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Update links in the docs. Pt. 3.
This commit is contained in:
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@ -13,10 +13,10 @@
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<link title="Math tutorial index">$DOCS_URL/tutorials/math/index.md</link>
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<link title="Matrices and transforms">$DOCS_URL/tutorials/math/matrices_and_transforms.md</link>
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<link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.md</link>
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<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>
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<link title="Matrix Transform Demo">$DOCS_URL/07_demo_projects/misc/matrix_transform</link>
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<link title="3D Platformer Demo">$DOCS_URL/07_demo_projects/3d/platformer</link>
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<link title="3D Voxel Demo">$DOCS_URL/07_demo_projects/3d/voxel</link>
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<link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link>
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<link title="2.5D Demo">$DOCS_URL/07_demo_projects/misc/2.5d</link>
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</tutorials>
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<methods>
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<method name="Basis">
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@ -14,10 +14,10 @@
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[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use [method get_theme_color], [method get_theme_constant], [method get_theme_font], [method get_theme_icon], [method get_theme_stylebox], and the [code]add_*_override[/code] methods provided by this class.
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</description>
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<tutorials>
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<link title="GUI tutorial index">$DOCS_URL/tutorials/ui/index.md</link>
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<link title="GUI tutorial index">$DOCS_URL/03_usage/04_ui</link>
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<link title="Custom drawing in 2D">$DOCS_URL/03_usage/02_2d/07_custom_drawing_in_2d.md</link>
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<link title="Control node gallery">$DOCS_URL/tutorials/ui/control_node_gallery.md</link>
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<link title="All GUI Demos">https://github.com/Relintai/pandemonium_demo_projects/tree/master/gui</link>
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<link title="Control node gallery">$DOCS_URL/03_usage/04_ui/05_control_node_gallery.md</link>
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<link title="All GUI Demos">$DOCS_URL/07_demo_projects/gui</link>
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</tutorials>
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<methods>
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<method name="_get_minimum_size" qualifiers="virtual">
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@ -84,7 +84,7 @@
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[b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized.
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</description>
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<tutorials>
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<link title="GDScript basics: Dictionary">$DOCS_URL/tutorials/scripting/gdscript/gdscript_basics.html#dictionary</link>
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<link title="GDScript basics: Dictionary">$DOCS_URL/03_usage/15_scripting/gdscript/01_gdscript_basics.md#dictionary</link>
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<link title="3D Voxel Demo">$DOCS_URL/07_demo_projects/3d/voxel</link>
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<link title="OS Test Demo">$DOCS_URL/07_demo_projects/misc/os_test</link>
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</tutorials>
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@ -13,7 +13,7 @@
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To use [EditorInspectorPlugin], register it using the [method EditorPlugin.add_inspector_plugin] method first.
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</description>
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<tutorials>
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<link title="Inspector plugins">$DOCS_URL/tutorials/plugins/editor/inspector_plugins.md</link>
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<link title="Inspector plugins">$DOCS_URL/03_usage/19_plugins/editor/06_inspector_plugins.md</link>
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</tutorials>
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<methods>
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<method name="add_custom_control">
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@ -18,7 +18,7 @@
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<tutorials>
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<link title="Environment3D and post-processing">$DOCS_URL/tutorials/3d/environment_and_post_processing.md</link>
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<link title="Light transport in game engines">$DOCS_URL/tutorials/3d/high_dynamic_range.md</link>
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<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
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<link title="3D Material Testers Demo">$DOCS_URL/07_demo_projects/3d/material_testers</link>
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<link title="2D HDR Demo">$DOCS_URL/07_demo_projects/2d/hdr</link>
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</tutorials>
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<methods>
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@ -7,7 +7,7 @@
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Light is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting.
