doc: Update links to latest documentation after content reorganization

This commit is contained in:
Rémi Verschelde 2021-10-06 13:48:48 +02:00
parent 36de097577
commit 862994a8ef
No known key found for this signature in database
GPG Key ID: C3336907360768E1
62 changed files with 67 additions and 66 deletions

View File

@ -9,7 +9,7 @@
[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates.
</description>
<tutorials>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link>
<link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link>
</tutorials>

View File

@ -28,7 +28,7 @@
Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types.
</description>
<tutorials>
<link title="Animation tutorial index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
<link title="Animation documentation index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
</tutorials>
<methods>
<method name="add_track">

View File

@ -10,7 +10,7 @@
</description>
<tutorials>
<link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link>
<link title="Animation tutorial index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
<link title="Animation documentation index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>

View File

@ -47,7 +47,7 @@
[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
</description>
<tutorials>
<link title="Procedural geometry using the ArrayMesh">https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link>
<link title="Procedural geometry using the ArrayMesh">https://docs.godotengine.org/en/latest/tutorials/3d/procedural_geometry/arraymesh.html</link>
</tutorials>
<methods>
<method name="add_blend_shape">

View File

@ -7,7 +7,7 @@
This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.
</description>
<tutorials>
<link title="Spatial material">https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link>
<link title="Standard Material 3D">https://docs.godotengine.org/en/latest/tutorials/3d/standard_material_3d.html</link>
</tutorials>
<methods>
<method name="get_feature" qualifiers="const">

View File

@ -10,7 +10,7 @@
For more information, read the "Matrices and transforms" documentation article.
</description>
<tutorials>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link>
<link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link>
<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>

View File

@ -7,7 +7,7 @@
By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect].
</description>
<tutorials>
<link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html</link>
<link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
</tutorials>
<members>

View File

@ -16,7 +16,7 @@
[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class.
</description>
<tutorials>
<link title="GUI tutorial index">https://docs.godotengine.org/en/latest/tutorials/ui/index.html</link>
<link title="GUI documentation index">https://docs.godotengine.org/en/latest/tutorials/ui/index.html</link>
<link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="Control node gallery">https://docs.godotengine.org/en/latest/tutorials/ui/control_node_gallery.html</link>
<link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link>

View File

@ -177,7 +177,7 @@
[b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized.
</description>
<tutorials>
<link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link>
<link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_basics.html#dictionary</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials>

View File

@ -54,7 +54,7 @@
[/codeblocks]
</description>
<tutorials>
<link title="File system">https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link>
<link title="File system">https://docs.godotengine.org/en/latest/tutorials/scripting/filesystem.html</link>
</tutorials>
<methods>
<method name="change_dir">

View File

@ -7,7 +7,7 @@
Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor.
</description>
<tutorials>
<link title="Editor plugins tutorial index">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link>
<link title="Editor plugins documentation index">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link>
</tutorials>
<methods>
<method name="_apply_changes" qualifiers="virtual">

View File

@ -52,7 +52,7 @@
[/codeblocks]
</description>
<tutorials>
<link title="Importing 3D scenes: Custom script">https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
<link title="Importing 3D scenes: Custom script">https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_scenes.html#custom-script</link>
</tutorials>
<methods>
<method name="_post_import" qualifiers="virtual">

View File

@ -45,7 +45,7 @@
[b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals.
</description>
<tutorials>
<link title="File system">https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link>
<link title="File system">https://docs.godotengine.org/en/latest/tutorials/scripting/filesystem.html</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<methods>

View File

@ -8,7 +8,7 @@
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
</description>
<tutorials>
<link title="Controlling thousands of fish with Particles">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
<link title="Controlling thousands of fish with Particles">https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>

View File

@ -9,7 +9,7 @@
[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import.
</description>
<tutorials>
<link title="Importing images">https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html</link>
<link title="Importing images">https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_images.html</link>
</tutorials>
<methods>
<method name="adjust_bcs">

View File

@ -7,7 +7,7 @@
A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b], or with the [InputMap] class.
</description>
<tutorials>
<link title="Inputs tutorial index">https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link>
<link title="Inputs documentation index">https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>

View File

@ -8,7 +8,7 @@
[b]Note:[/b] 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 [url=https://docs.godotengine.org/en/latest/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information.
</description>
<tutorials>
<link title="Exporting for the Web: Calling JavaScript from script">https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link>
<link title="Exporting for the Web: Calling JavaScript from script">https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html#calling-javascript-from-script</link>
</tutorials>
<methods>
<method name="create_callback">

