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Fix some URLs to use HTTPS when available
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CHANGELOG.md
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CHANGELOG.md
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All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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## [3.2] - YYYY-MM-DD
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@ -780,7 +780,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
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- unreachable code after a `return` statement,
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- …
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- Warnings can be disabled in the Project Settings or by writing special comments.
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- [GDScript keyword `class_name` to register scripts as classes.](http://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting_continued.html#register-scripts-as-classes)
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- [GDScript keyword `class_name` to register scripts as classes.](https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting_continued.html#register-scripts-as-classes)
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- Simple expression language independent from GDScript, used by inspector boxes that accept numeric values.
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- Can also be used in projects.
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- C# projects can now be exported for Windows, Linux, and macOS targets.
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@ -1009,7 +1009,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
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- Rewritten audio engine from scratch.
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- Supports audio routing with arbitrary number of channels, including Area-based audio redirection ([video](https://youtu.be/K2XOBaJ5OQ0)).
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- More than a dozen of audio effects included.
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- Rewritten 3D physics using [Bullet](http://bulletphysics.org/).
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- Rewritten 3D physics using [Bullet](https://bulletphysics.org/).
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- UDP-based high-level networking API using [ENet](http://enet.bespin.org/).
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- IPv6 support for all of the engine's networking APIs.
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- Visual scripting.
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@ -1027,7 +1027,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
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- Setters and getters for node properties.
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- Underscores in number literals are now allowed for improved readability (for example,`1_000_000`).
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- Improved performance (+20% to +40%, based on various benchmarks).
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- [Feature tags](http://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html) in the Project Settings, for custom per-platform settings.
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- [Feature tags](https://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html) in the Project Settings, for custom per-platform settings.
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- Full support for the [glTF 2.0](https://www.khronos.org/gltf/) 3D interchange format.
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- Freelook and fly navigation to the 3D editor.
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- Built-in editor logging (logging standard output to a file), disabled by default.
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@ -1080,7 +1080,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
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- Exporting to Windows now changes the exported project's icon using `rcedit` (requires WINE if exporting from Linux or macOS).
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- Improved build system.
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- Support for compiling using Visual Studio 2017.
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- [SCons](http://scons.org/) 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work).
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- [SCons](https://scons.org/) 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work).
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- Link-time optimization can now be enabled by passing `use_lto=yes` to the SCons command line.
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- Produces faster and sometimes smaller binaries.
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- Currently only supported with GCC and MSVC.
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@ -1095,11 +1095,11 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
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- Increased the default 3D editor camera's field of view (55 → 70).
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- Increased the default 3D Camera node's field of view (65 → 70).
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- Changed the default editor font (Droid Sans → [Noto Sans](https://www.google.com/get/noto/)).
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- Changed the default script editor font (Source Code Pro → [Hack](http://sourcefoundry.org/hack/))
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- Changed the default script editor font (Source Code Pro → [Hack](https://sourcefoundry.org/hack/))
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- Renamed `engine.cfg` to `project.godot`.
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- This allows users to open a project by double-clicking the file if Godot is associated to `.godot` files.
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- Some methods from the `OS` singleton were moved to the new `Engine` singleton.
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- Switched from [GLEW](http://glew.sourceforge.net/) to [GLAD](http://glad.dav1d.de/) for OpenGL wrapping.
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- Switched from [GLEW](http://glew.sourceforge.net/) to [GLAD](https://glad.dav1d.de/) for OpenGL wrapping.
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- Changed the SCons build flag for simple logs (`colored=yes` → `verbose=no`).
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- The HTML5 platform now uses WebGL 2.0 (instead of 1.0).
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- Redesigned the Godot logo to be more legible at small sizes.
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@ -80,7 +80,7 @@ In addition to the following tips, also take a look at the
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[Engine development guide](https://docs.godotengine.org/en/latest/development/cpp/)
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for an introduction to developing on Godot.
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The [Contributing docs](http://docs.godotengine.org/en/latest/community/contributing/index.html)
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The [Contributing docs](https://docs.godotengine.org/en/latest/community/contributing/index.html)
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also have important information on the PR workflow and the code style we use.
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#### Be nice to the git history
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@ -102,7 +102,7 @@ Internet).
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This git style guide has some good practices to have in mind:
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[Git Style Guide](https://github.com/agis-/git-style-guide)
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See our [PR workflow](http://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html)
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See our [PR workflow](https://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html)
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documentation for tips on using Git, amending commits and rebasing branches.
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#### Format your commit logs with readability in mind
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The [MeshInstance] is ready to be added to the [SceneTree] to be shown.
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link>
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</tutorials>
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<methods>
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<method name="add_blend_shape">
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By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect].
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
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<link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
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</tutorials>
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<methods>
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[b]Note:[/b] Light2D can also be used as a mask.
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
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</tutorials>
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<methods>
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</methods>
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Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed.
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
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</tutorials>
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<methods>
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</methods>
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Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite] via a tool in the editor toolbar. Select "Sprite" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
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</tutorials>
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<methods>
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</methods>
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Since instances may have any behavior, the AABB used for visibility must be provided by the user.
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
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<link>http://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
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</tutorials>
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<methods>
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<method name="get_aabb" qualifiers="const">
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This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands).
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
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<link>http://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link>
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<link>http://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
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</tutorials>
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<methods>
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</methods>
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Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
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</tutorials>
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<methods>
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<method name="capture_aabb" qualifiers="const">
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[b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively.
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
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<link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
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</tutorials>
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<methods>
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A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader.
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
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</tutorials>
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<methods>
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<method name="get_shader_param" qualifiers="const">
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<description>
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link>
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</tutorials>
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<methods>
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<method name="get_bone">
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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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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link>
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</tutorials>
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<methods>
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<method name="black_bars_set_images">
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[/codeblock]
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html</link>
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</tutorials>
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<methods>
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<method name="_get_category" qualifiers="virtual">
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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