diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 610399bb2..27b023663 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -13,10 +13,10 @@ $DOCS_URL/tutorials/math/index.md $DOCS_URL/tutorials/math/matrices_and_transforms.md $DOCS_URL/tutorials/3d/using_transforms.md - https://godotengine.org/asset-library/asset/584 + $DOCS_URL/07_demo_projects/misc/matrix_transform $DOCS_URL/07_demo_projects/3d/platformer $DOCS_URL/07_demo_projects/3d/voxel - https://godotengine.org/asset-library/asset/583 + $DOCS_URL/07_demo_projects/misc/2.5d diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index df4e7b5cf..e9864190b 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -14,10 +14,10 @@ [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. - $DOCS_URL/tutorials/ui/index.md + $DOCS_URL/03_usage/04_ui $DOCS_URL/03_usage/02_2d/07_custom_drawing_in_2d.md - $DOCS_URL/tutorials/ui/control_node_gallery.md - https://github.com/Relintai/pandemonium_demo_projects/tree/master/gui + $DOCS_URL/03_usage/04_ui/05_control_node_gallery.md + $DOCS_URL/07_demo_projects/gui diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index 750eb07da..97210c9cc 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -84,7 +84,7 @@ [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. - $DOCS_URL/tutorials/scripting/gdscript/gdscript_basics.html#dictionary + $DOCS_URL/03_usage/15_scripting/gdscript/01_gdscript_basics.md#dictionary $DOCS_URL/07_demo_projects/3d/voxel $DOCS_URL/07_demo_projects/misc/os_test diff --git a/doc/classes/EditorInspectorPlugin.xml b/doc/classes/EditorInspectorPlugin.xml index d5929b30d..2929ad96e 100644 --- a/doc/classes/EditorInspectorPlugin.xml +++ b/doc/classes/EditorInspectorPlugin.xml @@ -13,7 +13,7 @@ To use [EditorInspectorPlugin], register it using the [method EditorPlugin.add_inspector_plugin] method first. - $DOCS_URL/tutorials/plugins/editor/inspector_plugins.md + $DOCS_URL/03_usage/19_plugins/editor/06_inspector_plugins.md diff --git a/doc/classes/Environment3D.xml b/doc/classes/Environment3D.xml index 24b6870b3..861aaa9c9 100644 --- a/doc/classes/Environment3D.xml +++ b/doc/classes/Environment3D.xml @@ -18,7 +18,7 @@ $DOCS_URL/tutorials/3d/environment_and_post_processing.md $DOCS_URL/tutorials/3d/high_dynamic_range.md - https://godotengine.org/asset-library/asset/123 + $DOCS_URL/07_demo_projects/3d/material_testers $DOCS_URL/07_demo_projects/2d/hdr diff --git a/doc/classes/Light.xml b/doc/classes/Light.xml index 038d33d83..291fb7866 100644 --- a/doc/classes/Light.xml +++ b/doc/classes/Light.xml @@ -7,7 +7,7 @@ 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. - $DOCS_URL/tutorials/3d/lights_and_shadows.md + $DOCS_URL/03_usage/03_3d/05_lights_and_shadows.md diff --git a/doc/classes/Line2D.xml b/doc/classes/Line2D.xml index a8dc671dc..8f872e9c5 100644 --- a/doc/classes/Line2D.xml +++ b/doc/classes/Line2D.xml @@ -8,8 +8,8 @@ [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]. - https://godotengine.org/asset-library/asset/584 - https://godotengine.org/asset-library/asset/583 + $DOCS_URL/07_demo_projects/misc/matrix_transform + $DOCS_URL/07_demo_projects/misc/2.5d diff --git a/doc/classes/Material.xml b/doc/classes/Material.xml index 7d2333833..8b20455bb 100644 --- a/doc/classes/Material.xml +++ b/doc/classes/Material.xml @@ -7,7 +7,7 @@ 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. - https://godotengine.org/asset-library/asset/123 + $DOCS_URL/07_demo_projects/3d/material_testers diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml index ee87204fc..c80c73570 100644 --- a/doc/classes/Mesh.xml +++ b/doc/classes/Mesh.xml @@ -7,7 +7,7 @@ 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. - https://godotengine.org/asset-library/asset/123 + $DOCS_URL/07_demo_projects/3d/material_testers $DOCS_URL/07_demo_projects/3d/kinematic_character $DOCS_URL/07_demo_projects/3d/platformer diff --git a/doc/classes/MeshInstance.xml b/doc/classes/MeshInstance.xml index ad2afb59e..2a36eed87 100644 --- a/doc/classes/MeshInstance.xml +++ b/doc/classes/MeshInstance.xml @@ -7,7 +7,7 @@ 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. - https://godotengine.org/asset-library/asset/123 + $DOCS_URL/07_demo_projects/3d/material_testers $DOCS_URL/07_demo_projects/3d/kinematic_character $DOCS_URL/07_demo_projects/3d/platformer diff --git a/doc/classes/Navigation.xml b/doc/classes/Navigation.xml index 684d11ba0..74325487d 100644 --- a/doc/classes/Navigation.xml +++ b/doc/classes/Navigation.xml @@ -7,7 +7,7 @@ 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. - https://github.com/Relintai/pandemonium_demo_projects/tree/master/3d/navmesh + $DOCS_URL/07_demo_projects/3d/navmesh diff --git a/doc/classes/Navigation2D.xml b/doc/classes/Navigation2D.xml index 1997961af..f72adb29c 100644 --- a/doc/classes/Navigation2D.xml +++ b/doc/classes/Navigation2D.xml @@ -7,7 +7,7 @@ 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. - https://github.com/Relintai/pandemonium_demo_projects/tree/master/2d/navigation + $DOCS_URL/07_demo_projects/2d/navigation diff --git a/doc/classes/Navigation2DServer.xml b/doc/classes/Navigation2DServer.xml index 041131591..8f8a91dae 100644 --- a/doc/classes/Navigation2DServer.xml +++ b/doc/classes/Navigation2DServer.xml @@ -14,8 +14,8 @@ 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. - https://github.com/Relintai/pandemonium_demo_projects/tree/master/2d/navigation - $DOCS_URL/tutorials/navigation/navigation_using_navigationservers.md + $DOCS_URL/07_demo_projects/2d/navigation + $DOCS_URL/03_usage/11_navigation/03_navigation_using_navigationservers.md diff --git a/doc/classes/NavigationAgent.xml b/doc/classes/NavigationAgent.xml index 5194eb0bb..5c423aca4 100644 --- a/doc/classes/NavigationAgent.xml +++ b/doc/classes/NavigationAgent.xml @@ -8,7 +8,7 @@ [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. - $DOCS_URL/tutorials/navigation/navigation_using_navigationagents.md + $DOCS_URL/03_usage/11_navigation/09_navigation_using_navigationagents.md diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml index 6f279c273..425b201e8 100644 --- a/doc/classes/NavigationAgent2D.xml +++ b/doc/classes/NavigationAgent2D.xml @@ -8,7 +8,7 @@ [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. - $DOCS_URL/tutorials/navigation/navigation_using_navigationagents.md + $DOCS_URL/03_usage/11_navigation/09_navigation_using_navigationagents.md diff --git a/doc/classes/NavigationLink2D.xml b/doc/classes/NavigationLink2D.xml index a4037ee44..a8f3e1796 100644 --- a/doc/classes/NavigationLink2D.xml +++ b/doc/classes/NavigationLink2D.xml @@ -7,7 +7,7 @@ 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. - $DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.md + $DOCS_URL/03_usage/11_navigation/11_navigation_using_navigationlinks.md diff --git a/doc/classes/NavigationLink3D.xml b/doc/classes/NavigationLink3D.xml index 41fc23580..3414fa5bd 100644 --- a/doc/classes/NavigationLink3D.xml +++ b/doc/classes/NavigationLink3D.xml @@ -7,7 +7,7 @@ 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. - $DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.md + $DOCS_URL/03_usage/11_navigation/11_navigation_using_navigationlinks.md diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml index 673518a46..03944cc7d 100644 --- a/doc/classes/NavigationMesh.xml +++ b/doc/classes/NavigationMesh.xml @@ -8,8 +8,8 @@ When making procedual changes, a call to [method commit_changes] is required to apply these changes and to synchronize them with the [NavigationServer]. - https://github.com/Relintai/pandemonium_demo_projects/tree/master/3d/navmesh - $DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.md + $DOCS_URL/07_demo_projects/3d/navmesh + $DOCS_URL/03_usage/11_navigation/06_navigation_using_navigationmeshes.md diff --git a/doc/classes/NavigationMeshGenerator.xml b/doc/classes/NavigationMeshGenerator.xml index e813aa99b..c7607e22c 100644 --- a/doc/classes/NavigationMeshGenerator.xml +++ b/doc/classes/NavigationMeshGenerator.xml @@ -9,7 +9,7 @@ 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). - $DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.md + $DOCS_URL/03_usage/11_navigation/06_navigation_using_navigationmeshes.md diff --git a/doc/classes/NavigationMeshInstance.xml b/doc/classes/NavigationMeshInstance.xml index 8e64ff3ec..37c943c34 100644 --- a/doc/classes/NavigationMeshInstance.xml +++ b/doc/classes/NavigationMeshInstance.xml @@ -13,7 +13,7 @@ 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). - $DOCS_URL/tutorials/navigation/navigation_using_navigationregions.md + $DOCS_URL/03_usage/11_navigation/05_navigation_using_navigationregions.md diff --git a/doc/classes/NavigationObstacle.xml b/doc/classes/NavigationObstacle.xml index 026d0dcd9..2bbb5f6c0 100644 --- a/doc/classes/NavigationObstacle.xml +++ b/doc/classes/NavigationObstacle.xml @@ -10,7 +10,7 @@ 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. - $DOCS_URL/tutorials/navigation/navigation_using_navigationobstacles.md + $DOCS_URL/03_usage/11_navigation/10_navigation_using_navigationobstacles.md diff --git a/doc/classes/NavigationObstacle2D.xml b/doc/classes/NavigationObstacle2D.xml index f5b4c393e..739a733cf 100644 --- a/doc/classes/NavigationObstacle2D.xml +++ b/doc/classes/NavigationObstacle2D.xml @@ -10,7 +10,7 @@ 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. - $DOCS_URL/tutorials/navigation/navigation_using_navigationobstacles.md + $DOCS_URL/03_usage/11_navigation/10_navigation_using_navigationobstacles.md diff --git a/doc/classes/NavigationPathQueryParameters2D.xml b/doc/classes/NavigationPathQueryParameters2D.xml index d353cf7f0..3d3a53da4 100644 --- a/doc/classes/NavigationPathQueryParameters2D.xml +++ b/doc/classes/NavigationPathQueryParameters2D.xml @@ -7,7 +7,7 @@ By changing various properties of this object, such as the start and target position, you can configure path queries to the [NavigationServer2D]. - $DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.md + $DOCS_URL/03_usage/11_navigation/08_navigation_using_navigationpathqueryobjects.md diff --git a/doc/classes/NavigationPathQueryParameters3D.xml b/doc/classes/NavigationPathQueryParameters3D.xml index 15ce260ca..f606eee6e 100644 --- a/doc/classes/NavigationPathQueryParameters3D.xml +++ b/doc/classes/NavigationPathQueryParameters3D.xml @@ -7,7 +7,7 @@ By changing various properties of this object, such as the start and target position, you can configure path queries to the [NavigationServer3D]. - $DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.md + $DOCS_URL/03_usage/11_navigation/08_navigation_using_navigationpathqueryobjects.md diff --git a/doc/classes/NavigationPathQueryResult2D.xml b/doc/classes/NavigationPathQueryResult2D.xml index de1d387d9..84516369e 100644 --- a/doc/classes/NavigationPathQueryResult2D.xml +++ b/doc/classes/NavigationPathQueryResult2D.xml @@ -7,7 +7,7 @@ This class stores the result of a 2D navigation path query from the [NavigationServer2D]. - $DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.md + $DOCS_URL/03_usage/11_navigation/08_navigation_using_navigationpathqueryobjects.md diff --git a/doc/classes/NavigationPathQueryResult3D.xml b/doc/classes/NavigationPathQueryResult3D.xml index 29b38e8f3..00f17b50a 100644 --- a/doc/classes/NavigationPathQueryResult3D.xml +++ b/doc/classes/NavigationPathQueryResult3D.xml @@ -7,7 +7,7 @@ This class stores the result of a 3D navigation path query from the [NavigationServer3D]. - $DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.md + $DOCS_URL/03_usage/11_navigation/08_navigation_using_navigationpathqueryobjects.md diff --git a/doc/classes/NavigationPolygon.xml b/doc/classes/NavigationPolygon.xml index 23e28e322..a3154a786 100644 --- a/doc/classes/NavigationPolygon.xml +++ b/doc/classes/NavigationPolygon.xml @@ -27,8 +27,8 @@ [/codeblock] - https://github.com/Relintai/pandemonium_demo_projects/tree/master/2d/navigation - $DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.md + $DOCS_URL/07_demo_projects/2d/navigation + $DOCS_URL/03_usage/11_navigation/06_navigation_using_navigationmeshes.md diff --git a/doc/classes/NavigationPolygonInstance.xml b/doc/classes/NavigationPolygonInstance.xml index 60931a00a..9c8f742c1 100644 --- a/doc/classes/NavigationPolygonInstance.xml +++ b/doc/classes/NavigationPolygonInstance.xml @@ -13,7 +13,7 @@ The pathfinding cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier. - $DOCS_URL/tutorials/navigation/navigation_using_navigationregions.md + $DOCS_URL/03_usage/11_navigation/05_navigation_using_navigationregions.md diff --git a/doc/classes/NavigationServer.xml b/doc/classes/NavigationServer.xml index 7723d7d0d..83e2aafd1 100644 --- a/doc/classes/NavigationServer.xml +++ b/doc/classes/NavigationServer.xml @@ -14,8 +14,8 @@ 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. - https://github.com/Relintai/pandemonium_demo_projects/tree/master/3d/navmesh - $DOCS_URL/tutorials/navigation/navigation_using_navigationservers.md + $DOCS_URL/07_demo_projects/3d/navmesh + $DOCS_URL/03_usage/11_navigation/03_navigation_using_navigationservers.md diff --git a/doc/classes/NodePath.xml b/doc/classes/NodePath.xml index 1be867d01..58f6572c4 100644 --- a/doc/classes/NodePath.xml +++ b/doc/classes/NodePath.xml @@ -24,7 +24,7 @@ [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. - https://godotengine.org/asset-library/asset/520 + $DOCS_URL/07_demo_projects/2d/role_playing_game diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml index e053d4b1a..65ec42533 100644 --- a/doc/classes/PackedScene.xml +++ b/doc/classes/PackedScene.xml @@ -38,7 +38,7 @@ [/codeblock] - https://godotengine.org/asset-library/asset/520 + $DOCS_URL/07_demo_projects/2d/role_playing_game diff --git a/doc/classes/Panel.xml b/doc/classes/Panel.xml index d81ad2cea..3942c7d60 100644 --- a/doc/classes/Panel.xml +++ b/doc/classes/Panel.xml @@ -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. - https://godotengine.org/asset-library/asset/520 + $DOCS_URL/07_demo_projects/2d/role_playing_game https://godotengine.org/asset-library/asset/516 https://godotengine.org/asset-library/asset/523 diff --git a/doc/classes/PanelContainer.xml b/doc/classes/PanelContainer.xml index e80034001..390a02abf 100644 --- a/doc/classes/PanelContainer.xml +++ b/doc/classes/PanelContainer.xml @@ -8,7 +8,7 @@ $DOCS_URL/03_usage/04_ui/02_gui_containers.md - https://godotengine.org/asset-library/asset/520 + $DOCS_URL/07_demo_projects/2d/role_playing_game diff --git a/doc/classes/PoolVector2Array.xml b/doc/classes/PoolVector2Array.xml index 645b7f000..e60be2d51 100644 --- a/doc/classes/PoolVector2Array.xml +++ b/doc/classes/PoolVector2Array.xml @@ -21,7 +21,7 @@ [/codeblock] - https://godotengine.org/asset-library/asset/519 + $DOCS_URL/07_demo_projects/2d/navigation_astar diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight.xml index 4e6de2216..78fa1c663 100644 --- a/doc/classes/SpotLight.xml +++ b/doc/classes/SpotLight.xml @@ -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. - $DOCS_URL/tutorials/3d/lights_and_shadows.md + $DOCS_URL/03_usage/03_3d/05_lights_and_shadows.md diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml index 7492395cd..3ca17da8d 100644 --- a/doc/classes/Transform.xml +++ b/doc/classes/Transform.xml @@ -11,9 +11,9 @@ $DOCS_URL/tutorials/math/index.md $DOCS_URL/tutorials/math/matrices_and_transforms.md $DOCS_URL/tutorials/3d/using_transforms.md - https://godotengine.org/asset-library/asset/584 + $DOCS_URL/07_demo_projects/misc/matrix_transform $DOCS_URL/07_demo_projects/3d/platformer - https://godotengine.org/asset-library/asset/583 + $DOCS_URL/07_demo_projects/misc/2.5d diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index e316b0280..f6147c04e 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -10,8 +10,8 @@ $DOCS_URL/tutorials/math/index.md $DOCS_URL/tutorials/math/matrices_and_transforms.md - https://godotengine.org/asset-library/asset/584 - https://godotengine.org/asset-library/asset/583 + $DOCS_URL/07_demo_projects/misc/matrix_transform + $DOCS_URL/07_demo_projects/misc/2.5d diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index d4051c196..17d78fb54 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -12,7 +12,7 @@ $DOCS_URL/tutorials/math/vector_math.md $DOCS_URL/tutorials/math/vectors_advanced.md https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab - https://godotengine.org/asset-library/asset/584 + $DOCS_URL/07_demo_projects/misc/matrix_transform https://github.com/Relintai/pandemonium_demo_projects/tree/master/2d diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 5dceda0a2..9c8b0bc92 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -12,7 +12,7 @@ $DOCS_URL/tutorials/math/vector_math.md $DOCS_URL/tutorials/math/vectors_advanced.md https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab - https://godotengine.org/asset-library/asset/584 + $DOCS_URL/07_demo_projects/misc/matrix_transform https://github.com/Relintai/pandemonium_demo_projects/tree/master/3d diff --git a/doc/classes/WorldEnvironment3D.xml b/doc/classes/WorldEnvironment3D.xml index cb8cebc59..bdd36d1ac 100644 --- a/doc/classes/WorldEnvironment3D.xml +++ b/doc/classes/WorldEnvironment3D.xml @@ -10,7 +10,7 @@ $DOCS_URL/tutorials/3d/environment_and_post_processing.md - https://godotengine.org/asset-library/asset/123 + $DOCS_URL/07_demo_projects/3d/material_testers $DOCS_URL/07_demo_projects/2d/hdr diff --git a/modules/layered_tile_map/doc_classes/LayeredTileMap.xml b/modules/layered_tile_map/doc_classes/LayeredTileMap.xml index 9316a2569..567c804bc 100644 --- a/modules/layered_tile_map/doc_classes/LayeredTileMap.xml +++ b/modules/layered_tile_map/doc_classes/LayeredTileMap.xml @@ -9,12 +9,12 @@ To force an update earlier on, call [method update_internals]. - $DOCS_URL/tutorials/2d/using_tilemaps.html + $DOCS_URL/04_modules/tile_maps/01_using_tilemaps.md $DOCS_URL/07_demo_projects/2d/platformer $DOCS_URL/07_demo_projects/2d/isometric - https://godotengine.org/asset-library/asset/111 - https://godotengine.org/asset-library/asset/519 - https://godotengine.org/asset-library/asset/520 + $DOCS_URL/07_demo_projects/2d/hexagonal_map + $DOCS_URL/07_demo_projects/2d/navigation_astar + $DOCS_URL/07_demo_projects/2d/role_playing_game $DOCS_URL/07_demo_projects/2d/kinematic_character diff --git a/modules/layered_tile_map/doc_classes/LayeredTileSet.xml b/modules/layered_tile_map/doc_classes/LayeredTileSet.xml index 37ef6b49e..33926d295 100644 --- a/modules/layered_tile_map/doc_classes/LayeredTileSet.xml +++ b/modules/layered_tile_map/doc_classes/LayeredTileSet.xml @@ -12,12 +12,12 @@ See the functions to add new layers for more information. - $DOCS_URL/tutorials/2d/using_tilemaps.html + $DOCS_URL/04_modules/tile_maps/01_using_tilemaps.md $DOCS_URL/07_demo_projects/2d/platformer $DOCS_URL/07_demo_projects/2d/isometric - https://godotengine.org/asset-library/asset/111 - https://godotengine.org/asset-library/asset/519 - https://godotengine.org/asset-library/asset/520 + $DOCS_URL/07_demo_projects/2d/hexagonal_map + $DOCS_URL/07_demo_projects/2d/navigation_astar + $DOCS_URL/07_demo_projects/2d/role_playing_game $DOCS_URL/07_demo_projects/2d/kinematic_character