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</description>
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<tutorials>
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<link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.md</link>
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<link title="3D lights and shadows">$DOCS_URL/03_usage/03_3d/05_lights_and_shadows.md</link>
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</tutorials>
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<methods>
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<method name="get_param" qualifiers="const">
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@ -8,8 +8,8 @@
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[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a time. To increase this limit, open the Project Settings and increase [member ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and [member ProjectSettings.rendering/limits/buffers/canvas_polygon_index_buffer_size_kb].
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</description>
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<tutorials>
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<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>
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<link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link>
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<link title="Matrix Transform Demo">$DOCS_URL/07_demo_projects/misc/matrix_transform</link>
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<link title="2.5D Demo">$DOCS_URL/07_demo_projects/misc/2.5d</link>
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</tutorials>
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<methods>
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<method name="add_point">
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Material is a base [Resource] used for coloring and shading geometry. All materials inherit from it and almost all [VisualInstance] derived nodes carry a Material. A few flags and parameters are shared between all material types and are configured here.
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</description>
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<tutorials>
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<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
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<link title="3D Material Testers Demo">$DOCS_URL/07_demo_projects/3d/material_testers</link>
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</tutorials>
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<methods>
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</methods>
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Mesh is a type of [Resource] that contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials.
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</description>
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<tutorials>
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<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
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<link title="3D Material Testers Demo">$DOCS_URL/07_demo_projects/3d/material_testers</link>
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<link title="3D Kinematic Character Demo">$DOCS_URL/07_demo_projects/3d/kinematic_character</link>
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<link title="3D Platformer Demo">$DOCS_URL/07_demo_projects/3d/platformer</link>
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</tutorials>
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MeshInstance is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used to get 3D geometry rendered and can be used to instance a single [Mesh] in many places. This allows to reuse geometry and save on resources. When a [Mesh] has to be instanced more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead.
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</description>
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<tutorials>
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<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
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<link title="3D Material Testers Demo">$DOCS_URL/07_demo_projects/3d/material_testers</link>
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<link title="3D Kinematic Character Demo">$DOCS_URL/07_demo_projects/3d/kinematic_character</link>
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<link title="3D Platformer Demo">$DOCS_URL/07_demo_projects/3d/platformer</link>
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</tutorials>
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Provides navigation and pathfinding within a collection of [NavigationMesh]es. By default, these will be automatically collected from child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on.
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</description>
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<tutorials>
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<link title="3D Navmesh Demo">https://github.com/Relintai/pandemonium_demo_projects/tree/master/3d/navmesh</link>
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<link title="3D Navmesh Demo">$DOCS_URL/07_demo_projects/3d/navmesh</link>
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</tutorials>
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<methods>
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<method name="get_closest_point" qualifiers="const">
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Navigation2D provides navigation and pathfinding within a 2D area, specified as a collection of [NavigationPolygon] resources. By default, these are automatically collected from child [NavigationPolygonInstance] nodes.
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</description>
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<tutorials>
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<link title="2D Navigation Demo">https://github.com/Relintai/pandemonium_demo_projects/tree/master/2d/navigation</link>
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<link title="2D Navigation Demo">$DOCS_URL/07_demo_projects/2d/navigation</link>
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</tutorials>
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<methods>
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<method name="get_closest_point" qualifiers="const">
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This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
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</description>
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<tutorials>
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<link title="2D Navigation Demo">https://github.com/Relintai/pandemonium_demo_projects/tree/master/2d/navigation</link>
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<link title="Using NavigationServer">$DOCS_URL/tutorials/navigation/navigation_using_navigationservers.md</link>
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<link title="2D Navigation Demo">$DOCS_URL/07_demo_projects/2d/navigation</link>
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<link title="Using NavigationServer">$DOCS_URL/03_usage/11_navigation/03_navigation_using_navigationservers.md</link>
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</tutorials>
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<methods>
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<method name="agent_create">
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[b]Note:[/b] After [member target_position] is set, the [method get_next_path_position] function must be used once every physics frame to update the internal path logic of the NavigationAgent. The returned position from this function should be used as the next movement position for the agent's parent node.
