Update links in the docs. Pt. 11.

This commit is contained in:
Relintai 2025-05-12 22:18:14 +02:00
parent 7adacfa95a
commit 03adb3a4f0
19 changed files with 24 additions and 24 deletions

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Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors. Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors.
</description> </description>
<tutorials> <tutorials>
<link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link> <link title="Using 3D transforms">$DOCS_URL/03_usage/03_3d/02_using_transforms.md#interpolating-with-quaternions</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="Quaternion"> <method name="Quaternion">

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[b]Note:[/b] The GLES2 backend will only display two reflection probes at the same time for a single mesh. If possible, split up large meshes that span over multiple reflection probes into smaller ones. [b]Note:[/b] The GLES2 backend will only display two reflection probes at the same time for a single mesh. If possible, split up large meshes that span over multiple reflection probes into smaller ones.
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/3d/reflection_probes.md</link> <link>$DOCS_URL/03_usage/03_3d/06_reflection_probes.md</link>
</tutorials> </tutorials>
<methods> <methods>
</methods> </methods>

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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. 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> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/performance/using_servers.md</link> <link>$DOCS_URL/03_usage/17_performance/08_using_servers.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="black_bars_set_images"> <method name="black_bars_set_images">

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This is the base class for the resource importers implemented in core. To implement your own resource importers using editor plugins, see [EditorImportPlugin]. This is the base class for the resource importers implemented in core. To implement your own resource importers using editor plugins, see [EditorImportPlugin].
</description> </description>
<tutorials> <tutorials>
<link title="Import plugins">$DOCS_URL/tutorials/plugins/editor/import_plugins.md</link> <link title="Import plugins">$DOCS_URL/03_usage/19_plugins/editor/04_import_plugins.md</link>
</tutorials> </tutorials>
<methods> <methods>
</methods> </methods>

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[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of [code]extends RootMotionView[/code]. Additionally, it must not be a [code]tool[/code] script. [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of [code]extends RootMotionView[/code]. Additionally, it must not be a [code]tool[/code] script.
</description> </description>
<tutorials> <tutorials>
<link title="Using AnimationTree - Root motion">$DOCS_URL/tutorials/animation/animation_tree.html#root-motion</link> <link title="Using AnimationTree - Root motion">$DOCS_URL/03_usage/05_animation/04_animation_tree.md#root-motion</link>
</tutorials> </tutorials>
<methods> <methods>
</methods> </methods>

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[SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop. [SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop.
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/scripting/scene_tree.md</link> <link>$DOCS_URL/03_usage/15_scripting/14_scene_tree.md</link>
<link>$DOCS_URL/tutorials/rendering/multiple_resolutions.md</link> <link>$DOCS_URL/03_usage/14_rendering/02_multiple_resolutions.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="call_group" qualifiers="vararg"> <method name="call_group" qualifiers="vararg">

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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. 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> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/scripting/index.md</link> <link>$DOCS_URL/03_usage/15_scripting</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="can_instance" qualifiers="const"> <method name="can_instance" qualifiers="const">

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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]. 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> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/performance/threads/using_multiple_threads.md</link> <link>$DOCS_URL/03_usage/17_performance/threads/01_using_multiple_threads.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="post"> <method name="post">

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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. 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> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/shaders/index.md</link> <link>$DOCS_URL/03_usage/16_shaders</link>
<link>$DOCS_URL/tutorials/shaders/introduction_to_shaders.md</link> <link>$DOCS_URL/03_usage/16_shaders/01_introduction_to_shaders.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_default_texture_param" qualifiers="const"> <method name="get_default_texture_param" qualifiers="const">

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[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe]. [b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe].
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/shaders/index.md</link> <link>$DOCS_URL/03_usage/16_shaders</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_shader_param" qualifiers="const"> <method name="get_shader_param" qualifiers="const">

