classref: Sync with godotengine/godot#54991 to dehardcode docs URL

This commit is contained in:
Rémi Verschelde
2021-11-15 13:02:32 +01:00
parent 30193215cf
commit b0fb19f75c
175 changed files with 239 additions and 239 deletions

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@@ -19,7 +19,7 @@ List of core built-in GDScript functions. Math functions and other utilities. Ev
Tutorials
---------
- :doc:`../tutorials/math/random_number_generation`
- :doc:`Random number generation <../tutorials/math/random_number_generation>`
Methods
-------

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@@ -23,11 +23,11 @@ It uses floating-point coordinates. The 2D counterpart to ``AABB`` is :ref:`Rect
Tutorials
---------
- :doc:`../tutorials/math/index`
- :doc:`Math documentation index <../tutorials/math/index>`
- :doc:`../tutorials/math/vector_math`
- :doc:`Vector math <../tutorials/math/vector_math>`
- :doc:`../tutorials/math/vectors_advanced`
- :doc:`Advanced vector math <../tutorials/math/vectors_advanced>`
Properties
----------

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@@ -23,7 +23,7 @@ Animations are created using a :ref:`SpriteFrames<class_SpriteFrames>` resource,
Tutorials
---------
- :doc:`../tutorials/2d/2d_sprite_animation`
- :doc:`2D Sprite animation <../tutorials/2d/2d_sprite_animation>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__

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@@ -21,7 +21,7 @@ Animations are created using a :ref:`SpriteFrames<class_SpriteFrames>` resource,
Tutorials
---------
- :doc:`../tutorials/2d/2d_sprite_animation`
- :doc:`2D Sprite animation (also applies to 3D) <../tutorials/2d/2d_sprite_animation>`
Properties
----------

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@@ -48,7 +48,7 @@ Animations are just data containers, and must be added to nodes such as an :ref:
Tutorials
---------
- :doc:`../tutorials/animation/index`
- :doc:`Animation documentation index <../tutorials/animation/index>`
Properties
----------

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@@ -25,7 +25,7 @@ Inherit this when creating nodes mainly for use in :ref:`AnimationNodeBlendTree<
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
Properties
----------

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@@ -21,7 +21,7 @@ A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTre
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
Properties
----------

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@@ -29,7 +29,7 @@ This node has three inputs:
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__

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@@ -21,7 +21,7 @@ A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTre
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__

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@@ -21,7 +21,7 @@ A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTre
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__

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@@ -29,7 +29,7 @@ This node has three inputs:
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
Properties
----------

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@@ -27,7 +27,7 @@ You can set the extents of the axis using the :ref:`min_space<class_AnimationNod
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
Properties
----------

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@@ -25,7 +25,7 @@ You can add vertices to the blend space with :ref:`add_blend_point<class_Animati
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__

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@@ -21,7 +21,7 @@ This node may contain a sub-tree of any other blend type nodes, such as mix, ble
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
Properties
----------

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@@ -21,7 +21,7 @@ A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTre
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__

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@@ -16,7 +16,7 @@ Generic output node to be added to :ref:`AnimationNodeBlendTree<class_AnimationN
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__

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@@ -38,7 +38,7 @@ Contains multiple nodes representing animation states, connected in a graph. Nod
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
Methods
-------

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@@ -38,7 +38,7 @@ Allows control of :ref:`AnimationTree<class_AnimationTree>` state machines creat
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
Properties
----------

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@@ -16,7 +16,7 @@ AnimationNodeStateMachineTransition
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
Properties
----------
@@ -78,7 +78,7 @@ Property Descriptions
| *Getter* | get_advance_condition() |
+-----------+------------------------------+
Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the :ref:`AnimationTree<class_AnimationTree>` that can be controlled from code (see `https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code <https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code>`__). For example, if :ref:`AnimationTree.tree_root<class_AnimationTree_property_tree_root>` is an :ref:`AnimationNodeStateMachine<class_AnimationNodeStateMachine>` and :ref:`advance_condition<class_AnimationNodeStateMachineTransition_property_advance_condition>` is set to ``"idle"``:
Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the :ref:`AnimationTree<class_AnimationTree>` that can be controlled from code (see `#controlling-from-code <../tutorials/animation/animation_tree.html#controlling-from-code>`__ in :doc:`../tutorials/animation/animation_tree`). For example, if :ref:`AnimationTree.tree_root<class_AnimationTree_property_tree_root>` is an :ref:`AnimationNodeStateMachine<class_AnimationNodeStateMachine>` and :ref:`advance_condition<class_AnimationNodeStateMachineTransition_property_advance_condition>` is set to ``"idle"``:
.. tabs::

