From 0a0990aeae66a72bae24ecf033e021b882fa431c Mon Sep 17 00:00:00 2001 From: Relintai Date: Mon, 12 May 2025 21:34:24 +0200 Subject: [PATCH] Update links in the docs. Pt. 8. --- doc/classes/DirectionalLight.xml | 2 +- doc/classes/EditorImportPlugin.xml | 2 +- doc/classes/EditorPlugin.xml | 2 +- doc/classes/EditorScenePostImport.xml | 2 +- doc/classes/EditorSpatialGizmoPlugin.xml | 2 +- doc/classes/GIProbe.xml | 2 +- doc/classes/GPUParticles.xml | 2 +- doc/classes/HTTPClient.xml | 4 ++-- doc/classes/HTTPRequest.xml | 4 ++-- doc/classes/OmniLight.xml | 2 +- modules/gdscript/doc_classes/GDScript.xml | 2 +- modules/gridmap/doc_classes/GridMap.xml | 2 +- 12 files changed, 14 insertions(+), 14 deletions(-) diff --git a/doc/classes/DirectionalLight.xml b/doc/classes/DirectionalLight.xml index c8578ea79..df946f3b0 100644 --- a/doc/classes/DirectionalLight.xml +++ b/doc/classes/DirectionalLight.xml @@ -7,7 +7,7 @@ A directional light is a type of [Light] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored. Only the basis is used to determine light direction. - $DOCS_URL/tutorials/3d/lights_and_shadows.md + $DOCS_URL/03_usage/03_3d/05_lights_and_shadows.md diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index 34437305d..f9c19cc2c 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -49,7 +49,7 @@ To use [EditorImportPlugin], register it using the [method EditorPlugin.add_import_plugin] method first. - $DOCS_URL/tutorials/plugins/editor/import_plugins.md + $DOCS_URL/03_usage/19_plugins/editor/04_import_plugins.md diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index d6d7a3aa7..8688ce751 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -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. - $DOCS_URL/tutorials/plugins/editor/index.md + $DOCS_URL/03_usage/19_plugins/editor diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml index 507bff68f..0995131bf 100644 --- a/doc/classes/EditorScenePostImport.xml +++ b/doc/classes/EditorScenePostImport.xml @@ -26,7 +26,7 @@ [/codeblock] - $DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#custom-script + $DOCS_URL/03_usage/21_assets_pipeline/05_importing_scenes.md#custom-script diff --git a/doc/classes/EditorSpatialGizmoPlugin.xml b/doc/classes/EditorSpatialGizmoPlugin.xml index 53172094a..371405d9d 100644 --- a/doc/classes/EditorSpatialGizmoPlugin.xml +++ b/doc/classes/EditorSpatialGizmoPlugin.xml @@ -8,7 +8,7 @@ To use [EditorSpatialGizmoPlugin], register it using the [method EditorPlugin.add_spatial_gizmo_plugin] method first. - $DOCS_URL/tutorials/plugins/editor/spatial_gizmos.md + $DOCS_URL/03_usage/19_plugins/editor/05_spatial_gizmos.md diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml index 45bf94a84..35da5ad97 100644 --- a/doc/classes/GIProbe.xml +++ b/doc/classes/GIProbe.xml @@ -12,7 +12,7 @@ [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]. - $DOCS_URL/tutorials/3d/gi_probes.html + $DOCS_URL/03_usage/03_3d/07_gi_probes.md diff --git a/doc/classes/GPUParticles.xml b/doc/classes/GPUParticles.xml index 47d4fbed1..871cf7153 100644 --- a/doc/classes/GPUParticles.xml +++ b/doc/classes/GPUParticles.xml @@ -11,7 +11,7 @@ [b]Note:[/b] After working on a GPUParticles node, remember to update its [member visibility_aabb] by selecting it, clicking the [b]GPUParticles[/b] menu at the top of the 3D editor viewport then choose [b]Generate Visibility AABB[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle. - $DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html + $DOCS_URL/03_usage/17_performance/vertex_animation/02_controlling_thousands_of_fish.md diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index 148d7a185..4c9aab14a 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -13,8 +13,8 @@ [b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period. - $DOCS_URL/tutorials/networking/http_client_class.md - $DOCS_URL/tutorials/networking/ssl_certificates.md + $DOCS_URL/03_usage/08_networking/03_http_client_class.md + $DOCS_URL/03_usage/08_networking/04_ssl_certificates.md diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index ade849f6a..5e2ef34d8 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -67,8 +67,8 @@ [/codeblock] - $DOCS_URL/tutorials/networking/http_request_class.md - $DOCS_URL/tutorials/networking/ssl_certificates.md + $DOCS_URL/03_usage/08_networking/02_http_request_class.md + $DOCS_URL/03_usage/08_networking/04_ssl_certificates.md diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight.xml index 9fe91e5ba..d11cbe71b 100644 --- a/doc/classes/OmniLight.xml +++ b/doc/classes/OmniLight.xml @@ -8,7 +8,7 @@ [b]Note:[/b] By default, only 32 OmniLights may affect a single mesh [i]resource[/i] at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase [member ProjectSettings.rendering/limits/rendering/max_lights_per_object] at the cost of shader compilation times. - $DOCS_URL/tutorials/3d/lights_and_shadows.md + $DOCS_URL/03_usage/03_3d/05_lights_and_shadows.md diff --git a/modules/gdscript/doc_classes/GDScript.xml b/modules/gdscript/doc_classes/GDScript.xml index b0602d408..8d8edda48 100644 --- a/modules/gdscript/doc_classes/GDScript.xml +++ b/modules/gdscript/doc_classes/GDScript.xml @@ -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. - $DOCS_URL/tutorials/scripting/gdscript/index.md + $DOCS_URL/03_usage/15_scripting/gdscript diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml index f813d3a51..5cbe7c40f 100644 --- a/modules/gridmap/doc_classes/GridMap.xml +++ b/modules/gridmap/doc_classes/GridMap.xml @@ -11,7 +11,7 @@ [b]Note:[/b] GridMap doesn't extend [VisualInstance] and therefore can't be hidden or cull masked based on [member VisualInstance.layers]. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question. - $DOCS_URL/tutorials/3d/using_gridmaps.md + $DOCS_URL/04_modules/gridmaps/01_using_gridmaps.md $DOCS_URL/07_demo_projects/3d/platformer $DOCS_URL/07_demo_projects/3d/kinematic_character