View File

@ -10,8 +10,8 @@
Since instances may have any behavior, the AABB used for visibility must be provided by the user.
</description>
<tutorials>
<link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
<link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link>
<link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/performance/using_multimesh.html</link>
</tutorials>
<methods>
<method name="get_aabb" qualifiers="const">

View File

@ -8,9 +8,9 @@
This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands).
</description>
<tutorials>
<link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link>
<link title="Using MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link>
<link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
<link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/performance/using_multimesh.html</link>
</tutorials>
<members>
<member name="multimesh" type="MultiMesh" setter="set_multimesh" getter="get_multimesh">

View File

@ -7,7 +7,7 @@
A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks.
</description>
<tutorials>
<link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link>
<link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/performance/using_multiple_threads.html</link>
</tutorials>
<methods>
<method name="lock">

View File

@ -17,7 +17,7 @@
[b]Networking with nodes:[/b] After connecting to a server (or making one, see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.
</description>
<tutorials>
<link title="Scenes and nodes">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link>
<link title="Nodes and scenes">https://docs.godotengine.org/en/latest/getting_started/step_by_step/nodes_and_scenes.htmltml</link>
<link title="All Demos">https://github.com/godotengine/godot-demo-projects/</link>
</tutorials>
<methods>

View File

@ -29,7 +29,7 @@
[b]Note:[/b] Unlike references to a [RefCounted], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [RefCounted] for data classes instead of [Object].
</description>
<tutorials>
<link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html</link>
<link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html</link>
</tutorials>
<methods>
<method name="_get" qualifiers="virtual">

View File

@ -7,7 +7,7 @@
Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing.
</description>
<tutorials>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<methods>
<method name="Plane" qualifiers="constructor">

View File

@ -9,7 +9,7 @@
The 3D counterpart to [Rect2] is [AABB].
</description>
<tutorials>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link>
<link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link>
</tutorials>

View File

@ -8,7 +8,7 @@
It uses integer coordinates. If you need floating-point coordinates, use [Rect2] instead.
</description>
<tutorials>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link>
</tutorials>
<methods>

View File

@ -10,7 +10,7 @@
[b]Note:[/b] In C#, references will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free references that are no longer in use. This means that unused references will linger on for a while before being removed.
</description>
<tutorials>
<link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html</link>
<link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html</link>
</tutorials>
<methods>
<method name="init_ref">

View File

@ -15,7 +15,7 @@
In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.
</description>
<tutorials>
<link title="Optimization using Servers">https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link>
<link title="Optimization using Servers">https://docs.godotengine.org/en/latest/tutorials/performance/using_servers.html</link>
</tutorials>
<methods>
<method name="bake_render_uv2">

View File

@ -8,8 +8,8 @@
[b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed.
</description>
<tutorials>
<link title="Resources">https://docs.godotengine.org/en/latest/getting_started/step_by_step/resources.html</link>
<link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html</link>
<link title="Resources">https://docs.godotengine.org/en/latest/tutorials/scripting/resources.html</link>
<link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html</link>
</tutorials>
<methods>
<method name="duplicate" qualifiers="const">

View File

@ -19,7 +19,7 @@
[b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively.
</description>
<tutorials>
<link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html</link>
<link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
</tutorials>
<methods>

View File

@ -11,7 +11,7 @@
[b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property.
</description>
<tutorials>
<link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html</link>
<link title="GUI Rich Text/BBcode Demo">https://godotengine.org/asset-library/asset/132</link>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials>

View File

@ -9,8 +9,8 @@
[SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop.
</description>
<tutorials>
<link title="SceneTree">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html</link>
<link title="Multiple resolutions">https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html</link>
<link title="SceneTree">https://docs.godotengine.org/en/latest/tutorials/scripting/scene_tree.html</link>
<link title="Multiple resolutions">https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html</link>
</tutorials>
<methods>
<method name="call_group" qualifiers="vararg">

View File

@ -8,7 +8,7 @@
The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
</description>
<tutorials>
<link title="Scripting">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html</link>
<link title="Scripting documentation index">https://docs.godotengine.org/en/latest/tutorials/scripting/index.html</link>
</tutorials>
<methods>
<method name="can_instantiate" qualifiers="const">

