diff --git a/about/faq.rst b/about/faq.rst index b29701961..ba01f1289 100644 --- a/about/faq.rst +++ b/about/faq.rst @@ -409,6 +409,8 @@ This custom UI toolkit :ref:`can't be used as a library `. +.. _doc_faq_why_not_stl: + Why does Godot not use STL (Standard Template Library)? ------------------------------------------------------- diff --git a/classes/class_control.rst b/classes/class_control.rst index 954f9188b..5ce0bcebf 100644 --- a/classes/class_control.rst +++ b/classes/class_control.rst @@ -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 `__ diff --git a/classes/class_csharpscript.rst b/classes/class_csharpscript.rst index e3c5f18f8..7017ab7ad 100644 --- a/classes/class_csharpscript.rst +++ b/classes/class_csharpscript.rst @@ -23,7 +23,7 @@ See also :ref:`GodotSharp`. Tutorials --------- -- :doc:`../getting_started/scripting/c_sharp/index` +- :doc:`../tutorials/scripting/c_sharp/index` Methods ------- diff --git a/classes/class_image.rst b/classes/class_image.rst index 59cd5eec4..505c355e7 100644 --- a/classes/class_image.rst +++ b/classes/class_image.rst @@ -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 ---------- diff --git a/classes/class_imagetexture.rst b/classes/class_imagetexture.rst index ee77e9be0..1a7f78276 100644 --- a/classes/class_imagetexture.rst +++ b/classes/class_imagetexture.rst @@ -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 ---------- diff --git a/classes/class_jnisingleton.rst b/classes/class_jnisingleton.rst index 121802450..94f4bd73e 100644 --- a/classes/class_jnisingleton.rst +++ b/classes/class_jnisingleton.rst @@ -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.)` diff --git a/classes/class_mutex.rst b/classes/class_mutex.rst index 628dcb41a..eedfac8f2 100644 --- a/classes/class_mutex.rst +++ b/classes/class_mutex.rst @@ -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 ------- diff --git a/classes/class_node.rst b/classes/class_node.rst index 376cb7415..1c05525db 100644 --- a/classes/class_node.rst +++ b/classes/class_node.rst @@ -43,7 +43,7 @@ Finally, when a node is freed with :ref:`Object.free` Tutorials --------- -- :doc:`../getting_started/step_by_step/scenes_and_nodes` +- :doc:`../getting_started/step_by_step/nodes_and_scenes` - `All Demos `__ diff --git a/classes/class_object.rst b/classes/class_object.rst index c77e6babf..10435e104 100644 --- a/classes/class_object.rst +++ b/classes/class_object.rst @@ -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 ------- diff --git a/classes/class_reference.rst b/classes/class_reference.rst index 484dd54e1..409667e1f 100644 --- a/classes/class_reference.rst +++ b/classes/class_reference.rst @@ -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 ------- diff --git a/classes/class_resource.rst b/classes/class_resource.rst index 58bc21374..0b8778047 100644 --- a/classes/class_resource.rst +++ b/classes/class_resource.rst @@ -27,7 +27,7 @@ Tutorials - :doc:`../tutorials/scripting/resources` -- :doc:`../getting_started/workflow/best_practices/node_alternatives` +- :doc:`../tutorials/best_practices/node_alternatives` Properties ---------- diff --git a/classes/class_script.rst b/classes/class_script.rst index 459c0823c..f162f21f7 100644 --- a/classes/class_script.rst +++ b/classes/class_script.rst @@ -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 ---------- diff --git a/classes/class_semaphore.rst b/classes/class_semaphore.rst index 2c87c6b06..c5a124e3f 100644 --- a/classes/class_semaphore.rst +++ b/classes/class_semaphore.rst @@ -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 ------- diff --git a/classes/class_thread.rst b/classes/class_thread.rst index 63d10aab2..216e3f1ad 100644 --- a/classes/class_thread.rst +++ b/classes/class_thread.rst @@ -23,9 +23,9 @@ A unit of execution in a process. Can run methods on :ref:`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 `__ diff --git a/classes/class_visualshadernodeinput.rst b/classes/class_visualshadernodeinput.rst index a23a80432..6452a5133 100644 --- a/classes/class_visualshadernodeinput.rst +++ b/classes/class_visualshadernodeinput.rst @@ -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 ---------- diff --git a/community/contributing/class_reference_writing_guidelines.rst b/community/contributing/class_reference_writing_guidelines.rst index 93d44caf9..149256f19 100644 --- a/community/contributing/class_reference_writing_guidelines.rst +++ b/community/contributing/class_reference_writing_guidelines.rst @@ -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 `. | +| [method methodname] | Link to a method in this class | Call [method hide]. | Call :ref:`hide `. | +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+ -| [method Class.methodname] | Link to another class's method | Call [method Node3D.hide]. | Call :ref:`hide `. | +| [method Class.methodname] | Link to another class's method | Call [method Node3D.hide]. | Call :ref:`hide `. | +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+ | [member membername] | Link to a member in this class | Get [member scale]. | Get :ref:`scale `. | +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+ diff --git a/development/editor/introduction_to_editor_development.rst b/development/editor/introduction_to_editor_development.rst index 13e848de2..ed72aabd6 100644 --- a/development/editor/introduction_to_editor_development.rst +++ b/development/editor/introduction_to_editor_development.rst @@ -22,7 +22,7 @@ Technical choices ----------------- The Godot editor is drawn using Godot's renderer and -:ref:`UI system `. It does *not* rely on a toolkit +:ref:`UI system `. 