address all reference errors after backporting changes to 3.4 branch

This commit is contained in:
Nathan Lovato
2021-11-25 18:29:49 -06:00
parent 3afb35c52d
commit 8efde7f69f
29 changed files with 42 additions and 43 deletions

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@@ -409,6 +409,8 @@ This custom UI toolkit :ref:`can't be used as a library <doc_faq_use_godot_as_li
but you can still
:ref:`use Godot to create non-game applications by using the editor <doc_faq_non_game_applications>`.
.. _doc_faq_why_not_stl:
Why does Godot not use STL (Standard Template Library)?
-------------------------------------------------------

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@@ -41,7 +41,7 @@ Tutorials
- :doc:`../tutorials/2d/custom_drawing_in_2d`
- :doc:`../tutorials/gui/control_node_gallery`
- :doc:`../tutorials/ui/control_node_gallery`
- `All GUI Demos <https://github.com/godotengine/godot-demo-projects/tree/master/gui>`__

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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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@@ -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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@@ -51,7 +51,7 @@ An ``ImageTexture`` is not meant to be operated from within the editor interface
Tutorials
---------
- :doc:`../getting_started/workflow/assets/importing_images`
- :doc:`../tutorials/assets_pipeline/importing_images`
Properties
----------

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@@ -21,7 +21,7 @@ The JNISingleton is implemented only in the Android export. It's used to call me
Tutorials
---------
- :doc:`../tutorials/plugins/android/android_plugin`
- :doc:`../tutorials/platform/android/android_plugin`
.. |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.)`

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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/threads/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`
- :doc:`../getting_started/step_by_step/nodes_and_scenes`
- `All Demos <https://github.com/godotengine/godot-demo-projects/>`__

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@@ -45,9 +45,9 @@ 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`
- `#advanced-exports <../getting_started/scripting/gdscript/gdscript_exports.html#advanced-exports>`_ in :doc:`../getting_started/scripting/gdscript/gdscript_exports`
- `#advanced-exports <../tutorials/scripting/gdscript/gdscript_exports.html#advanced-exports>`_ in :doc:`../tutorials/scripting/gdscript/gdscript_exports`
Methods
-------

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

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@@ -27,7 +27,7 @@ Tutorials
- :doc:`../tutorials/scripting/resources`
- :doc:`../getting_started/workflow/best_practices/node_alternatives`
- :doc:`../tutorials/best_practices/node_alternatives`
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:`../getting_started/step_by_step/scripting_first_script`
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/threads/using_multiple_threads`
Methods
-------

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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/threads/using_multiple_threads`
- :doc:`../tutorials/threads/thread_safe_apis`
- :doc:`../tutorials/performance/threads/thread_safe_apis`
- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__

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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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@@ -125,11 +125,11 @@ the text. Here's the list of available tags:
+----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
| Tag | Effect | Usage | Result |
+============================+======================================+===================================+===================================================+
| [Class] | Link a class | Move the [Sprite2D]. | Move the :ref:`class_Sprite2D`. |
| [Class] | Link a class | Move the [Sprite2D]. | Move the :ref:`class_Sprite`. |
+----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
| [method methodname] | Link to a method in this class | Call [method hide]. | Call :ref:`hide <class_Node3D_method_hide>`. |
| [method methodname] | Link to a method in this class | Call [method hide]. | Call :ref:`hide <class_Spatial_method_hide>`. |
+----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
| [method Class.methodname] | Link to another class's method | Call [method Node3D.hide]. | Call :ref:`hide <class_Node3D_method_hide>`. |
| [method Class.methodname] | Link to another class's method | Call [method Node3D.hide]. | Call :ref:`hide <class_Spatial_method_hide>`. |
+----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
| [member membername] | Link to a member in this class | Get [member scale]. | Get :ref:`scale <class_Node2D_property_scale>`. |
+----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+

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@@ -22,7 +22,7 @@ Technical choices
-----------------
The Godot editor is drawn using Godot's renderer and
:ref:`UI system <doc_user_interface>`. It does *not* rely on a toolkit
:ref:`UI system <toc-gui-basics>`. It does *not* rely on a toolkit
such as GTK or Qt. This is similar in spirit to software like Blender.
While using toolkits makes it easier to achieve a "native" appearance, they are
also quite heavy and their licensing is not compatible with Godot's.