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</description>
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<tutorials>
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<link title="Using NavigationAgents">$DOCS_URL/tutorials/navigation/navigation_using_navigationagents.md</link>
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<link title="Using NavigationAgents">$DOCS_URL/03_usage/11_navigation/09_navigation_using_navigationagents.md</link>
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</tutorials>
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<methods>
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<method name="distance_to_target" qualifiers="const">
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[b]Note:[/b] After [member target_position] is set, the [method get_next_path_position] function must be used once every physics frame to update the internal path logic of the NavigationAgent. The returned position from this function should be used as the next movement position for the agent's parent node.
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</description>
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<tutorials>
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<link title="Using NavigationAgents">$DOCS_URL/tutorials/navigation/navigation_using_navigationagents.md</link>
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<link title="Using NavigationAgents">$DOCS_URL/03_usage/11_navigation/09_navigation_using_navigationagents.md</link>
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</tutorials>
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<methods>
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<method name="distance_to_target" qualifiers="const">
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A link between two positions on [NavigationRegion2D]s that agents can be routed through. These positions can be on the same [NavigationRegion2D] or on two different ones. Links are useful to express navigation methods other than traveling along the surface of the navigation polygon, such as ziplines, teleporters, or gaps that can be jumped across.
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</description>
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<tutorials>
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<link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.md</link>
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<link title="Using NavigationLinks">$DOCS_URL/03_usage/11_navigation/11_navigation_using_navigationlinks.md</link>
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</tutorials>
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<methods>
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<method name="get_global_end_position" qualifiers="const">
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A link between two positions on [NavigationRegion3D]s that agents can be routed through. These positions can be on the same [NavigationRegion3D] or on two different ones. Links are useful to express navigation methods other than traveling along the surface of the navigation mesh, such as ziplines, teleporters, or gaps that can be jumped across.
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</description>
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<tutorials>
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<link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.md</link>
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<link title="Using NavigationLinks">$DOCS_URL/03_usage/11_navigation/11_navigation_using_navigationlinks.md</link>
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</tutorials>
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<methods>
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<method name="get_global_end_position" qualifiers="const">
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When making procedual changes, a call to [method commit_changes] is required to apply these changes and to synchronize them with the [NavigationServer].
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</description>
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<tutorials>
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<link title="3D Navmesh Demo">https://github.com/Relintai/pandemonium_demo_projects/tree/master/3d/navmesh</link>
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<link title="Using NavigationMeshes">$DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.md</link>
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<link title="3D Navmesh Demo">$DOCS_URL/07_demo_projects/3d/navmesh</link>
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<link title="Using NavigationMeshes">$DOCS_URL/03_usage/11_navigation/06_navigation_using_navigationmeshes.md</link>
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</tutorials>
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<methods>
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<method name="add_polygon">
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To work around the runtime framerate issues, the source geometry can be parsed to a [NavigationMeshSourceGeometryData2D] or a [NavigationMeshSourceGeometryData3D] resource. This resource can later be (re)used at runtime to bake multiple navigation meshes with different parameters in background threads without touching the scene tree again (assuming the nodes that contribute source geometry have not changed).
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</description>
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<tutorials>
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<link title="Using NavigationMeshes">$DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.md</link>
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<link title="Using NavigationMeshes">$DOCS_URL/03_usage/11_navigation/06_navigation_using_navigationmeshes.md</link>
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</tutorials>
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<methods>
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<method name="bake_2d_from_source_geometry_data">
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Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/code] (default), the baking is done on a separate thread. Baking on separate thread is useful because navigation baking is not a cheap operation. When it is completed, it automatically sets the new [NavigationMesh]. Please note that baking on separate thread may be very slow if geometry is parsed from meshes as async access to each mesh involves heavy synchronization. Also, please note that baking on a separate thread is automatically disabled on operating systems that cannot use threads (such as HTML5 with threads disabled).
