[Docs] Fix some broken links

(cherry picked from commit b1ab7b4acf)
This commit is contained in:
Kelly Thomas 2018-10-06 04:20:16 +08:00 committed by Rémi Verschelde
parent 9a126f75bb
commit 2eeeb163ba
12 changed files with 12 additions and 12 deletions

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</argument> </argument>
<description> <description>
Creates a new surface. Creates a new surface.
Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. See [Mesh] for details. (As a note, when using indices, it is recommended to only use points, lines or triangles). [method get_surface_count] will become the surf_idx for this new surface. Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. See [Mesh] for details. (As a note, when using indices, it is recommended to only use points, lines or triangles). [method get_surface_count] will become the [code]surf_idx[/code] for this new surface.
The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for [code]ARRAY_INDEX[/code] if it is used. The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for [code]ARRAY_INDEX[/code] if it is used.
Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data, and the index array defines the order of the vertices. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data, and the index array defines the order of the vertices.
Godot uses clockwise winding order for front faces of triangle primitive modes. Godot uses clockwise winding order for front faces of triangle primitive modes.

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Adds a band limit filter to the Audio Bus. Adds a band limit filter to the Audio Bus.
</brief_description> </brief_description>
<description> <description>
Limits the frequencies in a range around the [member cutoff_hz] and allows frequencies outside of this range to pass. Limits the frequencies in a range around the [member AudioEffectFilter.cutoff_hz] and allows frequencies outside of this range to pass.
</description> </description>
<tutorials> <tutorials>
</tutorials> </tutorials>

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Adds a band pass filter to the Audio Bus. Adds a band pass filter to the Audio Bus.
</brief_description> </brief_description>
<description> <description>
Attenuates the frequencies inside of a range around the [member cutoff_hz] and cuts frequencies outside of this band. Attenuates the frequencies inside of a range around the [member AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band.
</description> </description>
<tutorials> <tutorials>
</tutorials> </tutorials>

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Adds a high pass filter to the Audio Bus. Adds a high pass filter to the Audio Bus.
</brief_description> </brief_description>
<description> <description>
Cuts frequencies lower than the [member cutoff_hz] and allows higher frequencies to pass. Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and allows higher frequencies to pass.
</description> </description>
<tutorials> <tutorials>
</tutorials> </tutorials>

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Adds a low pass filter to the Audio Bus. Adds a low pass filter to the Audio Bus.
</brief_description> </brief_description>
<description> <description>
Cuts frequencies higher than the [member cutoff_hz] and allows lower frequencies to pass. Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and allows lower frequencies to pass.
</description> </description>
<tutorials> <tutorials>
</tutorials> </tutorials>

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Adds a notch filter to the Audio Bus. Adds a notch filter to the Audio Bus.
</brief_description> </brief_description>
<description> <description>
Attenuates frequencies in a narrow band around the [member cutoff_hz] and cuts frequencies outside of this range. Attenuates frequencies in a narrow band around the [member AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this range.
</description> </description>
<tutorials> <tutorials>
</tutorials> </tutorials>

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Node that represents collision shape data in 3D space. Node that represents collision shape data in 3D space.
</brief_description> </brief_description>
<description> <description>
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 get_shape] to get the actual shape. 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.
</description> </description>
<tutorials> <tutorials>
http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html

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Node that represents collision shape data in 2D space. Node that represents collision shape data in 2D space.
</brief_description> </brief_description>
<description> <description>
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 get_shape] to get the actual shape. 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.
</description> </description>
<tutorials> <tutorials>
http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html

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<argument index="1" name="constant" type="int"> <argument index="1" name="constant" type="int">
</argument> </argument>
<description> <description>
Overrides an integer constant in the [member theme] resource the node uses. If the [code]constant[/code] is invalid, Godot clears the override. See [member Theme.INVALID_CONSTANT] for more information. Overrides an integer constant in the [member theme] resource the node uses. If the [code]constant[/code] is invalid, Godot clears the override.
</description> </description>
</method> </method>
<method name="add_font_override"> <method name="add_font_override">

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[b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine. [b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.
Nodes can also process input events. When present, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it. Nodes can also process input events. When present, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it.
To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with [method set_owner]. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though. To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with [method set_owner]. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
Finally, when a node is freed with [method free] or [method queue_free], it will also free all its children. Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children.
[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See [method add_to_group], [method is_in_group] and [method remove_from_group]. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on [SceneTree]. [b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See [method add_to_group], [method is_in_group] and [method remove_from_group]. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on [SceneTree].
[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. [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.
</description> </description>

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<argument index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0"> <argument index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0">
</argument> </argument>
<description> <description>
Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers the [enum Object.NOTIFICATION_INSTANCED] notification on the root node. Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers the [enum Node.NOTIFICATION_INSTANCED] notification on the root node.
</description> </description>
</method> </method>
<method name="pack"> <method name="pack">

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The amount of columns. The amount of columns.
</member> </member>
<member name="drop_mode_flags" type="int" setter="set_drop_mode_flags" getter="get_drop_mode_flags"> <member name="drop_mode_flags" type="int" setter="set_drop_mode_flags" getter="get_drop_mode_flags">
The drop mode as an OR combination of flags. See [code]DROP_MODE_*[/code] constants. Once dropping is done, reverts to [code]DROP_MODE_DISABLED[/code]. Setting this during [method can_drop_data] is recommended. The drop mode as an OR combination of flags. See [code]DROP_MODE_*[/code] constants. Once dropping is done, reverts to [code]DROP_MODE_DISABLED[/code]. Setting this during [method Control.can_drop_data] is recommended.
</member> </member>
<member name="hide_folding" type="bool" setter="set_hide_folding" getter="is_folding_hidden"> <member name="hide_folding" type="bool" setter="set_hide_folding" getter="is_folding_hidden">
If [code]true[/code] the folding arrow is hidden. If [code]true[/code] the folding arrow is hidden.