Update links in the docs. Pt. 8.

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Relintai 2025-05-12 21:34:24 +02:00
parent 73957f9cd8
commit 0a0990aeae
12 changed files with 14 additions and 14 deletions

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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. 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.
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/3d/lights_and_shadows.md</link> <link>$DOCS_URL/03_usage/03_3d/05_lights_and_shadows.md</link>
</tutorials> </tutorials>
<methods> <methods>
</methods> </methods>

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To use [EditorImportPlugin], register it using the [method EditorPlugin.add_import_plugin] method first. To use [EditorImportPlugin], register it using the [method EditorPlugin.add_import_plugin] method first.
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/plugins/editor/import_plugins.md</link> <link>$DOCS_URL/03_usage/19_plugins/editor/04_import_plugins.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_import_options" qualifiers="virtual"> <method name="get_import_options" qualifiers="virtual">

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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. 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> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/plugins/editor/index.md</link> <link>$DOCS_URL/03_usage/19_plugins/editor</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_autoload_singleton"> <method name="add_autoload_singleton">

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[/codeblock] [/codeblock]
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#custom-script</link> <link>$DOCS_URL/03_usage/21_assets_pipeline/05_importing_scenes.md#custom-script</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_source_file" qualifiers="const"> <method name="get_source_file" qualifiers="const">

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To use [EditorSpatialGizmoPlugin], register it using the [method EditorPlugin.add_spatial_gizmo_plugin] method first. To use [EditorSpatialGizmoPlugin], register it using the [method EditorPlugin.add_spatial_gizmo_plugin] method first.
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/plugins/editor/spatial_gizmos.md</link> <link>$DOCS_URL/03_usage/19_plugins/editor/05_spatial_gizmos.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_material"> <method name="add_material">

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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 title="GI probes">$DOCS_URL/tutorials/3d/gi_probes.html</link> <link title="GI probes">$DOCS_URL/03_usage/03_3d/07_gi_probes.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="bake"> <method name="bake">

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[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. [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.
</description> </description>
<tutorials> <tutorials>
<link title="Controlling thousands of fish with GPUParticles">$DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link> <link title="Controlling thousands of fish with GPUParticles">$DOCS_URL/03_usage/17_performance/vertex_animation/02_controlling_thousands_of_fish.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="capture_aabb" qualifiers="const"> <method name="capture_aabb" qualifiers="const">

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[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. [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.
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/networking/http_client_class.md</link> <link>$DOCS_URL/03_usage/08_networking/03_http_client_class.md</link>
<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="close"> <method name="close">

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[/codeblock] [/codeblock]
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/networking/http_request_class.md</link> <link>$DOCS_URL/03_usage/08_networking/02_http_request_class.md</link>
<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="cancel_request"> <method name="cancel_request">

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[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. [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.
</description> </description>
<tutorials> <tutorials>
<link>$DOCS_URL/tutorials/3d/lights_and_shadows.md</link> <link>$DOCS_URL/03_usage/03_3d/05_lights_and_shadows.md</link>
</tutorials> </tutorials>
<methods> <methods>
</methods> </methods>

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

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[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. [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.
</description> </description>
<tutorials> <tutorials>
<link title="Using gridmaps">$DOCS_URL/tutorials/3d/using_gridmaps.md</link> <link title="Using gridmaps">$DOCS_URL/04_modules/gridmaps/01_using_gridmaps.md</link>
<link title="3D Platformer Demo">$DOCS_URL/07_demo_projects/3d/platformer</link> <link title="3D Platformer Demo">$DOCS_URL/07_demo_projects/3d/platformer</link>
<link title="3D Kinematic Character Demo">$DOCS_URL/07_demo_projects/3d/kinematic_character</link> <link title="3D Kinematic Character Demo">$DOCS_URL/07_demo_projects/3d/kinematic_character</link>
</tutorials> </tutorials>