diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml
index 1ea205734ed..83428d5c401 100644
--- a/doc/classes/AABB.xml
+++ b/doc/classes/AABB.xml
@@ -9,7 +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/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html
+ https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html
diff --git a/doc/classes/AnimatedSprite.xml b/doc/classes/AnimatedSprite.xml
index cf67f5eddba..d87fea70609 100644
--- a/doc/classes/AnimatedSprite.xml
+++ b/doc/classes/AnimatedSprite.xml
@@ -9,6 +9,7 @@
https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html
+ https://godotengine.org/asset-library/asset/515
diff --git a/doc/classes/AnimationNodeAdd3.xml b/doc/classes/AnimationNodeAdd3.xml
index dd0f827605e..f3d8824c4a9 100644
--- a/doc/classes/AnimationNodeAdd3.xml
+++ b/doc/classes/AnimationNodeAdd3.xml
@@ -11,7 +11,8 @@
- 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
+ https://docs.godotengine.org/en/latest/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 1ea68503188..a3696211111 100644
--- a/doc/classes/AnimationNodeAnimation.xml
+++ b/doc/classes/AnimationNodeAnimation.xml
@@ -7,7 +7,9 @@
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
+ https://docs.godotengine.org/en/latest/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 1b599ed1ec5..7a04329f99d 100644
--- a/doc/classes/AnimationNodeBlend2.xml
+++ b/doc/classes/AnimationNodeBlend2.xml
@@ -7,7 +7,9 @@
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
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
+ https://godotengine.org/asset-library/asset/125
+ https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml
index 478a5589095..b9cb1d2cca8 100644
--- a/doc/classes/AnimationNodeBlendSpace2D.xml
+++ b/doc/classes/AnimationNodeBlendSpace2D.xml
@@ -9,7 +9,8 @@
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
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
+ https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml
index 8e3a0c0a1d5..db3299d0e27 100644
--- a/doc/classes/AnimationNodeOneShot.xml
+++ b/doc/classes/AnimationNodeOneShot.xml
@@ -7,7 +7,8 @@
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
+ https://docs.godotengine.org/en/latest/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 180b60c755d..68cf4c31360 100644
--- a/doc/classes/AnimationNodeOutput.xml
+++ b/doc/classes/AnimationNodeOutput.xml
@@ -6,7 +6,9 @@
- https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
+ https://godotengine.org/asset-library/asset/125
+ https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/AnimationNodeTimeScale.xml b/doc/classes/AnimationNodeTimeScale.xml
index cc52d39e6df..fe63686f9b8 100644
--- a/doc/classes/AnimationNodeTimeScale.xml
+++ b/doc/classes/AnimationNodeTimeScale.xml
@@ -7,7 +7,8 @@
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
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
+ https://godotengine.org/asset-library/asset/125
diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml
index c106ef5f649..7edb760002b 100644
--- a/doc/classes/AnimationNodeTransition.xml
+++ b/doc/classes/AnimationNodeTransition.xml
@@ -7,7 +7,9 @@
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
+ https://docs.godotengine.org/en/latest/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 843f47e533c..f54d6c08a80 100644
--- a/doc/classes/AnimationPlayer.xml
+++ b/doc/classes/AnimationPlayer.xml
@@ -9,9 +9,9 @@
Updating the target properties of animations occurs at process time.
- https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/index.html
https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html
- https://docs.godotengine.org/en/latest/tutorials/animation/index.html
+ https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index bca38d83257..94f86eeb2b2 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -7,8 +7,8 @@
Note: 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
- https://github.com/godotengine/tps-demo
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
+ https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/Area.xml b/doc/classes/Area.xml
index dcb389bf593..0b9bc9752ac 100644
--- a/doc/classes/Area.xml
+++ b/doc/classes/Area.xml
@@ -7,6 +7,8 @@
3D area that detects [CollisionObject] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
+ https://godotengine.org/asset-library/asset/125
+ https://godotengine.org/asset-library/asset/127
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index e301412ece5..e4da17f41b0 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -7,7 +7,10 @@
2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
- https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html
+ https://docs.godotengine.org/en/latest/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/AudioEffect.xml b/doc/classes/AudioEffect.xml
index 4e7dd317f46..d75758c61e0 100644
--- a/doc/classes/AudioEffect.xml
+++ b/doc/classes/AudioEffect.xml
@@ -7,6 +7,7 @@
Base resource for audio bus. Applies an audio effect on the bus that the resource is applied on.
+ https://godotengine.org/asset-library/asset/527
diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml
index 686c24e34ba..e18a5b7a7d1 100644
--- a/doc/classes/AudioEffectRecord.xml
+++ b/doc/classes/AudioEffectRecord.xml
@@ -7,7 +7,8 @@
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
+ https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html
+ https://godotengine.org/asset-library/asset/527
diff --git a/doc/classes/AudioEffectReverb.xml b/doc/classes/AudioEffectReverb.xml
index 8ba77733fdc..a62e102b45e 100644
--- a/doc/classes/AudioEffectReverb.xml
+++ b/doc/classes/AudioEffectReverb.xml
@@ -8,6 +8,7 @@
Simulates rooms of different sizes. Its parameters can be adjusted to simulate the sound of a specific room.