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@@ -21,7 +21,7 @@ Allows scaling the speed of the animation (or reversing it) in any children node
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__

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@@ -46,7 +46,7 @@ This node can be used to cause a seek command to happen to any sub-children of t
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
.. |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 @@ Simple state machine for cases which don't require a more advanced :ref:`Animati
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`AnimationTree <../tutorials/animation/animation_tree>`
- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__

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@@ -25,9 +25,9 @@ Updating the target properties of animations occurs at process time.
Tutorials
---------
- :doc:`../tutorials/2d/2d_sprite_animation`
- :doc:`2D Sprite animation <../tutorials/2d/2d_sprite_animation>`
- :doc:`../tutorials/animation/index`
- :doc:`Animation documentation index <../tutorials/animation/index>`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__

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@@ -23,7 +23,7 @@ A node to be used for advanced animation transitions in an :ref:`AnimationPlayer
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- :doc:`Using AnimationTree <../tutorials/animation/animation_tree>`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__

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@@ -21,7 +21,7 @@ Description
Tutorials
---------
- :doc:`../tutorials/physics/using_area_2d`
- :doc:`Using Area2D <../tutorials/physics/using_area_2d>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__

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

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@@ -25,7 +25,7 @@ By distorting the waveform the frequency content change, which will often make t
Tutorials
---------
- :doc:`../tutorials/audio/audio_buses`
- :doc:`Audio buses <../tutorials/audio/audio_buses>`
Properties
----------

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@@ -23,7 +23,7 @@ Allows frequencies other than the :ref:`cutoff_hz<class_AudioEffectFilter_proper
Tutorials
---------
- :doc:`../tutorials/audio/audio_buses`
- :doc:`Audio buses <../tutorials/audio/audio_buses>`
Properties
----------

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@@ -16,7 +16,7 @@ Reduces all frequencies above the :ref:`AudioEffectFilter.cutoff_hz<class_AudioE
Tutorials
---------
- :doc:`../tutorials/audio/audio_buses`
- :doc:`Audio buses <../tutorials/audio/audio_buses>`
.. |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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@@ -16,7 +16,7 @@ Reduces all frequencies below the :ref:`AudioEffectFilter.cutoff_hz<class_AudioE
Tutorials
---------
- :doc:`../tutorials/audio/audio_buses`
- :doc:`Audio buses <../tutorials/audio/audio_buses>`
.. |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 @@ Allows the user to record sound from a microphone. It sets and gets the format i
Tutorials
---------
- :doc:`../tutorials/audio/recording_with_microphone`
- :doc:`Recording with microphone <../tutorials/audio/recording_with_microphone>`
- `Audio Mic Record Demo <https://godotengine.org/asset-library/asset/527>`__

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@@ -21,7 +21,7 @@ Description
Tutorials
---------
- :doc:`../tutorials/audio/audio_buses`
- :doc:`Audio buses <../tutorials/audio/audio_buses>`
- `Audio Device Changer Demo <https://godotengine.org/asset-library/asset/525>`__

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@@ -23,7 +23,7 @@ Base class for audio streams. Audio streams are used for sound effects and music
Tutorials
---------
- :doc:`../tutorials/audio/audio_streams`
- :doc:`Audio streams <../tutorials/audio/audio_streams>`
- `Audio Generator Demo <https://godotengine.org/asset-library/asset/526>`__

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@@ -23,7 +23,7 @@ To play audio positionally, use :ref:`AudioStreamPlayer2D<class_AudioStreamPlaye
Tutorials
---------
- :doc:`../tutorials/audio/audio_streams`
- :doc:`Audio streams <../tutorials/audio/audio_streams>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__

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@@ -25,7 +25,7 @@ See also :ref:`AudioStreamPlayer<class_AudioStreamPlayer>` to play a sound non-p
Tutorials
---------
- :doc:`../tutorials/audio/audio_streams`
- :doc:`Audio streams <../tutorials/audio/audio_streams>`
Properties
----------