View File

@ -7,7 +7,7 @@
A synchronization semaphore which can be used to synchronize multiple [Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. For a binary version, see [Mutex].
</description>
<tutorials>
<link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link>
<link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/performance/using_multiple_threads.html</link>
</tutorials>
<methods>
<method name="post">

View File

@ -7,8 +7,7 @@
This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
</description>
<tutorials>
<link title="Shading tutorial index">https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
<link title="What are shaders?">https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html</link>
<link title="Shaders documentation index">https://docs.godotengine.org/en/latest/tutorials/shaders/index.html</link>
</tutorials>
<methods>
<method name="get_default_texture_param" qualifiers="const">

View File

@ -7,7 +7,7 @@
A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader.
</description>
<tutorials>
<link title="Shading tutorial index">https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
<link title="Shaders documentation index">https://docs.godotengine.org/en/latest/tutorials/shaders/index.html</link>
</tutorials>
<methods>
<method name="get_shader_param" qualifiers="const">

View File

@ -5,5 +5,6 @@
<description>
</description>
<tutorials>
<link title="Standard Material 3D">https://docs.godotengine.org/en/latest/tutorials/3d/standard_material_3d.html</link>
</tutorials>
</class>

View File

@ -7,7 +7,7 @@
This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference-counted and use a copy-on-write approach, so passing them around is cheap in resources.
</description>
<tutorials>
<link title="GDScript format strings">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html</link>
<link title="GDScript format strings">https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_format_string.html</link>
</tutorials>
<methods>
<method name="String" qualifiers="constructor">

View File

@ -6,8 +6,8 @@
<description>
</description>
<tutorials>
<link title="Using Viewports">https://docs.godotengine.org/en/latest/tutorials/rendering/viewports.html</link>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
<link title="Viewports tutorial index">https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link>
<link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link>
<link title="3D in 2D Demo">https://godotengine.org/asset-library/asset/128</link>
<link title="2D in 3D Demo">https://godotengine.org/asset-library/asset/129</link>

View File

@ -8,7 +8,7 @@
Theme resources can alternatively be loaded by writing them in a [code].theme[/code] file, see the documentation for more information.
</description>
<tutorials>
<link title="GUI skinning">https://docs.godotengine.org/en/latest/tutorials/gui/gui_skinning.html</link>
<link title="GUI skinning">https://docs.godotengine.org/en/latest/tutorials/ui/gui_skinning.html</link>
</tutorials>
<methods>
<method name="clear">

View File

@ -8,8 +8,8 @@
[b]Note:[/b] Breakpoints won't break on code if it's running in a thread. This is a current limitation of the GDScript debugger.
</description>
<tutorials>
<link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link>
<link title="Thread-safe APIs">https://docs.godotengine.org/en/latest/tutorials/threads/thread_safe_apis.html</link>
<link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/performance/using_multiple_threads.html</link>
<link title="Thread-safe APIs">https://docs.godotengine.org/en/latest/tutorials/performance/thread_safe_apis.html</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<methods>

View File

@ -8,7 +8,7 @@
For more information, read the "Matrices and transforms" documentation article.
</description>
<tutorials>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link>
<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>
<link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link>

View File

@ -8,7 +8,7 @@
For more information, read the "Matrices and transforms" documentation article.
</description>
<tutorials>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link>
<link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link>
<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>

View File

@ -9,7 +9,7 @@
[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code].
</description>
<tutorials>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link>
<link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link>
<link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link>

View File

@ -9,7 +9,7 @@
[b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i will always evaluate to [code]true[/code].
</description>
<tutorials>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link>
<link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link>
</tutorials>

View File

@ -9,7 +9,7 @@
[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code].
</description>
<tutorials>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link>
<link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link>
<link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link>

View File

@ -9,7 +9,7 @@
[b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code].
</description>
<tutorials>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link>
<link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link>
</tutorials>

View File

@ -12,8 +12,8 @@
Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw.
</description>
<tutorials>
<link title="Using Viewports">https://docs.godotengine.org/en/latest/tutorials/rendering/viewports.html</link>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
<link title="Viewports tutorial index">https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link>
<link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link>
<link title="3D in 2D Demo">https://godotengine.org/asset-library/asset/128</link>
<link title="2D in 3D Demo">https://godotengine.org/asset-library/asset/129</link>

