mirror of
https://github.com/godotengine/godot-docs.git
synced 2025-12-31 17:49:03 +03:00
Fix 404s, some redirects and some broken links.
This commit is contained in:
@@ -151,8 +151,8 @@ the Godot modules as well as the `unofficial Python support <https://github.com/
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Why is FBX not supported for import?
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------------------------------------
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FBX SDK has a `restrictive license <http://www.blender.org/bf/Autodesk_FBX_License.rtf>`_,
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that is incompatible with the `open license <http://opensource.org/licenses/MIT>`_
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FBX SDK has a `restrictive license <https://www.blender.org/bf/Autodesk_FBX_License.rtf>`_,
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that is incompatible with the `open license <https://opensource.org/licenses/MIT>`_
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provided by Godot.
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That said, Godot's Collada support is good, please use the
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@@ -28,7 +28,7 @@ Other chats
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-----------
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- `Matrix (IRC compatible) <https://matrix.to/#/#godotengine:matrix.org>`_
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- `Discord <https://discord.gg/zH7NUgz>`_
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- `Discord <https://discordapp.com/invite/zH7NUgz>`_
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Social networks
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---------------
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@@ -43,4 +43,4 @@ Social networks
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Forum
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-----
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- `Forum (godotdevelopers.org) <http://godotdevelopers.org/>`_
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- `Forum (godotdevelopers.org) <https://godotdevelopers.org/forum>`_
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@@ -63,10 +63,10 @@ Here's how to install clang-format:
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- Linux: It will usually be available out-of-the-box with the clang toolchain
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packaged by your distribution. If your distro version is not the required one,
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you can download a pre-compiled version from the
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`LLVM website <http://llvm.org/releases/download.html>`__, or if you are on
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`LLVM website <http://releases.llvm.org/download.html>`__, or if you are on
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a Debian derivative, use the `upstream repos <http://apt.llvm.org/>`__.
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- macOS and Windows: You can download precompiled binaries from the
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`LLVM website <http://llvm.org/releases/download.html>`__. You may need to add
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`LLVM website <http://releases.llvm.org/download.html>`__. You may need to add
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the path to the binary's folder to your system's ``PATH`` environment
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variable to be able to call ``clang-format`` out of the box.
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@@ -136,4 +136,4 @@ in the source tree are also using Python.
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For those, we follow the `PEP-8 style guide <https://www.python.org/dev/peps/pep-0008/>`__,
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this is however not as strongly enforced as for the C++ code. If you are so
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inclined, you can check and format your Python changes using
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`autopep8 <https://pypi.python.org/pypi/autopep8>`__.
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`autopep8 <https://pypi.org/project/autopep8/>`__.
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@@ -47,7 +47,7 @@ positive to the engine, regardless of their skill set:
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can work full-time on the engine. Even with a low
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monthly wage, we need a steady donation income to continue doing this, which
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has been very beneficial to the project so far. So if you want to donate
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some money to the project, check `our website <http://godotengine.org/donate>`_
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some money to the project, check `our website <https://godotengine.org/donate>`_
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for details.
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Contributing code
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7
conf.py
7
conf.py
@@ -95,6 +95,13 @@ latex_documents = [
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'Juan Linietsky, Ariel Manzur and the Godot community', 'manual'),
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]
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# -- Options for linkcheck builder ----------------------------------------
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# disable checking urls with about.html#this_part_of_page anchors
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linkcheck_anchors = False
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linkcheck_timeout = 10
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# -- I18n settings --------------------------------------------------------
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locale_dirs = ['../sphinx/po/']
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@@ -10,11 +10,11 @@ Requirements
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To compile export templates for the Web, the following is required:
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- `Emscripten 1.37.9+ <http://emscripten.org/>`__: If the version available
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- `Emscripten 1.37.9+ <http://kripken.github.io/emscripten-site>`__: If the version available
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per package manager is not recent enough, the best alternative is to install
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using the `Emscripten SDK <http://kripken.github.io/emscripten-site/docs/gettng_started/downloads.html>`__
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using the `Emscripten SDK <http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html>`__
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- `Python 2.7+ or Python 3.5+ <https://www.python.org/>`__
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- `SCons <http://www.scons.org>`__ build system
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- `SCons <https://www.scons.org>`__ build system
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Building export templates
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-------------------------
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@@ -11,14 +11,14 @@ Requirements
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For compiling under Windows, the following is required:
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- Visual C++, `Visual
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Studio Community <https://www.visualstudio.com/en-us/products/visual-studio-community-vs.aspx>`__
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Studio Community <https://www.visualstudio.com/vs/community/>`__
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(recommended), version 2013 (12.0) or later.
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**Make sure you read Installing Visual Studio caveats below or you
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will have to run/download the installer again.**
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- `Python 2.7+ or Python 3.5+ <https://www.python.org/downloads/>`__.
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- `Pywin32 Python Extension <https://github.com/mhammond/pywin32>`__
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for parallel builds (which increase the build speed by a great factor).
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- `SCons <http://www.scons.org>`__ build system.