+ https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml
index 3957c45f109..ad774a48a26 100644
--- a/doc/classes/AudioServer.xml
+++ b/doc/classes/AudioServer.xml
@@ -7,7 +7,10 @@
[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
+ https://docs.godotengine.org/en/latest/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 ed59f0f4b61..4175c3ff64a 100644
--- a/doc/classes/AudioStream.xml
+++ b/doc/classes/AudioStream.xml
@@ -7,7 +7,10 @@
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
+ https://docs.godotengine.org/en/latest/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/AudioStreamGenerator.xml b/doc/classes/AudioStreamGenerator.xml
index b9e9fb62015..6ec70f1f125 100644
--- a/doc/classes/AudioStreamGenerator.xml
+++ b/doc/classes/AudioStreamGenerator.xml
@@ -5,7 +5,7 @@
- https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator
+ https://godotengine.org/asset-library/asset/526
diff --git a/doc/classes/AudioStreamPlayback.xml b/doc/classes/AudioStreamPlayback.xml
index c2c4db79e04..0d30ac6ddd1 100644
--- a/doc/classes/AudioStreamPlayback.xml
+++ b/doc/classes/AudioStreamPlayback.xml
@@ -7,6 +7,7 @@
Can play, loop, pause a scroll through audio. See [AudioStream] and [AudioStreamOGGVorbis] for usage.
+ https://godotengine.org/asset-library/asset/526
diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml
index e153b5667dc..97a793d6a17 100644
--- a/doc/classes/AudioStreamPlayer.xml
+++ b/doc/classes/AudioStreamPlayer.xml
@@ -7,7 +7,12 @@
Plays an audio stream non-positionally.
- https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/latest/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
+ https://godotengine.org/asset-library/asset/527
+ https://godotengine.org/asset-library/asset/528
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index 16bba528b56..ad224ef95d9 100644
--- a/doc/classes/Basis.xml
+++ b/doc/classes/Basis.xml
@@ -10,8 +10,13 @@
For more information, read the "Matrices and transforms" documentation article.
- https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html
- https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html
+ 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
+ https://godotengine.org/asset-library/asset/584
+ https://godotengine.org/asset-library/asset/125
+ https://godotengine.org/asset-library/asset/676
+ https://godotengine.org/asset-library/asset/583
diff --git a/doc/classes/BoxShape.xml b/doc/classes/BoxShape.xml
index d741ab51d4a..7239cb39562 100644
--- a/doc/classes/BoxShape.xml
+++ b/doc/classes/BoxShape.xml
@@ -7,6 +7,9 @@
3D box shape that can be a child of a [PhysicsBody] or [Area].
+ https://godotengine.org/asset-library/asset/675
+ https://godotengine.org/asset-library/asset/126
+ https://godotengine.org/asset-library/asset/125
diff --git a/doc/classes/Button.xml b/doc/classes/Button.xml
index 30414ee9e54..b7c90658902 100644
--- a/doc/classes/Button.xml
+++ b/doc/classes/Button.xml
@@ -20,6 +20,8 @@
See also [BaseButton] which contains common properties and methods associated with this node.
+ https://godotengine.org/asset-library/asset/515
+ https://godotengine.org/asset-library/asset/677
diff --git a/doc/classes/Camera.xml b/doc/classes/Camera.xml
index af03506cf72..105b39e73f8 100644
--- a/doc/classes/Camera.xml
+++ b/doc/classes/Camera.xml
@@ -7,6 +7,7 @@
Camera is a special node that displays what is visible from its current location. Cameras register themselves in the nearest [Viewport] node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the camera will register in the global viewport. In other words, a camera just provides 3D display capabilities to a [Viewport], and, without one, a scene registered in that [Viewport] (or higher viewports) can't be displayed.
+ https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml
index 888e1af0f23..9bf970fddef 100644
--- a/doc/classes/Camera2D.xml
+++ b/doc/classes/Camera2D.xml
@@ -9,6 +9,9 @@
Note that the [Camera2D] node's [code]position[/code] doesn't represent the actual position of the screen, which may differ due to applied smoothing or limits. You can use [method get_camera_screen_center] to get the real position.
+ https://godotengine.org/asset-library/asset/120
+ https://godotengine.org/asset-library/asset/112
+ https://godotengine.org/asset-library/asset/110
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index 8f0c1ba7221..d8e73b70301 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -12,8 +12,9 @@
[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 @GDScript.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
+ https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html
+ https://docs.godotengine.org/en/latest/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 375da6eae09..b25af1d6051 100644
--- a/doc/classes/CanvasLayer.xml
+++ b/doc/classes/CanvasLayer.xml
@@ -7,8 +7,9 @@
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
+ https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html
+ https://godotengine.org/asset-library/asset/515
diff --git a/doc/classes/CapsuleShape.xml b/doc/classes/CapsuleShape.xml
index ecd6f35eca8..05a489a42f4 100644
--- a/doc/classes/CapsuleShape.xml
+++ b/doc/classes/CapsuleShape.xml
@@ -7,6 +7,7 @@
Capsule shape for collisions.
