in **alphabetical order**, which is also the same as the order of the
table of contents for the online version. You can therefore locate the source
string corresponding to the brief description of a given class to find the
first string to translate and all other descriptions from that class should be
in the subsequent strings on Weblate. For example, the descriptions for the
:ref:`class_Node2D` class would have the source string location
``doc/classes/Node2D.xml``.
`Node2D <https://docs.godotengine.org/en/stable/classes/class_node2d.html>`__
class would have the source string location ``doc/classes/Node2D.xml``.
A handy tool to locate specific pages/classes is to use Weblate's advanced
search feature, and especially the "Location strings" query (which can also be
@@ -333,9 +333,9 @@ breaks if they are not part of the original translation.
.. seealso::
See our documentation for class reference writers for the :ref:`list of
BBCode-like tags <doc_class_reference_bbcode>` which are used
throughout the class reference.
See our documentation for class reference writers for the `list of
BBCode-like tags <https://docs.godotengine.org/en/latest/engine_details/class_reference/index.html>`__
which are used throughout the class reference.
Offline translation and testing
-------------------------------
@@ -363,7 +363,7 @@ upload mode.
version.
If you want to test changes locally (especially for the editor translation), you
can use the downloaded PO file and :ref:`compile Godot from source <toc-devel-compiling>`.
can use the downloaded PO file and `compile Godot from source <https://docs.godotengine.org/en/latest/engine_details/development/compiling/index.html>`.
Rename the editor translation PO file to ``<lang>.po`` (e.g. ``eo.po`` for
Esperanto) and place it in the ``editor/translations/`` folder
@@ -392,7 +392,7 @@ documentation translations are synced from Weblate.
To translate an image, you should first locate it in the original English
documentation. To do so, browse the relevant page in the docs, e.g.
:ref:`doc_intro_to_the_editor_interface`. Click the "Edit on GitHub" link in the
`Introduction to editor development <https://docs.godotengine.org/en/latest/engine_details/editor/introduction_to_editor_development.html>`__. Click the "Edit on GitHub" link in the
top right corner:
.. image:: img/l10n_08_edit_on_github.png

