diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 15d146fba1b..8f0b16c09d7 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -9,9 +9,9 @@ [b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates. - https://docs.godotengine.org/en/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html - https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/vector_math.html + $DOCS_URL/tutorials/math/vectors_advanced.html diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml index b468e1d1095..789c6bd9607 100644 --- a/doc/classes/AnimatedSprite2D.xml +++ b/doc/classes/AnimatedSprite2D.xml @@ -8,7 +8,7 @@ [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. - https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html + $DOCS_URL/tutorials/2d/2d_sprite_animation.html https://godotengine.org/asset-library/asset/515 diff --git a/doc/classes/AnimatedSprite3D.xml b/doc/classes/AnimatedSprite3D.xml index 59d7553ef48..38a87c1b2ba 100644 --- a/doc/classes/AnimatedSprite3D.xml +++ b/doc/classes/AnimatedSprite3D.xml @@ -7,7 +7,7 @@ Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel. - https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html + $DOCS_URL/tutorials/2d/2d_sprite_animation.html diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index dca943dec60..ac04149c81c 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -28,7 +28,7 @@ Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types. - https://docs.godotengine.org/en/latest/tutorials/animation/index.html + $DOCS_URL/tutorials/animation/index.html diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index 6bc44ea0a04..c9d8ae99366 100644 --- a/doc/classes/AnimationNode.xml +++ b/doc/classes/AnimationNode.xml @@ -8,7 +8,7 @@ Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeAdd2.xml b/doc/classes/AnimationNodeAdd2.xml index 20ee33209b3..472f98a5b39 100644 --- a/doc/classes/AnimationNodeAdd2.xml +++ b/doc/classes/AnimationNodeAdd2.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on an amount value in the [code][0.0, 1.0][/code] range. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeAdd3.xml b/doc/classes/AnimationNodeAdd3.xml index 26738499bba..9ba4023b79a 100644 --- a/doc/classes/AnimationNodeAdd3.xml +++ b/doc/classes/AnimationNodeAdd3.xml @@ -11,7 +11,7 @@ - A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeAnimation.xml b/doc/classes/AnimationNodeAnimation.xml index 076e6750075..3df92ad3d32 100644 --- a/doc/classes/AnimationNodeAnimation.xml +++ b/doc/classes/AnimationNodeAnimation.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Only features one output set using the [member animation] property. Use it as an input for [AnimationNode] that blend animations together. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeBlend2.xml b/doc/classes/AnimationNodeBlend2.xml index 1f7a4c91c8a..3b869bc299a 100644 --- a/doc/classes/AnimationNodeBlend2.xml +++ b/doc/classes/AnimationNodeBlend2.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on an amount value in the [code][0.0, 1.0][/code] range. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeBlend3.xml b/doc/classes/AnimationNodeBlend3.xml index ed827e25356..ae8fce51f21 100644 --- a/doc/classes/AnimationNodeBlend3.xml +++ b/doc/classes/AnimationNodeBlend3.xml @@ -11,7 +11,7 @@ - A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeBlendSpace1D.xml b/doc/classes/AnimationNodeBlendSpace1D.xml index 6e55a79fd2d..831542b64cc 100644 --- a/doc/classes/AnimationNodeBlendSpace1D.xml +++ b/doc/classes/AnimationNodeBlendSpace1D.xml @@ -10,7 +10,7 @@ You can set the extents of the axis using the [member min_space] and [member max_space]. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml index 8d51f9aecc7..77d1d872e5f 100644 --- a/doc/classes/AnimationNodeBlendSpace2D.xml +++ b/doc/classes/AnimationNodeBlendSpace2D.xml @@ -9,7 +9,7 @@ You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeBlendTree.xml b/doc/classes/AnimationNodeBlendTree.xml index da532dc0592..a9f1f7acaa1 100644 --- a/doc/classes/AnimationNodeBlendTree.xml +++ b/doc/classes/AnimationNodeBlendTree.xml @@ -7,7 +7,7 @@ This node may contain a sub-tree of any other blend type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml index 2ecc0ae07bd..116b54e39ee 100644 --- a/doc/classes/AnimationNodeOneShot.xml +++ b/doc/classes/AnimationNodeOneShot.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeOutput.xml b/doc/classes/AnimationNodeOutput.xml index 34c96d13eaf..6241a0fa498 100644 --- a/doc/classes/AnimationNodeOutput.xml +++ b/doc/classes/AnimationNodeOutput.xml @@ -6,7 +6,7 @@ - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeStateMachine.xml b/doc/classes/AnimationNodeStateMachine.xml index 17ef565b3ab..5adea7308da 100644 --- a/doc/classes/AnimationNodeStateMachine.xml +++ b/doc/classes/AnimationNodeStateMachine.xml @@ -18,7 +18,7 @@ [/codeblocks] - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml index 15c6c96302e..b299f8654ae 100644 --- a/doc/classes/AnimationNodeStateMachinePlayback.xml +++ b/doc/classes/AnimationNodeStateMachinePlayback.xml @@ -18,7 +18,7 @@ [/codeblocks] - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index 763bba6e939..948e3506a9d 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -5,11 +5,11 @@ - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html - Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]: + Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]: [codeblocks] [gdscript] $animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0)) diff --git a/doc/classes/AnimationNodeTimeScale.xml b/doc/classes/AnimationNodeTimeScale.xml index 5b40b39bca7..33e0127a52a 100644 --- a/doc/classes/AnimationNodeTimeScale.xml +++ b/doc/classes/AnimationNodeTimeScale.xml @@ -7,7 +7,7 @@ Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 diff --git a/doc/classes/AnimationNodeTimeSeek.xml b/doc/classes/AnimationNodeTimeSeek.xml index d927c663c82..868319272ee 100644 --- a/doc/classes/AnimationNodeTimeSeek.xml +++ b/doc/classes/AnimationNodeTimeSeek.xml @@ -27,6 +27,6 @@ [/codeblocks] - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml index b297832ac08..48961f51a5c 100644 --- a/doc/classes/AnimationNodeTransition.xml +++ b/doc/classes/AnimationNodeTransition.xml @@ -7,7 +7,7 @@ Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 2fd923df859..9f68edbc922 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -9,8 +9,8 @@ Updating the target properties of animations occurs at process time. - https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html - https://docs.godotengine.org/en/latest/tutorials/animation/index.html + $DOCS_URL/tutorials/2d/2d_sprite_animation.html + $DOCS_URL/tutorials/animation/index.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index 40dcd950d72..48c5398074d 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -8,7 +8,7 @@ [b]Note:[/b] When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index 8abdaac45fb..0f7e6799be2 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -7,7 +7,7 @@ 2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus. - https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html + $DOCS_URL/tutorials/physics/using_area_2d.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/121 https://godotengine.org/asset-library/asset/120 diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index 7b77462322f..c986947dfb3 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -47,7 +47,7 @@ [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. - https://docs.godotengine.org/en/latest/tutorials/3d/procedural_geometry/arraymesh.html + $DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.html diff --git a/doc/classes/AudioEffectDistortion.xml b/doc/classes/AudioEffectDistortion.xml index 600ca93028b..ed1cb789e09 100644 --- a/doc/classes/AudioEffectDistortion.xml +++ b/doc/classes/AudioEffectDistortion.xml @@ -9,7 +9,7 @@ By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html + $DOCS_URL/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioEffectFilter.xml b/doc/classes/AudioEffectFilter.xml index 5b436460778..4fb1c0e7c93 100644 --- a/doc/classes/AudioEffectFilter.xml +++ b/doc/classes/AudioEffectFilter.xml @@ -7,7 +7,7 @@ Allows frequencies other than the [member cutoff_hz] to pass. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html + $DOCS_URL/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioEffectHighShelfFilter.xml b/doc/classes/AudioEffectHighShelfFilter.xml index c5728244488..28498f6d8e7 100644 --- a/doc/classes/AudioEffectHighShelfFilter.xml +++ b/doc/classes/AudioEffectHighShelfFilter.xml @@ -6,6 +6,6 @@ - https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html + $DOCS_URL/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioEffectLowShelfFilter.xml b/doc/classes/AudioEffectLowShelfFilter.xml index e78dbf97323..4c839dc2575 100644 --- a/doc/classes/AudioEffectLowShelfFilter.xml +++ b/doc/classes/AudioEffectLowShelfFilter.xml @@ -6,6 +6,6 @@ - https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html + $DOCS_URL/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml index b32206726d6..0b6c5287cf2 100644 --- a/doc/classes/AudioEffectRecord.xml +++ b/doc/classes/AudioEffectRecord.xml @@ -7,7 +7,7 @@ Allows the user to record sound from a microphone. It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample. - https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html + $DOCS_URL/tutorials/audio/recording_with_microphone.html https://godotengine.org/asset-library/asset/527 diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml index 66fa57cb52e..b868cce077c 100644 --- a/doc/classes/AudioServer.xml +++ b/doc/classes/AudioServer.xml @@ -7,7 +7,7 @@ [AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html + $DOCS_URL/tutorials/audio/audio_buses.html https://godotengine.org/asset-library/asset/525 https://godotengine.org/asset-library/asset/527 https://godotengine.org/asset-library/asset/528 diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml index cff7199c4a1..722ff802e72 100644 --- a/doc/classes/AudioStream.xml +++ b/doc/classes/AudioStream.xml @@ -7,7 +7,7 @@ Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html + $DOCS_URL/tutorials/audio/audio_streams.html https://godotengine.org/asset-library/asset/526 https://godotengine.org/asset-library/asset/527 https://godotengine.org/asset-library/asset/528 diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml index b692ae858ea..d20aaff1e82 100644 --- a/doc/classes/AudioStreamPlayer.xml +++ b/doc/classes/AudioStreamPlayer.xml @@ -8,7 +8,7 @@ To play audio positionally, use [AudioStreamPlayer2D] or [AudioStreamPlayer3D] instead of [AudioStreamPlayer]. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html + $DOCS_URL/tutorials/audio/audio_streams.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/525 https://godotengine.org/asset-library/asset/526 diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml index 9c76eefbf98..0ad161a6fe1 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -9,7 +9,7 @@ [b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). - https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html + $DOCS_URL/tutorials/audio/audio_streams.html diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index e8a78d5a4c8..ce8a6693db7 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -10,7 +10,7 @@ [b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member unit_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). - https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html + $DOCS_URL/tutorials/audio/audio_streams.html diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 818ab500305..f0f49f89d5c 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -7,7 +7,7 @@ This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details. - https://docs.godotengine.org/en/latest/tutorials/3d/standard_material_3d.html + $DOCS_URL/tutorials/3d/standard_material_3d.html diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 8ef9cd2e7cc..389e115e851 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -10,9 +10,9 @@ For more information, read the "Matrices and transforms" documentation article. - https://docs.godotengine.org/en/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html - https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/matrices_and_transforms.html + $DOCS_URL/tutorials/3d/using_transforms.html https://godotengine.org/asset-library/asset/584 https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml index 9226140c1a9..0505d8ad369 100644 --- a/doc/classes/CPUParticles2D.xml +++ b/doc/classes/CPUParticles2D.xml @@ -8,7 +8,7 @@ See also [GPUParticles2D], which provides the same functionality with hardware acceleration, but may not run on older devices. - https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html + $DOCS_URL/tutorials/2d/particle_systems_2d.html diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 7be18c1d5c4..98437ef2962 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -12,8 +12,8 @@ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad]. - https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html + $DOCS_URL/tutorials/2d/2d_transforms.html + $DOCS_URL/tutorials/2d/custom_drawing_in_2d.html https://godotengine.org/asset-library/asset/528 diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml index 2f99f94893a..9ee5ce0dcba 100644 --- a/doc/classes/CanvasLayer.xml +++ b/doc/classes/CanvasLayer.xml @@ -7,8 +7,8 @@ Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below). - https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html + $DOCS_URL/tutorials/2d/2d_transforms.html + $DOCS_URL/tutorials/2d/canvas_layers.html https://godotengine.org/asset-library/asset/515 diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index b11d9c341ac..d467c8a51d9 100644 --- a/doc/classes/CharFXTransform.xml +++ b/doc/classes/CharFXTransform.xml @@ -7,7 +7,7 @@ By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect]. - https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html + $DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index e14c2dc1101..0f573dcd660 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -9,8 +9,8 @@ [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody2D]), which allows them to be moved by code and push other bodies on their path. - https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html - https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html + $DOCS_URL/tutorials/physics/kinematic_character_2d.html + $DOCS_URL/tutorials/physics/using_kinematic_body_2d.html https://godotengine.org/asset-library/asset/113 https://godotengine.org/asset-library/asset/120 diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 24b26fb16ed..c70ce8acf9c 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -9,7 +9,7 @@ [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody3D]), which allows them to be moved by code and push other bodies on their path. - https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html + $DOCS_URL/tutorials/physics/kinematic_character_2d.html https://godotengine.org/asset-library/asset/126 https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml index ba1ee3909d8..63492bf9a04 100644 --- a/doc/classes/CollisionObject2D.xml +++ b/doc/classes/CollisionObject2D.xml @@ -198,11 +198,11 @@ The physics layers this CollisionObject2D is in. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml index 19bcdcbb27c..33305471b8c 100644 --- a/doc/classes/CollisionObject3D.xml +++ b/doc/classes/CollisionObject3D.xml @@ -170,11 +170,11 @@ The physics layers this CollisionObject3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml index 5159b2b15b9..c86bf18f246 100644 --- a/doc/classes/CollisionShape2D.xml +++ b/doc/classes/CollisionShape2D.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/121 https://godotengine.org/asset-library/asset/113 diff --git a/doc/classes/CollisionShape3D.xml b/doc/classes/CollisionShape3D.xml index 84e362c38b8..0f96d7c1913 100644 --- a/doc/classes/CollisionShape3D.xml +++ b/doc/classes/CollisionShape3D.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.html https://godotengine.org/asset-library/asset/126 https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 63e3eb7a5f3..f6bb8120706 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -16,9 +16,9 @@ [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 the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class. - https://docs.godotengine.org/en/latest/tutorials/ui/index.html - https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html - https://docs.godotengine.org/en/latest/tutorials/ui/control_node_gallery.html + $DOCS_URL/tutorials/ui/index.html + $DOCS_URL/tutorials/2d/custom_drawing_in_2d.html + $DOCS_URL/tutorials/ui/control_node_gallery.html https://github.com/godotengine/godot-demo-projects/tree/master/gui @@ -1043,7 +1043,7 @@ The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value. - [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. + [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member rect_scale] property. diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index d661da5dd04..7218e3bcb03 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -177,7 +177,7 @@ [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. - https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_basics.html#dictionary + $DOCS_URL/tutorials/scripting/gdscript/gdscript_basics.html#dictionary https://godotengine.org/asset-library/asset/676 https://godotengine.org/asset-library/asset/677 diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml index 44d982cbcc2..661dbef07c1 100644 --- a/doc/classes/DirectionalLight3D.xml +++ b/doc/classes/DirectionalLight3D.xml @@ -7,7 +7,7 @@ A directional light is a type of [Light3D] 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 DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction. - https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index 93f04ff2a27..cd4b8fde1e1 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -54,7 +54,7 @@ [/codeblocks] - https://docs.godotengine.org/en/latest/tutorials/scripting/filesystem.html + $DOCS_URL/tutorials/scripting/filesystem.html diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index 92d6a220d25..1ca69057b41 