+ https://godotengine.org/asset-library/asset/675
diff --git a/doc/classes/CollisionShape.xml b/doc/classes/CollisionShape.xml
index d0e5c8c7589..d65e8ae79b1 100644
--- a/doc/classes/CollisionShape.xml
+++ b/doc/classes/CollisionShape.xml
@@ -7,7 +7,10 @@
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 [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject.shape_owner_get_shape] to get the actual shape.
- https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/latest/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/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml
index db082f50e8b..d52c734bfea 100644
--- a/doc/classes/CollisionShape2D.xml
+++ b/doc/classes/CollisionShape2D.xml
@@ -7,7 +7,10 @@
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
+ https://docs.godotengine.org/en/latest/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/Color.xml b/doc/classes/Color.xml
index bfedeb212f4..a80bbca56a4 100644
--- a/doc/classes/Color.xml
+++ b/doc/classes/Color.xml
@@ -11,6 +11,9 @@
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/color_constants.png]Color constants cheatsheet[/url]
+ https://godotengine.org/asset-library/asset/517
+ https://godotengine.org/asset-library/asset/146
+ https://godotengine.org/asset-library/asset/133
diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml
index e922d553961..aeb1d8f62e3 100644
--- a/doc/classes/ColorPicker.xml
+++ b/doc/classes/ColorPicker.xml
@@ -7,6 +7,7 @@
[Control] node displaying a color picker widget. It's useful for selecting a color from an RGB/RGBA colorspace.
+ https://godotengine.org/asset-library/asset/146
diff --git a/doc/classes/ColorPickerButton.xml b/doc/classes/ColorPickerButton.xml
index 9a76678d062..59544ccafbe 100644
--- a/doc/classes/ColorPickerButton.xml
+++ b/doc/classes/ColorPickerButton.xml
@@ -8,6 +8,8 @@
See also [BaseButton] which contains common properties and methods associated with this node.
+ https://godotengine.org/asset-library/asset/133
+ https://godotengine.org/asset-library/asset/517
diff --git a/doc/classes/ColorRect.xml b/doc/classes/ColorRect.xml
index 316c6fb3d03..6d07430fc8e 100644
--- a/doc/classes/ColorRect.xml
+++ b/doc/classes/ColorRect.xml
@@ -7,6 +7,7 @@
Displays a colored rectangle.
+ https://godotengine.org/asset-library/asset/515
diff --git a/doc/classes/ConcavePolygonShape.xml b/doc/classes/ConcavePolygonShape.xml
index f5d40fc9d5b..97136f42d25 100644
--- a/doc/classes/ConcavePolygonShape.xml
+++ b/doc/classes/ConcavePolygonShape.xml
@@ -8,6 +8,7 @@
Note: when used for collision, [ConcavePolygonShape] is intended to work with static [PhysicsBody] nodes like [StaticBody] and will not work with [KinematicBody] or [RigidBody] with a mode other than Static.
+ https://godotengine.org/asset-library/asset/675
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 273ff061c7d..373b9be88fc 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -14,8 +14,9 @@
[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 [method get_color], [method get_constant], [method get_font], [method get_icon], [method get_stylebox], and the [code]add_*_override[/code] methods provided by this class.
- https://docs.godotengine.org/en/latest/tutorials/gui/index.html
- https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html
+ https://docs.godotengine.org/en/latest/tutorials/gui/index.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html
+ https://github.com/godotengine/godot-demo-projects/tree/master/gui
diff --git a/doc/classes/ConvexPolygonShape.xml b/doc/classes/ConvexPolygonShape.xml
index 9cb97086ad5..1a2efb4801e 100644
--- a/doc/classes/ConvexPolygonShape.xml
+++ b/doc/classes/ConvexPolygonShape.xml
@@ -7,6 +7,7 @@
Convex polygon shape resource, which can be added to a [PhysicsBody] or area.
+ https://godotengine.org/asset-library/asset/675
diff --git a/doc/classes/CylinderShape.xml b/doc/classes/CylinderShape.xml
index 4383d09641f..823fd010211 100644
--- a/doc/classes/CylinderShape.xml
+++ b/doc/classes/CylinderShape.xml
@@ -7,6 +7,9 @@
Cylinder shape for collisions.
+ https://godotengine.org/asset-library/asset/678
+ https://godotengine.org/asset-library/asset/675
+ https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml
index 63cabbc44f8..76a575063d1 100644
--- a/doc/classes/Dictionary.xml
+++ b/doc/classes/Dictionary.xml
@@ -73,7 +73,9 @@
[/codeblock]
- https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary
+ https://docs.godotengine.org/en/latest/getting_started/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/DynamicFont.xml b/doc/classes/DynamicFont.xml
index 7fd397a8645..053f65f48ba 100644
--- a/doc/classes/DynamicFont.xml
+++ b/doc/classes/DynamicFont.xml
@@ -15,6 +15,7 @@
[b]Note:[/b] DynamicFont doesn't support features such as kerning, right-to-left typesetting, ligatures, text shaping, variable fonts and optional font features yet. If you wish to "bake" an optional font feature into a TTF font file, you can use [url=https://fontforge.org/]FontForge[/url] to do so. In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose the desired features then generate the font.