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</description>
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<tutorials>
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<link title="Using NavigationRegions">$DOCS_URL/tutorials/navigation/navigation_using_navigationregions.md</link>
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<link title="Using NavigationRegions">$DOCS_URL/03_usage/11_navigation/05_navigation_using_navigationregions.md</link>
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</tutorials>
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<methods>
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<method name="bake_navigation_mesh">
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Obstacles using vertices can warp to a new position but should not moved every frame as each move requires a rebuild of the avoidance map.
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</description>
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<tutorials>
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<link title="Using NavigationObstacles">$DOCS_URL/tutorials/navigation/navigation_using_navigationobstacles.md</link>
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<link title="Using NavigationObstacles">$DOCS_URL/03_usage/11_navigation/10_navigation_using_navigationobstacles.md</link>
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</tutorials>
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<methods>
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<method name="get_avoidance_layer_value" qualifiers="const">
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Obstacles using vertices can warp to a new position but should not moved every frame as each move requires a rebuild of the avoidance map.
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</description>
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<tutorials>
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<link title="Using NavigationObstacles">$DOCS_URL/tutorials/navigation/navigation_using_navigationobstacles.md</link>
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<link title="Using NavigationObstacles">$DOCS_URL/03_usage/11_navigation/10_navigation_using_navigationobstacles.md</link>
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</tutorials>
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<methods>
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<method name="get_avoidance_layer_value" qualifiers="const">
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By changing various properties of this object, such as the start and target position, you can configure path queries to the [NavigationServer2D].
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</description>
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<tutorials>
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<link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.md</link>
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<link title="Using NavigationPathQueryObjects">$DOCS_URL/03_usage/11_navigation/08_navigation_using_navigationpathqueryobjects.md</link>
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</tutorials>
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<methods>
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</methods>
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By changing various properties of this object, such as the start and target position, you can configure path queries to the [NavigationServer3D].
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</description>
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<tutorials>
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<link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.md</link>
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<link title="Using NavigationPathQueryObjects">$DOCS_URL/03_usage/11_navigation/08_navigation_using_navigationpathqueryobjects.md</link>
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</tutorials>
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<methods>
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</methods>
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This class stores the result of a 2D navigation path query from the [NavigationServer2D].
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</description>
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<tutorials>
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<link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.md</link>
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<link title="Using NavigationPathQueryObjects">$DOCS_URL/03_usage/11_navigation/08_navigation_using_navigationpathqueryobjects.md</link>
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</tutorials>
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<methods>
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<method name="reset">
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This class stores the result of a 3D navigation path query from the [NavigationServer3D].
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</description>
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<tutorials>
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<link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.md</link>
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<link title="Using NavigationPathQueryObjects">$DOCS_URL/03_usage/11_navigation/08_navigation_using_navigationpathqueryobjects.md</link>
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</tutorials>
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<methods>
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<method name="reset">
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[/codeblock]
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</description>
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<tutorials>
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<link title="2D Navigation Demo">https://github.com/Relintai/pandemonium_demo_projects/tree/master/2d/navigation</link>
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<link title="Using NavigationMeshes">$DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.md</link>
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<link title="2D Navigation Demo">$DOCS_URL/07_demo_projects/2d/navigation</link>
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<link title="Using NavigationMeshes">$DOCS_URL/03_usage/11_navigation/06_navigation_using_navigationmeshes.md</link>
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</tutorials>
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<methods>
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<method name="add_outline">
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The pathfinding cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier.