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@@ -27,7 +27,7 @@ See also :ref:`AudioStreamPlayer<class_AudioStreamPlayer>` to play a sound non-p
Tutorials
---------
- :doc:`../tutorials/audio/audio_streams`
- :doc:`Audio streams <../tutorials/audio/audio_streams>`
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/standard_material_3d`
- :doc:`Standard Material 3D <../tutorials/3d/standard_material_3d>`
Properties
----------

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@@ -25,11 +25,11 @@ For more information, read the "Matrices and transforms" documentation article.
Tutorials
---------
- :doc:`../tutorials/math/index`
- :doc:`Math documentation index <../tutorials/math/index>`
- :doc:`../tutorials/math/matrices_and_transforms`
- :doc:`Matrices and transforms <../tutorials/math/matrices_and_transforms>`
- :doc:`../tutorials/3d/using_transforms`
- :doc:`Using 3D transforms <../tutorials/3d/using_transforms>`
- `Matrix Transform Demo <https://godotengine.org/asset-library/asset/584>`__

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@@ -33,9 +33,9 @@ Ultimately, a transform notification can be requested, which will notify the nod
Tutorials
---------
- :doc:`../tutorials/2d/2d_transforms`
- :doc:`Viewport and canvas transforms <../tutorials/2d/2d_transforms>`
- :doc:`../tutorials/2d/custom_drawing_in_2d`
- :doc:`Custom drawing in 2D <../tutorials/2d/custom_drawing_in_2d>`
- `Audio Spectrum Demo <https://godotengine.org/asset-library/asset/528>`__

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@@ -23,9 +23,9 @@ Canvas drawing layer. :ref:`CanvasItem<class_CanvasItem>` nodes that are direct
Tutorials
---------
- :doc:`../tutorials/2d/2d_transforms`
- :doc:`Viewport and canvas transforms <../tutorials/2d/2d_transforms>`
- :doc:`../tutorials/2d/canvas_layers`
- :doc:`Canvas layers <../tutorials/2d/canvas_layers>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__

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@@ -25,9 +25,9 @@ Character bodies are special types of bodies that are meant to be user-controlle
Tutorials
---------
- :doc:`../tutorials/physics/kinematic_character_2d`
- :doc:`Kinematic character (2D) <../tutorials/physics/kinematic_character_2d>`
- :doc:`../tutorials/physics/using_kinematic_body_2d`
- :doc:`Using KinematicBody2D <../tutorials/physics/using_kinematic_body_2d>`
- `2D Kinematic Character Demo <https://godotengine.org/asset-library/asset/113>`__

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@@ -25,7 +25,7 @@ Character bodies are special types of bodies that are meant to be user-controlle
Tutorials
---------
- :doc:`../tutorials/physics/kinematic_character_2d`
- :doc:`Kinematic character (2D) <../tutorials/physics/kinematic_character_2d>`
- `3D Kinematic Character Demo <https://godotengine.org/asset-library/asset/126>`__

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@@ -21,7 +21,7 @@ By setting various properties on this object, you can control how individual cha
Tutorials
---------
- :doc:`../tutorials/ui/bbcode_in_richtextlabel`
- :doc:`BBCode in RichTextLabel <../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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@@ -169,7 +169,7 @@ Property Descriptions
The physics layers this CollisionObject2D is in. Collision objects can exist in one or more of 32 different layers. See also :ref:`collision_mask<class_CollisionObject2D_property_collision_mask>`.
**Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
**Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
----
@@ -187,7 +187,7 @@ The physics layers this CollisionObject2D is in. Collision objects can exist in
The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also :ref:`collision_layer<class_CollisionObject2D_property_collision_layer>`.
**Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
**Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
----

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@@ -147,7 +147,7 @@ Property Descriptions
The physics layers this CollisionObject3D **is in**. Collision objects can exist in one or more of 32 different layers. See also :ref:`collision_mask<class_CollisionObject3D_property_collision_mask>`.
**Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
**Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
----
@@ -165,7 +165,7 @@ The physics layers this CollisionObject3D **is in**. Collision objects can exist
The physics layers this CollisionObject3D **scans**. Collision objects can scan one or more of 32 different layers. See also :ref:`collision_layer<class_CollisionObject3D_property_collision_layer>`.
**Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
**Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
----