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- `SCons <https://www.scons.org>`__ build system.
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Setting up SCons
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----------------
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@@ -342,7 +342,7 @@ architectures (Win32/x64). They are equivalent.
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Cross-compiling for Windows from other operating systems
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--------------------------------------------------------
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If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org>`_,
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If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org/doku.php>`_,
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which typically comes in 32-bit and 64-bit variants. The package names
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may differ based on your distro, here are some known ones:
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@@ -31,7 +31,7 @@ Requirements
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- `Clang >= 3.5 <http://clang.llvm.org>`__ for your development
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machine installed and in the ``PATH``. It has to be version >= 3.5
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to target ``arm64`` architecture.
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- `Fuse <http://fuse.sourceforge.net>`__ for mounting and umounting
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- `Fuse <https://github.com/libfuse/libfuse>`__ for mounting and umounting
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the dmg image.
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- `darling-dmg <https://github.com/darlinghq/darling-dmg>`__, which
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needs to be built from source. The procedure for that is explained
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@@ -8,7 +8,7 @@ Introduction to the buildsystem
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SCons
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-----
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Godot uses `SCons <http://www.scons.org>`__ to build. We love it, we are
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Godot uses `SCons <https://www.scons.org/>`__ to build. We love it, we are
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not changing it for anything else. We are not even sure other build
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systems are up to the task of building Godot. We constantly get requests
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to move the build system to CMake, or Visual Studio, but this is not
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@@ -209,7 +209,7 @@ directory.
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References:
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~~~~~~~~~~~
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- `core/math <https://github.com/godotengine/godot/blob/master/core/math>`__
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- `core/math <https://github.com/godotengine/godot/tree/master/core/math>`__
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NodePath
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--------
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@@ -220,7 +220,7 @@ referencing them fast.
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References:
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~~~~~~~~~~~
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- `core/path_db.h <https://github.com/godotengine/godot/blob/master/core/path_db.h>`__
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- `core/node_path.h <https://github.com/godotengine/godot/blob/master/core/node_path.h>`__
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RID
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---
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@@ -20,7 +20,7 @@ In the early days, the engine used the `Lua <http://www.lua.org>`__
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scripting language. Lua is fast, but creating bindings to an object
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oriented system (by using fallbacks) was complex and slow and took an
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enormous amount of code. After some experiments with
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`Python <http://www.python.org>`__, it also proved difficult to embed.
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`Python <https://www.python.org>`__, it also proved difficult to embed.
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The last third party scripting language that was used for shipped games
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was `Squirrel <http://squirrel-lang.org>`__, but it was dropped as well.
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@@ -10,7 +10,8 @@ Download the Android SDK
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------------------------
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Download and install the Android SDK from
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http://developer.android.com/sdk/index.html
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https://developer.android.com/studio/
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Install OpenJDK or Oracle JDK
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-----------------------------
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@@ -17,7 +17,7 @@ the name used on the certificate.
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Limitations on Xbox One
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-----------------------
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As described in `UWP documentation <https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/system-resource-allocation>`__:
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As described in `UWP documentation <https://docs.microsoft.com/en-us/windows/uwp/xbox-apps/system-resource-allocation>`__:
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- Submitted as an "App"
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- available memory is 1GB
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@@ -5,7 +5,7 @@ Exporting for the Web
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HTML5 export allows publishing games made in Godot Engine to the browser.
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This requires support for the recent technologies `WebAssembly
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<http://webassembly.org/>`__ and `WebGL 2.0 <https://www.khronos.org/webgl/>`__
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<https://webassembly.org/>`__ and `WebGL 2.0 <https://www.khronos.org/webgl/>`__
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in the user's browser. **Firefox** and **Chromium** (Chrome, Opera) are
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the most popular supported browsers, **Safari** and **Edge** do not work yet.
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On **iOS**, all browsers must be based on WebKit (i.e. Safari), so they will also
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@@ -107,7 +107,7 @@ Next we check to see if the joypad vector length is within the ``JOYPAD_DEADZONE
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If it is, we set ``joypad_vec`` to an empty Vector2. If it is not, we use a scaled Radial Dead zone for precise dead zone calculating.
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.. note:: You can find a great article explaining all about how to handle joypad/controller dead zones here:
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https://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
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http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
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We're using a translated version of the scaled radial dead zone code provided in that article.
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The article is a great read, and I highly suggest giving it a look!
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@@ -123,7 +123,7 @@ similar to other tools in Editor Settings:
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Coordinate system
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-----------------
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Godot uses the `metric <http://en.wikipedia.org/wiki/Metric_system>`__
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Godot uses the `metric <https://en.wikipedia.org/wiki/Metric_system>`__
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system for everything. 3D Physics and other areas are tuned for this, so
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attempting to use a different scale is usually a bad idea (unless you
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know what you are doing).
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@@ -10,20 +10,20 @@ Cut-out is a technique of animating in 2D where pieces of paper (or
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similar material) are cut in special shapes and laid one over the other.
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The papers are animated and photographed, frame by frame using a stop
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motion technique (more info
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`here <http://en.wikipedia.org/wiki/Cutout_animation>`__).