+ https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/DynamicFontData.xml b/doc/classes/DynamicFontData.xml
index eae6db9e2f5..b7f9b8f6934 100644
--- a/doc/classes/DynamicFontData.xml
+++ b/doc/classes/DynamicFontData.xml
@@ -7,6 +7,7 @@
Used with [DynamicFont] to describe the location of a vector font file for dynamic rendering at runtime.
+ https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index f0f26f50c1b..88040af91be 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -12,8 +12,11 @@
These effects will only apply when the [Viewport]'s intended usage is "3D" or "3D Without Effects". This can be configured for the root Viewport with [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation], or for specific Viewports via the [member Viewport.usage] property.
- 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
+ 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
+ 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 22981c2b118..726612d8068 100644
--- a/doc/classes/File.xml
+++ b/doc/classes/File.xml
@@ -24,7 +24,8 @@
[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.
- https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html
+ https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html
+ https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml
index f3fb199a509..1d07d613ddb 100644
--- a/doc/classes/GIProbe.xml
+++ b/doc/classes/GIProbe.xml
@@ -8,7 +8,8 @@
Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/voxel_cone_tracing/high_quality].
- https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html
+ https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/GIProbeData.xml b/doc/classes/GIProbeData.xml
index 6210d9ce708..e3d04219354 100644
--- a/doc/classes/GIProbeData.xml
+++ b/doc/classes/GIProbeData.xml
@@ -5,6 +5,7 @@
+ https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/GridContainer.xml b/doc/classes/GridContainer.xml
index fa36f22bce7..820ec2af563 100644
--- a/doc/classes/GridContainer.xml
+++ b/doc/classes/GridContainer.xml
@@ -9,6 +9,7 @@
[b]Note:[/b] GridContainer only works with child nodes inheriting from Control. It won't rearrange child nodes inheriting from Node2D.
+ https://godotengine.org/asset-library/asset/677
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index 133eb763ebb..72f080cb24d 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -7,7 +7,9 @@
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
+ https://docs.godotengine.org/en/latest/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 db7dd29253a..9fe4ee2ffa8 100644
--- a/doc/classes/InputEvent.xml
+++ b/doc/classes/InputEvent.xml
@@ -7,8 +7,10 @@
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
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/latest/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 c6b3ce423d9..6c4805f15d4 100644
--- a/doc/classes/InputEventAction.xml
+++ b/doc/classes/InputEventAction.xml
@@ -7,7 +7,9 @@
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
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions
+ https://godotengine.org/asset-library/asset/515
+ https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml
index e72334cac78..4223b004a50 100644
--- a/doc/classes/InputEventMouseMotion.xml
+++ b/doc/classes/InputEventMouseMotion.xml
@@ -8,7 +8,8 @@
[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
+ https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html
+ https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/Joint.xml b/doc/classes/Joint.xml
index f314f36a5fe..77b0e155bff 100644
--- a/doc/classes/Joint.xml
+++ b/doc/classes/Joint.xml
@@ -7,6 +7,7 @@
Joints are used to bind together two physics bodies. They have a solver priority and can define if the bodies of the two attached nodes should be able to collide with each other.
+ https://godotengine.org/asset-library/asset/524
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml
index 30ebe3660a2..536c6baf64a 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -9,7 +9,11 @@
[b]Kinematic characters:[/b] KinematicBody also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics.
- https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html
+ https://docs.godotengine.org/en/latest/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
+ https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index 60e9e195a54..e2d456dc925 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -10,7 +10,9 @@
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
+ https://docs.godotengine.org/en/latest/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/Label.xml b/doc/classes/Label.xml
index 8a140fc63a1..f69ec69d5dd 100644
--- a/doc/classes/Label.xml
+++ b/doc/classes/Label.xml
@@ -8,6 +8,7 @@
[b]Note:[/b] Contrarily to most other [Control]s, Label's [member Control.mouse_filter] defaults to [constant Control.MOUSE_FILTER_IGNORE] (i.e. it doesn't react to mouse input events). This implies that a label won't display any configured [member Control.hint_tooltip], unless you change its mouse filter.
+ https://godotengine.org/asset-library/asset/515
diff --git a/doc/classes/Light.xml b/doc/classes/Light.xml
index 89d8da9cf02..68bcc86d543 100644
--- a/doc/classes/Light.xml
+++ b/doc/classes/Light.xml
@@ -7,7 +7,8 @@
Light is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting.
- https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
+ https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/Line2D.xml b/doc/classes/Line2D.xml
index 7c41485b1fb..15e921c3a8b 100644
--- a/doc/classes/Line2D.xml
+++ b/doc/classes/Line2D.xml
@@ -8,6 +8,8 @@
[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a time. To increase this limit, open the Project Settings and increase [member ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and [member ProjectSettings.rendering/limits/buffers/canvas_polygon_index_buffer_size_kb].
+ https://godotengine.org/asset-library/asset/584
+ https://godotengine.org/asset-library/asset/583
diff --git a/doc/classes/Material.xml b/doc/classes/Material.xml
index c271575b159..0d896c65c3c 100644
--- a/doc/classes/Material.xml
+++ b/doc/classes/Material.xml
@@ -7,6 +7,8 @@
Material is a base [Resource] used for coloring and shading geometry. All materials inherit from it and almost all [VisualInstance] derived nodes carry a Material. A few flags and parameters are shared between all material types and are configured here.