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@@ -21,7 +21,7 @@ Editor facility for creating and editing collision shapes in 2D space. You can u
Tutorials
---------
- :doc:`../tutorials/physics/physics_introduction`
- :doc:`Physics introduction <../tutorials/physics/physics_introduction>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__

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@@ -21,7 +21,7 @@ Editor facility for creating and editing collision shapes in 3D space. You can u
Tutorials
---------
- :doc:`../tutorials/physics/physics_introduction`
- :doc:`Physics introduction <../tutorials/physics/physics_introduction>`
- `3D Kinematic Character Demo <https://godotengine.org/asset-library/asset/126>`__

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@@ -41,11 +41,11 @@ Sets :ref:`mouse_filter<class_Control_property_mouse_filter>` to :ref:`MOUSE_FIL
Tutorials
---------
- :doc:`../tutorials/ui/index`
- :doc:`GUI documentation index <../tutorials/ui/index>`
- :doc:`../tutorials/2d/custom_drawing_in_2d`
- :doc:`Custom drawing in 2D <../tutorials/2d/custom_drawing_in_2d>`
- :doc:`../tutorials/ui/control_node_gallery`
- :doc:`Control node gallery <../tutorials/ui/control_node_gallery>`
- `All GUI Demos <https://github.com/godotengine/godot-demo-projects/tree/master/gui>`__
@@ -1238,7 +1238,7 @@ The node's rotation around its pivot, in radians. See :ref:`rect_pivot_offset<cl
The node's scale, relative to its :ref:`rect_size<class_Control_property_rect_size>`. Change this property to scale the node around its :ref:`rect_pivot_offset<class_Control_property_rect_pivot_offset>`. The Control's :ref:`hint_tooltip<class_Control_property_hint_tooltip>` will also scale according to this value.
**Note:** This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the `documentation <https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html>`__ instead of scaling Controls individually.
**Note:** This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the :doc:`documentation <../tutorials/viewports/multiple_resolutions>` instead of scaling Controls individually.
**Note:** If the Control node is a child of a :ref:`Container<class_Container>` node, the scale will be reset to ``Vector2(1, 1)`` when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using ``await get_tree().process_frame`` then set its :ref:`rect_scale<class_Control_property_rect_scale>` property.

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@@ -23,7 +23,7 @@ See also :ref:`GPUParticles2D<class_GPUParticles2D>`, which provides the same fu
Tutorials
---------
- :doc:`../tutorials/2d/particle_systems_2d`
- :doc:`Particle systems (2D) <../tutorials/2d/particle_systems_2d>`
Properties
----------

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@@ -108,7 +108,7 @@ The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See `Collision layers and masks <https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
----
@@ -124,7 +124,7 @@ A contact is detected if object A is in any of the layers that object B scans, o
| *Getter* | get_collision_mask() |
+-----------+---------------------------+
The physics layers this CSG shape scans for collisions. See `Collision layers and masks <https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
The physics layers this CSG shape scans for collisions. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
----

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@@ -23,7 +23,7 @@ See also :ref:`GodotSharp<class_GodotSharp>`.
Tutorials
---------
- :doc:`../tutorials/scripting/c_sharp/index`
- :doc:`C# documentation index <../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 <../tutorials/scripting/gdscript/gdscript_basics.html#dictionary>`_ in :doc:`../tutorials/scripting/gdscript/gdscript_basics`
- `GDScript basics: Dictionary <../tutorials/scripting/gdscript/gdscript_basics.html#dictionary>`__
- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__

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@@ -21,7 +21,7 @@ A directional light is a type of :ref:`Light3D<class_Light3D>` node that models
Tutorials
---------
- :doc:`../tutorials/3d/lights_and_shadows`
- :doc:`Lights and shadows <../tutorials/3d/lights_and_shadows>`
Properties
----------

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

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@@ -475,7 +475,7 @@ enum **WindowMode**:
- **WINDOW_MODE_FULLSCREEN** = **3** --- Fullscreen window mode. Note that this is not *exclusive* fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports `multiple resolutions <https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html>`__ when enabling fullscreen mode.
Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports :doc:`multiple resolutions <../tutorials/rendering/multiple_resolutions>` when enabling fullscreen mode.
----

