Update file paths for editor plugin source files

This commit is contained in:
Hephaistos847
2025-11-30 17:26:54 +01:00
committed by GitHub
parent 0fce3e79c7
commit 790bba080c

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@@ -46,13 +46,13 @@ Some important files in the editor are:
- `editor/editor_node.cpp <https://github.com/godotengine/godot/blob/master/editor/editor_node.cpp>`__:
Main editor initialization file. Effectively the "main scene" of the editor.
- `editor/project_manager.cpp <https://github.com/godotengine/godot/blob/master/editor/project_manager.cpp>`__:
- `editor/project_manager/project_manager.cpp <https://github.com/godotengine/godot/blob/master/editor/project_manager/project_manager.cpp>`__:
Main Project Manager initialization file. Effectively the "main scene" of the Project Manager.
- `editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/godotengine/godot/blob/master/editor/plugins/canvas_item_editor_plugin.cpp>`__:
- `editor/scene/canvas_item_editor_plugin.cpp <https://github.com/godotengine/godot/blob/master/editor/scene/canvas_item_editor_plugin.cpp>`__:
The 2D editor viewport and related functionality (toolbar at the top, editing modes, overlaid helpers/panels, …).
- `editor/plugins/node_3d_editor_plugin.cpp <https://github.com/godotengine/godot/blob/master/editor/plugins/node_3d_editor_plugin.cpp>`__:
- `editor/scene/3d/node_3d_editor_plugin.cpp <https://github.com/godotengine/godot/blob/master/editor/scene/3d/node_3d_editor_plugin.cpp>`__:
The 3D editor viewport and related functionality (toolbar at the top, editing modes, overlaid panels, …).
- `editor/plugins/node_3d_editor_gizmos.cpp <https://github.com/godotengine/godot/blob/master/editor/plugins/node_3d_editor_gizmos.cpp>`__:
- `editor/scene/3d/node_3d_editor_gizmos.cpp <https://github.com/godotengine/godot/blob/master/editor/scene/3d/node_3d_editor_gizmos.cpp>`__:
Where the 3D editor gizmos are defined and drawn.
This file doesn't have a 2D counterpart as 2D gizmos are drawn by the nodes themselves.
@@ -85,4 +85,4 @@ Development tips
To iterate quickly on the editor, we recommend to set up a test project and
:ref:`open it from the command line <doc_command_line_tutorial>` after compiling
the editor. This way, you don't have to go through the Project Manager every
time you start Godot.
time you start Godot.