+ https://godotengine.org/asset-library/asset/123
+ https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml
index f07e98c3695..d843b6192c6 100644
--- a/doc/classes/Mesh.xml
+++ b/doc/classes/Mesh.xml
@@ -7,6 +7,10 @@
Mesh is a type of [Resource] that contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials.
+ https://godotengine.org/asset-library/asset/123
+ 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/MeshInstance.xml b/doc/classes/MeshInstance.xml
index 870534a140f..b7c097ad0f6 100644
--- a/doc/classes/MeshInstance.xml
+++ b/doc/classes/MeshInstance.xml
@@ -7,6 +7,10 @@
MeshInstance is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used to get 3D geometry rendered and can be used to instance a single [Mesh] in many places. This allows to reuse geometry and save on resources. When a [Mesh] has to be instanced more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead.
+ https://godotengine.org/asset-library/asset/123
+ 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/MeshLibrary.xml b/doc/classes/MeshLibrary.xml
index fed82520792..c3e72b39a44 100644
--- a/doc/classes/MeshLibrary.xml
+++ b/doc/classes/MeshLibrary.xml
@@ -7,6 +7,8 @@
A library of meshes. Contains a list of [Mesh] resources, each with a name and ID. Each item can also include collision and navigation shapes. This resource is used in [GridMap].
+ https://godotengine.org/asset-library/asset/126
+ https://godotengine.org/asset-library/asset/125
diff --git a/doc/classes/Navigation.xml b/doc/classes/Navigation.xml
index 1c734d41b1e..c9d1f0f4aa8 100644
--- a/doc/classes/Navigation.xml
+++ b/doc/classes/Navigation.xml
@@ -7,6 +7,7 @@
Provides navigation and pathfinding within a collection of [NavigationMesh]es. By default, these will be automatically collected from child [NavigationMeshInstance] nodes, but they can also be added on the fly with [method navmesh_add]. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on.
+ https://godotengine.org/asset-library/asset/124
diff --git a/doc/classes/Navigation2D.xml b/doc/classes/Navigation2D.xml
index f7e1d8a0a97..2d88ee9dce7 100644
--- a/doc/classes/Navigation2D.xml
+++ b/doc/classes/Navigation2D.xml
@@ -7,6 +7,7 @@
Navigation2D provides navigation and pathfinding within a 2D area, specified as a collection of [NavigationPolygon] resources. By default, these are automatically collected from child [NavigationPolygonInstance] nodes, but they can also be added on the fly with [method navpoly_add].
+ https://godotengine.org/asset-library/asset/117
diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml
index 05e0715868e..5a6045e204c 100644
--- a/doc/classes/NavigationMesh.xml
+++ b/doc/classes/NavigationMesh.xml
@@ -5,6 +5,7 @@
+ https://godotengine.org/asset-library/asset/124
diff --git a/doc/classes/NavigationPolygon.xml b/doc/classes/NavigationPolygon.xml
index d8a4dd7ae25..bffd69c783d 100644
--- a/doc/classes/NavigationPolygon.xml
+++ b/doc/classes/NavigationPolygon.xml
@@ -24,6 +24,7 @@
[/codeblock]
+ https://godotengine.org/asset-library/asset/117
diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml
index 75a02af02a8..d1927143731 100644
--- a/doc/classes/NetworkedMultiplayerPeer.xml
+++ b/doc/classes/NetworkedMultiplayerPeer.xml
@@ -7,7 +7,8 @@
Manages the connection to network peers. Assigns unique IDs to each client connected to the server.
- https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html
+ https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html
+ https://godotengine.org/asset-library/asset/537
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 25f3bb25652..3c43436b754 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -17,7 +17,8 @@
[b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), 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/scenes_and_nodes.html
+ https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html
+ https://github.com/godotengine/godot-demo-projects/
diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml
index c30b3a00ee0..a8237ad5049 100644
--- a/doc/classes/Node2D.xml
+++ b/doc/classes/Node2D.xml
@@ -7,7 +7,8 @@
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
+ https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html
+ https://github.com/godotengine/godot-demo-projects/tree/master/2d
diff --git a/doc/classes/NodePath.xml b/doc/classes/NodePath.xml
index 494f6aeabe2..83e0a64213f 100644
--- a/doc/classes/NodePath.xml
+++ b/doc/classes/NodePath.xml
@@ -22,6 +22,7 @@
[/codeblock]
+ https://godotengine.org/asset-library/asset/520
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index 50f5707e750..9de6cbd06b5 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -7,6 +7,7 @@
Operating System functions. OS wraps the most common functionality to communicate with the host operating system, such as the clipboard, video driver, date and time, timers, environment variables, execution of binaries, command line, etc.
+ https://godotengine.org/asset-library/asset/677
diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml
index e3874affc08..353ed7f45e2 100644
--- a/doc/classes/PackedScene.xml
+++ b/doc/classes/PackedScene.xml
@@ -38,6 +38,7 @@
[/codeblock]
+ https://godotengine.org/asset-library/asset/520
diff --git a/doc/classes/Panel.xml b/doc/classes/Panel.xml
index a2bd6c36536..6449355a0df 100644
--- a/doc/classes/Panel.xml
+++ b/doc/classes/Panel.xml
@@ -7,6 +7,9 @@
Panel is a [Control] that displays an opaque background. It's commonly used as a parent and container for other types of [Control] nodes.