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`here <https://en.wikipedia.org/wiki/Cutout_animation>`__).
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With the advent of the digital age, this technique became possible using
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computers, which resulted in an increased amount of animation TV shows
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using digital Cut-out. Notable examples are `South
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Park <http://en.wikipedia.org/wiki/South_Park>`__ or `Jake and the Never
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Park <https://en.wikipedia.org/wiki/South_Park>`__ or `Jake and the Never
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Land
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Pirates <http://en.wikipedia.org/wiki/Jake_and_the_Never_Land_Pirates>`__
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Pirates <https://en.wikipedia.org/wiki/Jake_and_the_Never_Land_Pirates>`__
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.
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In video games, this technique has also become popular. Examples of
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this are `Paper
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Mario <http://en.wikipedia.org/wiki/Super_Paper_Mario>`__ or `Rayman
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Origins <http://en.wikipedia.org/wiki/Rayman_Origins>`__ .
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Mario <https://en.wikipedia.org/wiki/Super_Paper_Mario>`__ or `Rayman
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Origins <https://en.wikipedia.org/wiki/Rayman_Origins>`__ .
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Cutout in Godot
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~~~~~~~~~~~~~~~
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@@ -10,7 +10,7 @@ Overview
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~~~~~~~~
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As mentioned before, you can access the web frontend of the AssetLib
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on `Godot's official website <https://godotengine.org/asset-library>`_, and this
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on `Godot's official website <https://godotengine.org/asset-library/asset>`_, and this
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is what it looks like when you first visit it:
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|image0|
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@@ -186,4 +186,4 @@ assets downloaded directly via Godot that we just covered.
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.. |image11| image:: ./img/assetlib_editor_installer.png
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.. |image12| image:: ./img/assetlib_editor_installer_error.png
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.. |image13| image:: ./img/assetlib_editor_installer_success.png
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.. |image14| image:: ./img/assetlib_editor_projects.png
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.. |image14| image:: ./img/assetlib_editor_projects.png
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@@ -6,7 +6,7 @@ About the Asset Library
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The Godot Asset Library, otherwise known as the AssetLib, is a repository of
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user-submitted Godot addons, scripts, tools and other resources, collectively referred
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to as assets. They're available to all Godot users for download directly from within the
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engine, but it can also be accessed at Godot's `official website <https://godotengine.org/asset-library>`_.
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engine, but it can also be accessed at Godot's `official website <https://godotengine.org/asset-library/asset>`_.
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On the surface the Asset Library might look and function similar to asset
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stores available for other engines, such as Unity's Asset Store, or Unreal
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@@ -22,7 +22,7 @@ This set of pages will cover how to use the AssetLib (both from inside Godot, an
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website), how you can submit your own assets, and what the guidelines for submission are.
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Please note that the AssetLib is relatively young - it may have various pain points, bugs
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and usability issues. As with all Godot projects, the code repository is available on `GitHub <https://github.com/godotengine/asset-library>`_,
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and usability issues. As with all Godot projects, the code repository is available on `GitHub <https://github.com/godotengine/godot-asset-library>`_,
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where you can submit pull requests and issues, so please do not hesitate to visit it!
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Frequently asked questions
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@@ -223,7 +223,7 @@ Some examples of planes
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-----------------------
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Here is a simple example of what planes are useful for. Imagine you have
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a `convex <http://www.mathsisfun.com/definitions/convex.html>`__
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a `convex <https://www.mathsisfun.com/definitions/convex.html>`__
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polygon. For example, a rectangle, a trapezoid, a triangle, or just any
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polygon where no faces bend inwards.
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@@ -19,7 +19,7 @@ specified in the project settings:
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.. image:: img/ssl_certs.png
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This file should contain any number of public certificates in
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http://en.wikipedia.org/wiki/Privacy-enhanced_Electronic_Mail format.
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https://en.wikipedia.org/wiki/Privacy-enhanced_Electronic_Mail format.
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Of course, remember to add .crt as filter so the exporter recognizes
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this when exporting your project.
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@@ -36,7 +36,7 @@ key pair, and put the public pair in the .crt file (again, in PEM
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format). The private key should go to your server.
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OpenSSL has `some
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documentation <https://www.openssl.org/docs/HOWTO/keys.txt>`__ about
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documentation <https://raw.githubusercontent.com/openssl/openssl/master/doc/HOWTO/keys.txt>`__ about
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this. This approach also **does not require domain validation** nor
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requires you to spend a considerable amount of money in purchasing
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certificates from a CA.
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@@ -51,7 +51,7 @@ This is a simple ``ini`` file with metadata about your plugin. You need to set
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up the name and description so users can understand what it does. Add your
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own name so you can be properly credited. A version number is useful so users can see if
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they have an outdated version (if you are unsure on how to come up with
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the version number, check `SemVer <http://semver.org/>`_). And finally a main
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the version number, check `SemVer <https://semver.org/>`_). And finally a main
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script file to load when your plugin is active.
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The script file
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Reference in New Issue
Block a user