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Update links in the docs. Pt. 11.
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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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link>
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<link title="Using 3D transforms">$DOCS_URL/03_usage/03_3d/02_using_transforms.md#interpolating-with-quaternions</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="Quaternion">
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<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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/tutorials/3d/reflection_probes.md</link>
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<link>$DOCS_URL/03_usage/03_3d/06_reflection_probes.md</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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</methods>
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</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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/tutorials/performance/using_servers.md</link>
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<link>$DOCS_URL/03_usage/17_performance/08_using_servers.md</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="black_bars_set_images">
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<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].
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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].
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Import plugins">$DOCS_URL/tutorials/plugins/editor/import_plugins.md</link>
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<link title="Import plugins">$DOCS_URL/03_usage/19_plugins/editor/04_import_plugins.md</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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</methods>
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</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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Using AnimationTree - Root motion">$DOCS_URL/tutorials/animation/animation_tree.html#root-motion</link>
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<link title="Using AnimationTree - Root motion">$DOCS_URL/03_usage/05_animation/04_animation_tree.md#root-motion</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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</methods>
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</methods>
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[SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop.
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[SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/tutorials/scripting/scene_tree.md</link>
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<link>$DOCS_URL/03_usage/15_scripting/14_scene_tree.md</link>
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<link>$DOCS_URL/tutorials/rendering/multiple_resolutions.md</link>
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<link>$DOCS_URL/03_usage/14_rendering/02_multiple_resolutions.md</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="call_group" qualifiers="vararg">
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<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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/tutorials/scripting/index.md</link>
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<link>$DOCS_URL/03_usage/15_scripting</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="can_instance" qualifiers="const">
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<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].
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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].
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/tutorials/performance/threads/using_multiple_threads.md</link>
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<link>$DOCS_URL/03_usage/17_performance/threads/01_using_multiple_threads.md</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="post">
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<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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/tutorials/shaders/index.md</link>
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<link>$DOCS_URL/03_usage/16_shaders</link>
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<link>$DOCS_URL/tutorials/shaders/introduction_to_shaders.md</link>
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<link>$DOCS_URL/03_usage/16_shaders/01_introduction_to_shaders.md</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="get_default_texture_param" qualifiers="const">
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<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].
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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].
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/tutorials/shaders/index.md</link>
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<link>$DOCS_URL/03_usage/16_shaders</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="get_shader_param" qualifiers="const">
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<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).
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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).
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/tutorials/physics/soft_body.md</link>
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<link>$DOCS_URL/03_usage/10_physics/08_soft_body.md</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="add_collision_exception_with">
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<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].
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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].
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Introduction to 3D">$DOCS_URL/tutorials/3d/introduction_to_3d.md</link>
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<link title="Introduction to 3D">$DOCS_URL/03_usage/03_3d/01_introduction_to_3d.md</link>
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<link title="All 3D Demos">$DOCS_URL/07_demo_projects/3d</link>
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<link title="All 3D Demos">$DOCS_URL/07_demo_projects/3d</link>
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</tutorials>
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</tutorials>
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<methods>
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<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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/tutorials/3d/spatial_material.md</link>
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<link>$DOCS_URL/03_usage/03_3d/04_spatial_material.md</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="get_feature" qualifiers="const">
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<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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/tutorials/networking/ssl_certificates.md</link>
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<link>$DOCS_URL/03_usage/08_networking/04_ssl_certificates.md</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="accept_stream">
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<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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/tutorials/ui/gui_skinning.md</link>
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<link>$DOCS_URL/03_usage/04_ui/skinning_and_themes/01_gui_skinning.md</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="add_type">
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<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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Using multiple threads">$DOCS_URL/tutorials/performance/threads/using_multiple_threads.md</link>
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<link title="Using multiple threads">$DOCS_URL/03_usage/17_performance/threads/01_using_multiple_threads.md</link>
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<link title="Thread-safe APIs">$DOCS_URL/tutorials/performance/threads/thread_safe_apis.md</link>
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<link title="Thread-safe APIs">$DOCS_URL/03_usage/17_performance/threads/02_thread_safe_apis.md</link>
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<link title="3D Voxel Demo">$DOCS_URL/07_demo_projects/3d/voxel</link>
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<link title="3D Voxel Demo">$DOCS_URL/07_demo_projects/3d/voxel</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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Translations are resources that can be loaded and unloaded on demand. They map a string to another string.
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Translations are resources that can be loaded and unloaded on demand. They map a string to another string.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/tutorials/i18n/internationalizing_games.md</link>
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<link>$DOCS_URL/03_usage/12_i18n/01_internationalizing_games.md</link>
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<link>$DOCS_URL/tutorials/i18n/locales.md</link>
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<link>$DOCS_URL/03_usage/12_i18n/03_locales.md</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="_get_message" qualifiers="virtual">
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<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.
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Server that manages all translations. Translations can be set to it and removed from it.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/tutorials/i18n/internationalizing_games.md</link>
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<link>$DOCS_URL/03_usage/12_i18n/01_internationalizing_games.md</link>
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<link>$DOCS_URL/tutorials/i18n/locales.md</link>
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<link>$DOCS_URL/03_usage/12_i18n/03_locales.md</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="add_translation">
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<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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>$DOCS_URL/tutorials/animation/2d_skeletons.md</link>
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<link>$DOCS_URL/03_usage/05_animation/03_2d_skeletons.md</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="execute_modifications">
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<method name="execute_modifications">
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