View File

@@ -133,7 +133,7 @@ To use ``EditorImportPlugin``, register it using the :ref:`EditorPlugin.add_impo
Tutorials
---------
- :doc:`../tutorials/plugins/editor/import_plugins`
- :doc:`Import plugins <../tutorials/plugins/editor/import_plugins>`
Methods
-------

View File

@@ -33,7 +33,7 @@ To use ``EditorInspectorPlugin``, register it using the :ref:`EditorPlugin.add_i
Tutorials
---------
- :doc:`../tutorials/plugins/editor/inspector_plugins`
- :doc:`Inspector plugins <../tutorials/plugins/editor/inspector_plugins>`
Methods
-------

View File

@@ -23,7 +23,7 @@ To use ``EditorNode3DGizmoPlugin``, register it using the :ref:`EditorPlugin.add
Tutorials
---------
- :doc:`../tutorials/plugins/editor/spatial_gizmos`
- :doc:`Spatial gizmo plugins <../tutorials/plugins/editor/spatial_gizmos>`
Methods
-------

View File

@@ -21,7 +21,7 @@ Plugins are used by the editor to extend functionality. The most common types of
Tutorials
---------
- :doc:`../tutorials/plugins/editor/index`
- :doc:`Editor plugins documentation index <../tutorials/plugins/editor/index>`
Methods
-------

View File

@@ -72,7 +72,7 @@ The :ref:`_post_import<class_EditorScenePostImport_method__post_import>` callbac
Tutorials
---------
- `#custom-script <../tutorials/assets_pipeline/importing_scenes.html#custom-script>`_ in :doc:`../tutorials/assets_pipeline/importing_scenes`
- `Importing 3D scenes: Custom script <../tutorials/assets_pipeline/importing_scenes.html#custom-script>`__
Methods
-------

View File

@@ -23,7 +23,7 @@ A MultiplayerPeer implementation that should be passed to :ref:`MultiplayerAPI.m
Tutorials
---------
- :doc:`../tutorials/networking/high_level_multiplayer`
- :doc:`High-level multiplayer <../tutorials/networking/high_level_multiplayer>`
- `API documentation on the ENet website <http://enet.bespin.org/usergroup0.html>`__

View File

@@ -370,7 +370,7 @@ Returns ``true`` if the script is currently running inside the editor, ``false``
else:
simulate_physics()
See `Running code in the editor <https://docs.godotengine.org/en/latest/tutorials/plugins/running_code_in_the_editor.html>`__ in the documentation for more information.
See :doc:`Running code in the editor <../tutorials/plugins/running_code_in_the_editor>` in the documentation for more information.
**Note:** To detect whether the script is run from an editor *build* (e.g. when pressing :kbd:`F5`), use :ref:`OS.has_feature<class_OS_method_has_feature>` with the ``"editor"`` argument instead. ``OS.has_feature("editor")`` will evaluate to ``true`` both when the code is running in the editor and when running the project from the editor, but it will evaluate to ``false`` when the code is run from an exported project.

View File

@@ -29,9 +29,9 @@ Resource for environment nodes (like :ref:`WorldEnvironment<class_WorldEnvironme
Tutorials
---------
- :doc:`../tutorials/3d/environment_and_post_processing`
- :doc:`Environment and post-processing <../tutorials/3d/environment_and_post_processing>`
- :doc:`../tutorials/3d/high_dynamic_range`
- :doc:`Light transport in game engines <../tutorials/3d/high_dynamic_range>`
- `3D Material Testers Demo <https://godotengine.org/asset-library/asset/123>`__

View File

@@ -59,7 +59,7 @@ Here's a sample on how to write and read from a file:
In the example above, the file will be saved in the user data folder as specified in the `Data paths <https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html>`__ documentation.
In the example above, the file will be saved in the user data folder as specified in the :doc:`Data paths <../tutorials/io/data_paths>` documentation.
**Note:** To access project resources once exported, it is recommended to use :ref:`ResourceLoader<class_ResourceLoader>` instead of the ``File`` API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package.
@@ -68,7 +68,7 @@ In the example above, the file will be saved in the user data folder as specifie
Tutorials
---------
- :doc:`../tutorials/scripting/filesystem`
- :doc:`File system <../tutorials/scripting/filesystem>`
- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__