+ https://godotengine.org/asset-library/asset/520
+ https://godotengine.org/asset-library/asset/516
+ https://godotengine.org/asset-library/asset/523
diff --git a/doc/classes/PanelContainer.xml b/doc/classes/PanelContainer.xml
index fa4991bd8ac..5973b509211 100644
--- a/doc/classes/PanelContainer.xml
+++ b/doc/classes/PanelContainer.xml
@@ -7,6 +7,7 @@
Panel container type. This container fits controls inside of the delimited area of a stylebox. It's useful for giving controls an outline.
+ https://godotengine.org/asset-library/asset/520
diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml
index c096e9374f0..bf72f7bfcaa 100644
--- a/doc/classes/Particles.xml
+++ b/doc/classes/Particles.xml
@@ -8,7 +8,8 @@
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/3d/vertex_animation/controlling_thousands_of_fish.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html
+ https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/Particles2D.xml b/doc/classes/Particles2D.xml
index a69f09b5485..5e5cf04c53f 100644
--- a/doc/classes/Particles2D.xml
+++ b/doc/classes/Particles2D.xml
@@ -8,7 +8,8 @@
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
+ https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html
+ https://godotengine.org/asset-library/asset/515
diff --git a/doc/classes/PoolStringArray.xml b/doc/classes/PoolStringArray.xml
index f6f7ddfbb99..5ae5c229138 100644
--- a/doc/classes/PoolStringArray.xml
+++ b/doc/classes/PoolStringArray.xml
@@ -8,6 +8,7 @@
[b]Note:[/b] This type is passed by value and not by reference.
+ https://godotengine.org/asset-library/asset/677
diff --git a/doc/classes/PoolVector2Array.xml b/doc/classes/PoolVector2Array.xml
index 5797788b490..b87a3b6a738 100644
--- a/doc/classes/PoolVector2Array.xml
+++ b/doc/classes/PoolVector2Array.xml
@@ -8,6 +8,7 @@
[b]Note:[/b] This type is passed by value and not by reference.
+ https://godotengine.org/asset-library/asset/519
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 22f4101057d..a1c1c0b4706 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -9,6 +9,9 @@
[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.
+ https://godotengine.org/asset-library/asset/675
+ https://godotengine.org/asset-library/asset/125
+ https://godotengine.org/asset-library/asset/677
diff --git a/doc/classes/QuadMesh.xml b/doc/classes/QuadMesh.xml
index 97b8ea24e80..1038832ae4c 100644
--- a/doc/classes/QuadMesh.xml
+++ b/doc/classes/QuadMesh.xml
@@ -7,6 +7,8 @@
Class representing a square [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Y axes; this default rotation is more suited for use with billboarded materials. Unlike [PlaneMesh], this mesh doesn't provide subdivision options.
+ https://godotengine.org/asset-library/asset/127
+ https://godotengine.org/asset-library/asset/129
diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml
index abc2ecc0e5a..f7693d596c6 100644
--- a/doc/classes/Quat.xml
+++ b/doc/classes/Quat.xml
@@ -9,7 +9,8 @@
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
+ https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions
+ https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/RayCast.xml b/doc/classes/RayCast.xml
index 997bb93ba99..b35f093879a 100644
--- a/doc/classes/RayCast.xml
+++ b/doc/classes/RayCast.xml
@@ -11,7 +11,8 @@
RayCast 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
+ https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
+ https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml
index 76b9ffce7e7..23c17320579 100644
--- a/doc/classes/Rect2.xml
+++ b/doc/classes/Rect2.xml
@@ -9,7 +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/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html
+ https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html
diff --git a/doc/classes/RectangleShape2D.xml b/doc/classes/RectangleShape2D.xml
index 44ebb75c6f0..efb97be16b3 100644
--- a/doc/classes/RectangleShape2D.xml
+++ b/doc/classes/RectangleShape2D.xml
@@ -7,6 +7,8 @@
Rectangle shape for 2D collisions. This shape is useful for modeling box-like 2D objects.
+ https://godotengine.org/asset-library/asset/121
+ https://godotengine.org/asset-library/asset/113
diff --git a/doc/classes/ResourceLoader.xml b/doc/classes/ResourceLoader.xml
index 94dbd6c76ab..edd3167043c 100644
--- a/doc/classes/ResourceLoader.xml
+++ b/doc/classes/ResourceLoader.xml
@@ -8,6 +8,7 @@
It uses the many [ResourceFormatLoader] classes registered in the engine (either built-in or from a plugin) to load files into memory and convert them to a format that can be used by the engine.
+ https://godotengine.org/asset-library/asset/677
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index 3d24b75c3f9..384f44517a1 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -9,7 +9,9 @@
[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/gui/bbcode_in_richtextlabel.html
+ https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html
+ https://godotengine.org/asset-library/asset/132
+ https://godotengine.org/asset-library/asset/677
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml
index 623a9daeee7..6bffdc898bb 100644
--- a/doc/classes/RigidBody.xml
+++ b/doc/classes/RigidBody.xml
@@ -11,7 +11,9 @@
With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape] centers.