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</description>
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<tutorials>
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<link title="Using NavigationRegions">$DOCS_URL/tutorials/navigation/navigation_using_navigationregions.md</link>
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<link title="Using NavigationRegions">$DOCS_URL/03_usage/11_navigation/05_navigation_using_navigationregions.md</link>
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</tutorials>
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<methods>
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<method name="bake_navigation_polygon">
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This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
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</description>
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<tutorials>
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<link title="3D Navmesh Demo">https://github.com/Relintai/pandemonium_demo_projects/tree/master/3d/navmesh</link>
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<link title="Using NavigationServer">$DOCS_URL/tutorials/navigation/navigation_using_navigationservers.md</link>
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<link title="3D Navmesh Demo">$DOCS_URL/07_demo_projects/3d/navmesh</link>
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<link title="Using NavigationServer">$DOCS_URL/03_usage/11_navigation/03_navigation_using_navigationservers.md</link>
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</tutorials>
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<methods>
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<method name="agent_create">
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|
||||
[b]Note:[/b] In the editor, [NodePath] properties are automatically updated when moving, renaming or deleting a node in the scene tree, but they are never updated at runtime.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
|
||||
<link title="2D Role Playing Game Demo">$DOCS_URL/07_demo_projects/2d/role_playing_game</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="NodePath">
|
||||
|
@ -38,7 +38,7 @@
|
||||
[/codeblock]
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
|
||||
<link title="2D Role Playing Game Demo">$DOCS_URL/07_demo_projects/2d/role_playing_game</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="can_instance" qualifiers="const">
|
||||
|
@ -7,7 +7,7 @@
|
||||
Panel is a [Control] that displays an opaque background. It's commonly used as a parent and container for other types of [Control] nodes.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
|
||||
<link title="2D Role Playing Game Demo">$DOCS_URL/07_demo_projects/2d/role_playing_game</link>
|
||||
<link title="2D Finite State Machine Demo">https://godotengine.org/asset-library/asset/516</link>
|
||||
<link title="3D Inverse Kinematics Demo">https://godotengine.org/asset-library/asset/523</link>
|
||||
</tutorials>
|
||||
|
@ -8,7 +8,7 @@
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="GUI containers">$DOCS_URL/03_usage/04_ui/02_gui_containers.md</link>
|
||||
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
|
||||
<link title="2D Role Playing Game Demo">$DOCS_URL/07_demo_projects/2d/role_playing_game</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -21,7 +21,7 @@
|
||||
[/codeblock]
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="2D Navigation Astar Demo">https://godotengine.org/asset-library/asset/519</link>
|
||||
<link title="2D Navigation Astar Demo">$DOCS_URL/07_demo_projects/2d/navigation_astar</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="PoolVector2Array">
|
||||
|
@ -8,7 +8,7 @@
|
||||
[b]Note:[/b] By default, only 32 SpotLights 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>
|
||||
<tutorials>
|
||||
<link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.md</link>
|
||||
<link title="3D lights and shadows">$DOCS_URL/03_usage/03_3d/05_lights_and_shadows.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -11,9 +11,9 @@
|
||||
<link title="Math tutorial index">$DOCS_URL/tutorials/math/index.md</link>
|
||||
<link title="Matrices and transforms">$DOCS_URL/tutorials/math/matrices_and_transforms.md</link>
|
||||
<link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.md</link>
|
||||
<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>
|
||||
<link title="Matrix Transform Demo">$DOCS_URL/07_demo_projects/misc/matrix_transform</link>
|
||||
<link title="3D Platformer Demo">$DOCS_URL/07_demo_projects/3d/platformer</link>
|
||||
<link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link>