View File

@ -7,7 +7,7 @@
Visual shader graphs consist of various nodes. Each node in the graph is a separate object and they are represented as a rectangular boxes with title and a set of properties. Each node has also connection ports that allow to connect it to another nodes and control the flow of the shader.
</description>
<tutorials>
<link title="VisualShaders">https://docs.godotengine.org/en/latest/tutorials/shading/visual_shaders.html</link>
<link title="VisualShaders">https://docs.godotengine.org/en/latest/tutorials/shaders/visual_shaders.html</link>
</tutorials>
<methods>
<method name="clear_default_input_values">

View File

@ -7,7 +7,7 @@
Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link).
</description>
<tutorials>
<link title="Shading reference index">https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html</link>
<link title="Shading reference index">https://docs.godotengine.org/en/latest/tutorials/shaders/shader_reference/index.html</link>
</tutorials>
<methods>
<method name="get_input_real_name" qualifiers="const">

View File

@ -9,7 +9,7 @@
[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh.
</description>
<tutorials>
<link title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/voxel_gi.html</link>
<link title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>

View File

@ -8,6 +8,6 @@
The position and orientation of this node is automatically updated by the XR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the XR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the XRCamera3D can lag a few milliseconds behind what is used for rendering as a result.
</description>
<tutorials>
<link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
<link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
</tutorials>
</class>

View File

@ -9,7 +9,7 @@
The position of the controller node is automatically updated by the [XRServer]. This makes this node ideal to add child nodes to visualize the controller.
</description>
<tutorials>
<link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
<link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_controller_name" qualifiers="const">

View File

@ -8,7 +8,7 @@
Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [XRServer].
</description>
<tutorials>
<link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
<link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_camera_feed_id">

View File

@ -10,7 +10,7 @@
For example, if your character is driving a car, the XROrigin3D node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node.
</description>
<tutorials>
<link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
<link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
</tutorials>
<members>
<member name="world_scale" type="float" setter="set_world_scale" getter="get_world_scale" default="1.0">

View File

@ -9,7 +9,7 @@
The [XRController3D] and [XRAnchor3D] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them.
</description>
<tutorials>
<link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
<link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_joy_id" qualifiers="const">

View File

@ -7,7 +7,7 @@
The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.
</description>
<tutorials>
<link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
<link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="add_interface">

View File

@ -7,8 +7,8 @@
A GDNative library can implement [NativeScript]s, global functions to call with the [GDNative] class, or low-level engine extensions through interfaces such as XRInterfaceGDNative. The library must be compiled for each platform and architecture that the project will run on.
</description>
<tutorials>
<link title="GDNative C example">https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-example.html</link>
<link title="GDNative C++ example">https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-cpp-example.html</link>
<link title="GDNative C example">https://docs.godotengine.org/en/latest/tutorials/scripting/gdnative/gdnative_c_example.html</link>
<link title="GDNative C++ example">https://docs.godotengine.org/en/latest/tutorials/scripting/gdnative/gdnative_cpp_example.html</link>
</tutorials>
<methods>
<method name="get_current_dependencies" qualifiers="const">

View File

@ -8,7 +8,7 @@
[method new] creates a new instance of the script. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
</description>
<tutorials>
<link title="GDScript tutorial index">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/index.html</link>
<link title="GDScript documentation index">https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/index.html</link>
</tutorials>
<methods>
<method name="get_as_byte_code" qualifiers="const">

View File

@ -8,7 +8,7 @@
See also [GodotSharp].
</description>
<tutorials>
<link title="C# tutorial index">https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html</link>
<link title="C# documentation index">https://docs.godotengine.org/en/latest/tutorials/scripting/c_sharp/index.html</link>
</tutorials>
<methods>
<method name="new" qualifiers="vararg">

View File

@ -17,6 +17,7 @@ def get_doc_classes():
"VisualScriptConstant",
"VisualScriptConstructor",
"VisualScriptCustomNode",
"VisualScriptCustomNodes",
"VisualScriptDeconstruct",
"VisualScriptEditor",
"VisualScriptEmitSignal",

View File

@ -9,7 +9,7 @@
You are most likely to use this class via the Visual Script editor or when writing plugins for it.
</description>
<tutorials>
<link title="VisualScript tutorial index">https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html</link>
<link title="VisualScript documentation index">https://docs.godotengine.org/en/latest/tutorials/scripting/visual_script/index.html</link>
</tutorials>
<methods>
<method name="add_custom_signal">