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. diff --git a/getting_started/first_2d_game/02.player_scene.rst b/getting_started/first_2d_game/02.player_scene.rst index d965bbb58..ffec72c02 100644 --- a/getting_started/first_2d_game/02.player_scene.rst +++ b/getting_started/first_2d_game/02.player_scene.rst @@ -54,7 +54,7 @@ Sprite animation ~~~~~~~~~~~~~~~~ Click on the ``Player`` node and add an :ref:`AnimatedSprite2D -` node as a child. The ``AnimatedSprite2D`` will handle the +` 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 ` resource, which is a list of the animations it can diff --git a/getting_started/first_2d_game/04.creating_the_enemy.rst b/getting_started/first_2d_game/04.creating_the_enemy.rst index 21e13279c..128c0015b 100644 --- a/getting_started/first_2d_game/04.creating_the_enemy.rst +++ b/getting_started/first_2d_game/04.creating_the_enemy.rst @@ -17,7 +17,7 @@ Click Scene -> New Scene and add the following nodes: - :ref:`RigidBody2D ` (named ``Mob``) - - :ref:`AnimatedSprite2D ` + - :ref:`AnimatedSprite ` - :ref:`CollisionShape2D ` - :ref:`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 ` like you did for the +Set up the :ref:`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. diff --git a/getting_started/introduction/first_look_at_the_editor.rst b/getting_started/introduction/first_look_at_the_editor.rst index 93fcb0dfb..05ccca5bb 100644 --- a/getting_started/introduction/first_look_at_the_editor.rst +++ b/getting_started/introduction/first_look_at_the_editor.rst @@ -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 diff --git a/getting_started/step_by_step/instancing.rst b/getting_started/step_by_step/instancing.rst index d1ad64e06..1fe7b331e 100644 --- a/getting_started/step_by_step/instancing.rst +++ b/getting_started/step_by_step/instancing.rst @@ -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 ` node as its root named Ball, which allows the ball to fall -and bounce on walls, a :ref:`Sprite2D ` node, and a +and bounce on walls, a :ref:`Sprite2D ` node, and a :ref:`CollisionShape2D `. .. image:: img/instancing_ball_scene.png diff --git a/getting_started/step_by_step/nodes_and_scenes.rst b/getting_started/step_by_step/nodes_and_scenes.rst index ffa49f68d..5695939c6 100644 --- a/getting_started/step_by_step/nodes_and_scenes.rst +++ b/getting_started/step_by_step/nodes_and_scenes.rst @@ -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 ` 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. diff --git a/getting_started/step_by_step/scripting_first_script.rst b/getting_started/step_by_step/scripting_first_script.rst index 4845a3473..ad586ba38 100644 --- a/getting_started/step_by_step/scripting_first_script.rst +++ b/getting_started/step_by_step/scripting_first_script.rst @@ -30,9 +30,9 @@ circles using GDScript. As we mentioned :ref:`in the introduction Project setup ------------- -Please :ref:`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. +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 diff --git a/tutorials/animation/cutout_animation.rst b/tutorials/animation/cutout_animation.rst index 93c158e64..4fd3cb1f4 100644 --- a/tutorials/animation/cutout_animation.rst +++ b/tutorials/animation/cutout_animation.rst @@ -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 ------------------------------------------ diff --git a/tutorials/scripting/c_sharp/c_sharp_basics.rst b/tutorials/scripting/c_sharp/c_sharp_basics.rst index ad55fb91d..2f2d9d869 100644 --- a/tutorials/scripting/c_sharp/c_sharp_basics.rst +++ b/tutorials/scripting/c_sharp/c_sharp_basics.rst @@ -35,6 +35,8 @@ page in the Mono documentation. `Microsoft C# guide `_ or look for a suitable introduction elsewhere. +.. _doc_c_sharp_setup: + Setting up C# for Godot ----------------------- diff --git a/tutorials/scripting/gdscript/gdscript_basics.rst b/tutorials/scripting/gdscript/gdscript_basics.rst index 365db5bb9..b73333a8f 100644 --- a/tutorials/scripting/gdscript/gdscript_basics.rst +++ b/tutorials/scripting/gdscript/gdscript_basics.rst @@ -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 ~~~~~~~~~~~~~~~~~ diff --git a/tutorials/scripting/gdscript/gdscript_exports.rst b/tutorials/scripting/gdscript/gdscript_exports.rst index da127d2a0..f68db1623 100644 --- a/tutorials/scripting/gdscript/gdscript_exports.rst +++ b/tutorials/scripting/gdscript/gdscript_exports.rst @@ -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 -------- diff --git a/tutorials/shaders/introduction_to_shaders.rst b/tutorials/shaders/introduction_to_shaders.rst index 929a689be..6f73dbaed 100644 --- a/tutorials/shaders/introduction_to_shaders.rst +++ b/tutorials/shaders/introduction_to_shaders.rst @@ -87,7 +87,6 @@ Here are the available types: * :ref:`spatial ` for 3D rendering. * :ref:`canvas_item ` for 2D rendering. * :ref:`particles ` for particle systems. -* :ref:`sky ` to render :ref:`Skies `. Render modes ------------ diff --git a/tutorials/shaders/your_first_shader/your_first_3d_shader.rst b/tutorials/shaders/your_first_shader/your_first_3d_shader.rst index f8c285d6d..aad4a9568 100644 --- a/tutorials/shaders/your_first_shader/your_first_3d_shader.rst +++ b/tutorials/shaders/your_first_shader/your_first_3d_shader.rst @@ -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 ` isn't quite meeting your +:ref:`StandardMaterial3D ` isn't quite meeting your needs. Either way, you have decided to write your own and now you need figure out where to start.