- https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
+ https://godotengine.org/asset-library/asset/524
+ https://godotengine.org/asset-library/asset/675
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 5be3cdb2610..87f7c98f064 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -12,6 +12,8 @@
The center of mass is always located at the node's origin without taking into account the [CollisionShape2D] centroid offsets.
+ https://godotengine.org/asset-library/asset/119
+ https://godotengine.org/asset-library/asset/148
diff --git a/doc/classes/Skeleton.xml b/doc/classes/Skeleton.xml
index 3d027bf647a..610304f29cb 100644
--- a/doc/classes/Skeleton.xml
+++ b/doc/classes/Skeleton.xml
@@ -9,6 +9,8 @@
Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone.
+ https://godotengine.org/asset-library/asset/523
+ https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/SkeletonIK.xml b/doc/classes/SkeletonIK.xml
index 6eeb4100622..9c2609c7fae 100644
--- a/doc/classes/SkeletonIK.xml
+++ b/doc/classes/SkeletonIK.xml
@@ -5,6 +5,7 @@
+ https://godotengine.org/asset-library/asset/523
diff --git a/doc/classes/Spatial.xml b/doc/classes/Spatial.xml
index 4cb38dd6d8d..0437c643ade 100644
--- a/doc/classes/Spatial.xml
+++ b/doc/classes/Spatial.xml
@@ -9,7 +9,8 @@
[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 @GDScript.deg2rad].
- https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html
+ https://github.com/godotengine/godot-demo-projects/tree/master/3d
diff --git a/doc/classes/SphereShape.xml b/doc/classes/SphereShape.xml
index e9090c63825..b877791b4f3 100644
--- a/doc/classes/SphereShape.xml
+++ b/doc/classes/SphereShape.xml
@@ -7,6 +7,7 @@
Sphere shape for 3D collisions, which can be set into a [PhysicsBody] or [Area]. This shape is useful for modeling sphere-like 3D objects.
+ https://godotengine.org/asset-library/asset/675
diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight.xml
index 5ea3cbfd6be..a526aecfef1 100644
--- a/doc/classes/SpotLight.xml
+++ b/doc/classes/SpotLight.xml
@@ -8,7 +8,8 @@
[b]Note:[/b] Due to current rendering engine limitations, only 8 SpotLights may affect a single mesh [i]resource[/i] at once. Consider splitting your level into several meshes to decrease the likelihood that more than 8 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance.
- https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
+ https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/Sprite.xml b/doc/classes/Sprite.xml
index b92e11c51be..4e5d85f534d 100644
--- a/doc/classes/Sprite.xml
+++ b/doc/classes/Sprite.xml
@@ -7,6 +7,7 @@
A node that displays a 2D texture. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation.
+ https://godotengine.org/asset-library/asset/148
diff --git a/doc/classes/StaticBody.xml b/doc/classes/StaticBody.xml
index 246bd2a2560..0888ef8bc85 100644
--- a/doc/classes/StaticBody.xml
+++ b/doc/classes/StaticBody.xml
@@ -8,6 +8,9 @@
Additionally, a constant linear or angular velocity can be set for the static body, so even if it doesn't move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels).
+ https://godotengine.org/asset-library/asset/675
+ https://godotengine.org/asset-library/asset/678
+ https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index ae347b7e94e..177c2346c19 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -19,6 +19,7 @@
[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://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/TextureButton.xml b/doc/classes/TextureButton.xml
index 04bce92f356..84dafed2669 100644
--- a/doc/classes/TextureButton.xml
+++ b/doc/classes/TextureButton.xml
@@ -9,6 +9,7 @@
See also [BaseButton] which contains common properties and methods associated with this node.
+ https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/TextureRect.xml b/doc/classes/TextureRect.xml
index b9620ccd365..1b29def3833 100644
--- a/doc/classes/TextureRect.xml
+++ b/doc/classes/TextureRect.xml
@@ -8,6 +8,7 @@
[b]Note:[/b] You should enable [member flip_v] when using a TextureRect to display a [ViewportTexture]. Alternatively, you can enable [member Viewport.render_target_v_flip] on the Viewport. Otherwise, the image will appear upside down.
+ https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml
index 6d790c6edc7..4410eab93a8 100644
--- a/doc/classes/Thread.xml
+++ b/doc/classes/Thread.xml
@@ -10,6 +10,7 @@
https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html
https://docs.godotengine.org/en/latest/tutorials/threads/thread_safe_apis.html
+ https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 328d24733ee..0ed7e96f11a 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -7,7 +7,13 @@
Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps.
- https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html
+ https://docs.godotengine.org/en/latest/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
+ https://godotengine.org/asset-library/asset/519
+ https://godotengine.org/asset-library/asset/520
+ https://godotengine.org/asset-library/asset/113
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index df977adddee..9766d4cf940 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -8,6 +8,13 @@
Tiles are referenced by a unique integer ID.