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@@ -52,15 +52,11 @@ Standard Template Library
We don't allow using the `STL <https://en.wikipedia.org/wiki/Standard_Template_Library>`__
as Godot provides its own data types (among other things).
See :ref:`doc_faq_why_not_stl` for more information.
See `Why does Godot not use STL? <https://docs.godotengine.org/en/stable/about/faq.html#why-does-godot-not-use-stl-standard-template-library>`__ for more information.
This means that pull requests should **not** use ``std::string``,
``std::vector`` and the like. Instead, use Godot's datatypes as described in
the :ref:`doc_core_types` documentation.
A 📜 icon denotes the type is part of :ref:`Variant <doc_variant_class>`. This
means it can be used as a parameter or return value of a method exposed to the
scripting API.
the `Core types <https://docs.godotengine.org/en/latest/engine_details/architecture/core_types>`__ documentation.
``auto`` keyword
~~~~~~~~~~~~~~~~
@@ -121,7 +117,7 @@ guards are now actively discouraged.
C++ style exception handling using ``try`` and ``catch`` blocks is forbidden.
This restriction is in place for several reasons, including performance, binary
size and code complexity.
Use :ref:`doc_common_engine_methods_and_macros_error_macros` instead.
Use `Common engine methods and macros <https://docs.godotengine.org/en/latest/engine_details/architecture/common_engine_methods_and_macros.html>`__ instead.
.. seealso::

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@@ -54,7 +54,7 @@ contain few items make it difficult to navigate the inspector, while missing the
benefits of using sections such as folding.
There are some valid exceptions for this, such as material features in
:ref:`class_StandardMaterial3D`.
`StandardMaterial3D <https://docs.godotengine.org/en/stable/classes/class_standardmaterial3d.html>`__.
This advice also applies to the Project Settings and Editor Settings.

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@@ -1,3 +1,5 @@
.. _doc_intro_to_engine_contributions:
Introduction to engine contributions
====================================

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@@ -58,7 +58,7 @@ Technical contributions
The engine development is mainly coordinated on our `Contributor RocketChat <https://chat.godotengine.org/>`_,
so if you are serious about making PRs you should join us there!
Read more about the **technical submission process**: :ref:`doc_first_steps`
Read more about the **technical submission process**: :ref:`doc_intro_to_engine_contributions`
For each subject area of the engine, there is a corresponding team to coordinate the work.
Join the linked chat to get more eyes on your related PR, learn about open todos, or partake in meetings.

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@@ -47,7 +47,8 @@ If you have a GitHub account
This means you may have to bypass a security warning before you can run the executable.
On Windows, if you frequently test pull request builds, it may be better to disable
Windows SmartScreen permanently in the Windows security settings.
On macOS, see :ref:`doc_running_on_macos` for instructions on bypassing Gatekeeper.
On macOS, see `Running on macOS <https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos.html>`__
for instructions on bypassing Gatekeeper.
If you don't have a GitHub account
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -102,7 +103,7 @@ Downloading a zipped pull request branch
.. image:: img/testing_pull_requests_fork_zip.png
- Extract the ZIP archive and follow the :ref:`compiling <toc-devel-compiling>` instructions
- Extract the ZIP archive and follow the `compiling instructions <https://docs.godotengine.org/en/latest/engine_details/development/compiling/index.html>`
for your operating system.
Checking out a pull request branch with git
@@ -134,4 +135,4 @@ So for the pull request above, the actual command will be:
git checkout editor_file_dialog_filter_sort
- And follow the :ref:`compiling <toc-devel-compiling>` instructions for your operating system.
- And follow the `compiling instructions <https://docs.godotengine.org/en/latest/engine_details/development/compiling/index.html>` for your operating system.

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@@ -57,7 +57,7 @@ reproduce the bug.
Before bisecting a regression, you need to set up a build environment to
compile Godot from source. To do so, read the
:ref:`Compiling <toc-devel-compiling>` page for your target platform.
`Compiling <https://docs.godotengine.org/en/latest/engine_details/development/compiling/index.html>` page for your target platform.
(Compiling Godot from source doesn't require C++ programming knowledge.)
Note that compiling Godot can take a while on slow hardware (up an hour for
@@ -104,8 +104,8 @@ hashes, ``master`` is a perpetually moving target.
Build the engine
~~~~~~~~~~~~~~~~
:ref:`Get Godot's source code using Git <doc_getting_source>`. Once this
is done, in the terminal window, use ``cd`` to reach the Godot repository
`Get Godot's source code using Git <https://docs.godotengine.org/en/latest/engine_details/development/compiling/getting_source.html>`__.
Once this is done, in the terminal window, use ``cd`` to reach the Godot repository
folder and enter the following command:
.. code-block:: shell
@@ -129,7 +129,7 @@ Run the binary located in the ``bin/`` folder and try to reproduce the bug.
.. note::
:ref:`Double-check the output file name <doc_introduction_to_the_buildsystem_resulting_binary>`
`Double-check the output file name <https://docs.godotengine.org/en/latest/engine_details/development/compiling/introduction_to_the_buildsystem.html>`__
in ``bin/`` to make sure you're actually running the binary you've just compiled.
Different Godot versions will output binaries with different names.

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@@ -12,7 +12,7 @@ Testing development versions
To help with the testing, you have several possibilities:
- Compile the engine from source yourself, following the instructions of the
:ref:`Compiling <toc-devel-compiling>` page for your platform.
`Compiling <https://docs.godotengine.org/en/latest/engine_details/development/compiling/index.html>` page for your platform.
- Test official pre-release binaries when they are announced (usually on the
blog and other community platforms), such as alpha, beta and release candidate (RC) builds.

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@@ -202,7 +202,7 @@ use the following `labels <https://github.com/godotengine/godot-docs/labels>`__:
- *Linked demo PR*: the PR has a corresponding PR to the
`Godot Demo Projects <https://github.com/godotengine/godot-demo-projects>`__
repository which must be merged at the same time. Any changes to code in
tutorials that have a corresponding demo, such as :ref:`doc_your_first_2d_game`,
tutorials that have a corresponding demo, such as `Your first 2D game <https://docs.godotengine.org/en/stable/getting_started/first_2d_game/index.html>`__,
need to update both repositories so that the tutorial code stays in sync with
the completed demo.
- *Needs work*: the pull request needs additional work before it can be merged.