View File

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

View File

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

View File

@@ -23,7 +23,7 @@ Use the ``process_material`` property to add a :ref:`ParticlesMaterial<class_Par
Tutorials
---------
- :doc:`../tutorials/2d/particle_systems_2d`
- :doc:`Particle systems (2D) <../tutorials/2d/particle_systems_2d>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__

View File

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

View File

@@ -29,7 +29,7 @@ Internally, a GridMap is split into a sparse collection of octants for efficient
Tutorials
---------
- :doc:`../tutorials/3d/using_gridmaps`
- :doc:`Using gridmaps <../tutorials/3d/using_gridmaps>`
- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__
@@ -268,7 +268,7 @@ GridMaps act as static bodies, meaning they aren't affected by gravity or other
| *Getter* | get_collision_mask() |
+-----------+---------------------------+
The physics layers this GridMap detects collisions in. See `Collision layers and masks <https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
The physics layers this GridMap detects collisions in. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
----

View File

@@ -37,9 +37,9 @@ For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/H
Tutorials
---------
- :doc:`../tutorials/networking/http_client_class`
- :doc:`HTTP client class <../tutorials/networking/http_client_class>`
- :doc:`../tutorials/networking/ssl_certificates`
- :doc:`SSL certificates <../tutorials/networking/ssl_certificates>`
Properties
----------

View File

@@ -183,9 +183,9 @@ Can be used to make HTTP requests, i.e. download or upload files or web content
Tutorials
---------
- :doc:`../tutorials/networking/http_request_class`
- :doc:`Making HTTP requests <../tutorials/networking/http_request_class>`
- :doc:`../tutorials/networking/ssl_certificates`
- :doc:`SSL certificates <../tutorials/networking/ssl_certificates>`
Properties
----------

View File

@@ -25,7 +25,7 @@ An ``Image`` cannot be assigned to a ``texture`` property of an object directly
Tutorials
---------
- :doc:`../tutorials/assets_pipeline/importing_images`
- :doc:`Importing images <../tutorials/assets_pipeline/importing_images>`
Properties
----------
@@ -783,7 +783,7 @@ Returns ``true`` if all the image's pixels have an alpha value of 0. Returns ``f
- :ref:`Error<enum_@GlobalScope_Error>` **load** **(** :ref:`String<class_String>` path **)**
Loads an image from file ``path``. See `Supported image formats <https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html#supported-image-formats>`__ for a list of supported image formats and limitations.
Loads an image from file ``path``. See `Supported image formats <../getting_started/workflow/assets/importing_images.html#supported-image-formats>`__ for a list of supported image formats and limitations.
**Warning:** This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the ``user://`` directory, and may not work in exported projects.

View File

@@ -51,7 +51,7 @@ An ``ImageTexture`` is not meant to be operated from within the editor interface
Tutorials
---------
- :doc:`../tutorials/assets_pipeline/importing_images`
- :doc:`Importing images <../tutorials/assets_pipeline/importing_images>`
Methods
-------

View File

@@ -21,7 +21,7 @@ A singleton that deals with inputs. This includes key presses, mouse buttons and
Tutorials
---------
- :doc:`../tutorials/inputs/index`
- :doc:`Inputs documentation index <../tutorials/inputs/index>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__

View File

@@ -23,9 +23,9 @@ Base class of all sort of input event. See :ref:`Node._input<class_Node_method__
Tutorials
---------
- :doc:`../tutorials/inputs/inputevent`
- :doc:`InputEvent <../tutorials/inputs/inputevent>`
- :doc:`../tutorials/2d/2d_transforms`
- :doc:`Viewport and canvas transforms <../tutorials/2d/2d_transforms>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__

View File

@@ -21,7 +21,7 @@ Contains a generic action which can be targeted from several types of inputs. Ac
Tutorials
---------
- `#actions <../tutorials/inputs/inputevent.html#actions>`_ in :doc:`../tutorials/inputs/inputevent`
- `InputEvent: Actions <../tutorials/inputs/inputevent.html#actions>`__
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__

View File

@@ -21,7 +21,7 @@ Input event type for gamepad buttons. For gamepad analog sticks and joysticks, s
Tutorials
---------
- :doc:`../tutorials/inputs/inputevent`
- :doc:`InputEvent <../tutorials/inputs/inputevent>`
Properties
----------