|
||||
<link title="2.5D Demo">$DOCS_URL/07_demo_projects/misc/2.5d</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="Transform">
|
||||
|
@ -10,8 +10,8 @@
|
||||
<tutorials>
|
||||
<link title="Math tutorial index">$DOCS_URL/tutorials/math/index.md</link>
|
||||
<link title="Matrices and transforms">$DOCS_URL/tutorials/math/matrices_and_transforms.md</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>
|
||||
<link title="Matrix Transform Demo">$DOCS_URL/07_demo_projects/misc/matrix_transform</link>
|
||||
<link title="2.5D Demo">$DOCS_URL/07_demo_projects/misc/2.5d</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="Transform2D">
|
||||
|
@ -12,7 +12,7 @@
|
||||
<link title="Vector math">$DOCS_URL/tutorials/math/vector_math.md</link>
|
||||
<link title="Advanced vector math">$DOCS_URL/tutorials/math/vectors_advanced.md</link>
|
||||
<link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link>
|
||||
<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>
|
||||
<link title="Matrix Transform Demo">$DOCS_URL/07_demo_projects/misc/matrix_transform</link>
|
||||
<link title="All 2D Demos">https://github.com/Relintai/pandemonium_demo_projects/tree/master/2d</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
|
@ -12,7 +12,7 @@
|
||||
<link title="Vector math">$DOCS_URL/tutorials/math/vector_math.md</link>
|
||||
<link title="Advanced vector math">$DOCS_URL/tutorials/math/vectors_advanced.md</link>
|
||||
<link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link>
|
||||
<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>
|
||||
<link title="Matrix Transform Demo">$DOCS_URL/07_demo_projects/misc/matrix_transform</link>
|
||||
<link title="All 3D Demos">https://github.com/Relintai/pandemonium_demo_projects/tree/master/3d</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
|
@ -10,7 +10,7 @@
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Environment and post-processing">$DOCS_URL/tutorials/3d/environment_and_post_processing.md</link>
|
||||
<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
|
||||
<link title="3D Material Testers Demo">$DOCS_URL/07_demo_projects/3d/material_testers</link>
|
||||
<link title="2D HDR Demo">$DOCS_URL/07_demo_projects/2d/hdr</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
|
@ -9,12 +9,12 @@
|
||||
To force an update earlier on, call [method update_internals].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Using Tilemaps">$DOCS_URL/tutorials/2d/using_tilemaps.html</link>
|
||||
<link title="Using Tilemaps">$DOCS_URL/04_modules/tile_maps/01_using_tilemaps.md</link>
|
||||
<link title="2D Platformer Demo">$DOCS_URL/07_demo_projects/2d/platformer</link>
|
||||
<link title="2D Isometric Demo">$DOCS_URL/07_demo_projects/2d/isometric</link>
|
||||
<link title="2D Hexagonal Demo">https://godotengine.org/asset-library/asset/111</link>
|
||||
<link title="2D Navigation Astar Demo">https://godotengine.org/asset-library/asset/519</link>
|
||||
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
|
||||
<link title="2D Hexagonal Demo">$DOCS_URL/07_demo_projects/2d/hexagonal_map</link>
|
||||
<link title="2D Navigation Astar Demo">$DOCS_URL/07_demo_projects/2d/navigation_astar</link>
|
||||
<link title="2D Role Playing Game Demo">$DOCS_URL/07_demo_projects/2d/role_playing_game</link>
|
||||
<link title="2D Kinematic Character Demo">$DOCS_URL/07_demo_projects/2d/kinematic_character</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
|
@ -12,12 +12,12 @@
|
||||
See the functions to add new layers for more information.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Using Tilemaps">$DOCS_URL/tutorials/2d/using_tilemaps.html</link>
|
||||
<link title="Using Tilemaps">$DOCS_URL/04_modules/tile_maps/01_using_tilemaps.md</link>
|
||||
<link title="2D Platformer Demo">$DOCS_URL/07_demo_projects/2d/platformer</link>
|
||||
<link title="2D Isometric Demo">$DOCS_URL/07_demo_projects/2d/isometric</link>
|
||||
<link title="2D Hexagonal Demo">https://godotengine.org/asset-library/asset/111</link>
|
||||
<link title="2D Navigation Astar Demo">https://godotengine.org/asset-library/asset/519</link>
|
||||
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
|
||||
<link title="2D Hexagonal Demo">$DOCS_URL/07_demo_projects/2d/hexagonal_map</link>
|
||||
<link title="2D Navigation Astar Demo">$DOCS_URL/07_demo_projects/2d/navigation_astar</link>
|
||||
<link title="2D Role Playing Game Demo">$DOCS_URL/07_demo_projects/2d/role_playing_game</link>
|
||||
<link title="2D Kinematic Character Demo">$DOCS_URL/07_demo_projects/2d/kinematic_character</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
|
Loading…
Reference in New Issue
Block a user