classref: Update links to documentation pages after reorganization

This commit is contained in:
Rémi Verschelde
2021-10-06 13:51:49 +02:00
parent f6f6c1bf19
commit 15f78ae0b9
40 changed files with 69 additions and 48 deletions

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@@ -70,7 +70,7 @@ See also :ref:`ImmediateMesh<class_ImmediateMesh>`, :ref:`MeshDataTool<class_Mes
Tutorials
---------
- :doc:`../tutorials/content/procedural_geometry/arraymesh`
- :doc:`../tutorials/3d/procedural_geometry/arraymesh`
Properties
----------

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@@ -23,7 +23,7 @@ This provides a default material with a wide variety of rendering features and p
Tutorials
---------
- :doc:`../tutorials/3d/spatial_material`
- :doc:`../tutorials/3d/standard_material_3d`
Properties
----------

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@@ -21,7 +21,7 @@ By setting various properties on this object, you can control how individual cha
Tutorials
---------
- :doc:`../tutorials/gui/bbcode_in_richtextlabel`
- :doc:`../tutorials/ui/bbcode_in_richtextlabel`
- `RichTextEffect test project (third-party) <https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project>`__

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@@ -41,6 +41,14 @@ Methods
Signals
-------
.. _class_Container_signal_pre_sort_children:
- **pre_sort_children** **(** **)**
Emitted when children are going to be sorted.
----
.. _class_Container_signal_sort_children:
- **sort_children** **(** **)**
@@ -50,9 +58,13 @@ Emitted when sorting the children is needed.
Constants
---------
.. _class_Container_constant_NOTIFICATION_PRE_SORT_CHILDREN:
.. _class_Container_constant_NOTIFICATION_SORT_CHILDREN:
- **NOTIFICATION_SORT_CHILDREN** = **50** --- Notification for when sorting the children, it must be obeyed immediately.
- **NOTIFICATION_PRE_SORT_CHILDREN** = **50** --- Notification just before children are going to be sorted, in case there's something to process beforehand.
- **NOTIFICATION_SORT_CHILDREN** = **51** --- Notification for when sorting the children, it must be obeyed immediately.
Method Descriptions
-------------------

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@@ -23,7 +23,7 @@ See also :ref:`GodotSharp<class_GodotSharp>`.
Tutorials
---------
- :doc:`../getting_started/scripting/c_sharp/index`
- :doc:`../tutorials/scripting/c_sharp/index`
Methods
-------

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@@ -236,7 +236,7 @@ You need to first calculate the dictionary's hash with :ref:`hash<class_Dictiona
Tutorials
---------
- `#dictionary <../getting_started/scripting/gdscript/gdscript_basics.html#dictionary>`_ in :doc:`../getting_started/scripting/gdscript/gdscript_basics`
- `#dictionary <../tutorials/scripting/gdscript/gdscript_basics.html#dictionary>`_ in :doc:`../tutorials/scripting/gdscript/gdscript_basics`
- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__

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@@ -76,7 +76,7 @@ Here is an example on how to iterate through the files of a directory:
Tutorials
---------
- :doc:`../getting_started/step_by_step/filesystem`
- :doc:`../tutorials/scripting/filesystem`
Methods
-------

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@@ -1142,6 +1142,8 @@ Shows the virtual keyboard if the platform has one.
- :ref:`WindowMode<enum_DisplayServer_WindowMode>` **window_get_mode** **(** :ref:`int<class_int>` window_id=0 **)** |const|
Returns the current window's mode.
----
.. _class_DisplayServer_method_window_get_position:
@@ -1244,6 +1246,10 @@ Sets the minimum size for the given window to ``min_size`` (in pixels).
- void **window_set_mode** **(** :ref:`WindowMode<enum_DisplayServer_WindowMode>` mode, :ref:`int<class_int>` window_id=0 **)**
Sets window mode for the given window to ``mode``. See :ref:`WindowMode<enum_DisplayServer_WindowMode>` for possible values and how each mode behaves.
**Note:** Setting the window to fullscreen forcibly sets the borderless flag to ``true``, so make sure to set it back to ``false`` when not wanted.
----
.. _class_DisplayServer_method_window_set_mouse_passthrough:

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@@ -72,7 +72,7 @@ The :ref:`_post_import<class_EditorScenePostImport_method__post_import>` callbac
Tutorials
---------
- `#custom-script <../getting_started/workflow/assets/importing_scenes.html#custom-script>`_ in :doc:`../getting_started/workflow/assets/importing_scenes`
- `#custom-script <../tutorials/assets_pipeline/importing_scenes.html#custom-script>`_ in :doc:`../tutorials/assets_pipeline/importing_scenes`
Methods
-------

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@@ -68,7 +68,7 @@ In the example above, the file will be saved in the user data folder as specifie
Tutorials
---------
- :doc:`../getting_started/step_by_step/filesystem`
- :doc:`../tutorials/scripting/filesystem`
- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__