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[b]Note:[/b] There are many known bugs in [SoftBody]. Therefore, it's not recommended to use them for things that can affect gameplay (such as a player character made entirely out of soft bodies). [b]Note:[/b] There are many known bugs in [SoftBody]. Therefore, it's not recommended to use them for things that can affect gameplay (such as a player character made entirely out of soft bodies).
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/physics/soft_body.md</link> <link>$DOCS_URL/03_usage/10_physics/08_soft_body.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_collision_exception_with"> <method name="add_collision_exception_with">

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[b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad]. [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad].
</description> </description>
<tutorials> <tutorials>
<link title="Introduction to 3D">$DOCS_URL/tutorials/3d/introduction_to_3d.md</link> <link title="Introduction to 3D">$DOCS_URL/03_usage/03_3d/01_introduction_to_3d.md</link>
<link title="All 3D Demos">$DOCS_URL/07_demo_projects/3d</link> <link title="All 3D Demos">$DOCS_URL/07_demo_projects/3d</link>
</tutorials> </tutorials>
<methods> <methods>

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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. 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> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/3d/spatial_material.md</link> <link>$DOCS_URL/03_usage/03_3d/04_spatial_material.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_feature" qualifiers="const"> <method name="get_feature" qualifiers="const">

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SSL stream peer. This object can be used to connect to an SSL server or accept a single SSL client connection. SSL stream peer. This object can be used to connect to an SSL server or accept a single SSL client connection.
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/networking/ssl_certificates.md</link> <link>$DOCS_URL/03_usage/08_networking/04_ssl_certificates.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="accept_stream"> <method name="accept_stream">

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Theme resources can alternatively be loaded by writing them in a [code].theme[/code] file, see the documentation for more information. Theme resources can alternatively be loaded by writing them in a [code].theme[/code] file, see the documentation for more information.
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/ui/gui_skinning.md</link> <link>$DOCS_URL/03_usage/04_ui/skinning_and_themes/01_gui_skinning.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_type"> <method name="add_type">

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A unit of execution in a process. Can run methods on [Object]s simultaneously. The use of synchronization via [Mutex] or [Semaphore] is advised if working with shared objects. A unit of execution in a process. Can run methods on [Object]s simultaneously. The use of synchronization via [Mutex] or [Semaphore] is advised if working with shared objects.
</description> </description>
<tutorials> <tutorials>
<link title="Using multiple threads">$DOCS_URL/tutorials/performance/threads/using_multiple_threads.md</link> <link title="Using multiple threads">$DOCS_URL/03_usage/17_performance/threads/01_using_multiple_threads.md</link>
<link title="Thread-safe APIs">$DOCS_URL/tutorials/performance/threads/thread_safe_apis.md</link> <link title="Thread-safe APIs">$DOCS_URL/03_usage/17_performance/threads/02_thread_safe_apis.md</link>
<link title="3D Voxel Demo">$DOCS_URL/07_demo_projects/3d/voxel</link> <link title="3D Voxel Demo">$DOCS_URL/07_demo_projects/3d/voxel</link>
</tutorials> </tutorials>
<methods> <methods>

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Translations are resources that can be loaded and unloaded on demand. They map a string to another string. Translations are resources that can be loaded and unloaded on demand. They map a string to another string.
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/i18n/internationalizing_games.md</link> <link>$DOCS_URL/03_usage/12_i18n/01_internationalizing_games.md</link>
<link>$DOCS_URL/tutorials/i18n/locales.md</link> <link>$DOCS_URL/03_usage/12_i18n/03_locales.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="_get_message" qualifiers="virtual"> <method name="_get_message" qualifiers="virtual">

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Server that manages all translations. Translations can be set to it and removed from it. Server that manages all translations. Translations can be set to it and removed from it.
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/i18n/internationalizing_games.md</link> <link>$DOCS_URL/03_usage/12_i18n/01_internationalizing_games.md</link>
<link>$DOCS_URL/tutorials/i18n/locales.md</link> <link>$DOCS_URL/03_usage/12_i18n/03_locales.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_translation"> <method name="add_translation">

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Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones. Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones.
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/animation/2d_skeletons.md</link> <link>$DOCS_URL/03_usage/05_animation/03_2d_skeletons.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="execute_modifications"> <method name="execute_modifications">