View File

@@ -21,7 +21,7 @@ Stores information about joystick motions. One ``InputEventJoypadMotion`` repres
Tutorials
---------
- :doc:`../tutorials/inputs/inputevent`
- :doc:`InputEvent <../tutorials/inputs/inputevent>`
Properties
----------

View File

@@ -21,7 +21,7 @@ Stores key presses on the keyboard. Supports key presses, key releases and :ref:
Tutorials
---------
- :doc:`../tutorials/inputs/inputevent`
- :doc:`InputEvent <../tutorials/inputs/inputevent>`
Properties
----------

View File

@@ -23,7 +23,7 @@ Stores general mouse events information.
Tutorials
---------
- :doc:`../tutorials/inputs/inputevent`
- :doc:`InputEvent <../tutorials/inputs/inputevent>`
Properties
----------

View File

@@ -21,7 +21,7 @@ Contains mouse click information. See :ref:`Node._input<class_Node_method__input
Tutorials
---------
- :doc:`../tutorials/inputs/mouse_and_input_coordinates`
- :doc:`Mouse and input coordinates <../tutorials/inputs/mouse_and_input_coordinates>`
Properties
----------

View File

@@ -23,7 +23,7 @@ Contains mouse and pen motion information. Supports relative, absolute positions
Tutorials
---------
- :doc:`../tutorials/inputs/mouse_and_input_coordinates`
- :doc:`Mouse and input coordinates <../tutorials/inputs/mouse_and_input_coordinates>`
- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__

View File

@@ -21,7 +21,7 @@ Contains screen drag information. See :ref:`Node._input<class_Node_method__input
Tutorials
---------
- :doc:`../tutorials/inputs/inputevent`
- :doc:`InputEvent <../tutorials/inputs/inputevent>`
Properties
----------

View File

@@ -23,7 +23,7 @@ Stores multi-touch press/release information. Supports touch press, touch releas
Tutorials
---------
- :doc:`../tutorials/inputs/inputevent`
- :doc:`InputEvent <../tutorials/inputs/inputevent>`
Properties
----------

View File

@@ -23,7 +23,7 @@ Contains keys events information with modifiers support like :kbd:`Shift` or :kb
Tutorials
---------
- :doc:`../tutorials/inputs/inputevent`
- :doc:`InputEvent <../tutorials/inputs/inputevent>`
Properties
----------

View File

@@ -21,7 +21,7 @@ Manages all :ref:`InputEventAction<class_InputEventAction>` which can be created
Tutorials
---------
- `#inputmap <../tutorials/inputs/inputevent.html#inputmap>`_ in :doc:`../tutorials/inputs/inputevent`
- `InputEvent: InputMap <../tutorials/inputs/inputevent.html#inputmap>`__
Methods
-------

View File

@@ -18,12 +18,12 @@ Description
The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.
**Note:** This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See `Compiling for the Web <https://docs.godotengine.org/en/latest/development/compiling/compiling_for_web.html>`__ in the documentation for more information.
**Note:** This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See :doc:`Compiling for the Web <../development/compiling/compiling_for_web>` in the documentation for more information.
Tutorials
---------
- `#calling-javascript-from-script <../tutorials/export/exporting_for_web.html#calling-javascript-from-script>`_ in :doc:`../tutorials/export/exporting_for_web`
- `Exporting for the Web: Calling JavaScript from script <../tutorials/export/exporting_for_web.html#calling-javascript-from-script>`__
Methods
-------

View File

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

View File

@@ -25,7 +25,7 @@ Casts light in a 2D environment. Light is defined by a (usually grayscale) textu
Tutorials
---------
- :doc:`../tutorials/2d/2d_lights_and_shadows`
- :doc:`2D lights and shadows <../tutorials/2d/2d_lights_and_shadows>`
Properties
----------

View File

@@ -23,7 +23,7 @@ Light3D is the *abstract* base class for light nodes. As it can't be instantiate
Tutorials
---------
- :doc:`../tutorials/3d/lights_and_shadows`
- :doc:`3D lights and shadows <../tutorials/3d/lights_and_shadows>`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__