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@@ -21,9 +21,9 @@ A GDNative library can implement :ref:`NativeScript<class_NativeScript>`\ s, glo
Tutorials
---------
- :doc:`../tutorials/plugins/gdnative/gdnative-c-example`
- :doc:`../tutorials/scripting/gdnative/gdnative_c_example`
- :doc:`../tutorials/plugins/gdnative/gdnative-cpp-example`
- :doc:`../tutorials/scripting/gdnative/gdnative_cpp_example`
Properties
----------

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@@ -23,7 +23,7 @@ A script implemented in the GDScript programming language. The script extends th
Tutorials
---------
- :doc:`../getting_started/scripting/gdscript/index`
- :doc:`../tutorials/scripting/gdscript/index`
Methods
-------

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@@ -23,7 +23,7 @@ Use the ``process_material`` property to add a :ref:`ParticlesMaterial<class_Par
Tutorials
---------
- :doc:`../tutorials/3d/vertex_animation/controlling_thousands_of_fish`
- :doc:`../tutorials/performance/vertex_animation/controlling_thousands_of_fish`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__

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@@ -25,7 +25,7 @@ An ``Image`` cannot be assigned to a ``texture`` property of an object directly
Tutorials
---------
- :doc:`../getting_started/workflow/assets/importing_images`
- :doc:`../tutorials/assets_pipeline/importing_images`
Properties
----------

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@@ -23,7 +23,7 @@ The JavaScript singleton is implemented only in the HTML5 export. It's used to a
Tutorials
---------
- `#calling-javascript-from-script <../getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script>`_ in :doc:`../getting_started/workflow/export/exporting_for_web`
- `#calling-javascript-from-script <../tutorials/export/exporting_for_web.html#calling-javascript-from-script>`_ in :doc:`../tutorials/export/exporting_for_web`
Methods
-------

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@@ -27,9 +27,9 @@ Since instances may have any behavior, the AABB used for visibility must be prov
Tutorials
---------
- :doc:`../tutorials/3d/vertex_animation/animating_thousands_of_fish`
- :doc:`../tutorials/performance/vertex_animation/animating_thousands_of_fish`
- :doc:`../tutorials/optimization/using_multimesh`
- :doc:`../tutorials/performance/using_multimesh`
Properties
----------

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@@ -23,11 +23,11 @@ This is useful to optimize the rendering of a high amount of instances of a give
Tutorials
---------
- :doc:`../tutorials/3d/vertex_animation/animating_thousands_of_fish`
- :doc:`../tutorials/performance/vertex_animation/animating_thousands_of_fish`
- :doc:`../tutorials/3d/using_multi_mesh_instance`
- :doc:`../tutorials/optimization/using_multimesh`
- :doc:`../tutorials/performance/using_multimesh`
Properties
----------

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@@ -21,7 +21,7 @@ A synchronization mutex (mutual exclusion). This is used to synchronize multiple
Tutorials
---------
- :doc:`../tutorials/threads/using_multiple_threads`
- :doc:`../tutorials/performance/using_multiple_threads`
Methods
-------

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@@ -43,7 +43,7 @@ Finally, when a node is freed with :ref:`Object.free<class_Object_method_free>`
Tutorials
---------
- :doc:`../getting_started/step_by_step/scenes_and_nodes`
- `Nodes and scenes <https://docs.godotengine.org/en/latest/getting_started/step_by_step/nodes_and_scenes.htmltml>`__
- `All Demos <https://github.com/godotengine/godot-demo-projects/>`__

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@@ -56,7 +56,7 @@ Objects also receive notifications. Notifications are a simple way to notify the
Tutorials
---------
- :doc:`../getting_started/workflow/best_practices/node_alternatives`
- :doc:`../tutorials/best_practices/node_alternatives`
Methods
-------

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@@ -29,7 +29,7 @@ In the vast majority of use cases, instantiating and using ``RefCounted``-derive
Tutorials
---------
- :doc:`../getting_started/workflow/best_practices/node_alternatives`
- :doc:`../tutorials/best_practices/node_alternatives`
Methods
-------

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@@ -37,7 +37,7 @@ In 2D, all visible objects are some form of canvas item. In order to be visible,
Tutorials
---------
- :doc:`../tutorials/optimization/using_servers`
- :doc:`../tutorials/performance/using_servers`
Properties
----------

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@@ -25,9 +25,9 @@ Resource is the base class for all Godot-specific resource types, serving primar
Tutorials
---------
- :doc:`../getting_started/step_by_step/resources`
- :doc:`../tutorials/scripting/resources`
- :doc:`../getting_started/workflow/best_practices/node_alternatives`
- :doc:`../tutorials/best_practices/node_alternatives`
Properties
----------

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@@ -40,7 +40,7 @@ A custom effect for use with :ref:`RichTextLabel<class_RichTextLabel>`.
Tutorials
---------
- :doc:`../tutorials/gui/bbcode_in_richtextlabel`
- :doc:`../tutorials/ui/bbcode_in_richtextlabel`
- `RichTextEffect test project (third-party) <https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project>`__