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -901,7 +901,7 @@ Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. + Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index 28f4c653844..1f98781bbdb 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -111,7 +111,7 @@ To use [EditorImportPlugin], register it using the [method EditorPlugin.add_import_plugin] method first. - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html + $DOCS_URL/tutorials/plugins/editor/import_plugins.html diff --git a/doc/classes/EditorInspectorPlugin.xml b/doc/classes/EditorInspectorPlugin.xml index bc5df47d57e..08f17cc5b27 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. - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/inspector_plugins.html + $DOCS_URL/tutorials/plugins/editor/inspector_plugins.html diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml index 08423c45771..3bcd9e7764b 100644 --- a/doc/classes/EditorNode3DGizmoPlugin.xml +++ b/doc/classes/EditorNode3DGizmoPlugin.xml @@ -8,7 +8,7 @@ To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin.add_spatial_gizmo_plugin] method first. - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html + $DOCS_URL/tutorials/plugins/editor/spatial_gizmos.html diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 8df6d721d47..7b0a3007822 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -7,7 +7,7 @@ Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor. - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html + $DOCS_URL/tutorials/plugins/editor/index.html diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml index 8a731a6d1d0..d90af6ed9ed 100644 --- a/doc/classes/EditorScenePostImport.xml +++ b/doc/classes/EditorScenePostImport.xml @@ -52,7 +52,7 @@ [/codeblocks] - https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_scenes.html#custom-script + $DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#custom-script diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index f05a2163017..9756b26deed 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -157,7 +157,7 @@ else: simulate_physics() [/codeblock] - See [url=https://docs.godotengine.org/en/latest/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information. + See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information. [b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project. diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 273e4a57129..c3d1dc4ab63 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -11,8 +11,8 @@ - Adjustments - https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html - https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html + $DOCS_URL/tutorials/3d/environment_and_post_processing.html + $DOCS_URL/tutorials/3d/high_dynamic_range.html https://godotengine.org/asset-library/asset/123 https://godotengine.org/asset-library/asset/110 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/File.xml b/doc/classes/File.xml index 811aeb8aab5..276c1f02239 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -40,12 +40,12 @@ } [/csharp] [/codeblocks] - In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] documentation. + In the example above, the file will be saved in the user data folder as specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] documentation. [b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [File] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package. [b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals. - https://docs.godotengine.org/en/latest/tutorials/scripting/filesystem.html + $DOCS_URL/tutorials/scripting/filesystem.html https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml index 72bd6a64118..72adc49742c 100644 --- a/doc/classes/GPUParticles2D.xml +++ b/doc/classes/GPUParticles2D.xml @@ -8,7 +8,7 @@ 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. - https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html + $DOCS_URL/tutorials/2d/particle_systems_2d.html https://godotengine.org/asset-library/asset/515 diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml index 0bed561de3e..771056cb934 100644 --- a/doc/classes/GPUParticles3D.xml +++ b/doc/classes/GPUParticles3D.xml @@ -8,7 +8,7 @@ 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. - https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html + $DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index 9f33c400f40..a50983853d2 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -15,8 +15,8 @@ [b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period. - https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html - https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html + $DOCS_URL/tutorials/networking/http_client_class.html + $DOCS_URL/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index 558e51aefe6..aaaf863c693 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -153,8 +153,8 @@ [b]Gzipped response bodies[/b]: HTTPRequest will automatically handle decompression of response bodies. A [code]Accept-Encoding[/code] header will be automatically added to each of your requests, unless one is already specified. Any response with a [code]Content-Encoding: gzip[/code] header will automatically be decompressed and delivered to you as uncompressed bytes. - https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html - https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html + $DOCS_URL/tutorials/networking/http_request_class.html + $DOCS_URL/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 492bddca1fd..d2b1b5c004c 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -9,7 +9,7 @@ [b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import. - https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_images.html + $DOCS_URL/tutorials/assets_pipeline/importing_images.html @@ -278,7 +278,7 @@ - Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations. + Loads an image from file [code]path[/code]. See [url=$DOCS_URL/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations. [b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the [code]user://[/code] directory, and may not work in exported projects. See also [ImageTexture] description for usage examples. diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml index af7178db956..3f96d357b6b 100644 --- a/doc/classes/ImageTexture.xml +++ b/doc/classes/ImageTexture.xml @@ -28,7 +28,7 @@ [b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations. - https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_images.html + $DOCS_URL/tutorials/assets_pipeline/importing_images.html diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 684207e9bd6..4ee319f554e 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -7,7 +7,7 @@ A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or with the [InputMap] class. - https://docs.godotengine.org/en/latest/tutorials/inputs/index.html + $DOCS_URL/tutorials/inputs/index.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml index 9dc8fbeffa6..09fbe776bf7 100644 --- a/doc/classes/InputEvent.xml +++ b/doc/classes/InputEvent.xml @@ -7,8 +7,8 @@ Base class of all sort of input event. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html - https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html + $DOCS_URL/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/2d/2d_transforms.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/InputEventAction.xml b/doc/classes/InputEventAction.xml index f09af1a34d3..e9c280732a1 100644 --- a/doc/classes/InputEventAction.xml +++ b/doc/classes/InputEventAction.xml @@ -7,7 +7,7 @@ Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b] menu. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions + $DOCS_URL/tutorials/inputs/inputevent.html#actions https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml index ff829133858..3e625c1003b 100644 --- a/doc/classes/InputEventJoypadButton.xml +++ b/doc/classes/InputEventJoypadButton.xml @@ -7,7 +7,7 @@ Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml index 92161974ba3..b3f90135539 100644 --- a/doc/classes/InputEventJoypadMotion.xml +++ b/doc/classes/InputEventJoypadMotion.xml @@ -7,7 +7,7 @@ Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index 0353c5f0e0e..8044bf5b99d 100644 --- a/doc/classes/InputEventKey.xml +++ b/doc/classes/InputEventKey.xml @@ -7,7 +7,7 @@ Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml index a248f1abd9e..48780909961 100644 --- a/doc/classes/InputEventMouse.xml +++ b/doc/classes/InputEventMouse.xml @@ -7,7 +7,7 @@ Stores general mouse events information. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml index dcfe0d6c71c..699217525ef 100644 --- a/doc/classes/InputEventMouseButton.xml +++ b/doc/classes/InputEventMouseButton.xml @@ -7,7 +7,7 @@ Contains mouse click information. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html + $DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index 9a0156510e4..bd1ae367c2c 100644 --- a/doc/classes/InputEventMouseMotion.xml +++ b/doc/classes/InputEventMouseMotion.xml @@ -8,7 +8,7 @@ [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. - https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html + $DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml index f86b5f3b4d5..19c26e3a988 100644 --- a/doc/classes/InputEventScreenDrag.xml +++ b/doc/classes/InputEventScreenDrag.xml @@ -7,7 +7,7 @@ Contains screen drag information. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml index c731044c986..0694b2eabc8 100644 --- a/doc/classes/InputEventScreenTouch.xml +++ b/doc/classes/InputEventScreenTouch.xml @@ -8,7 +8,7 @@ Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index 1b9212bf65f..cd4a8aecd0b 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -7,7 +7,7 @@ Contains keys events information with modifiers support like [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index 855d5b5d715..24f220e892f 100644 --- a/doc/classes/InputMap.xml +++ b/doc/classes/InputMap.xml @@ -7,7 +7,7 @@ Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project > Project Settings > Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap + $DOCS_URL/tutorials/inputs/inputevent.html#inputmap diff --git a/doc/classes/JNISingleton.xml b/doc/classes/JNISingleton.xml index ce39e1f5679..c887f727674 100644 --- a/doc/classes/JNISingleton.xml +++ b/doc/classes/JNISingleton.xml @@ -7,6 +7,6 @@ The JNISingleton is implemented only in the Android export. It's used to call methods and connect signals from an Android plugin written in Java or Kotlin. Methods and signals can be called and connected to the JNISingleton as if it is a Node. See [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more information. - https://docs.godotengine.org/en/latest/tutorials/platform/android/android_plugin.html#doc-android-plugin + $DOCS_URL/tutorials/platform/android/android_plugin.html#doc-android-plugin diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml index 2bb2666df46..aeaf8ac1f58 100644 --- a/doc/classes/JavaScript.xml +++ b/doc/classes/JavaScript.xml @@ -5,10 +5,10 @@ The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. - [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/latest/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. + [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=$DOCS_URL/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. - https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html#calling-javascript-from-script + $DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-script diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml index 918e8a5c8a8..039425b15fa 100644 --- a/doc/classes/Light2D.xml +++ b/doc/classes/Light2D.xml @@ -8,7 +8,7 @@ [b]Note:[/b] Light2D can also be used as a mask. - https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html + $DOCS_URL/tutorials/2d/2d_lights_and_shadows.html diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index dbda22d6180..009ad1f609f 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -7,7 +7,7 @@ Light3D is the [i]abstract[/i] base class for light nodes. As it can't be instantiated, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting. - https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/lights_and_shadows.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml index ba795a29a16..d883128ac32 100644 --- a/doc/classes/LightOccluder2D.xml +++ b/doc/classes/LightOccluder2D.xml @@ -7,7 +7,7 @@ Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed. - https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html + $DOCS_URL/tutorials/2d/2d_lights_and_shadows.html diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml index c7b66c8ea36..6873edb3ae0 100644 --- a/doc/classes/MeshInstance2D.xml +++ b/doc/classes/MeshInstance2D.xml @@ -7,7 +7,7 @@ Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D". - https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html + $DOCS_URL/tutorials/2d/2d_meshes.html diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 7890bbcc339..cf3b395b7b5 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -10,8 +10,8 @@ Since instances may have any behavior, the AABB used for visibility must be provided by the user. - https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/animating_thousands_of_fish.html - https://docs.godotengine.org/en/latest/tutorials/performance/using_multimesh.html + $DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html + $DOCS_URL/tutorials/performance/using_multimesh.html diff --git a/doc/classes/MultiMeshInstance3D.xml b/doc/classes/MultiMeshInstance3D.xml index 158579e9520..d78a045acab 100644 --- a/doc/classes/MultiMeshInstance3D.xml +++ b/doc/classes/MultiMeshInstance3D.xml @@ -8,9 +8,9 @@ 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). - https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/animating_thousands_of_fish.html - https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html - https://docs.godotengine.org/en/latest/tutorials/performance/using_multimesh.html + $DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html + $DOCS_URL/tutorials/3d/using_multi_mesh_instance.html + $DOCS_URL/tutorials/performance/using_multimesh.html diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml index 67d3161aba7..b7bd7bef369 100644 --- a/doc/classes/MultiplayerPeer.xml +++ b/doc/classes/MultiplayerPeer.xml @@ -9,7 +9,7 @@ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. - https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html + $DOCS_URL/tutorials/networking/high_level_multiplayer.html https://godotengine.org/asset-library/asset/537 diff --git a/doc/classes/Mutex.xml b/doc/classes/Mutex.xml index a840cb2ec74..90c81686b11 100644 --- a/doc/classes/Mutex.xml +++ b/doc/classes/Mutex.xml @@ -7,7 +7,7 @@ A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks. - https://docs.godotengine.org/en/latest/tutorials/performance/using_multiple_threads.html + $DOCS_URL/tutorials/performance/using_multiple_threads.html diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 3745b394e0d..423002d0586 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -17,7 +17,7 @@ [b]Networking with nodes:[/b] After connecting to a server (or making one, see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos. - https://docs.godotengine.org/en/latest/getting_started/step_by_step/nodes_and_scenes.htmltml + $DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html https://github.com/godotengine/godot-demo-projects/ diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index ef5f9ee5c94..b8bf3426808 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -7,7 +7,7 @@ A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order. - https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html + $DOCS_URL/tutorials/2d/custom_drawing_in_2d.html https://github.com/godotengine/godot-demo-projects/tree/master/2d diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml index 2ca664e2b56..1036c1fbcff 100644 --- a/doc/classes/Node3D.xml +++ b/doc/classes/Node3D.xml @@ -9,7 +9,7 @@ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad]. - https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html + $DOCS_URL/tutorials/3d/introduction_to_3d.html https://github.com/godotengine/godot-demo-projects/tree/master/3d diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index dcd41e46f0a..d06a06a2ee2 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -142,7 +142,7 @@ - Returns the [i]global[/i] cache data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. + Returns the [i]global[/i] cache data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. @@ -179,7 +179,7 @@ - Returns the [i]global[/i] user configuration directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. + Returns the [i]global[/i] user configuration directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. @@ -194,7 +194,7 @@ - Returns the [i]global[/i] user data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. + Returns the [i]global[/i] user data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. @@ -332,7 +332,7 @@ - Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=https://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details. + Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details. [b]Note:[/b] Tag names are case-sensitive. diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 5a84364b923..df9da7561eb 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -29,7 +29,7 @@ [b]Note:[/b] Unlike references to a [RefCounted], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [RefCounted] for data classes instead of [Object]. - https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html + $DOCS_URL/tutorials/best_practices/node_alternatives.html @@ -567,7 +567,7 @@ Translates a message using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context. Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] unchanged. See [method set_message_translation]. - See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method. + See [url=$DOCS_URL/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method. @@ -581,7 +581,7 @@ Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] or [code]plural_message[/code] unchanged. See [method set_message_translation]. The number [code]n[/code] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language. [b]Note:[/b] Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply. In such cases, use [method tr]. - See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method. + See [url=$DOCS_URL/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method. diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml index e8d59771999..013ad0cc42f 100644 --- a/doc/classes/OmniLight3D.xml +++ b/doc/classes/OmniLight3D.xml @@ -7,7 +7,7 @@ An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters. - https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 7775cfb2f90..08f9de53ca6 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -7,7 +7,7 @@ PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.html diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 9cf587f2e0c..3c52850eeca 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -7,7 +7,7 @@ PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.html diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index 3fe9cd776c4..c33bd930be6 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -7,8 +7,8 @@ Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody2D._integrate_forces]. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/ray-casting.html diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index efa9eb9cd6e..7aa46dec2f1 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -7,8 +7,8 @@ Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody3D._integrate_forces]. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/ray-casting.html diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml index 107d276df2c..fb82aaf36af 100644 --- a/doc/classes/PhysicsDirectSpaceState2D.xml +++ b/doc/classes/PhysicsDirectSpaceState2D.xml @@ -7,8 +7,8 @@ Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/ray-casting.html diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml index 349ce31ab4c..177fca9ce3f 100644 --- a/doc/classes/PhysicsDirectSpaceState3D.xml +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -7,8 +7,8 @@ Direct access object to a space in the [PhysicsServer3D]. It's used mainly to do queries against objects and areas residing in a given space. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/ray-casting.html diff --git a/doc/classes/PhysicsPointQueryParameters2D.xml b/doc/classes/PhysicsPointQueryParameters2D.xml index 6acd83b1011..b4cb2145cfd 100644 --- a/doc/classes/PhysicsPointQueryParameters2D.xml +++ b/doc/classes/PhysicsPointQueryParameters2D.xml @@ -19,7 +19,7 @@ If [code]true[/code], the query will take [PhysicsBody2D]s into account. - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsPointQueryParameters3D.xml b/doc/classes/PhysicsPointQueryParameters3D.xml index 488f56872d3..51e8f8c5b41 100644 --- a/doc/classes/PhysicsPointQueryParameters3D.xml +++ b/doc/classes/PhysicsPointQueryParameters3D.xml @@ -16,7 +16,7 @@ If [code]true[/code], the query will take [PhysicsBody3D]s into account. - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsRayQueryParameters2D.xml b/doc/classes/PhysicsRayQueryParameters2D.xml index b71b48f223b..7e317c18bf8 100644 --- a/doc/classes/PhysicsRayQueryParameters2D.xml +++ b/doc/classes/PhysicsRayQueryParameters2D.xml @@ -16,7 +16,7 @@ If [code]true[/code], the query will take [PhysicsBody2D]s into account. - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsRayQueryParameters3D.xml b/doc/classes/PhysicsRayQueryParameters3D.xml index 3085ff3b352..c378325a3ca 100644 --- a/doc/classes/PhysicsRayQueryParameters3D.xml +++ b/doc/classes/PhysicsRayQueryParameters3D.xml @@ -16,7 +16,7 @@ If [code]true[/code], the query will take [PhysicsBody3D]s into account. - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml index abd19f13264..455f0b67dc4 100644 --- a/doc/classes/PhysicsShapeQueryParameters2D.xml +++ b/doc/classes/PhysicsShapeQueryParameters2D.xml @@ -16,7 +16,7 @@ If [code]true[/code], the query will take [PhysicsBody2D]s into account. - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml index 2dffd5347a2..789ce0a6c3f 100644 --- a/doc/classes/PhysicsShapeQueryParameters3D.xml +++ b/doc/classes/PhysicsShapeQueryParameters3D.xml @@ -16,7 +16,7 @@ If [code]true[/code], the query will take [PhysicsBody3D]s into account. - The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index a20607d0a7e..1f741a19d97 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -7,7 +7,7 @@ Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + $DOCS_URL/tutorials/math/index.html diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index abdd8138ade..cb26d8d4456 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -6,8 +6,8 @@ Contains global variables accessible from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options. When naming a Project Settings property, use the full path to the setting including the category. For example, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog. - [b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url]. - [b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations. + [b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url]. + [b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations. https://godotengine.org/asset-library/asset/675 @@ -87,7 +87,7 @@ - Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path]. + Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path]. [b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project: [codeblock] var path = "" @@ -219,7 +219,7 @@ The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup. - [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information. + [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information. Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. See "Overriding" in the [ProjectSettings] class description at the top for more information. @@ -495,7 +495,7 @@ Sets the main window to full screen when the project starts. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. + Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5. diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml index 95b2316bf3c..542b58f50b8 100644 --- a/doc/classes/Quaternion.xml +++ b/doc/classes/Quaternion.xml @@ -9,7 +9,7 @@ Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors. - https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions + $DOCS_URL/tutorials/3d/using_transforms.html#interpolating-with-quaternions https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/RandomNumberGenerator.xml b/doc/classes/RandomNumberGenerator.xml index c011755df17..53d15542727 100644 --- a/doc/classes/RandomNumberGenerator.xml +++ b/doc/classes/RandomNumberGenerator.xml @@ -16,7 +16,7 @@ [b]Note:[/b] The default values of [member seed] and [member state] properties are pseudo-random, and changes when calling [method randomize]. The [code]0[/code] value documented here is a placeholder, and not the actual default seed. - https://docs.godotengine.org/en/latest/tutorials/math/random_number_generation.html + $DOCS_URL/tutorials/math/random_number_generation.html diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml index d7540ef2066..fe2885378af 100644 --- a/doc/classes/RayCast2D.xml +++ b/doc/classes/RayCast2D.xml @@ -11,7 +11,7 @@ RayCast2D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/ray-casting.html @@ -110,7 +110,7 @@ If [code]true[/code], collision with [PhysicsBody2D]s will be reported. - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. If [code]true[/code], collisions will be reported. diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index f15643c93fd..8abd3f84b1c 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -11,7 +11,7 @@ RayCast3D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/ray-casting.html https://godotengine.org/asset-library/asset/676 @@ -112,7 +112,7 @@ If [code]true[/code], collision with [PhysicsBody3D]s will be reported. - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast3D] is colliding with something. diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index ad88551d9d2..22cec9f75a7 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -9,9 +9,9 @@ The 3D counterpart to [Rect2] is [AABB]. - https://docs.godotengine.org/en/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html - https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/vector_math.html + $DOCS_URL/tutorials/math/vectors_advanced.html diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index f5ea6a6c87d..42f9e9f208e 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -8,8 +8,8 @@ It uses integer coordinates. If you need floating-point coordinates, use [Rect2] instead. - https://docs.godotengine.org/en/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/vector_math.html diff --git a/doc/classes/RefCounted.xml b/doc/classes/RefCounted.xml index de314fbcb7e..378df6f1559 100644 --- a/doc/classes/RefCounted.xml +++ b/doc/classes/RefCounted.xml @@ -10,7 +10,7 @@ [b]Note:[/b] In C#, reference-counted objects will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free reference-counted objects that are no longer in use. This means that unused ones will linger on for a while before being removed. - https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html + $DOCS_URL/tutorials/best_practices/node_alternatives.html diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index 7f2bd118d69..8bf8534334f 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -8,7 +8,7 @@ The [ReflectionProbe] is used to create high-quality reflections at the cost of performance. It can be combined with [VoxelGI]s and Screen Space Reflections to achieve high quality reflections. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them. - https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html + $DOCS_URL/tutorials/3d/reflection_probes.html diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index ddb25788c89..7f4d5cf1cd7 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -15,7 +15,7 @@ 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. - https://docs.godotengine.org/en/latest/tutorials/performance/using_servers.html + $DOCS_URL/tutorials/performance/using_servers.html diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index 327183893bf..02d1c7e97dc 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -8,8 +8,8 @@ [b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed. - https://docs.godotengine.org/en/latest/tutorials/scripting/resources.html - https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html + $DOCS_URL/tutorials/scripting/resources.html + $DOCS_URL/tutorials/best_practices/node_alternatives.html diff --git a/doc/classes/ResourceImporter.xml b/doc/classes/ResourceImporter.xml index 9f551ad1d2c..f20b55fbc86 100644 --- a/doc/classes/ResourceImporter.xml +++ b/doc/classes/ResourceImporter.xml @@ -7,7 +7,7 @@ This is the base class for the resource importers implemented in core. To implement your own resource importers using editor plugins, see [EditorImportPlugin]. - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html + $DOCS_URL/tutorials/plugins/editor/import_plugins.html diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml index 62323722f79..4329ccfdf58 100644 --- a/doc/classes/RichTextEffect.xml +++ b/doc/classes/RichTextEffect.xml @@ -19,7 +19,7 @@ [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. - https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html + $DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 3255c748b72..6bfaca8928b 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -11,7 +11,7 @@ [b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property. - https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html + $DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html https://godotengine.org/asset-library/asset/132 https://godotengine.org/asset-library/asset/677 diff --git a/doc/classes/RigidDynamicBody3D.xml b/doc/classes/RigidDynamicBody3D.xml index ba9acdf4bfb..c75055e0dfb 100644 --- a/doc/classes/RigidDynamicBody3D.xml +++ b/doc/classes/RigidDynamicBody3D.xml @@ -10,7 +10,7 @@ If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator]. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.html https://godotengine.org/asset-library/asset/524 https://godotengine.org/asset-library/asset/675 diff --git a/doc/classes/RootMotionView.xml b/doc/classes/RootMotionView.xml index 5db13de44fc..203a48996f6 100644 --- a/doc/classes/RootMotionView.xml +++ b/doc/classes/RootMotionView.xml @@ -8,7 +8,7 @@ [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of [code]extends RootMotionView[/code]. Additionally, it must not be a [code]@tool[/code] script. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#root-motion + $DOCS_URL/tutorials/animation/animation_tree.html#root-motion diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 6d0ec44b691..c1dca448963 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -9,8 +9,8 @@ [SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop. - https://docs.godotengine.org/en/latest/tutorials/scripting/scene_tree.html - https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html + $DOCS_URL/tutorials/scripting/scene_tree.html + $DOCS_URL/tutorials/rendering/multiple_resolutions.html diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index 7c59e878489..ab88bdaa735 100644 --- a/doc/classes/Script.xml +++ b/doc/classes/Script.xml @@ -8,7 +8,7 @@ The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. - https://docs.godotengine.org/en/latest/tutorials/scripting/index.html + $DOCS_URL/tutorials/scripting/index.html diff --git a/doc/classes/Semaphore.xml b/doc/classes/Semaphore.xml index 9ff9cc0c876..9e1d8012b75 100644 --- a/doc/classes/Semaphore.xml +++ b/doc/classes/Semaphore.xml @@ -7,7 +7,7 @@ A synchronization semaphore which can be used to synchronize multiple [Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. For a binary version, see [Mutex]. - https://docs.godotengine.org/en/latest/tutorials/performance/using_multiple_threads.html + $DOCS_URL/tutorials/performance/using_multiple_threads.html diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 751afb9b650..d81b4bc372a 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -7,7 +7,7 @@ This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below. - https://docs.godotengine.org/en/latest/tutorials/shaders/index.html + $DOCS_URL/tutorials/shaders/index.html diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index d5fc3fd2108..04f0fac1044 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -7,7 +7,7 @@ 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. - https://docs.godotengine.org/en/latest/tutorials/shaders/index.html + $DOCS_URL/tutorials/shaders/index.html diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index 04f91d19da5..97465191735 100644 --- a/doc/classes/Shape2D.xml +++ b/doc/classes/Shape2D.xml @@ -7,7 +7,7 @@ Base class for all 2D shapes. All 2D shape types inherit from this. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.html diff --git a/doc/classes/Shape3D.xml b/doc/classes/Shape3D.xml index 96f8833486f..67af52768f2 100644 --- a/doc/classes/Shape3D.xml +++ b/doc/classes/Shape3D.xml @@ -7,7 +7,7 @@ Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody3D] or [Area3D] objects. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.html diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index 7aa06985bf1..20bec147958 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -8,7 +8,7 @@ To setup different types of inverse kinematics for the given Skeleton2D, a [SkeletonModificationStack2D] should be created. They can be applied by creating the desired number of modifications, which can be done by increasing [member SkeletonModificationStack2D.modification_count]. - https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html + $DOCS_URL/tutorials/animation/2d_skeletons.html diff --git a/doc/classes/SoftDynamicBody3D.xml b/doc/classes/SoftDynamicBody3D.xml index f999f77e780..fceebddf35b 100644 --- a/doc/classes/SoftDynamicBody3D.xml +++ b/doc/classes/SoftDynamicBody3D.xml @@ -7,7 +7,7 @@ A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. - https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html + $DOCS_URL/tutorials/physics/soft_body.html @@ -92,11 +92,11 @@ The physics layers this SoftDynamicBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The physics layers this SoftDynamicBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. - [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml index 8c10ec36a8f..f9f9a62baa1 100644 --- a/doc/classes/SpotLight3D.xml +++ b/doc/classes/SpotLight3D.xml @@ -7,7 +7,7 @@ A Spotlight is a type of [Light3D] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light3D]. - https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/lights_and_shadows.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/SpringArm3D.xml b/doc/classes/SpringArm3D.xml index 2cd8fa71cf3..a54578cff4e 100644 --- a/doc/classes/SpringArm3D.xml +++ b/doc/classes/SpringArm3D.xml @@ -41,7 +41,7 @@ - The layers against which the collision check shall be done. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The layers against which the collision check shall be done. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. When the collision check is made, a candidate length for the SpringArm3D is given. diff --git a/doc/classes/StandardMaterial3D.xml b/doc/classes/StandardMaterial3D.xml index 43ba95e3452..1a8bf0e2020 100644 --- a/doc/classes/StandardMaterial3D.xml +++ b/doc/classes/StandardMaterial3D.xml @@ -5,6 +5,6 @@ - https://docs.godotengine.org/en/latest/tutorials/3d/standard_material_3d.html + $DOCS_URL/tutorials/3d/standard_material_3d.html diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml index 50389f912da..5e6e07fe36f 100644 --- a/doc/classes/StreamPeerSSL.xml +++ b/doc/classes/StreamPeerSSL.xml @@ -8,7 +8,7 @@ [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. - https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html + $DOCS_URL/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/String.xml b/doc/classes/String.xml index a58bfd5c156..ce902c1216d 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -7,7 +7,7 @@ This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference-counted and use a copy-on-write approach, so passing them around is cheap in resources. - https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_format_string.html + $DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html diff --git a/doc/classes/SubViewport.xml b/doc/classes/SubViewport.xml index c2a76b587f0..f0b85cdad57 100644 --- a/doc/classes/SubViewport.xml +++ b/doc/classes/SubViewport.xml @@ -6,8 +6,8 @@ - https://docs.godotengine.org/en/latest/tutorials/rendering/viewports.html - https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html + $DOCS_URL/tutorials/rendering/viewports.html + $DOCS_URL/tutorials/2d/2d_transforms.html https://godotengine.org/asset-library/asset/127 https://godotengine.org/asset-library/asset/128 https://godotengine.org/asset-library/asset/129 diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml index 52a419ce0f0..d1a48fda55c 100644 --- a/doc/classes/Theme.xml +++ b/doc/classes/Theme.xml @@ -8,7 +8,7 @@ Theme resources can alternatively be loaded by writing them in a [code].theme[/code] file, see the documentation for more information. - https://docs.godotengine.org/en/latest/tutorials/ui/gui_skinning.html + $DOCS_URL/tutorials/ui/gui_skinning.html diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml index eb2df8a4f99..bd9a6c865a0 100644 --- a/doc/classes/Thread.xml +++ b/doc/classes/Thread.xml @@ -8,8 +8,8 @@ [b]Note:[/b] Breakpoints won't break on code if it's running in a thread. This is a current limitation of the GDScript debugger. - https://docs.godotengine.org/en/latest/tutorials/performance/using_multiple_threads.html - https://docs.godotengine.org/en/latest/tutorials/performance/thread_safe_apis.html + $DOCS_URL/tutorials/performance/using_multiple_threads.html + $DOCS_URL/tutorials/performance/thread_safe_apis.html https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 22d61c72851..6e552e36492 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -7,7 +7,7 @@ Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles which are used to create grid-based maps. A TileMap may have several layers, layouting tiles on top of each other. - https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html + $DOCS_URL/tutorials/2d/using_tilemaps.html https://godotengine.org/asset-library/asset/120 https://godotengine.org/asset-library/asset/112 https://godotengine.org/asset-library/asset/111 diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml index 45d6f9ca6cb..5d9065f8236 100644 --- a/doc/classes/TileSet.xml +++ b/doc/classes/TileSet.xml @@ -13,7 +13,7 @@ See the functions to add new layers for more information. - https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html + $DOCS_URL/tutorials/2d/using_tilemaps.html https://godotengine.org/asset-library/asset/120 https://godotengine.org/asset-library/asset/112 https://godotengine.org/asset-library/asset/111 diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index ab7632e08e4..92122beb9d7 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -8,8 +8,8 @@ For more information, read the "Matrices and transforms" documentation article. - https://docs.godotengine.org/en/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/matrices_and_transforms.html https://godotengine.org/asset-library/asset/584 https://godotengine.org/asset-library/asset/583 diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index 8c4965abb47..13df85c7866 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -8,9 +8,9 @@ For more information, read the "Matrices and transforms" documentation article. - https://docs.godotengine.org/en/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html - https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/matrices_and_transforms.html + $DOCS_URL/tutorials/3d/using_transforms.html https://godotengine.org/asset-library/asset/584 https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/583 diff --git a/doc/classes/Translation.xml b/doc/classes/Translation.xml index 2a0695d42e3..defebf7ab45 100644 --- a/doc/classes/Translation.xml +++ b/doc/classes/Translation.xml @@ -7,8 +7,8 @@ Translations are resources that can be loaded and unloaded on demand. They map a string to another string. - https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html - https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html + $DOCS_URL/tutorials/i18n/internationalizing_games.html + $DOCS_URL/tutorials/i18n/locales.html diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml index 8a6fa3571ae..519e1cb0414 100644 --- a/doc/classes/TranslationServer.xml +++ b/doc/classes/TranslationServer.xml @@ -7,8 +7,8 @@ Server that manages all translations. Translations can be set to it and removed from it. - https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html - https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html + $DOCS_URL/tutorials/i18n/internationalizing_games.html + $DOCS_URL/tutorials/i18n/locales.html diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index 88644e2f8a8..b8649a28360 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -72,6 +72,6 @@ Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired. - https://docs.godotengine.org/en/latest/development/cpp/variant_class.html + $DOCS_URL/development/cpp/variant_class.html diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 02770472fa6..52f8f327f0f 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -9,9 +9,9 @@ [b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code]. - https://docs.godotengine.org/en/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html - https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/vector_math.html + $DOCS_URL/tutorials/math/vectors_advanced.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab https://godotengine.org/asset-library/asset/584 https://github.com/godotengine/godot-demo-projects/tree/master/2d diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index 71882e5b0cf..7179b6196ed 100644 --- a/doc/classes/Vector2i.xml +++ b/doc/classes/Vector2i.xml @@ -9,8 +9,8 @@ [b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i will always evaluate to [code]true[/code]. - https://docs.godotengine.org/en/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/vector_math.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index a94cc0086f4..309fe08aa26 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -9,9 +9,9 @@ [b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code]. - https://docs.godotengine.org/en/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html - https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/vector_math.html + $DOCS_URL/tutorials/math/vectors_advanced.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab https://godotengine.org/asset-library/asset/584 https://github.com/godotengine/godot-demo-projects/tree/master/3d diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index 5cd458a2beb..0500ab9a002 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -9,8 +9,8 @@ [b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code]. - https://docs.godotengine.org/en/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html + $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/vector_math.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index e79cf0d2334..8e75b474ed3 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -12,8 +12,8 @@ Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw. - https://docs.godotengine.org/en/latest/tutorials/rendering/viewports.html - https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html + $DOCS_URL/tutorials/rendering/viewports.html + $DOCS_URL/tutorials/2d/2d_transforms.html https://godotengine.org/asset-library/asset/127 https://godotengine.org/asset-library/asset/128 https://godotengine.org/asset-library/asset/129 diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml index b752e94490b..cebe7f215f7 100644 --- a/doc/classes/VisualShaderNode.xml +++ b/doc/classes/VisualShaderNode.xml @@ -7,7 +7,7 @@ Visual shader graphs consist of various nodes. Each node in the graph is a separate object and they are represented as a rectangular boxes with title and a set of properties. Each node has also connection ports that allow to connect it to another nodes and control the flow of the shader. - https://docs.godotengine.org/en/latest/tutorials/shaders/visual_shaders.html + $DOCS_URL/tutorials/shaders/visual_shaders.html diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml index 58f345b8f96..995f2796dd2 100644 --- a/doc/classes/VisualShaderNodeCustom.xml +++ b/doc/classes/VisualShaderNodeCustom.xml @@ -13,7 +13,7 @@ [/codeblock] - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html + $DOCS_URL/tutorials/plugins/editor/visual_shader_plugins.html diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml index 46d7dd63220..a7b501c6a03 100644 --- a/doc/classes/VisualShaderNodeInput.xml +++ b/doc/classes/VisualShaderNodeInput.xml @@ -7,7 +7,7 @@ Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link). - https://docs.godotengine.org/en/latest/tutorials/shaders/shader_reference/index.html + $DOCS_URL/tutorials/shaders/shader_reference/index.html diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml index 5858199d5dd..2c3605aa1cf 100644 --- a/doc/classes/VoxelGI.xml +++ b/doc/classes/VoxelGI.xml @@ -10,7 +10,7 @@ [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_BAKED]. These temporary nodes can then be hidden after baking the [VoxelGI] node. - https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html + $DOCS_URL/tutorials/3d/gi_probes.