Fix 404s, some redirects and some broken links.

This commit is contained in:
None
2018-05-30 16:49:21 -07:00
parent ec28f3d429
commit f064e4f7a7
22 changed files with 45 additions and 37 deletions

View File

@@ -151,8 +151,8 @@ the Godot modules as well as the `unofficial Python support <https://github.com/
Why is FBX not supported for import?
------------------------------------
FBX SDK has a `restrictive license <http://www.blender.org/bf/Autodesk_FBX_License.rtf>`_,
that is incompatible with the `open license <http://opensource.org/licenses/MIT>`_
FBX SDK has a `restrictive license <https://www.blender.org/bf/Autodesk_FBX_License.rtf>`_,
that is incompatible with the `open license <https://opensource.org/licenses/MIT>`_
provided by Godot.
That said, Godot's Collada support is good, please use the

View File

@@ -28,7 +28,7 @@ Other chats
-----------
- `Matrix (IRC compatible) <https://matrix.to/#/#godotengine:matrix.org>`_
- `Discord <https://discord.gg/zH7NUgz>`_
- `Discord <https://discordapp.com/invite/zH7NUgz>`_
Social networks
---------------
@@ -43,4 +43,4 @@ Social networks
Forum
-----
- `Forum (godotdevelopers.org) <http://godotdevelopers.org/>`_
- `Forum (godotdevelopers.org) <https://godotdevelopers.org/forum>`_

View File

@@ -63,10 +63,10 @@ Here's how to install clang-format:
- Linux: It will usually be available out-of-the-box with the clang toolchain
packaged by your distribution. If your distro version is not the required one,
you can download a pre-compiled version from the
`LLVM website <http://llvm.org/releases/download.html>`__, or if you are on
`LLVM website <http://releases.llvm.org/download.html>`__, or if you are on
a Debian derivative, use the `upstream repos <http://apt.llvm.org/>`__.
- macOS and Windows: You can download precompiled binaries from the
`LLVM website <http://llvm.org/releases/download.html>`__. You may need to add
`LLVM website <http://releases.llvm.org/download.html>`__. You may need to add
the path to the binary's folder to your system's ``PATH`` environment
variable to be able to call ``clang-format`` out of the box.
@@ -136,4 +136,4 @@ in the source tree are also using Python.
For those, we follow the `PEP-8 style guide <https://www.python.org/dev/peps/pep-0008/>`__,
this is however not as strongly enforced as for the C++ code. If you are so
inclined, you can check and format your Python changes using
`autopep8 <https://pypi.python.org/pypi/autopep8>`__.
`autopep8 <https://pypi.org/project/autopep8/>`__.

View File

@@ -47,7 +47,7 @@ positive to the engine, regardless of their skill set:
can work full-time on the engine. Even with a low
monthly wage, we need a steady donation income to continue doing this, which
has been very beneficial to the project so far. So if you want to donate
some money to the project, check `our website <http://godotengine.org/donate>`_
some money to the project, check `our website <https://godotengine.org/donate>`_
for details.
Contributing code

View File

@@ -95,6 +95,13 @@ latex_documents = [
'Juan Linietsky, Ariel Manzur and the Godot community', 'manual'),
]
# -- Options for linkcheck builder ----------------------------------------
# disable checking urls with about.html#this_part_of_page anchors
linkcheck_anchors = False
linkcheck_timeout = 10
# -- I18n settings --------------------------------------------------------
locale_dirs = ['../sphinx/po/']

View File

@@ -10,11 +10,11 @@ Requirements
To compile export templates for the Web, the following is required:
- `Emscripten 1.37.9+ <http://emscripten.org/>`__: If the version available
- `Emscripten 1.37.9+ <http://kripken.github.io/emscripten-site>`__: If the version available
per package manager is not recent enough, the best alternative is to install
using the `Emscripten SDK <http://kripken.github.io/emscripten-site/docs/gettng_started/downloads.html>`__
using the `Emscripten SDK <http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html>`__
- `Python 2.7+ or Python 3.5+ <https://www.python.org/>`__
- `SCons <http://www.scons.org>`__ build system
- `SCons <https://www.scons.org>`__ build system
Building export templates
-------------------------

View File

@@ -11,14 +11,14 @@ Requirements
For compiling under Windows, the following is required:
- Visual C++, `Visual
Studio Community <https://www.visualstudio.com/en-us/products/visual-studio-community-vs.aspx>`__
Studio Community <https://www.visualstudio.com/vs/community/>`__
(recommended), version 2013 (12.0) or later.
**Make sure you read Installing Visual Studio caveats below or you
will have to run/download the installer again.**
- `Python 2.7+ or Python 3.5+ <https://www.python.org/downloads/>`__.
- `Pywin32 Python Extension <https://github.com/mhammond/pywin32>`__
for parallel builds (which increase the build speed by a great factor).
- `SCons <http://www.scons.org>`__ build system.
- `SCons <https://www.scons.org>`__ build system.
Setting up SCons
----------------
@@ -342,7 +342,7 @@ architectures (Win32/x64). They are equivalent.
Cross-compiling for Windows from other operating systems
--------------------------------------------------------
If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org>`_,
If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org/doku.php>`_,
which typically comes in 32-bit and 64-bit variants. The package names
may differ based on your distro, here are some known ones:

View File

@@ -31,7 +31,7 @@ Requirements
- `Clang >= 3.5 <http://clang.llvm.org>`__ for your development
machine installed and in the ``PATH``. It has to be version >= 3.5
to target ``arm64`` architecture.
- `Fuse <http://fuse.sourceforge.net>`__ for mounting and umounting
- `Fuse <https://github.com/libfuse/libfuse>`__ for mounting and umounting
the dmg image.
- `darling-dmg <https://github.com/darlinghq/darling-dmg>`__, which
needs to be built from source. The procedure for that is explained

View File

@@ -8,7 +8,7 @@ Introduction to the buildsystem
SCons
-----
Godot uses `SCons <http://www.scons.org>`__ to build. We love it, we are
Godot uses `SCons <https://www.scons.org/>`__ to build. We love it, we are
not changing it for anything else. We are not even sure other build
systems are up to the task of building Godot. We constantly get requests
to move the build system to CMake, or Visual Studio, but this is not

View File

@@ -209,7 +209,7 @@ directory.
References:
~~~~~~~~~~~
- `core/math <https://github.com/godotengine/godot/blob/master/core/math>`__
- `core/math <https://github.com/godotengine/godot/tree/master/core/math>`__
NodePath
--------
@@ -220,7 +220,7 @@ referencing them fast.
References:
~~~~~~~~~~~
- `core/path_db.h <https://github.com/godotengine/godot/blob/master/core/path_db.h>`__
- `core/node_path.h <https://github.com/godotengine/godot/blob/master/core/node_path.h>`__
RID
---

View File

@@ -20,7 +20,7 @@ In the early days, the engine used the `Lua <http://www.lua.org>`__
scripting language. Lua is fast, but creating bindings to an object
oriented system (by using fallbacks) was complex and slow and took an
enormous amount of code. After some experiments with
`Python <http://www.python.org>`__, it also proved difficult to embed.
`Python <https://www.python.org>`__, it also proved difficult to embed.
The last third party scripting language that was used for shipped games
was `Squirrel <http://squirrel-lang.org>`__, but it was dropped as well.

View File

@@ -10,7 +10,8 @@ Download the Android SDK
------------------------
Download and install the Android SDK from
http://developer.android.com/sdk/index.html
https://developer.android.com/studio/
Install OpenJDK or Oracle JDK
-----------------------------

View File

@@ -17,7 +17,7 @@ the name used on the certificate.
Limitations on Xbox One
-----------------------
As described in `UWP documentation <https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/system-resource-allocation>`__:
As described in `UWP documentation <https://docs.microsoft.com/en-us/windows/uwp/xbox-apps/system-resource-allocation>`__:
- Submitted as an "App"
- available memory is 1GB

View File

@@ -5,7 +5,7 @@ Exporting for the Web
HTML5 export allows publishing games made in Godot Engine to the browser.
This requires support for the recent technologies `WebAssembly
<http://webassembly.org/>`__ and `WebGL 2.0 <https://www.khronos.org/webgl/>`__
<https://webassembly.org/>`__ and `WebGL 2.0 <https://www.khronos.org/webgl/>`__
in the user's browser. **Firefox** and **Chromium** (Chrome, Opera) are
the most popular supported browsers, **Safari** and **Edge** do not work yet.
On **iOS**, all browsers must be based on WebKit (i.e. Safari), so they will also

View File

@@ -107,7 +107,7 @@ Next we check to see if the joypad vector length is within the ``JOYPAD_DEADZONE
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.
.. note:: You can find a great article explaining all about how to handle joypad/controller dead zones here:
https://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
We're using a translated version of the scaled radial dead zone code provided in that article.
The article is a great read, and I highly suggest giving it a look!

View File

@@ -123,7 +123,7 @@ similar to other tools in Editor Settings:
Coordinate system
-----------------
Godot uses the `metric <http://en.wikipedia.org/wiki/Metric_system>`__
Godot uses the `metric <https://en.wikipedia.org/wiki/Metric_system>`__
system for everything. 3D Physics and other areas are tuned for this, so
attempting to use a different scale is usually a bad idea (unless you
know what you are doing).