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@@ -54,7 +54,7 @@ Sprite animation
~~~~~~~~~~~~~~~~
Click on the ``Player`` node and add an :ref:`AnimatedSprite2D
<class_AnimatedSprite2D>` node as a child. The ``AnimatedSprite2D`` will handle the
<class_AnimatedSprite>` node as a child. The ``AnimatedSprite`` will handle the
appearance and animations for our player. Notice that there is a warning symbol
next to the node. An ``AnimatedSprite2D`` requires a :ref:`SpriteFrames
<class_SpriteFrames>` resource, which is a list of the animations it can

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@@ -17,7 +17,7 @@ Click Scene -> New Scene and add the following nodes:
- :ref:`RigidBody2D <class_RigidBody2D>` (named ``Mob``)
- :ref:`AnimatedSprite2D <class_AnimatedSprite2D>`
- :ref:`AnimatedSprite <class_AnimatedSprite>`
- :ref:`CollisionShape2D <class_CollisionShape2D>`
- :ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>`
@@ -31,7 +31,7 @@ box. This will ensure the mobs do not collide with each other.
.. image:: img/set_collision_mask.png
Set up the :ref:`AnimatedSprite2D <class_AnimatedSprite2D>` like you did for the
Set up the :ref:`AnimatedSprite <class_AnimatedSprite>` like you did for the
player. This time, we have 3 animations: ``fly``, ``swim``, and ``walk``. There
are two images for each animation in the art folder.

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@@ -28,9 +28,6 @@ At the top of the window, there is another tab named "Templates". You can search
for demo projects in the open-source asset library, which includes many projects
developed by the community.
.. seealso:: To learn the project manager's ins and outs, read
:ref:`doc_project_manager`.
.. image:: img/editor_intro_project_templates.png
You can also change the editor's language using the drop-down menu to the right

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@@ -15,7 +15,7 @@ pack information about your scene's content.
Here's the example of a ball. It's composed of a :ref:`RigidBody2D
<class_RigidBody2D>` node as its root named Ball, which allows the ball to fall
and bounce on walls, a :ref:`Sprite2D <class_Sprite2D>` node, and a
and bounce on walls, a :ref:`Sprite2D <class_Sprite>` node, and a
:ref:`CollisionShape2D <class_CollisionShape2D>`.
.. image:: img/instancing_ball_scene.png

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@@ -65,8 +65,8 @@ Creating your first scene
-------------------------
Let's create our first scene with a single node. To do so, you will need to
:ref:`create a new project <doc_creating_and_importing_projects>` first. After
opening the project, you should see an empty editor.
create a new project first. After opening the project, you should see an empty
editor.
.. image:: img/nodes_and_scenes_01_empty_editor.png
@@ -116,10 +116,6 @@ below the Text property and type "Hello World".
You will see the text draw in the viewport as you type.
.. seealso:: You can edit any property listed in the Inspector as we did with
the Text. For a complete reference of the Inspector dock, see the
:ref:`doc_editor_inspector_dock`.
You can move your Label node in the viewport by selecting the move tool in the
toolbar.
@@ -189,8 +185,7 @@ will use this scene as a starting point.
.. note:: The editor saves the main scene's path in a project.godot file in your
project's directory. While you can edit this text file directly to
change project settings, you can also use the "Project -> Project
Settings" window to do so. For more information, see
:ref:`doc_project_settings`.
Settings" window to do so.
In the next part, we will discuss another key concept in games and in Godot:
creating instances of a scene.

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@@ -30,9 +30,9 @@ circles using GDScript. As we mentioned :ref:`in the introduction
Project setup
-------------
Please :ref:`create a new project <doc_creating_and_importing_projects>` to
start with a clean slate. Your project should contain one picture: the Godot
icon, which we often use for prototyping in the community.
Please create a new project to start with a clean slate. Your project should
contain one picture: the Godot icon, which we often use for prototyping in the
community.
.. Godot icon

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@@ -265,7 +265,7 @@ Animation tips
The following section will be a collection of tips for creating animation for
your cutout rigs. For more information on how the animation system in Godot
works, see :ref:`doc_animations`.
works, see :ref:`doc_introduction_animation`.
Setting keyframes and excluding properties
------------------------------------------

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@@ -35,6 +35,8 @@ page in the Mono documentation.
`Microsoft C# guide <https://docs.microsoft.com/en-us/dotnet/csharp/index>`_
or look for a suitable introduction elsewhere.
.. _doc_c_sharp_setup:
Setting up C# for Godot
-----------------------

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@@ -1357,6 +1357,8 @@ See :ref:`doc_running_code_in_the_editor` for more information.
scripts run their code in the editor, misusing them may lead to
crashing the editor.
.. _doc_gdscript_basics_memory_management:
Memory management
~~~~~~~~~~~~~~~~~

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@@ -27,8 +27,10 @@ special export syntax is provided.
.. note::
Exporting properties can also be done in other languages such as C#.
The syntax varies depending on the language. See :ref:`doc_c_sharp_exports`
for information on C# exports.
The syntax varies depending on the language.
..
See ref `doc_c_sharp_exports` for information on C# exports.
Examples
--------

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@@ -87,7 +87,6 @@ Here are the available types:
* :ref:`spatial <doc_spatial_shader>` for 3D rendering.
* :ref:`canvas_item <doc_canvas_item_shader>` for 2D rendering.
* :ref:`particles <doc_particle_shader>` for particle systems.
* :ref:`sky <doc_sky_shader>` to render :ref:`Skies <class_Sky>`.
Render modes
------------

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@@ -5,7 +5,7 @@ Your first 3D shader
You have decided to start writing your own custom Spatial shader. Maybe you saw
a cool trick online that was done with shaders, or you have found that the
:ref:`StandardMaterial3D <class_StandardMaterial3D>` isn't quite meeting your
:ref:`StandardMaterial3D <class_SpatialMaterial>` isn't quite meeting your
needs. Either way, you have decided to write your own and now you need figure
out where to start.