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml index 0653c8b4535..f36b926bef4 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -384,7 +384,7 @@ Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. + Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. The window's ability to be resized. diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml index a6a4701dd40..47ab4b36122 100644 --- a/doc/classes/World2D.xml +++ b/doc/classes/World2D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/ray-casting.html diff --git a/doc/classes/World3D.xml b/doc/classes/World3D.xml index 136ca2c5984..fd2f96985c6 100644 --- a/doc/classes/World3D.xml +++ b/doc/classes/World3D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Node3D nodes register their resources into the current world. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/ray-casting.html diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml index bd25a74c5bb..793479e0743 100644 --- a/doc/classes/WorldEnvironment.xml +++ b/doc/classes/WorldEnvironment.xml @@ -9,7 +9,7 @@ The [WorldEnvironment] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene. - https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html + $DOCS_URL/tutorials/3d/environment_and_post_processing.html https://godotengine.org/asset-library/asset/123 https://godotengine.org/asset-library/asset/110 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/XRCamera3D.xml b/doc/classes/XRCamera3D.xml index 31f05ca06cc..ca81f5b1692 100644 --- a/doc/classes/XRCamera3D.xml +++ b/doc/classes/XRCamera3D.xml @@ -8,6 +8,6 @@ The position and orientation of this node is automatically updated by the XR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the XR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the XRCamera3D can lag a few milliseconds behind what is used for rendering as a result. - https://docs.godotengine.org/en/latest/tutorials/vr/index.html + $DOCS_URL/tutorials/vr/index.html diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml index eb91196e006..0e2785f2465 100644 --- a/doc/classes/XRController3D.xml +++ b/doc/classes/XRController3D.xml @@ -10,7 +10,7 @@ As many XR runtimes now use a configurable action map all inputs are named. - https://docs.godotengine.org/en/latest/tutorials/vr/index.html + $DOCS_URL/tutorials/vr/index.html diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml index 7ae70f97a29..3b03447ed14 100644 --- a/doc/classes/XRInterface.xml +++ b/doc/classes/XRInterface.xml @@ -8,7 +8,7 @@ Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [XRServer]. - https://docs.godotengine.org/en/latest/tutorials/vr/index.html + $DOCS_URL/tutorials/vr/index.html diff --git a/doc/classes/XROrigin3D.xml b/doc/classes/XROrigin3D.xml index 0d8acfeb1b5..fc151029768 100644 --- a/doc/classes/XROrigin3D.xml +++ b/doc/classes/XROrigin3D.xml @@ -10,7 +10,7 @@ For example, if your character is driving a car, the XROrigin3D node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node. - https://docs.godotengine.org/en/latest/tutorials/vr/index.html + $DOCS_URL/tutorials/vr/index.html diff --git a/doc/classes/XRPositionalTracker.xml b/doc/classes/XRPositionalTracker.xml index bd6a5188350..439bcfc3822 100644 --- a/doc/classes/XRPositionalTracker.xml +++ b/doc/classes/XRPositionalTracker.xml @@ -9,7 +9,7 @@ The [XRController3D] and [XRAnchor3D] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDExtension-based interfaces can interact with them. - https://docs.godotengine.org/en/latest/tutorials/vr/index.html + $DOCS_URL/tutorials/vr/index.html diff --git a/doc/classes/XRServer.xml b/doc/classes/XRServer.xml index 87164ebb523..3a7fdea8d06 100644 --- a/doc/classes/XRServer.xml +++ b/doc/classes/XRServer.xml @@ -7,7 +7,7 @@ The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing. - https://docs.godotengine.org/en/latest/tutorials/vr/index.html + $DOCS_URL/tutorials/vr/index.html diff --git a/modules/csg/doc_classes/CSGShape3D.xml b/modules/csg/doc_classes/CSGShape3D.xml index 446269f3f0b..f5031064d67 100644 --- a/modules/csg/doc_classes/CSGShape3D.xml +++ b/modules/csg/doc_classes/CSGShape3D.xml @@ -59,10 +59,10 @@ The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - The physics layers this CSG shape scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers this CSG shape scans for collisions. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent. diff --git a/modules/enet/doc_classes/ENetMultiplayerPeer.xml b/modules/enet/doc_classes/ENetMultiplayerPeer.xml index 22136c39442..d2456d3360c 100644 --- a/modules/enet/doc_classes/ENetMultiplayerPeer.xml +++ b/modules/enet/doc_classes/ENetMultiplayerPeer.xml @@ -8,7 +8,7 @@ [b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to make your server accessible on the public Internet, you only need to forward the server port in UDP. You can use the [UPNP] class to try to forward the server port automatically when starting the server. - https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html + $DOCS_URL/tutorials/networking/high_level_multiplayer.html http://enet.bespin.org/usergroup0.html diff --git a/modules/gdnative/doc_classes/GDNativeLibrary.xml b/modules/gdnative/doc_classes/GDNativeLibrary.xml index 6b3bd714b92..21df640ebcc 100644 --- a/modules/gdnative/doc_classes/GDNativeLibrary.xml +++ b/modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -7,8 +7,8 @@ A GDNative library can implement [NativeScript]s, global functions to call with the [GDNative] class, or low-level engine extensions through interfaces such as XRInterfaceGDNative. The library must be compiled for each platform and architecture that the project will run on. - https://docs.godotengine.org/en/latest/tutorials/scripting/gdnative/gdnative_c_example.html - https://docs.godotengine.org/en/latest/tutorials/scripting/gdnative/gdnative_cpp_example.html + $DOCS_URL/tutorials/scripting/gdnative/gdnative_c_example.html + $DOCS_URL/tutorials/scripting/gdnative/gdnative_cpp_example.html diff --git a/modules/gdscript/doc_classes/@GDScript.xml b/modules/gdscript/doc_classes/@GDScript.xml index 5b476cda01e..9c8adb4cf1c 100644 --- a/modules/gdscript/doc_classes/@GDScript.xml +++ b/modules/gdscript/doc_classes/@GDScript.xml @@ -7,7 +7,7 @@ List of core built-in GDScript functions. Math functions and other utilities. Everything else is provided by objects. (Keywords: builtin, built in, global functions.) - https://docs.godotengine.org/en/latest/tutorials/math/random_number_generation.html + $DOCS_URL/tutorials/math/random_number_generation.html diff --git a/modules/gdscript/doc_classes/GDScript.xml b/modules/gdscript/doc_classes/GDScript.xml index 0a448ed88cd..5acb29e7482 100644 --- a/modules/gdscript/doc_classes/GDScript.xml +++ b/modules/gdscript/doc_classes/GDScript.xml @@ -8,7 +8,7 @@ [method new] creates a new instance of the script. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. - https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/index.html + $DOCS_URL/tutorials/scripting/gdscript/index.html diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml index c1dbe63628c..73315350ffc 100644 --- a/modules/gridmap/doc_classes/GridMap.xml +++ b/modules/gridmap/doc_classes/GridMap.xml @@ -11,7 +11,7 @@ [b]Note:[/b] GridMap doesn't extend [VisualInstance3D] and therefore can't be hidden or cull masked based on [member VisualInstance3D.layers]. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question. - https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html + $DOCS_URL/tutorials/3d/using_gridmaps.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/126 @@ -173,7 +173,7 @@ GridMaps act as static bodies, meaning they aren't affected by gravity or other forces. They only affect other physics bodies that collide with them. - The physics layers this GridMap detects collisions in. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The assigned [MeshLibrary]. diff --git a/modules/mono/doc_classes/CSharpScript.xml b/modules/mono/doc_classes/CSharpScript.xml index 2bca8bc24e1..14c62b4bb05 100644 --- a/modules/mono/doc_classes/CSharpScript.xml +++ b/modules/mono/doc_classes/CSharpScript.xml @@ -8,7 +8,7 @@ See also [GodotSharp]. - https://docs.godotengine.org/en/latest/tutorials/scripting/c_sharp/index.html + $DOCS_URL/tutorials/scripting/c_sharp/index.html diff --git a/modules/visual_script/doc_classes/VisualScript.xml b/modules/visual_script/doc_classes/VisualScript.xml index be6bf00e50d..a4529740147 100644 --- a/modules/visual_script/doc_classes/VisualScript.xml +++ b/modules/visual_script/doc_classes/VisualScript.xml @@ -9,7 +9,7 @@ You are most likely to use this class via the Visual Script editor or when writing plugins for it. - https://docs.godotengine.org/en/latest/tutorials/scripting/visual_script/index.html + $DOCS_URL/tutorials/scripting/visual_script/index.html