View File

@@ -10,20 +10,20 @@ Cut-out is a technique of animating in 2D where pieces of paper (or
similar material) are cut in special shapes and laid one over the other.
The papers are animated and photographed, frame by frame using a stop
motion technique (more info
`here <http://en.wikipedia.org/wiki/Cutout_animation>`__).
`here <https://en.wikipedia.org/wiki/Cutout_animation>`__).
With the advent of the digital age, this technique became possible using
computers, which resulted in an increased amount of animation TV shows
using digital Cut-out. Notable examples are `South
Park <http://en.wikipedia.org/wiki/South_Park>`__ or `Jake and the Never
Park <https://en.wikipedia.org/wiki/South_Park>`__ or `Jake and the Never
Land
Pirates <http://en.wikipedia.org/wiki/Jake_and_the_Never_Land_Pirates>`__
Pirates <https://en.wikipedia.org/wiki/Jake_and_the_Never_Land_Pirates>`__
.
In video games, this technique has also become popular. Examples of
this are `Paper
Mario <http://en.wikipedia.org/wiki/Super_Paper_Mario>`__ or `Rayman
Origins <http://en.wikipedia.org/wiki/Rayman_Origins>`__ .
Mario <https://en.wikipedia.org/wiki/Super_Paper_Mario>`__ or `Rayman
Origins <https://en.wikipedia.org/wiki/Rayman_Origins>`__ .
Cutout in Godot
~~~~~~~~~~~~~~~

View File

@@ -10,7 +10,7 @@ Overview
~~~~~~~~
As mentioned before, you can access the web frontend of the AssetLib
on `Godot's official website <https://godotengine.org/asset-library>`_, and this
on `Godot's official website <https://godotengine.org/asset-library/asset>`_, and this
is what it looks like when you first visit it:
|image0|
@@ -186,4 +186,4 @@ assets downloaded directly via Godot that we just covered.
.. |image11| image:: ./img/assetlib_editor_installer.png
.. |image12| image:: ./img/assetlib_editor_installer_error.png
.. |image13| image:: ./img/assetlib_editor_installer_success.png
.. |image14| image:: ./img/assetlib_editor_projects.png
.. |image14| image:: ./img/assetlib_editor_projects.png

View File

@@ -6,7 +6,7 @@ About the Asset Library
The Godot Asset Library, otherwise known as the AssetLib, is a repository of
user-submitted Godot addons, scripts, tools and other resources, collectively referred
to as assets. They're available to all Godot users for download directly from within the
engine, but it can also be accessed at Godot's `official website <https://godotengine.org/asset-library>`_.
engine, but it can also be accessed at Godot's `official website <https://godotengine.org/asset-library/asset>`_.
On the surface the Asset Library might look and function similar to asset
stores available for other engines, such as Unity's Asset Store, or Unreal
@@ -22,7 +22,7 @@ This set of pages will cover how to use the AssetLib (both from inside Godot, an
website), how you can submit your own assets, and what the guidelines for submission are.
Please note that the AssetLib is relatively young - it may have various pain points, bugs
and usability issues. As with all Godot projects, the code repository is available on `GitHub <https://github.com/godotengine/asset-library>`_,
and usability issues. As with all Godot projects, the code repository is available on `GitHub <https://github.com/godotengine/godot-asset-library>`_,
where you can submit pull requests and issues, so please do not hesitate to visit it!
Frequently asked questions

View File

@@ -223,7 +223,7 @@ Some examples of planes
-----------------------
Here is a simple example of what planes are useful for. Imagine you have
a `convex <http://www.mathsisfun.com/definitions/convex.html>`__
a `convex <https://www.mathsisfun.com/definitions/convex.html>`__
polygon. For example, a rectangle, a trapezoid, a triangle, or just any
polygon where no faces bend inwards.

View File

@@ -19,7 +19,7 @@ specified in the project settings:
.. image:: img/ssl_certs.png
This file should contain any number of public certificates in
http://en.wikipedia.org/wiki/Privacy-enhanced_Electronic_Mail format.
https://en.wikipedia.org/wiki/Privacy-enhanced_Electronic_Mail format.
Of course, remember to add .crt as filter so the exporter recognizes
this when exporting your project.
@@ -36,7 +36,7 @@ key pair, and put the public pair in the .crt file (again, in PEM
format). The private key should go to your server.
OpenSSL has `some
documentation <https://www.openssl.org/docs/HOWTO/keys.txt>`__ about
documentation <https://raw.githubusercontent.com/openssl/openssl/master/doc/HOWTO/keys.txt>`__ about
this. This approach also **does not require domain validation** nor
requires you to spend a considerable amount of money in purchasing
certificates from a CA.

View File

@@ -51,7 +51,7 @@ This is a simple ``ini`` file with metadata about your plugin. You need to set
up the name and description so users can understand what it does. Add your
own name so you can be properly credited. A version number is useful so users can see if
they have an outdated version (if you are unsure on how to come up with
the version number, check `SemVer <http://semver.org/>`_). And finally a main
the version number, check `SemVer <https://semver.org/>`_). And finally a main
script file to load when your plugin is active.
The script file