+ https://docs.godotengine.org/en/latest/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
+ https://godotengine.org/asset-library/asset/519
+ https://godotengine.org/asset-library/asset/520
+ https://godotengine.org/asset-library/asset/113
diff --git a/doc/classes/Timer.xml b/doc/classes/Timer.xml
index f3f690b9c0c..af55efaaa9e 100644
--- a/doc/classes/Timer.xml
+++ b/doc/classes/Timer.xml
@@ -8,6 +8,7 @@
[b]Note:[/b] To create an one-shot timer without instantiating a node, use [method SceneTree.create_timer].
+ https://godotengine.org/asset-library/asset/515
diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml
index 5729226d122..4bf409a644c 100644
--- a/doc/classes/Transform.xml
+++ b/doc/classes/Transform.xml
@@ -8,9 +8,12 @@
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
+ 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
+ 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/Transform2D.xml b/doc/classes/Transform2D.xml
index 292ad716dc7..289599f1896 100644
--- a/doc/classes/Transform2D.xml
+++ b/doc/classes/Transform2D.xml
@@ -8,7 +8,10 @@
For more information, read the "Matrices and transforms" documentation article.
- https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html
+ https://docs.godotengine.org/en/latest/tutorials/math/index.html
+ https://docs.godotengine.org/en/latest/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/VBoxContainer.xml b/doc/classes/VBoxContainer.xml
index 2b7dc90149b..49b86e5653a 100644
--- a/doc/classes/VBoxContainer.xml
+++ b/doc/classes/VBoxContainer.xml
@@ -7,6 +7,7 @@
Vertical box container. See [BoxContainer].
+ https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 9f2db05f0eb..b778fef9ac5 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -8,7 +8,12 @@
[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/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html
+ https://docs.godotengine.org/en/latest/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/Vector3.xml b/doc/classes/Vector3.xml
index 872280261c1..05e9bb1414d 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -8,7 +8,12 @@
[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/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html
+ https://docs.godotengine.org/en/latest/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/VehicleBody.xml b/doc/classes/VehicleBody.xml
index 672aa59855b..0c10137fb44 100644
--- a/doc/classes/VehicleBody.xml
+++ b/doc/classes/VehicleBody.xml
@@ -9,6 +9,7 @@
[b]Note:[/b] This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you will probably have to write your own physics integration using another [PhysicsBody] class.
+ https://godotengine.org/asset-library/asset/524
diff --git a/doc/classes/VehicleWheel.xml b/doc/classes/VehicleWheel.xml
index 055ce5990f0..929465424cc 100644
--- a/doc/classes/VehicleWheel.xml
+++ b/doc/classes/VehicleWheel.xml
@@ -8,6 +8,7 @@
[b]Note:[/b] This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you will probably have to write your own physics integration using another [PhysicsBody] class.
+ https://godotengine.org/asset-library/asset/524
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index cde9da380ec..58340c76581 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -12,8 +12,14 @@
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/2d/2d_transforms.html
- https://docs.godotengine.org/en/latest/tutorials/viewports/index.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html
+ https://docs.godotengine.org/en/latest/tutorials/viewports/index.html
+ https://godotengine.org/asset-library/asset/127
+ https://godotengine.org/asset-library/asset/128
+ https://godotengine.org/asset-library/asset/129
+ https://godotengine.org/asset-library/asset/130
+ https://godotengine.org/asset-library/asset/541
+ https://godotengine.org/asset-library/asset/586
diff --git a/doc/classes/ViewportTexture.xml b/doc/classes/ViewportTexture.xml
index 9ee9edd4bd5..11112337917 100644
--- a/doc/classes/ViewportTexture.xml
+++ b/doc/classes/ViewportTexture.xml
@@ -8,6 +8,10 @@
To create a ViewportTexture in code, use the [method Viewport.get_texture] method on the target viewport.
+ https://godotengine.org/asset-library/asset/127
+ https://godotengine.org/asset-library/asset/128
+ https://godotengine.org/asset-library/asset/129
+ https://godotengine.org/asset-library/asset/586
diff --git a/doc/classes/VisibilityNotifier2D.xml b/doc/classes/VisibilityNotifier2D.xml
index fb0fa7a8d78..13ca044609c 100644
--- a/doc/classes/VisibilityNotifier2D.xml
+++ b/doc/classes/VisibilityNotifier2D.xml
@@ -9,6 +9,7 @@
[b]Note:[/b] For performance reasons, VisibilityNotifier2D uses an approximate heuristic with precision determined by [member ProjectSettings.world/2d/cell_size]. If you need precise visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node.
+ https://godotengine.org/asset-library/asset/515
diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml
index 452ae97ef7f..7d17a4c5942 100644
--- a/doc/classes/WorldEnvironment.xml
+++ b/doc/classes/WorldEnvironment.xml
@@ -9,7 +9,10 @@
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
+ https://docs.godotengine.org/en/latest/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/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml
index 626cf424ff7..f69d9c89817 100644
--- a/modules/gridmap/doc_classes/GridMap.xml
+++ b/modules/gridmap/doc_classes/GridMap.xml
@@ -10,7 +10,9 @@
Internally, a GridMap is split into a sparse collection of octants for efficient rendering and physics processing. Every octant has the same dimensions and can contain several cells.
- https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html
+ https://godotengine.org/asset-library/asset/125
+ https://godotengine.org/asset-library/asset/126