View File

@@ -21,7 +21,7 @@ Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be p
Tutorials
---------
- :doc:`../tutorials/2d/2d_lights_and_shadows`
- :doc:`2D lights and shadows <../tutorials/2d/2d_lights_and_shadows>`
Properties
----------

View File

@@ -21,7 +21,7 @@ Node used for displaying a :ref:`Mesh<class_Mesh>` in 2D. Can be constructed fro
Tutorials
---------
- :doc:`../tutorials/2d/2d_meshes`
- :doc:`2D meshes <../tutorials/2d/2d_meshes>`
Properties
----------

View File

@@ -27,9 +27,9 @@ Since instances may have any behavior, the AABB used for visibility must be prov
Tutorials
---------
- :doc:`../tutorials/performance/vertex_animation/animating_thousands_of_fish`
- :doc:`Animating thousands of fish with MultiMeshInstance <../tutorials/performance/vertex_animation/animating_thousands_of_fish>`
- :doc:`../tutorials/performance/using_multimesh`
- :doc:`Optimization using MultiMeshes <../tutorials/performance/using_multimesh>`
Properties
----------

View File

@@ -23,11 +23,11 @@ This is useful to optimize the rendering of a high amount of instances of a give
Tutorials
---------
- :doc:`../tutorials/performance/vertex_animation/animating_thousands_of_fish`
- :doc:`Animating thousands of fish with MultiMeshInstance <../tutorials/performance/vertex_animation/animating_thousands_of_fish>`
- :doc:`../tutorials/3d/using_multi_mesh_instance`
- :doc:`Using MultiMeshInstance <../tutorials/3d/using_multi_mesh_instance>`
- :doc:`../tutorials/performance/using_multimesh`
- :doc:`Optimization using MultiMeshes <../tutorials/performance/using_multimesh>`
Properties
----------

View File

@@ -27,7 +27,7 @@ Manages the connection to multiplayer peers. Assigns unique IDs to each client c
Tutorials
---------
- :doc:`../tutorials/networking/high_level_multiplayer`
- :doc:`High-level multiplayer <../tutorials/networking/high_level_multiplayer>`
- `WebRTC Signaling Demo <https://godotengine.org/asset-library/asset/537>`__

View File

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

View File

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

View File

@@ -23,7 +23,7 @@ A 2D game object, with a transform (position, rotation, and scale). All 2D nodes
Tutorials
---------
- :doc:`../tutorials/2d/custom_drawing_in_2d`
- :doc:`Custom drawing in 2D <../tutorials/2d/custom_drawing_in_2d>`
- `All 2D Demos <https://github.com/godotengine/godot-demo-projects/tree/master/2d>`__

View File

@@ -27,7 +27,7 @@ Affine operations (rotate, scale, translate) happen in parent's local coordinate
Tutorials
---------
- :doc:`../tutorials/3d/introduction_to_3d`
- :doc:`Introduction to 3D <../tutorials/3d/introduction_to_3d>`
- `All 3D Demos <https://github.com/godotengine/godot-demo-projects/tree/master/3d>`__

View File

@@ -56,7 +56,7 @@ Objects also receive notifications. Notifications are a simple way to notify the
Tutorials
---------
- :doc:`../tutorials/best_practices/node_alternatives`
- :doc:`When and how to avoid using nodes for everything <../tutorials/best_practices/node_alternatives>`
Methods
-------
@@ -871,7 +871,7 @@ Translates a message using translation catalogs configured in the Project Settin
Only works if message translation is enabled (which it is by default), otherwise it returns the ``message`` unchanged. See :ref:`set_message_translation<class_Object_method_set_message_translation>`.
See `Internationalizing games <https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html>`__ for examples of the usage of this method.
See :doc:`Internationalizing games <../tutorials/i18n/internationalizing_games>` for examples of the usage of this method.
----
@@ -887,7 +887,7 @@ The number ``n`` is the number or quantity of the plural object. It will be used
**Note:** Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply. In such cases, use :ref:`tr<class_Object_method_tr>`.
See `Localization using gettext <https://docs.godotengine.org/en/latest/tutorials/i18n/localization_using_gettext.html>`__ for examples of the usage of this method.
See :doc:`Localization using gettext <../tutorials/i18n/localization_using_gettext>` for examples of the usage of this method.
.. |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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