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@@ -29,7 +29,7 @@ Rich text can contain custom text, fonts, images and some basic formatting. The
Tutorials
---------
- :doc:`../tutorials/gui/bbcode_in_richtextlabel`
- :doc:`../tutorials/ui/bbcode_in_richtextlabel`
- `GUI Rich Text/BBcode Demo <https://godotengine.org/asset-library/asset/132>`__

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@@ -25,9 +25,9 @@ You can also use the ``SceneTree`` to organize your nodes into groups: every nod
Tutorials
---------
- :doc:`../getting_started/step_by_step/scene_tree`
- :doc:`../tutorials/scripting/scene_tree`
- :doc:`../tutorials/viewports/multiple_resolutions`
- :doc:`../tutorials/rendering/multiple_resolutions`
Properties
----------

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@@ -25,7 +25,7 @@ The ``new`` method of a script subclass creates a new instance. :ref:`Object.set
Tutorials
---------
- :doc:`../getting_started/step_by_step/scripting`
- :doc:`../tutorials/scripting/index`
Properties
----------

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@@ -21,7 +21,7 @@ A synchronization semaphore which can be used to synchronize multiple :ref:`Thre
Tutorials
---------
- :doc:`../tutorials/threads/using_multiple_threads`
- :doc:`../tutorials/performance/using_multiple_threads`
Methods
-------

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@@ -23,9 +23,7 @@ This class allows you to define a custom shader program that can be used by a :r
Tutorials
---------
- :doc:`../tutorials/shading/index`
- :doc:`../tutorials/shading/your_first_shader/what_are_shaders`
- :doc:`../tutorials/shaders/index`
Properties
----------

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@@ -21,7 +21,7 @@ A material that uses a custom :ref:`Shader<class_Shader>` program to render eith
Tutorials
---------
- :doc:`../tutorials/shading/index`
- :doc:`../tutorials/shaders/index`
Properties
----------

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@@ -13,6 +13,11 @@ StandardMaterial3D
Tutorials
---------
- :doc:`../tutorials/3d/standard_material_3d`
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`

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@@ -19,7 +19,7 @@ This is the built-in string class (and the one used by GDScript). It supports Un
Tutorials
---------
- :doc:`../getting_started/scripting/gdscript/gdscript_format_string`
- :doc:`../tutorials/scripting/gdscript/gdscript_format_string`
Methods
-------

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@@ -16,9 +16,9 @@ Creates a sub-view into the screen.
Tutorials
---------
- :doc:`../tutorials/2d/2d_transforms`
- :doc:`../tutorials/rendering/viewports`
- :doc:`../tutorials/viewports/index`
- :doc:`../tutorials/2d/2d_transforms`
- `GUI in 3D Demo <https://godotengine.org/asset-library/asset/127>`__

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@@ -23,7 +23,7 @@ Theme resources can alternatively be loaded by writing them in a ``.theme`` file
Tutorials
---------
- :doc:`../tutorials/gui/gui_skinning`
- :doc:`../tutorials/ui/gui_skinning`
Properties
----------

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@@ -23,9 +23,9 @@ A unit of execution in a process. Can run methods on :ref:`Object<class_Object>`
Tutorials
---------
- :doc:`../tutorials/threads/using_multiple_threads`
- :doc:`../tutorials/performance/using_multiple_threads`
- :doc:`../tutorials/threads/thread_safe_apis`
- :doc:`../tutorials/performance/thread_safe_apis`
- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__

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@@ -33,9 +33,9 @@ Finally, viewports can also behave as render targets, in which case they will no
Tutorials
---------
- :doc:`../tutorials/2d/2d_transforms`
- :doc:`../tutorials/rendering/viewports`
- :doc:`../tutorials/viewports/index`
- :doc:`../tutorials/2d/2d_transforms`
- `GUI in 3D Demo <https://godotengine.org/asset-library/asset/127>`__

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@@ -25,7 +25,7 @@ You are most likely to use this class via the Visual Script editor or when writi
Tutorials
---------
- :doc:`../getting_started/scripting/visual_script/index`
- :doc:`../tutorials/scripting/visual_script/index`
Methods
-------

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@@ -23,7 +23,7 @@ Visual shader graphs consist of various nodes. Each node in the graph is a separ
Tutorials
---------
- :doc:`../tutorials/shading/visual_shaders`
- :doc:`../tutorials/shaders/visual_shaders`
Properties
----------

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@@ -21,7 +21,7 @@ Gives access to input variables (built-ins) available for the shader. See the sh
Tutorials
---------
- :doc:`../tutorials/shading/shading_reference/index`
- :doc:`../tutorials/shaders/shader_reference/index`
Properties
----------

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@@ -25,7 +25,7 @@ Having ``VoxelGI``\ s in a scene can be expensive, the quality of the probe can
Tutorials
---------
- :doc:`../tutorials/3d/voxel_gi`
- :doc:`../tutorials/3d/gi_probes`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__